DM Talomyr's Kingmaker

Game Master Talomyr

Let it so known that the bearers of this charter, having delivered the northern reaches of the Greenbelt from the scourge of banditry, having provided detailed maps of the lay of the land, and having done no small amount of work in the exploration of said land and the culling of hostile monsters and indigenous hazards, are hereby granted the right to rule.

The nature and laws of rule are theirs to define, and the wellbeing of this new nation is theirs to protect.

In accordance for providing a stable nation to the south of central
Rostland, let there be a generous stipend of funds, support, and advice provided to this fledgling nation as a token of Restov and Brevoy’s goodwill, such that future relations between kingdoms might be mutually beneficial.

So witnessed under the watchful eye of the Lordship of Restov and by the authority granted by Lord Noleski Surtova, current Regent of the Dragonscale Throne.


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Greenbelt Map Roll20 Link

Welcome to the game.

Please check-in here and get to know each other a bit. The first in game post will be up on Monday.


Male Human Male Human Sorcerer (Draconic) 1/Scaled Fist Unchained Monk 3 |Movement speed: 40| HP 39/39| AC 17 T 16 FF 14 | CMD 21 FF 18 | Fort+5 Ref +5 Will+3| Initiative +2 | Perception +7 | Claws 6/6 | Stunning fist 3/3

Hey all, I am Razarak, the aforementioned draconic sorcerer going toward dragon disciple. I haven't played PbP before so I'll try to aclimate as soon as possible for all our sakes. I'm looking forward to playing with you all, and have been creeping on the recruitment thread through out the entire process. My character is Here:

Spoiler:
Razarak
Male human sorcerer 1
CG Medium humanoid (human)
Init +2; Senses Perception +4
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 11 (1d6+5)
Fort +2, Ref +2, Will +2
Resist noble born - medvyed
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Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4+2/19-20) or
. . quarterstaff +2 (1d6+3)
Special Attacks claws (2, 1d4, 6 rounds/day)
Sorcerer Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—shield, shocking grasp
. . 0 (at will)—acid splash, detect magic, jolt[UM], read magic, resistance
. . Bloodline Draconic
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 14, Wis 10, Cha 16
Base Atk +0; CMB +2; CMD 14
Feats Eschew Materials, Spell Focus (evocation), Toughness
Traits ease of faith, noble born - medvyed
Skills Diplomacy +8, Knowledge (arcana) +6, Perception +4, Spellcraft +6, Use Magic Device +7; Racial Modifiers noble born - medvyed
Languages Common, Draconic, Sylvan
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die)
Other Gear dagger, quarterstaff, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), jug, whetstone, 140 gp, 8 sp, 5 cp
--------------------
Special Abilities
--------------------
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Electricity] spells.
Claws (6 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.

--------------------
Background

--------------------

Being a "noble" sounds great and all, until you realize you're only a noble by technicality, and that it has gotten you nothing but scorn from the true nobles, and scorn from the commonfolk. That's where Razarak Medvyed is sitting on the spectrum. As the second or third cousin (nobody knows the difference) to the second-in-line heir to the Medvyed lands and holdings, the only time he met Lord Medvyed was when he was born, and his mother brought him to get the lords blessings. Twenty-three years later, and living in the shadows of his noble family has grown tiresome. Sometimes he wishes there was something he could do to make a name for himself, show the world that there is more than just one Medvyed, and that he is worthy of the name. After recently discovering his arcane powers, he has been thinking more and more that now, more than ever, is a perfect time to strike out on his own, make a name for himself. Since hearing of the charter to explore the Stolen Lands, he has been preparing everything he owns, waiting to sign up to leave his home and change his life.

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Personality

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Growing up between two castes has given him the good of both sides, while minimizing the negatives of either upbringing. You would expect a noble-born to be spoiled, bratty, and not a hard worker, but since his family was only noble in name, he didn't have any of these attributes. He also had the civility, smooth talking-ness, and manners of the nobles, as his mother used to always say "you are a Medvyed and will act like one". He would commonly talk his way out of fights with other children his age, but that wouldn't stop them from making fun of him for being a noble, and they would often bow when he was near, ask him what his highness wanted or other petty things of the kind. He never let any of that get to him though, always vowing that one day he would find a way to prove to them that he was worth something.

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Physical Description

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Razarak is a tall, well built human male, with tan, almost bronze skin and naturally spiky, blonde hair. He tries to tame his hair, but it's as if his entire head was covered in cowlicks, or just has a bad case of hat hair. His eyes, an electric blue, gaze about with an intensity that is almost unsettling. Razarak's face is rather angular, not enough to make people think hes not human, just enough to notice. Although he was never rich, his clothing isn't threadbare or hole filled, and he seems to display a grace that echos to his heritage. He takes pride in his appearance, and if passing by a reflective surface may be caught trying to (unsuccesfully) smooth his hair down. Every now and then, Razarak's feels what can be explained as a jolt and his hands are replaced by scaly hands with long, sharp claws on the ends of the fingers. This scared the bejeezus out of him the first time it happened, but he has since learned to make them grown and dissapear.

If you have any questions feel free to pm me or ask on here. I also have never played this ap, so the only knowledge I have is from the players guide, so no ruining any stories ;P


Druid (Wolf Shaman) 1 | hp 10/10 | Init 2, Per 8 | AC 14, T 12, FF 12 | Fort 4, Ref 2, Will 6 | Longbow (1d8/x3) | Create Water, Mending, Spark, Cure Light Wounds, Magic Fang | | Greypelt: HP 17, AC 14, T 12, FF 12, Fort 5, Ref 5, Will 1, CMB 2, CMD 14, Bite +2 (1d6+1 plus trip)

Hey. Bran here to check in. A human druid, Bran is trying to earn a high enough standing in Brevos to talk to his father and find out who and where his mother is, since his father doesn't accept him. He'll be able to keep handy spells to stop all those nasty conditions.

This is my first Kingmaker AP, so I'm excited to see how it goes.

As for scheduling, I work the graveyard shift, so my posting is throughout the day. I am able to post more than once a day usually.

I usually keep to PbP norm with "Bold for Speech", Italics for Thought, and General OOC Goodness in Blue.


RETIRED

Hello! I am the resident trapfinder.

Since I'm a nonhuman, I need a "buddy" to explain why I'm included in the charter group. Anyone? Anyone?

(P.S. I know some people play gnomes that are really annoying. I generally try to avoid that.)


Male Halfling Cavalier (Honour Guard / Strategist) 3
Theodore:
HP 28/28 | AC 21 T 14 FF 18 | Fort+4 Ref +4 Will+1 | Initiative +3 | Perception +8 | Challenge 1/1
Rufus:
HP 25/25 | AC 22 T 13 FF 19 | Fort+5 Ref +6 Will+2 | Initiative +3 | Perception +5

Hey all, Theodore here. Finally made the character profile and I think everything is in there. Looks like we have 2 characters with Wolves, should be fun to see what happens with that.

I live in England, so my posting times may be slightly off from yours, it is currently 2 am here. I also use the stick with the Speech, Thought and Out of Character.

I will also say this now, I tend to speak as if I am the character. So instead of "Theodore walks to the door", I put "I walk to the door". Just want everyone to know that if Theodore causes an argument (which he shouldn't) it doesn't mean that it is also my view and opinion, just roleplaying the character.

I have chosen the Teamwork feat Pack Attack, which will work well with Ivo at points to help him get into flanking, but does anyone know of a feat that would better benefit the party?


Druid (Wolf Shaman) 1 | hp 10/10 | Init 2, Per 8 | AC 14, T 12, FF 12 | Fort 4, Ref 2, Will 6 | Longbow (1d8/x3) | Create Water, Mending, Spark, Cure Light Wounds, Magic Fang | | Greypelt: HP 17, AC 14, T 12, FF 12, Fort 5, Ref 5, Will 1, CMB 2, CMD 14, Bite +2 (1d6+1 plus trip)

With a mixture of small and medium creatures, Blades Above and Below might help, but that's in later levels.


Female Human (Ulfen) Cleric 6 | HP 44/44| AC 18 T 13 FF 16 | Fort+4 Ref +4 Will+8 | Initiative +2 | Perception +10* | Channel 8/8 | Portrait | Elkmark Calendar

Hello everyone! Tove here checking in!
This is my first PbP AP and I'm so excited for it to be Kingmaker. I have run a game for my face-to-face group using the kingdom building rules from this AP so I'm keen to uncover the actual story behind it and to explore the stolen lands with the rest of you.

I live in Australia, so I guess that puts me halfway between Theodore and the rest of you with posting times but it's never been an issue in any of my PbP Society games. I'm usually able to post at least once a day if not multiple times so it should be fine.

I've always used Speech, Thought and Out of Character as well so that works for me too.


Male Human Wizard 3 | 25/25 HP | AC 13 T 12 FF 11 CMD 15 | Fort +4 Ref +4 Will +5 (+6 vs. mind-affecting) | Initiative +2 | Perception +4

Hi! Torsten Bock here to try his first PbP game on the Paizo boards. I've been in a handful on GiantITP but they didn't go anywhere.

I'm a Kiwi but I'm also available most of the day here in NZ.

As Torsten I'm pretty broke. If Ivo would so much as stand me a drink (while assuring me of his abilities & without criticising Strauch, my goat), I'd be glad to invite him along.

Speech, Thought and Out of Character? I can do that.


Male Halfling Cavalier (Honour Guard / Strategist) 3
Theodore:
HP 28/28 | AC 21 T 14 FF 18 | Fort+4 Ref +4 Will+1 | Initiative +3 | Perception +8 | Challenge 1/1
Rufus:
HP 25/25 | AC 22 T 13 FF 19 | Fort+5 Ref +6 Will+2 | Initiative +3 | Perception +5

Wow, this is an international campaign then! Somehow that makes it seem like a lot more fun.

Are any of the Humans planning on being in close combat at all?


Male Human Male Human Sorcerer (Draconic) 1/Scaled Fist Unchained Monk 3 |Movement speed: 40| HP 39/39| AC 17 T 16 FF 14 | CMD 21 FF 18 | Fort+5 Ref +5 Will+3| Initiative +2 | Perception +7 | Claws 6/6 | Stunning fist 3/3

I plan on being in close combat, at least some of the time,


Druid (Wolf Shaman) 1 | hp 10/10 | Init 2, Per 8 | AC 14, T 12, FF 12 | Fort 4, Ref 2, Will 6 | Longbow (1d8/x3) | Create Water, Mending, Spark, Cure Light Wounds, Magic Fang | | Greypelt: HP 17, AC 14, T 12, FF 12, Fort 5, Ref 5, Will 1, CMB 2, CMD 14, Bite +2 (1d6+1 plus trip)

Bran might be some, but not until Beast Shape at level 6.


Male Halfling Cavalier (Honour Guard / Strategist) 3
Theodore:
HP 28/28 | AC 21 T 14 FF 18 | Fort+4 Ref +4 Will+1 | Initiative +3 | Perception +8 | Challenge 1/1
Rufus:
HP 25/25 | AC 22 T 13 FF 19 | Fort+5 Ref +6 Will+2 | Initiative +3 | Perception +5

The reason I ask is due to Teamwork feats. Blades and Above really only works when with a close quarters medium character. Pack Attack makes it better for us to flank as long as I start off beside you.

So going to go through the Teamwork feats again to see if I can find one that matches the group better than what I already have.


Greenbelt Map Roll20 Link

@Razarak - Please pick out an Avatar for your alias.

Looks like we hav all 6 of you checked in. Good. Based on the coposition of this party, I'm guessing you are going to be more range/strike and move oriented than stand toe-to-toe and blow-for-blow.


Druid (Wolf Shaman) 1 | hp 10/10 | Init 2, Per 8 | AC 14, T 12, FF 12 | Fort 4, Ref 2, Will 6 | Longbow (1d8/x3) | Create Water, Mending, Spark, Cure Light Wounds, Magic Fang | | Greypelt: HP 17, AC 14, T 12, FF 12, Fort 5, Ref 5, Will 1, CMB 2, CMD 14, Bite +2 (1d6+1 plus trip)

Rufus counts as a Medium creature. As long as you're mounted on your wolf, you automatically flank every opponent you threaten. I like using that combination with my goblin cavalier. The only downside is that the feat can only be taken at 6th level at the earliest.


Male Halfling Cavalier (Honour Guard / Strategist) 3
Theodore:
HP 28/28 | AC 21 T 14 FF 18 | Fort+4 Ref +4 Will+1 | Initiative +3 | Perception +8 | Challenge 1/1
Rufus:
HP 25/25 | AC 22 T 13 FF 19 | Fort+5 Ref +6 Will+2 | Initiative +3 | Perception +5

If I were to sacrifice my Skill Focus for Combat Expertise, I could get it at level 1. Howevwr I have built Theo to be more of a teamplayer, so was hoping to find a feat that benefits the whole party.

However mentioning that the Rufus is medium is s good thing as it means that Teamwork feat Blades and Above works with him too.


Male Human Wizard 3 | 25/25 HP | AC 13 T 12 FF 11 CMD 15 | Fort +4 Ref +4 Will +5 (+6 vs. mind-affecting) | Initiative +2 | Perception +4

While I'm not planning to be in close combat, a good quarterstaff and 14 strength makes it not impossible at times. Certainly not something to plan for with teamwork feats though.


RETIRED

If only the teamwork feats weren't so badly designed...


Greenbelt Map Roll20 Link

I'm not sure how many of you this will effect, but I think I'm going to use the fractional base bonus rules from unchained as well.

For anyone sticking with a single class, you won't see any changes. It will likely help those of you who choose to multi-class over the standard rules.


Female Human (Ulfen) Cleric 6 | HP 44/44| AC 18 T 13 FF 16 | Fort+4 Ref +4 Will+8 | Initiative +2 | Perception +10* | Channel 8/8 | Portrait | Elkmark Calendar

Just read through those rules, shouldn't effect me. I plan on sticking with the one class. But it sounds like a good fix for standard multi-classing.

You probably could have guessed but I'll be staying out of close combat. I'm thinking it might be worth working toward Precise Shot so that my longbow will be a bit more effective. But I have plenty of channel energy uses and cleric spells to keep me busy if I can't get a clear shot.


Male Halfling Cavalier (Honour Guard / Strategist) 3
Theodore:
HP 28/28 | AC 21 T 14 FF 18 | Fort+4 Ref +4 Will+1 | Initiative +3 | Perception +8 | Challenge 1/1
Rufus:
HP 25/25 | AC 22 T 13 FF 19 | Fort+5 Ref +6 Will+2 | Initiative +3 | Perception +5

I agree, they are very situational. There are a couple of really good ones, but they are best when multiple characters have them so to gain the benefits permanently.

I am unsure what the fractional base bonus is, but as I am sticking with Cavalier until Prestige class levels, I will have plenty of time to read up on it.


Greenbelt Map Roll20 Link

Not that you have to hurry, but I found myself with the free time now so the First Gameplay Post is up and ready for your response.

Hope everyone has fun!


Greenbelt Map Roll20 Link
Theodore "Greyback" Logan wrote:

I agree, they are very situational. There are a couple of really good ones, but they are best when multiple characters have them so to gain the benefits permanently.

I am unsure what the fractional base bonus is, but as I am sticking with Cavalier until Prestige class levels, I will have plenty of time to read up on it.

Basically it makes it less difficult to multiclass. Instead of a Wizard getting +1 BAB every other level, they get +0.5. Likewise a rogue instead of getting +0 at first they would be +0.75. So if you have a Rogue 1st/Wizard first instead of having a BAB of +0 they would have +1.25. Similar adjustments are made for saving throws.

Fractional Rules


Male Human Wizard 3 | 25/25 HP | AC 13 T 12 FF 11 CMD 15 | Fort +4 Ref +4 Will +5 (+6 vs. mind-affecting) | Initiative +2 | Perception +4

If you're taking a full BAB prestige class it won't affect your BAB then either. Less than full BAB classes add 3/4 or 1/2 of a point of BAB each level, so that with this rule a cleric 2 / wizard 1 would have 2*0.75 + 0.5 = 2 BAB.

With saves it's a little more complicated. Each level in a class with a good save adds 1/2 to that save bonus, each level in a class with a poor save adds 1/3, and the +2 for a good save counts only once. e.g. a cleric 2 / wizard 1's will save would be 2 + 2*0.5 + 0.5 = 3.5 which rounds down to +3.


Greenbelt Map Roll20 Link

Here's the Roll20.net link.

Please PM me an email address that I can send your invite to. Thanks.


RETIRED

So, as I noted before, I would like someone to be a "buddy," to explain how Ivo got roped into the charter business. Anyone? He spent many years on the road with a traveling carnival, then settled for a few years on the outskirts of Restov as a toymaker.

Anyone? Anyone?


Male Halfling Cavalier (Honour Guard / Strategist) 3
Theodore:
HP 28/28 | AC 21 T 14 FF 18 | Fort+4 Ref +4 Will+1 | Initiative +3 | Perception +8 | Challenge 1/1
Rufus:
HP 25/25 | AC 22 T 13 FF 19 | Fort+5 Ref +6 Will+2 | Initiative +3 | Perception +5

Theo could have met you on the way. He would have been travelling for a while and would welcome companionship other than Rufus. I know Torsten said he would have invited you along too, if you were able to get him a drink and not make any remarks about his goat.


RETIRED

Ah, I missed Torsten's comment. Just based on a quick perusal it looks like Ivo is kind of the odd man out in personality because he's too technologically inclined to really be a Green Faith fellow but his carnie background makes him too outside of settled city life to fit in easily with strictly lawful characters. I guess he could "odd couple" it with either Theo or Torsten.

Incidentally, this is the second time I've seen a wizard with a goat familiar in PBP. Is there something super special about what goats get/can do?


Male Human Wizard 3 | 25/25 HP | AC 13 T 12 FF 11 CMD 15 | Fort +4 Ref +4 Will +5 (+6 vs. mind-affecting) | Initiative +2 | Perception +4

Um... not really. They're size small so they can attack without having to move into an enemies' space, but there's other familiars which can do that. Really I just wanted a familiar which seemed reasonable for someone from a farming community way out in the back of beyond. From my limited experience with farmers they regard pets as a city indulgence, working animals or the herds are a different matter.


Male Halfling Cavalier (Honour Guard / Strategist) 3
Theodore:
HP 28/28 | AC 21 T 14 FF 18 | Fort+4 Ref +4 Will+1 | Initiative +3 | Perception +8 | Challenge 1/1
Rufus:
HP 25/25 | AC 22 T 13 FF 19 | Fort+5 Ref +6 Will+2 | Initiative +3 | Perception +5

If I keep Pack Attack and use it with Tactician, then my mount attacks a foe. As we are adjacent I get to move 5 feet, but I am guessing that the mount doesn't get it. So I would have to attack and then the mount get the free move?


Greenbelt Map Roll20 Link
Theodore "Greyback" Logan wrote:
If I keep Pack Attack and use it with Tactician, then my mount attacks a foe. As we are adjacent I get to move 5 feet, but I am guessing that the mount doesn't get it. So I would have to attack and then the mount get the free move?

That is correct.

Of course if you used Tactician, there very well could be another ally adjacent to Rufus that could make an attack and then Rufus would get the 5 feet of movement too.


Male Halfling Cavalier (Honour Guard / Strategist) 3
Theodore:
HP 28/28 | AC 21 T 14 FF 18 | Fort+4 Ref +4 Will+1 | Initiative +3 | Perception +8 | Challenge 1/1
Rufus:
HP 25/25 | AC 22 T 13 FF 19 | Fort+5 Ref +6 Will+2 | Initiative +3 | Perception +5

Just thinking it would be good to get into flanking with the rogue. Either that or increase damage by 1d6 whenever flanking, means a bit more damage output.

What is everyones thoughts on this?


Male Human Male Human Sorcerer (Draconic) 1/Scaled Fist Unchained Monk 3 |Movement speed: 40| HP 39/39| AC 17 T 16 FF 14 | CMD 21 FF 18 | Fort+5 Ref +5 Will+3| Initiative +2 | Perception +7 | Claws 6/6 | Stunning fist 3/3

Does your 1d6 continue to scale or is it just 1d6 forever? because if it doesn't, then I think that being able to set the rogue up for sneaks would be more damage after he gains that extra die


Male Halfling Cavalier (Honour Guard / Strategist) 3
Theodore:
HP 28/28 | AC 21 T 14 FF 18 | Fort+4 Ref +4 Will+1 | Initiative +3 | Perception +8 | Challenge 1/1
Rufus:
HP 25/25 | AC 22 T 13 FF 19 | Fort+5 Ref +6 Will+2 | Initiative +3 | Perception +5

It is only ever 1d6, but it does stack with Sneak Attack. Also when I get Pack Flanking, it would mean that both Rufus and I get the bonus permanently.

Only downside is that you can't make precision damage non-lethal.

Also DMTalomyr, what is your ruling on Animal Companions taking Teamwork feats? Is it something I would have to increase its Intelligence up to 3 to do or are thinking like Pack Attack something it could take normally?


Greenbelt Map Roll20 Link

I think the teamwork feats when it comes to animal companions is something that should be taken on a case by case basis. Obviously ones like Pack Attack are kind of a no brainer, but I don't know if I'm comfortable issuing a blanket statement on the category as a whole.


Male Halfling Cavalier (Honour Guard / Strategist) 3
Theodore:
HP 28/28 | AC 21 T 14 FF 18 | Fort+4 Ref +4 Will+1 | Initiative +3 | Perception +8 | Challenge 1/1
Rufus:
HP 25/25 | AC 22 T 13 FF 19 | Fort+5 Ref +6 Will+2 | Initiative +3 | Perception +5

Cool, so if I make a list of the ones I would like to take, then we can decide whether they are good already or need the Intelligence increase?


Greenbelt Map Roll20 Link

Sounds like a good plan.


RETIRED

I have a sap just for the purpose of doing non-lethal precision damage.


Druid (Wolf Shaman) 1 | hp 10/10 | Init 2, Per 8 | AC 14, T 12, FF 12 | Fort 4, Ref 2, Will 6 | Longbow (1d8/x3) | Create Water, Mending, Spark, Cure Light Wounds, Magic Fang | | Greypelt: HP 17, AC 14, T 12, FF 12, Fort 5, Ref 5, Will 1, CMB 2, CMD 14, Bite +2 (1d6+1 plus trip)

Now if only we had a ring of greater invisibility so early in the game.


Male Halfling Cavalier (Honour Guard / Strategist) 3
Theodore:
HP 28/28 | AC 21 T 14 FF 18 | Fort+4 Ref +4 Will+1 | Initiative +3 | Perception +8 | Challenge 1/1
Rufus:
HP 25/25 | AC 22 T 13 FF 19 | Fort+5 Ref +6 Will+2 | Initiative +3 | Perception +5

Not sure what Erastils holy ohrase is, but I read the family is the first gift you will receive, so put that. A subtle way of Theo saying that he is also a follower of Erastil, if the stags head on his shield didn't give him away.


Female Human (Ulfen) Cleric 6 | HP 44/44| AC 18 T 13 FF 16 | Fort+4 Ref +4 Will+8 | Initiative +2 | Perception +10* | Channel 8/8 | Portrait | Elkmark Calendar

I suspected the shield may be related to Erastil but wasn't sure if it was to do with your Order. The family comment did come across as a hint though. I do wish it was easier to find holy phrases related to the gods.


Male Halfling Cavalier (Honour Guard / Strategist) 3
Theodore:
HP 28/28 | AC 21 T 14 FF 18 | Fort+4 Ref +4 Will+1 | Initiative +3 | Perception +8 | Challenge 1/1
Rufus:
HP 25/25 | AC 22 T 13 FF 19 | Fort+5 Ref +6 Will+2 | Initiative +3 | Perception +5

I looked in the Gods and Magic sourcebook, some of them are obviously Holy phrases, so just went with that one as it seemed to fit. The only part of my shield that depicts my order is the blue roses around the border.


Greenbelt Map Roll20 Link

Aphorisms of Erastil's faith from Inner Sea Gods:

Never trust a fool. Whether the fool is the village idiot trying to catch the moon with a spoon or a traveling adventurer trying to inspire the locals to rise up against the local lord, a sensible person ignores him, as no good will come of this "work".

Nothing is more satisfying than the fruits of a day's labor. This saying is used to chastise lazy folk and rebuke those who wonder what's so satisfying about a simple country life. Gold and gems make one weak; hard work in a field shows strength of body and character.


Druid (Wolf Shaman) 1 | hp 10/10 | Init 2, Per 8 | AC 14, T 12, FF 12 | Fort 4, Ref 2, Will 6 | Longbow (1d8/x3) | Create Water, Mending, Spark, Cure Light Wounds, Magic Fang | | Greypelt: HP 17, AC 14, T 12, FF 12, Fort 5, Ref 5, Will 1, CMB 2, CMD 14, Bite +2 (1d6+1 plus trip)

Nature does not like me attacking it and vice versa.


RETIRED

I am on the road and may be botted until I return!


Greenbelt Map Roll20 Link

Will do.


Druid (Wolf Shaman) 1 | hp 10/10 | Init 2, Per 8 | AC 14, T 12, FF 12 | Fort 4, Ref 2, Will 6 | Longbow (1d8/x3) | Create Water, Mending, Spark, Cure Light Wounds, Magic Fang | | Greypelt: HP 17, AC 14, T 12, FF 12, Fort 5, Ref 5, Will 1, CMB 2, CMD 14, Bite +2 (1d6+1 plus trip)

Eh, I'll just let the wolves gouge on it throughout the day. :D


Male Halfling Cavalier (Honour Guard / Strategist) 3
Theodore:
HP 28/28 | AC 21 T 14 FF 18 | Fort+4 Ref +4 Will+1 | Initiative +3 | Perception +8 | Challenge 1/1
Rufus:
HP 25/25 | AC 22 T 13 FF 19 | Fort+5 Ref +6 Will+2 | Initiative +3 | Perception +5

Does wolves include Rufus? If not, I shall give him some of the meat I bought. Also did we use the entire deer that he caught last night or is there some left for today?


Greenbelt Map Roll20 Link

The deer was a faun and not terribly large. Assuming you had shared that with the wolves last night, there's not much of it left.


Druid (Wolf Shaman) 1 | hp 10/10 | Init 2, Per 8 | AC 14, T 12, FF 12 | Fort 4, Ref 2, Will 6 | Longbow (1d8/x3) | Create Water, Mending, Spark, Cure Light Wounds, Magic Fang | | Greypelt: HP 17, AC 14, T 12, FF 12, Fort 5, Ref 5, Will 1, CMB 2, CMD 14, Bite +2 (1d6+1 plus trip)

Wolves does include Rufus. We probably wouldn't have waited to cook the wolverine meat fully, and it probably wouldn't do well to try it after carrying it all day. So for the wolves it goes.


Male Halfling Cavalier (Honour Guard / Strategist) 3
Theodore:
HP 28/28 | AC 21 T 14 FF 18 | Fort+4 Ref +4 Will+1 | Initiative +3 | Perception +8 | Challenge 1/1
Rufus:
HP 25/25 | AC 22 T 13 FF 19 | Fort+5 Ref +6 Will+2 | Initiative +3 | Perception +5

Cool, thanks. Means we don't have to worry overly much about there food. We just need to try and hang and smoke it, to jerky it a bit so it will last a bit longer.

Shame about the faun, but it did save everyone a ration at the least. I am hoping to collect some antlers during this campaign and see if I can get someone to make a magical Dueling sword, using the Antler as the handle.

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