Svetlana is relieved to hear the gnome respond positively.
"No, that's really easy. I'd ask you to bring me some 'Moon Radishes' as they are called."
The young woman gives the gnome a distinct description of them shortly, then goes on: "Some hunter brought one of those to us some time ago. He said to have seen a path of them growing south of here, but he can't remember where that was exactly.
From what I heard they are really rare and not easy to cultivate, and the recipe asks for a rather large amount of radishes.
And I can't go down there on my own, with all the bandits and wildlife. Oleg would be to concerned about my safety. And I can't ask him to get those, he'd surely want to know why I would need so many of them." as reluctantly she started asking Majet for that favor, so quick her words now flow.
"Oh, and I saved a bit of money to reward you for you finding and bringing me those 'Moon Radishes'. I'd pay you 100gp if you bring me enough radishes for the 'soup' I'd make, or even some more money if you bring me a seedling that I could try to grow in our garden. But please keep that a secret from Oleg.
You know who you can trust in your companions, so tell them if you must, but Oleg can't hear a word of that. It would hurt him deeply."
Big Ern huffs and puffs for a few seconds. "Dammit! Did you see what those little sonsab@@!#es did to my face? Ah well; I'm gonna start heading back, I guess. If we're lucky, maybe the others will meet us half way."
While awaiting the scouts to come back, Agerron will do an investigation of the trading post, looking for opportunities to fortify it and where we might be able to improve defenses/set traps.
He'll take 10 on any applicable knowledge checks, giving him a 10. Unfortunately, with no ranks in any knowledge skills, if anything is more than a DC 10, he won't know it untrained. Of course, he'd welcome anyone who wished to look with him (aid another's?)
Matius sorts through the goods and reinforces Bran's thanks to their hosts while awaiting the return of the scouts. He glances at the piked bandit heads and cant help but shake his head remorsefully. Perhaps he was a "bleeding heart" as the dwarf would say but he couldn't prevent himself for feeling a bit of sympathy for the men not too much unlike himself who never had much of a chance from society, and were now hung from it.
Devlin and Delfey walk over to Michael and Devlin asks, "I couldn't help but notice your skill with the sword during the fight. Would it be to much to ask if you would should my friend Delfey here how to properly handle a blade? I would have shown him how myself, but I would rather stand back and watch others swing steel, stone, and wood around."
While awaiting the scouts to come back, Agerron will do an investigation of the trading post, looking for opportunities to fortify it and where we might be able to improve defenses/set traps.
The palisade of the former fort is in a good shape, so unless you want to surround it with a stonewall, there doesn't need to be anything done with it.
The four catapults on the other hand need a skilled hand to be repaired.
So much is clear even for someone with Agerrons skills.
male High Elf Ranger 1 | AC: 16 T:13 F:13| HP: 12/12| Fort: +3 Ref: +6 Will -1 | Perc: +6 | Init: +4
Once I (we) arrive back at the trading post, Queslin tells the group what he found. He plans to go back out tomorrow to find the bandit camp. It may take a few days. Anyone want to come with?
Matius listens closely to Queslin's account before replying." There are dangereous things out there Queslin, kobold's the least of which. I suggest we all go, as we will be better able to deal with any threats. The more stealth inclined of us would still scout slightly ahead of the party at large of course, and I think I could be of some assistance to you there."
OOC: I think it's best if everyone goes, one: so one or two characters dont get picked off easily by a bandit patrol or random encounter, and two: simply so that everyone is involved in the action!
male High Elf Ranger 1 | AC: 16 T:13 F:13| HP: 12/12| Fort: +3 Ref: +6 Will -1 | Perc: +6 | Init: +4
"It might be wise for all of us to go. We don't know how many bandits will be at their camp. We leave first thing in the morning. Everyone rest well tonight."
"I will be ready. It still would be wise for us to begin preparing the trading post for defense, as well. Would anyone know how to repair the catapults? A good first step, I think."
Devlin and Delfey walk over to Michael and Devlin asks, "I couldn't help but notice your skill with the sword during the fight. Would it be to much to ask if you would should my friend Delfey here how to properly handle a blade? I would have shown him how myself, but I would rather stand back and watch others swing steel, stone, and wood around."
Michael smiles and nods his agreement, "any time brother."
male High Elf Ranger 1 | AC: 16 T:13 F:13| HP: 12/12| Fort: +3 Ref: +6 Will -1 | Perc: +6 | Init: +4
"I agree, Agerron, except that I feel we need to take out these bandits first."
Queslin points to the heads mounted on the walls.
"Those men might be missed by their fellows in as little as two or three days. Tracking them back to their base camp should be our priority right now."
"Oh of course Adabar has given me healing, Normally I would charge for Adabar does not believe i handouts, however as you were injured in scouting for bandits and are an companion it isn't a handout now is it ?' The dwarf says as he moves to heal Ern after he heals the big man he nods "I to agree we should go out in numbers, both for strength and to better smash the parasites where we find them"
A good nights rest in a comfy real bed (or a not so comfy bed made of straw for some) later the group assambles in the trading posts market square, packing the horses.
Majet was invited by Svetlana to sleep in the main houses dinning room, away from all those men. The others had to share four beds, but got enough dry straw to make themself comfortable on the floor.
Michael: taking the cart? What about Hobson, Kay?
What's the groups speed?
Who's scouting ahead? Queslin? How far?
The sky is overcast and the temperature is still close to freezing, but the wind is only faint.
The first hours of travel go by rather uninteresting, riding in the cold along the tracks the bandits and Queslin and Big Ern left yesterday and the day before.
The rolling hills are high enough to cut the sight to Oleg's Post behind the group, or the green line of the Narlmarches in front. In some of the troughs hide small groups of trees.
male High Elf Ranger 1 | AC: 16 T:13 F:13| HP: 12/12| Fort: +3 Ref: +6 Will -1 | Perc: +6 | Init: +4
There's a few more items I could use, let me know if Oleg has them.
- small tent
- crowbar
- waterskin x2
- bedroll
- shovel
Queslin will move quickly to the campsite. From there, he'll begin to be more careful. I don't need to be very far in the lead, maybe 60 to 100 feet or so.
Agerron, refreshed from a good night's sleep, stays near the rear of the group. Stealth isn't his strong point. Still, he keeps his longbow ready, with an arrow knocked.
Branomonrik stays to the back of the group with crossbow ready. He really does not care for the horse he is riding..to tall, lanky creatures horses just to far from the ground. Ah well, he thinks. He keeps his eyes opened as they travel though the wilderness
Gonna push that a little.
Having heard nothing from the others I'm gonna assume no cart, which means slowest is Delfey afoot. So, groups speed is 30ft/round or 3miles/hour. Queslin's eyes are sharp enough to follow the trails at that speed.
I'm also going to assume that Hobson and Kay aren't around, Hobson feeling the weather in his bones and Kay just in case the bandits come from another direction in small numbers.
The elf Queslin, riding out front keeps within viewing distance of the rest of the group while following the tracks again, in a roughly southwest direction, towards the Narlmarches. He takes the advantage of the speed of his horse, in comparison to the rest of the group, to keep watch over the surroundings as well.
The ride out is rather uninteresting, the hills and troughs repetitive, all pretty much covered in snow, leaving not much to be seen, though sometimes small game starts out of a hiding place.
Being 4 hours out, 12 miles from Oleg's Trading Post, the group arrives at the edge of the Narlmarches, at the site of the Kobold-ambush from the day before.
I'm also going to assume that Hobson and Kay aren't around, Hobson feeling the weather in his bones and Kay just in case the bandits come from another direction in small numbers.
This is exactly what I posted, although it didn't appear. Still got it in my Lazarus though.
Michael instructs Hobson to get to know the traders and to pump them, or any visitors for information, to get a lie of the land and any important land marks or historical buildings (dungeons?).
He gives Kay instructions to guard the fort.
How many horses did we sell in the end? If we sold two of them, can I take them as my share of gold rather than selling them on?
He saddles up his horse with his military saddle and heads out with the others, enjoying the feeling of the brisk wind on his face.
Delvin;
In regards to my earlier comment, while I am skilled with a sword, I actually use an battleaxe.
You spot, in the underbrushes a boar munching on the corpse of one of the Kobolds you fought the day before.
Looking towards the other corpse, there is a second boar, a little less big, but big enough still.
Branomonrik keeps looking around him on the lookout for bandits, oh how he hated bandits. Useless parasites upon civilization, taking from productive honest hard working people. They added nothing to Adabars glory. No his companions my be squeamish but he would happily hang them all, let them answer to Pharasma. A few of his new companions seemed to have the stomach for what needed to be done, the elf and the Kellid at lest had the gumption to to what needed done.
As he scanned the area best he could with his crossbow ready Branomonrik made a not to himself to get to know those two better.
I know, you used the ghoul as a stand in for him in the bandit fight too.
Devlin notices Queslin stop and make some kind of hand signal and yells out, "What do you see Queslin?! More kobolds?"
Devlin turns to Michael and says, "Kobolds really are a misunderstood race. Yes, they have their problems. But, if you know how to talk to them in the correct manner, they can be excellent allies."
Seeing Queslin's signal, Agerron freezes in place, his bow at the ready. He tries to look ahead and see what it is that got the elf's attention. He looks to Big Ern and Devlin, putting his finger to his lips in the universal sign to shut the heck up and be quiet. ;-)
male High Elf Ranger 1 | AC: 16 T:13 F:13| HP: 12/12| Fort: +3 Ref: +6 Will -1 | Perc: +6 | Init: +4
Queslin winces to himself at Devlin's outburst and Ern's retort.
I should just shoot them now and save myself the trouble.
I'll wave the group forward slowly, then take aim at the larger of the boars.
Big Ern trots forward on his horse and squints at what Queslin is shooting at. "Whazzat? A bunch o' pigs? Smart thinking, Sunshine; I was getting hungry anyways. Can't fight an army of bandits on an empty stomach!"
He unlimbers his new bow and launches an arrow at any pigs in sight.
Queslin's arrow flies true, piercing the boars hide, the arrow probably sticking somewhere close to the wild pigs heart.
The shot boar winces and squeals in pain, nearly droping to the ground from the precisely placed shot.
Need a ride-check DC5 from Big Ern, to move foreward and attack.
Delfey's 145ft. away from the closest boar, so charge will happen next round.
Devlin's summoned celestial eagle swoops into the forest, trying to get his beak in on the boar, but fails to hit due to the movement of the hurt boar, turning towards the attackers, oinking at the riders.
Agerron also lets loose an arrow at the hit boar, but misses, beeing too far away (170ft.) and not really able to see his target (soft cover).
The dwarf has similar problems, and a bad aim, probably steming from the fact that he's new to shooting from horseback.
The gnome sees arrows flying into the underbrushes at the forrests edge, but can't discern what's being shot at.
Then Matius gets his crossbow out, hitting the shot-at boar with an equally good placed shot as Queslin did, but still, the boar is standing on his feet. No sneak attack, being 140ft. out.
Ok, waiting a bit for Big Ern's ride check and Michaels and Majets action, then the boars are up.
Map
In the future, feel free to roll small things like that. Queslin -- boars are extremely irritating to fight, because they can still fight while they're dying.
Big Ern, not accustomed to shooting while riding, gets a lucky shot at the boar, the arrow going through the hide of the beast, but doing little more to down it.
I don't have a starting date for now, but in the next week or so is possible, I think, if you get your characters ready by then.
I don't expect to much of a background for your character, but a bit it should be. Like 3 lines or so. More is better, but please, no 15 pages full of it. Your characters are beginners. ;)
As for character generation: let's try the 'Dice Pool'-Method, as described in the Core rules. 28d6 to be assigned on the 6 abilities, minimum of 3d6 per ability.
Core and APG classes are in, as well as two traits (from the Character Traits Web Enhancement and the Kingmaker Player's Guide) per PC.
Very nice indeed. Right of the top of my head I'm thinking Monk, Cleric, or Paladin. I've not played any of these classes much. This might be a good time to give one a go. Gotta go find more info on the AP.
Oh, I have a question: would it be possible to use the "level 0" class rules from the 3.0 DMG (like I used with my character Finn)? I.e. could I start as a level 0/0 barbarian/alchemist, for instance?
Any chance you wanna begin with 8 instead of 7 Sothal? =P
I'm not having too much fun in my other kingmaker pbp as the dm has a method of moving combat along by completely narrating it and I'm thinking I'm going to be forced to drop out.
Anyway, I completely understand if you're more comfortable with just 7, I just figured I'd throw that out there.
Hogarth: Never used that ruleset, can you point me to a place to find it?
It's not Open Content (it's on page 40 of the 3E DMG), but the gist of it is that your level 1 character gets half the benefit from each of two classes (half skill points, half hit points, half base saves, etc.). Then at level 2, you would get the other half of the benefits, becoming a full level 1/1 character. They have a table listing exactly which abilities you would get, but it would have to be adapted to PFRPG at any rate.
For example, a PFRPG level 0/0 alchemist/barbarian might look like:
Starting HP: 10 (8/2 + 12/2)
Starting skill points: 4 (4/2 + 4/2)
Starting saves: Fort +2, Ref +1, Will +0 (half of +2/+0/+0 and half of +2/+2/+0)
BAB: +0 (1/2 + 0/2)
Starting rounds of rage: 0, plus any bonus for having a high Con (? based on how they handle spellcasting)
Extracts per day: 0 1st-level extracts, plus any bonus for having a high Int (similar to how a 4th level paladin's or ranger's spellcasting works)
male Human 8th level seeker/6th level gamer /4th level bad speller
Ya know I may just reuse a pc from a pbp now dead, eleven barbarian I always liked him and hated to see the game fold. With the stats I rolled he gained more str loose 1 point of dex and gains everywhere else.
Hogarth: Never used that ruleset, can you point me to a place to find it?
It's not Open Content (it's on page 40 of the 3E DMG), but the gist of it is that your level 1 character gets half the benefit from each of two classes (half skill points, half hit points, half base saves, etc.). Then at level 2, you would get the other half of the benefits, becoming a full level 1/1 character. They have a table listing exactly which abilities you would get, but it would have to be adapted to PFRPG at any rate.
For example, a PFRPG level 0/0 alchemist/barbarian might look like:
Starting HP: 10 (8/2 + 12/2)
Starting skill points: 4 (4/2 + 4/2)
Starting saves: Fort +2, Ref +1, Will +0 (half of +2/+0/+0 and half of +2/+2/+0)
BAB: +0 (1/2 + 0/2)
Starting rounds of rage: 0, plus any bonus for having a high Con (? based on how they handle spellcasting)
Extracts per day: 0 1st-level extracts, plus any bonus for having a high Int (similar to how a 4th level paladin's or ranger's spellcasting works)
Hogarth: I doubt that I have a problem with you multiclassing at first level, but I'm not quite sure how to do that.
Looks like you get half of max HP for both classes, how many would you get at second level?
0+Con rounds of rage? I'd have guessed it at 2+
Everything else looks good.
male Human 8th level seeker/6th level gamer /4th level bad speller
DM Sothal wrote:
hogarth wrote:
DM Sothal wrote:
Hogarth: Never used that ruleset, can you point me to a place to find it?
It's not Open Content (it's on page 40 of the 3E DMG), but the gist of it is that your level 1 character gets half the benefit from each of two classes (half skill points, half hit points, half base saves, etc.). Then at level 2, you would get the other half of the benefits, becoming a full level 1/1 character. They have a table listing exactly which abilities you would get, but it would have to be adapted to PFRPG at any rate.
For example, a PFRPG level 0/0 alchemist/barbarian might look like:
Starting HP: 10 (8/2 + 12/2)
Starting skill points: 4 (4/2 + 4/2)
Starting saves: Fort +2, Ref +1, Will +0 (half of +2/+0/+0 and half of +2/+2/+0)
BAB: +0 (1/2 + 0/2)
Starting rounds of rage: 0, plus any bonus for having a high Con (? based on how they handle spellcasting)
Extracts per day: 0 1st-level extracts, plus any bonus for having a high Int (similar to how a 4th level paladin's or ranger's spellcasting works)
Hogarth: I doubt that I have a problem with you multiclassing at first level, but I'm not quite sure how to do that.
Looks like you get half of max HP for both classes, how many would you get at second level?
0+Con rounds of rage? I'd have guessed it at 2+
Everything else looks good.
How it used to work was you picked a class as "prime" ya got that classes HP and skill points at level one, then when ya got to level 2 ya used the other classes HP and skill points.
So at level "1" is the only oddity really, by the time ya got to level 2 ya would be level 1 in both classes and look just like anyone else who took 1 level in each
for instance take his barb/ alchemist ya would pick one as "prime" and gain it's hp/bab for level "1"
Then half each classes saves so +1 fort and +1 fort, +1 reflex{ at level 2 ya would gain the other half
As for what ability ya would gain, well half from each class. The barb would gain rage{half} but no fast move, I am unsure on alchemist but spellcasters just gain 0 spells and only have spells for high scores
So he would have 0 extracts and only have of the ablitys they start with, but which half not really sure on that.
How it used to work was you picked a class as "prime" ya got that classes HP and skill points at level one, then when ya got to level 2 ya used the other classes HP and skill points.
So at level "1" is the only oddity really, by the time ya got to level 2 ya would be level 1 in both classes and look just like anyone else who took 1 level in each
for instance take his barb/ alchemist ya would pick one as "prime" and gain it's hp/bab for level "1"
That makes sense.
At any rate, by the time you hit level 2, everything makes sense; you should have exactly the skill points, hit points, BAB, class features, etc. of a 1/1 level character.
If you'll allow it, I'll make a character based on it (barbarian "prime" and alchemist "secondary") and you can check it over. Deal?
Kevin: I'm thinking of a barbarian/alchemist melee fighter. If you want to be an alchemist (presumably of the bomb-throwing variety), the more the merrier!
How it used to work was you picked a class as "prime" ya got that classes HP and skill points at level one, then when ya got to level 2 ya used the other classes HP and skill points.
So at level "1" is the only oddity really, by the time ya got to level 2 ya would be level 1 in both classes and look just like anyone else who took 1 level in each
for instance take his barb/ alchemist ya would pick one as "prime" and gain it's hp/bab for level "1"
That makes sense.
At any rate, by the time you hit level 2, everything makes sense; you should have exactly the skill points, hit points, BAB, class features, etc. of a 1/1 level character.
If you'll allow it, I'll make a character based on it (barbarian "prime" and alchemist "secondary") and you can check it over. Deal?
Kevin: I'm thinking of a barbarian/alchemist melee fighter. If you want to be an alchemist (presumably of the bomb-throwing variety), the more the merrier!
Ok, can live with that.
One other thing: one free Outfit for every PC. Most likely: Explorer's Outfit, but everything else is fine too.
I liked my rolls until I saw Memento Mori's. Now I'm a burning ball of jealousy.
As always, when rolling stats is involved. ;)
So, we got:
Matius Drake, human Rogue (Memento Mori)
Queslin, elf Ranger (Dax Thura)
Big Ern, human Barbarian/Alchemist (hogarth)
Branomonrik Assia, elf Wizard (SeekerofShadowlight)
Missing:
Bryan, Kevin Mack, AllDMsAreEvil and Justin Sluder (I think he needs a link to this thread).
I'm gonna go over your chars with PCGen, where possible, so if I find some issues, I'm gonna post 'em here.
Matius Drake:
Your Disable Device should be at +8 and you have a situational +1 on Perception to notice traps.
You are human, so you got a +2 to one ability to spend.
Also, what bonus do you choose for your Favored Class?
Could you point out where your traits are from?
Checking your gear, it seems way too much, even accounting for your Brigand-Trait. PCGen says 554.52gp expended.
Let's have a look at Queslin:
Strange enough, most of your Skills are one point off... Craft (Bows), Perception and Knowledge (Geography) as well as Survival are right though.
Somehow PCGen won't let me select Giant as one of your bonus languages, probably not on the Elf-list. What else will be bonus language?
Please point out the source of your traits too.
Looks like you only spent 43,5gp of your 250, but you probably want to spend some more money on mundane gear, right?
AC is 17, not 14; Will should be +0 not +2, rest seems good.
Next up: Big Ern:
I miss Bonus languages, Favored Class selection, Traits, and you got some money left.
How are class skills handled with multiclass-1st-level-characters? I'm not too sure there's everything right there...
Everything else seems pretty okay.
Majet Greenhill (Kevin Mack) Gnome Alchemist
Queslin (Dax Thura) Elven Ranger, will go Wizard Arcane Archer
Branomonrik Assia (seekerofshadowlight) Elven Wizard
Big Ern (hogarth) Human Barbarian/Alchemist
Matius Drake (Memento Mori) Human Rogue
So no healer (unless alchemists can heal) and no front line unless Big Urn is going to go down that route).
Did I miss anyone?
That sounds right. You have a preference between divine and front line, ADMaE? I was actually leaning front-line (barb, ftr, or ranger), but would also be willing to try an oracle.
Next up: Big Ern:
I miss Bonus languages, Favored Class selection, Traits, and you got some money left.
How are class skills handled with multiclass-1st-level-characters? I'm not too sure there's everything right there...
Did you mention how much money we start with? Average gold?
I was using every skill as a class skill, but maybe I'll just stick with barbarian class skills for now. Surprisingly, alchemist and barbarian class skills are pretty similar!
Big Ern's modus operandi is going to be to run up and hit people (and maybe bite them, if he learns to make a Feral Mutagen some day).
I am toying with a Paladin called Michael (based on John Travoltas character in the film of the same name) or a Druid at the moment, (or a bard, or a mage or a barbarian............)
Paladin is winning, but stats can make the difference, so the rolls will decide it.
Guard pointed out that it might actually be a good idea to read the players guide, so I am doing that now, in between serving customers and sipping tea.
Please use third person speech, present tense. Like:
'Guard watches over the rear of the group, speaking to Ardanto without looking over his shoulder: "blahbla blah blahblahblah... Blah?"'
Combat:
I'm going to use group-initiative, meaning: One of you (whoever does it first, or however you like to decide that) rolls Initiative for the whole group of PC's. You all act at the same time (one INIT-value). Same for enemies.
I'm going to roll AoO's for your PC's to save us on waiting times.
Most skills will be rolled by yourself, save for the occasional Perception check or so.
Yeah, looking at that now, I think I should have gone with less dice... But now it's too late for that, I spare you all the trouble of rolling again.
Yeah, they aren't balanced against each other, but that's the fate of rolling stats.
Anyone really got a problem with that? If so, please say so. Dax has said so, but I think that was more joking than a real complaint, but please correct me if I'm wrong.
Yeah, looking at that now, I think I should have gone with less dice... But now it's too late for that, I spare you all the trouble of rolling again.
Yeah, they aren't balanced against each other, but that's the fate of rolling stats.
Anyone really got a problem with that? If so, please say so. Dax has said so, but I think that was more joking than a real complaint, but please correct me if I'm wrong.
No problem from me, I am happy with my rolls and I am not a great believer in all characters being born equal.
It has given me some interesting problems, like 5 odd attributes, meaning my +1 attribute at a level is going to be interesting.
The main thing is if you are happy with a lot of high attributes and only 2 people having attributes lower than 10.