East (directly away from the river is the earthen slope (where Balter has commented is a death trap.. danger of landslide)
North (upriver) is the rocky climb - along a stretch of whitewater rapids on the Shrike river. This is the direction the boot tracks are heading.
South (downriver and toward the bandits' watchtower) is relatively level ground less foliage, standing boulders, and small groupings of trees. This is the direction in which you've spotted the collapsed stone structure.
The "bad smell" is coming from somewhere east, southeast, or southward.
Init +3 | HP 27/27 | AC 16 T 13 FF 13 | Fort +0 Ref +4 Will +5 [-2 Ref (trap/hazard)] | Perc +9 (LowL) -2 Perc (Surprise) | Spells: 1st 7/7, 2nd 2/5 | Time Flkr 4/5| wand CLW CL1 37/50
Hello again, everyone! You might remember me, I used to play in this game semi-regularly before falling into a black hole and having adventures in a different universe. I'm planning to return to the game though as long as you haven't already written me out of the play. I see I have a very large number of posts to catch up on, so I may not have a new post up until tomorrow (we're putting up the Christmas tree tonight).
If there is any reason you do not desire this, please let me know here. Thank you for your patience.
Thank you so much for returning to us, Durielle! I was out a bit as well during the holidays but I was actually hoping to have a side-scene with Durielle that might give our characters something to talk about and perhaps a little more development. See you in game soon. :)
Also... game related, the "rocky climb" alongside the rapids is not a cliff, but a (roughly) 45 degree incline with a few spots where you'd need to (at most) hoist yourself up a waist-high boulder.
rough sketch of the area..
Balter did not see it clearly or the base of it, but I included an insert illustrating the type of tower.... It walls off the pass - the break in the ridge, and the top of that wall is a bridge through the center of the tower.
Male LN Human (Varisian) Order of the Dragon Cavalier (Daring Champion) 4 / Bard 1 | HP: 25/39 | AC: 20 (14 Tch, 16 FF) | CMB: +5 (+6), CMD: 18 (19) | Fort +5, Reflex +6, Will +4 | Initiative: +5 | Perception: +8, Sense Motive: +8 | Speed 30ft | Active conditions: None | Performance 7/7 | 1st Level Spells 0/2 | Panache 2/3 | Challenge 1/2 | Tactician 1/1
I'm really hoping this game isn't on its death bed. We haven't heard from anyone but DM Bloodgargler, Marisol, or Vlad in just shy of two weeks. We haven't heard from Hrafen since X-mas eve.
Init +3 | HP 27/27 | AC 16 T 13 FF 13 | Fort +0 Ref +4 Will +5 [-2 Ref (trap/hazard)] | Perc +9 (LowL) -2 Perc (Surprise) | Spells: 1st 7/7, 2nd 2/5 | Time Flkr 4/5| wand CLW CL1 37/50
Indeed I am, just not really sure what to add. Looks like this is an action scene essentially. Durielle follows Marisol and Vlad's most times, so until you guys actually do something, she's kind of just standing there watching you guys talk about the trap. I can write that in a post if you would like of course.
Male LN Human (Varisian) Order of the Dragon Cavalier (Daring Champion) 4 / Bard 1 | HP: 25/39 | AC: 20 (14 Tch, 16 FF) | CMB: +5 (+6), CMD: 18 (19) | Fort +5, Reflex +6, Will +4 | Initiative: +5 | Perception: +8, Sense Motive: +8 | Speed 30ft | Active conditions: None | Performance 7/7 | 1st Level Spells 0/2 | Panache 2/3 | Challenge 1/2 | Tactician 1/1
Fair enough. Since it does not appear a single one of us has Disable Device (something that we should remedy - I can take a couple of ranks next level, should we make it that far), I guess the next step is to try to cut the cord, trigger the trap and get on with it then ;)
Male Half-Elf Wild Shadow 4 | HP 40/40 | AC 18, T 12, FF 16 | Fort +6, Ref +6, Will +5 | CMD 20 | Init +2 | Perception +11
Sorry, I'm still alive. I thought I had posted something in regards to the trap (something along the lines of "Let's just trigger it!"), but it must have gotten eaten by the post monster.
Male LN Human (Varisian) Order of the Dragon Cavalier (Daring Champion) 4 / Bard 1 | HP: 25/39 | AC: 20 (14 Tch, 16 FF) | CMB: +5 (+6), CMD: 18 (19) | Fort +5, Reflex +6, Will +4 | Initiative: +5 | Perception: +8, Sense Motive: +8 | Speed 30ft | Active conditions: None | Performance 7/7 | 1st Level Spells 0/2 | Panache 2/3 | Challenge 1/2 | Tactician 1/1
That would certainly seem to be the case. :)
One of the reasons I have enjoyed the Kingmaker AP so much (and numerous times) is how much it lends itself to GM customization of the content of the game...keeps it fresh.
If I remember right, as written, the only settlements that are encountered in the first book are the Sootscale kobolds and the Mites.
Init +3 | HP 27/27 | AC 16 T 13 FF 13 | Fort +0 Ref +4 Will +5 [-2 Ref (trap/hazard)] | Perc +9 (LowL) -2 Perc (Surprise) | Spells: 1st 7/7, 2nd 2/5 | Time Flkr 4/5| wand CLW CL1 37/50
Marisol Surtova wrote:
I hope Marisol's chatter isn't getting on peoples' nerves; I'm mostly "filling space" with character as the game unfolds -- gives me something to do. :)
I approve of roleplaying. You are given leave to continue. :D
Agreed. I'm sorry to see him go, but yeah, we could use a fifth. I think we could get by for a bit without him, but in a couple more levels we would be hurting by not having controls, buffs, and debuffs that a full arcane caster would have (Vlad only has a little bard magic, and my magus spells don't lend themselves well to that area).
Durielle - Not too much... this is just about it.
I've run KM two and a half times face to face, and have added a lot.
In my first pbp Kingmaker there were a lot of nature-oriented PCs so I used more Narlmarches content from my home game (and sources like Tales of the Old Margreve)
This group seemed more suited for NPC interaction so I added the human/humanoid areas that played best with my home group.
Regarding Hrafen, I'll double-check with him before recruiting. I agree you should have a full arcane caster.
Init +3 | HP 27/27 | AC 16 T 13 FF 13 | Fort +0 Ref +4 Will +5 [-2 Ref (trap/hazard)] | Perc +9 (LowL) -2 Perc (Surprise) | Spells: 1st 7/7, 2nd 2/5 | Time Flkr 4/5| wand CLW CL1 37/50
I'm planning to respond to you, Marisol, so give me a bit. I broke my glasses today, so having a bit of trouble until I can get home and put in my contacts. :/
Also, I'm sure hoping nothing is happening to the horses down by Nettle's Crossing. :_(
I'm planning to respond to you, Marisol, so give me a bit. I broke my glasses today, so having a bit of trouble until I can get home and put in my contacts. :/
Also, I'm sure hoping nothing is happening to the horses down by Nettle's Crossing. :_(
No problem Durielle, and sorry to hear about the glasses!
Sorry everybody. I don't know how I missed that there was a combat.
Every once in a while the boards will not place a notification that there are new posts on a campaign, so sometimes I'll just poke in to see if something happened without getting a notice. :) Same thing happens with PMs rarely.
Init +3 | HP 27/27 | AC 16 T 13 FF 13 | Fort +0 Ref +4 Will +5 [-2 Ref (trap/hazard)] | Perc +9 (LowL) -2 Perc (Surprise) | Spells: 1st 7/7, 2nd 2/5 | Time Flkr 4/5| wand CLW CL1 37/50
*checks gameplay*
Whew!
I managed to catch it before anything was announced. Instead of Shadow, let's have Whisper pull the cart.
Shadow is a combat trained stallion and would absolutely hate a halter and hitch. Whisper is the horse of a village peasant essentially, and before Durielle left her village was probably more used to pulling small burdens than she was having Durielle ride her (though riding Whisper was something Durielle did for enjoyment occasionally).
Whisper has not been combat trained though I suppose an argument could be made the mare should at least be getting used to it by now. :P
Also, how does a non-class feature horse gain more Hit Dice? Whisper has been around for a while since we're now 4th level, so is it possible to level her up? Durielle would be pretty upset if her beloved horse gets one shotted by some of the more powerful monsters we're likely going to start encountering as we progress further.
Male LN Human (Varisian) Order of the Dragon Cavalier (Daring Champion) 4 / Bard 1 | HP: 25/39 | AC: 20 (14 Tch, 16 FF) | CMB: +5 (+6), CMD: 18 (19) | Fort +5, Reflex +6, Will +4 | Initiative: +5 | Perception: +8, Sense Motive: +8 | Speed 30ft | Active conditions: None | Performance 7/7 | 1st Level Spells 0/2 | Panache 2/3 | Challenge 1/2 | Tactician 1/1
Have the Daring Champion archetype means Shadow isn't really any better off than Whisper, with the exception of being combat trained.
I think there are feats that allow classes that do not have the mount/animal companion feature to pick one up, but I'd have to dig through some stuff to find that again.
As to the cart being attached to one of our mounts, I thought we were getting a horse with the cart from Grundy, or am I misunderstanding that DM BG?
Init +3 | HP 27/27 | AC 16 T 13 FF 13 | Fort +0 Ref +4 Will +5 [-2 Ref (trap/hazard)] | Perc +9 (LowL) -2 Perc (Surprise) | Spells: 1st 7/7, 2nd 2/5 | Time Flkr 4/5| wand CLW CL1 37/50
DM Bloodgargler wrote:
Umm .. forgot to ask. Who has the cart in tow?
@Vladimir: I might have been mistaken then. I read the above response to read we needed to be responsible for it. I thought the goat/horse part that came after just a comment that using a horse would be better than a goat.
Sorry.. I meant assuming you picked one up would have been fine.
Having Whisper pull it works though.. one less tile to put on the map ;)
Durielle - If your mount has reason to level up - either used in combat or some time training (not toward a trick) - then I could see allowing it... though only a couple HD and never more than half your character level.
Male LN Human (Varisian) Order of the Dragon Cavalier (Daring Champion) 4 / Bard 1 | HP: 25/39 | AC: 20 (14 Tch, 16 FF) | CMB: +5 (+6), CMD: 18 (19) | Fort +5, Reflex +6, Will +4 | Initiative: +5 | Perception: +8, Sense Motive: +8 | Speed 30ft | Active conditions: None | Performance 7/7 | 1st Level Spells 0/2 | Panache 2/3 | Challenge 1/2 | Tactician 1/1
DM Bloodgargler wrote:
Durielle - If your mount has reason to level up - either used in combat or some time training (not toward a trick) - then I could see allowing it... though only a couple HD and never more than half your character level.
How would that work mechanically? Seems like something that I might be interested in for Shadow as well.
I hope to get more input from my players (roles needed etc.).. and they will have final say. They are great roleplayers. Someone that can fit in with that is my criteria.
Our group seems to be very well balanced as you have mentioned. The character who has disappeared was an Inquisitor. I think the role that we will mainly need is either :
* A front line fighter (As at the moment it is just the Paladin and my Ranger can.)
* A party spokesman (Our Wizard is doing a very good job at the moment, but having someone who is more skilled would always be good).
* A party buffer or enemy de-buffer.
I've got a couple thoughts in mind that would fit one or two of Jaestra's suggestions but so that I have an idea of what I am working with for a submission, what are your character generation specs? (Point Buy/Die Roll, Sources Allowed, etc.) Thanks!
So I scoured the forums for the original thread and I have found this from the original DM.
Varash Ironskull wrote:
You would be submitting a character at level 1, using the pathfinder core rulebook, advanced players guide, and ultimate combat.
Anything from ultimate magic, or 3.5 will be considered on a case by case basis.
The party will have been hired either individually or as a group, to survey the Stolen Lands, and reduce banditry and anything else preventing successful settlement by the nation of Brevory.
In this thread, please propose your character, what you would bring to the party (mechanically and roleplay-wise) and future plans for character development (mechanically and roleplay-wise)
25 point buy, and please no complete min-maxing of scores, nothing lower than 8 after racials, with 25 everything should be at least 10.
thank you .. there you go. All I would cut from that is 3.5 .. just because my brain resists going there .. (and I don't have the PDFs) I suggest reading the player's guide .. and if you don't pick a campaign trait as one of your traits, I would like you to have some motivation to explore, tame the wilds, and prepare it for colonization. Doesn't necessarily have to be a big part of your bio .. but being part of the adventure assumes you have gone to the trouble to acquire a "charter" to do those things.
I'll post some specifics later tonight, but the concept I plan to use is Fighter (Weapon Master)/Bard (Arcane Duelist). 1st level will be fighter followed by bard at 2nd. Subsequent levels will be 2 fighter for every 1 bard.
Like I said before, I will post later tonight with specfics and backstory. Thanks for the opportunity to submit a character.
Talomyr here. Checking in with my submission, Vladimir Ducheski. The crunch is all done and the back story is there for the most part (though I may tweak parts here and there, and am open to DM suggestions for changes as well.)
Changing a bit of the mechanics of the character, dropping the Arcane Duelist archetype from Bard, and switching from World Traveler to Magical Knack on one of the Traits.
I hadn't even realised that I was detailing a Bard when I put those points in. A bit worrying really when they are my favourite class.
It is nice to see there are a few people who would like to join this group and I wish you all luck on being selected. I am sure the other players will voice their opinions on who they would like to select soon.
I have an Inquisitor I used for a 8th level Kingmaker game, I can Drop him down to the Level you need.
I Present Augusto de la Mancha, NG Inquisitor of Erastil.
A man Rides into town, covered in Dust from many a days ride. A Long Leather jacket, Wide Brimed hat, and boots overdue for a repair mark his as a man of the Wild, un-taimed area's of the River Nations. This is not an uncommon site, as there are plenty of would be Settlers in these parts. However, the mark of a Stag Horn-Bow, and Deep Piercings Eyes warns you there is more to this man, that he could eb dangerous.....untill he starts talking to his horse...
"NO! No! I will not get you an Apple! After what you did back there? Stopping to sniff around the back side of some wild-palimno! You had No Idea where she's been! We lost a half-days ride because of you!, What... You where tired!? Such Rubbish... Come on then, I'll get you to the Stables, you can rest there, I'll even get you some warm oats... Sound good? Fine.... But you're not getting my last apple.."
Here's Geirmund's backstory. I don't want to make an alias unless he is accepted.
Backstory:
Geirmund Gær (GĪR-mōōnd GĪR; click the sound icon to listen) was not your ordinary Ulfen viking. Sure he was brash and headstrong, but he was also quite intelligible and charismatic. Back at the Lands of the Linnorm Kings, he was a well-loved technician who would tell various stories, mostly about kings and thieves, for those stories were his favorite. It could also have been because Geirmund himself was a brigand.
Soon, word of his deception and feats were spread, and after many heart-wrenching trials, he was exiled. He could have been killed, but he may have been lucky. For the taste of his knowledge, Geirmund travelled east to the land of Numeria, where he had heard of many great stories of technology that outclasses Taldor centuries far. He knew how to speak the language. How could it go wrong?
However, life at Numeria was not as great as expected. It seemed that the only way Geirmund was going to get around was to use a gun, and he was definitely not good at that. Instead, he moved further east to the land of Brevoy. He had heard of opposing nobles and decided that his diplomatic skills may be of use there to get him some pence.
Alas, Geirmund was jobless for quite some time. If you have problems with your own people, why place it in the hands of an Ulfen? They're brutes! However, it has come to time that the kingdom needed a few hands to fight off bandits and take hold of new land at the River Kingdoms. Fight off bandits? His own kind? Well, if he'd be getting some profit out of it, why not? What could possibly go wrong?
I have a completely fleshed out Half-elf Rogue. 3/4 Knife master 1/4 swashbuckler. Background: Born from the father of an elven rogue (Vistrian) and human rogue mother (Laura) I learned the life of a rogue early on. Father was a locksmith by trade and taught me the craft as a child. My mother was more like me. She was a wanderer and thief by trade. She taught me some cons and how to pick a pocket with out getting caught. My Father and I had a falling out when I was 13. I think he knew it was time for me to go on my own path. I lived in the city doing odd jobs. I worked in a brothel for a couple of years honing my skill as a ladies man. At 16 I killed my first person. He was a nasty Orc named Kalbor. He and I were best friends until he stole from me. I snuck into his lair late at night, took my things and slit his throat in his sleep. After that incident I worked for a Wizard who I stole for. He was a bastard but he did show me how to work magic items. After two years of this and his antics I left to become a locksmith. I have been saving for two years to get my own set of thieves’ tools. Last week I got into a bad situation with the daughter of a magistrate. He found out we were together and gave me a choice. Get out of town or die a slow painful death. I hopped on the next caravan out of town. I hope the next town could use a locksmith.
In light of the question asked of Augusto, and in the spirit of complete disclosure, I have been in a Kingmaker PbP before, though it did not make it very far (especially for the number of posts the thread had). If I had to make a guess, I would say we made it about 2/3 through Book 1. If that disqualifies me I understand....though I hope it doesn't ;)
I was hoping the players would decide for me but they are split.
Augusto .. I think there will be opportunities to join later, well before book 3 and I would love to have you. But I feel like I should go with Vladimir/Talomyr.
I was hoping the players would decide for me but they are split.
Augusto .. I think there will be opportunities to join later, well before book 3 and I would love to have you. But I feel like I should go with Vladimir/Talomyr.
Okay, we have just finished recruiting for a replacement character and now we are opening another recruitment. We have lost contact with our Cleric and have been informed that she will not be returning.
So, if there is anyone out there who would like to give Kingmaker a go and play a healing character, please sign up.
The requirements are as follows :
*25 point buy, and please no complete min-maxing of scores, nothing lower than 8 after racials, with 25 everything should be at least 10.
*CoreRule Book, Advanced Players Guide, Ultimate Magic and Ultimate Combat are all allowed.
*2 Trait to be chosen, preferably 1 to be a campaign trait.
*Maximum Hit Points for level 1
*Average Starting Gold
Oh and it will be a level 1 character to be created.
Just to let you know, I am not the DM, but can try to help as much as possible.
I would like to submit a Human Male Witch (probably with the Hedge-witch archetype) for consideration.
Something of a recluse, Alexander has long tended more towards solitary walks and quiet than his peers, as if perpetually wandering away in pursuit of the otherworldly influence that he's felt gently tugging at him for as long as he can remember. Although generally amiable and kindly, the young man occasionally shifts dispositions as unpredictably as a late summer's rain.
As of late, Alex has found himself drawn out of the quiet world to which he is accustomed by a restless unease, and the feeling that Something is coming, that the world is shifting around him.
There's the general gist of the character; if the DM is interested, I can get a few more specifics figured out in terms of his background, as well as the rule-sy part of the character :)
Alexander is pretty much finished; I've added his background and description, I just need a bit of input from you, Mr. Bloodgargler, as to what Alexander's place in the area and story might be :)
I'm willing to put forward a Cleric of Ragathiel. Background, personality and description as follows. Bloodgargler, if you want me to put up the crunch, let me know.
Background:
Once a follower of Iomedae, Jubrayl turned to the worship of Ragathiel when his sister was killed by bandits while on a coach between New Stetven and Restov. She had been travelling to see her brother inducted into the Church of Iomedae as an acolyte but following her death, Jubrayl had a crisis of faith. Where some might have turned from the path of righteousness, her death had the opposite effect on Jubrayl; he dedicated himself to the pursuit of lawfulness and goodness and eventually found himself at a small shrine dedicated to the empyreal lord, Ragathiel.
Ragathiel's portfolio of leading a chaste, lawful and good life spoke to Jubrayl in volumes but at the same time, the vengeful aspect of Ragathiel also resonated deeply with the young Cleric. He joined the party that was hunting the bandits who had killed his sister and after almost a month of chasing them through the hinterlands of Brevoy, they finally cornered them and Jubrayl was able to see justice done.
Many of the men he travelled with marvelled at his restraint when faced with his sister's killers. He offered them a chance at redemption if they were to submit to the laws of Brevoy. Two of the bandits, barely into their adult years, threw down their weapons and submitted. The rest of the band, all of them well into their third decade at least, sneered at the young Cleric.
"Cut them down," he ordered, his voice dispassionate. Loath to draw his own weapon, he was nonetheless forced to when one of the bandits managed to break the battle line.
"I'm gonna kill you," the bandit sneered, charging Jubrayl. Although not an expert swordsman, he nonetheless outclassed the bandit and with his bastard sword, ran the man through. It was then that a glinting around the man's neck caught his eye; his sister's silver necklace. Reaching down, he snatched it from around the man's neck and held it in his closed fist. His sister had been avenged. Once the fighting had stopped, Jubrayl surveyed the devastation.
"Prepare graves for them," Jubrayl commanded, "I will see that they have a proper burial." He heard some of the men grumbling about giving men like these a decent send off, but to do otherwise would change the pursuit of vengeance to vindictiveness.
-----
When Jubrayl returned to Restov, he approached a silversmith and asked the man to melt down his sister's necklace and to re-cast it in the shape of Ragathiel's holy symbol. Once this was done, he knelt at the shrine of Ragathiel and petitioned himself to the empyreal lord. Almost instantly, Jubrayl felt a divine connection and looking down at his holy symbol which seemed to glitter in the morning light.
It was less than a week later that Jubrayl heard of the expedition into the Stolen Lands. A chance to redeem those who had fallen from the light, and to take vengeance on those who revelled in the darkness seemed a worthwhile quest for Jubrayl. Without hesitation, he put his name forward.
Personality:
Jubrayl attempts to be the personification of Ragathiel's portfolio; chaste, good yet vengeful on those who have wronged the innocent. His vengeance is at all times tempered by the desire to offer those who wish for repentance and redemption the chance to do so. However, for those who have no desire to come back into the light, retribution is swift and without clemency. Although he sticks to the intention of the law, he doesn't always see the need to stick to the absolute letter of it; he'll leave such wrangling to followers of Abadar and Asmodeus.
For the most part, Jubrayl is pragmatic and taciturn. He does not indulge in alcohol or other substances although that won't stop him celebrating during festivals or enjoying himself in general.
Description:
Jubrayl is both a good-looking man and one with a force of personality. Although he spends most of his time in his scale mail, he is known to cut a dashing figure when he wears proper clothing and has a shave.
His physique is muscular although not to the point of obscenity, although he doesn't show it off. He attempts to keep himself well but when singularly devoted to a task, he can sometimes let his personal grooming slide although he'll make every endeavour to wash once a day.
Basic Stat Info:
Wis 16, Str 16 (+2), Cha 14, Int 13, Con 12, Dex 10
Going for a melee Cleric, but one who will steal heal his compatriots. Not a great deal of focus on skills, with the Cleric staples getting the most attention. Ragathiel's favored weapon is the bastard sword so it'll get swapped between two-handed and sword/shield as appropriate.
*25 point buy, and please no abilities lower than 8 after racial adjustments.
*Core Rule Book, Advanced Players Guide, Ultimate Magic and Ultimate Combat are all allowed. Other Paizo sources run by me first please.
*2 Traits, preferably 1 chosen from campaign traits.
*Maximum Hit Points for level 1 (half hit die +1 hp for following levels)
*Standard wealth by level
*Fleshed-out character (personality and/or behavior, defining moments and unresolved issues from past, or full backstory)
We currently have a male human paladin, male human fighter/bard, and male halfling sorcerer.
Someone with some heals might be good... someone who can get along in the wild would be good...
Hello! Interested. Thinking of submitting a half-elf druid of the "Survivor" archetype (from Player's Companion: Champions of Balance). Would that archetype be acceptable?
Vazlow - looks good. Let me know when you have background and personality stuff down.
Edward Sobel - I don't mind if you are in a kingmaker game already. I'd prefer to not have ACG classes in this campaign... primarily since I would like to keep the options mostly limited to what the original PCs had.