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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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

In about 4 levels Torsten may be enchanting the odd weapon, but that could take an eternity in PbP. You might be better to find someone you could hire to make or enchant a magic weapon.


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

That is what I had intended. I didn't mean it as a hint for players to go down the crafting feat routes.


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, I have a question about my Challenge which I would like to get settled before I use it in combat. I get a few bonuses when I use challenge and I shall list them here, but could you tell me which stack with each other and if I HAVE to use all of them?

*Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.

*Whenever an honor guard issues a challenge, he can select one ally as his ward for the duration of the challenge. Whenever the honor guard is adjacent to his ward, he takes a –1 penalty to Armor Class, and the ward receives a +1 dodge bonus to AC. This modifies the challenge ability.

*Whenever an order of the blue rose cavalier issues a challenge, he receives a +1 morale bonus on attack rolls made against the target of his challenge, if the target is an intelligent creature to whom the cavalier offered the chance to surrender (by taking a standard action to offer terms). This bonus increases by +1 for every four levels the cavalier possesses (to a maximum of +5 at 17th level).

From my understanding I gain the following bonuses :

Attack : +1
Damage : +1
AC : -3
Ward AC : +1


Greenbelt Map Roll20 Link

That looks right to me.


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

To me it doesn't look as though you're obliged to select a ward ('can select one ally as his ward'). Also remember that against the foe you challenge you don't get the -2 AC.


Greenbelt Map Roll20 Link

That is also true.


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, now when I am mounted and Challenging my Mount gains half the bonuses. So is this accurate?

Rufus / Rufus is Ward
Attack : 0 / Attack : 0
Damage : 0 / Damage : 0
AC :-1 / AC : +1


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 am thinking myself behind a door, another with a 14+ Strength behind the other door. Both wolves either in the stables or behind the gates too. All the long range characters on the walls, crouching so they can rain down the pain whilst being safe.

Oleg standing in the courtyard to act as normal. Once they are all in, we close the gates and Oleg runs inside. I offer my terms whilst everyone takes aim and positions themselves for the encounter. Both wolves move into view to intimidate them a little.

What does everyone think of that? Also, is my previous post accurate?


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

Tove can cast some buffs, hopefully right before combat before everyone moves in to position. I'm thinking the orison Enhanced Diplomacy on Theodore to give him a +2 bonus on a single Diplomacy or Intimidate check for when he offers terms? Then Bless to give everyone a +1 to Attack. Both spells last for a minute so if I cast them right before we get in to position they will hopefully last for the first couple of rounds at least.
Then she will take a place up on the walls and use her longbow to provide some cover for the folk in the courtyard.


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

Razarak can sit behind the other door, theodore, and wade in with you,


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

Torsten should probably be up on one of the towers unless you need another set of hands to move the gates. Strauch will remain on the ground though.

Don't wager too much on being able to close the gates fully. Apparently it takes Oleg a few minutes, not rounds. If you can take the gap to 10' wide or less I can make it a bit more difficult to leave with a grease spell though. Also I'll drop charm person for animate rope when preparing spells next.

I don't see any ability which gives your mount half your challenge bonuses, Theodore? Am I missing something?


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

All sounds good so far. Lets go with that then. Tortsen, you should be good on the tower. Both Razarak and I should be able to handle the doors.

Is there any way that we can grease the hinges, so they close easier?

Rufus has the Charger Archetype. It should be under the Companion section on my profile.


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 Oleg have any oil I can buy to put on the gate hinges, so that swing shut easier?


Greenbelt Map Roll20 Link

Oil may help a bit, but most of the issues is from the bottom of gate-doordragging on the ground. Oleg hasn't gotten around to finishing that particular repair as of yet.


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

How shut could we get them if we both push a different door at the same time in the "Surprise Round"?


Greenbelt Map Roll20 Link

When wide open, the gate opening is 30 ft wide. Each door is 15 feet. Let's say a DC 10 Strength check moves a door 5 ft. For every 5 you beat the check by, you move the door and additional 5 ft. (i.e. DC 15 = 10 ft., DC 20 = 15 ft./closed) NOTE:This is per door.


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

Good to know, now to hope that we roll nice and high.

Would oiling the hinges reduce the DC at all? You mentioned that oiling will help a little, so just hoping.


Greenbelt Map Roll20 Link

+2 tool bonus.


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

Buying that now then, every little helps.


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)

I should be able to move my icon tomorrow on the map (computer issues), but I planning to be with the wolves. The wolves will be behind the other gate to help block escape for the ambush, yes?


Greenbelt Map Roll20 Link

Not sure what's going on with Roll20. Ivo, I'm showing an invite is out to you to except under the Jesse H. user name.

As far a the link goes, try this


RETIRED

OK, that did the trick at last! Location looks fine.

Grand Lodge

Not sure if Tove can cast Bless without making enough noise to give away the ambush so she might just ready to cast Enhanced Diplomacy on Theo once they are inside.


Greenbelt Map Roll20 Link

The bandit leader is kind of loud, you can risk it if you would like to.

Grand Lodge

I mean, I would like to, but we've laid quite an elaborate trap and I'd hate to be the one to ruin it, just to give out a small buff a couple of rounds sooner. And who knows, maybe by the time she would otherwise cast it all the bandits have accepted the terms of surrender and I save a spell?


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

Is closing the gate a Move Action, Standard Action or Full Round Action?

Kind of hoping I roll nice and high for the Diplomacy, so that some or all will surrender. Ah, I will also be attacking using Non-Lethal damage in the fight. So even if they don't surrender, we can still take them prisoner and question them.


Greenbelt Map Roll20 Link

Standard action, I assume this will be your surprise round action.


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

Yes, I will be using it as my surprise round. Then it is straight to offering my terms.


Greenbelt Map Roll20 Link

I'll give Bran a few more hours to post a surprise round action (if he would like one). Otherwise I will resolve the posted actions, roll initiatives, and proceed to round one.


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!!! Brilliant time to get some amazing rolls! Thank you Tove for the nicely timed spell.


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

You're welcome! That was a nice roll indeed!


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)

I'm sorry, but I will be leaving the message boards for a while. A previously short venture these past two days has now turned into a full-time position, one that will be taking most of my free time to keep up. With so much time gone, I'm going to have to prioritize what I can keep up with, and playing the great games here is not. So I apologize, but I will not be able to continue for the forseeable future. Please bot/exit me as you see fit.

-Blue Drake.


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

Sorry to hear that Blue Drake, I was looking forward to the game with you but all the best with your new position.


Greenbelt Map Roll20 Link

Sorry to see you go. I will not Bran for this battle and pull a replacement for him afterwards.


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

Life happens BD, hope it goes well for you.

Oddly this leaves us with something very close to the classic party - rogue, cleric, wizard and cavalier, which is only one step away from a fighter. Any new #5 has quite a bit of freedom of choice in their concept.


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

Also sorry to see you leave, but wish you the best of luck in your new position.

Would we need an extra character, as Torsten mentioned we seem to have the balanced party, I don't mind an extra player and there were a couple in the recruitment that I really liked.

Tove, about your in game post, I thought you were going to roll an intimidate! Maybe just the way I read it, but it sounded quite threatening. Definitely not complaining, just made me chuckle as it now looks like we are playing Good cop / Bad cop.


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

Good luck blue drake, sorry to see you go but life comes first,


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

Damn! Maybe if we knock the leader out, then the others will surrender? It looked like Red and Blue were thinking about it, before their leader started speaking.

Ah well, -2 on all Charisma checks for 24 hours as I failed a Charisma skill. DM Talomyr, if the lackies were to surrender (once the leader is defeated) would that still count as a failed check or become a successful check?


Greenbelt Map Roll20 Link

No it would not be considered a failed check anymore.


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
Torsten Bock wrote:
Oddly this leaves us with something very close to the classic party - rogue, cleric, wizard and cavalier, which is only one step away from a fighter. Any new #5 has quite a bit of freedom of choice in their concept.

#6 of course. I apologise Razarak, we have a sorcerer with us as well. Duh.


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
Theodore "Greyback" Logan wrote:
Tove, about your in game post, I thought you were going to roll an intimidate! Maybe just the way I read it, but it sounded quite threatening. Definitely not complaining, just made me chuckle as it now looks like we are playing Good cop / Bad cop.

Tove wouldn't mind playing some good cop/bad cop. Unfortunately I think making an intimidate check and casting Bless would both be standard actions so I just tried to cast in the most intimidating way possible!


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, I hope they surrender then. I shall be mainly attacking with Non-Lethal damage, to try not to spill too much blood and therefore abide to the edicts of my Order.

Tove, I think you successfully managed it, sounded very threatening and shows that we are not afraid to fight them if it comes down to it.

DM Talomyr, I am looking to get the HorseMasters Saddle later on, how could we make it viable for a Wolf? There is nothing on the item stating it has to be for a Horse, just the name. So wanted to clarify early on.


Greenbelt Map Roll20 Link

If you were to have one crafted, I don't see why it wouldn't work. If you were to find one, odds are you would have to have it reworked to fit Rufus, but I don't see any reason the magic in question wouldn't work for whatever mount you would put it on.


Male N Human Inquisitor 3 | CMB: 4, CMD: 16 | F: +5, R: +4, W: +6 | Init: +5 | Perc: +9, SM +10 | Speed 40ft (30ft in armor) |

Hey guys, just a quick post to say hi.

The DM invited me to join and I'll bring in a PC once you guys take care of these bandits.

I'll read through the gameplay thread while you guys finish.

Looking forward to playing with you all.


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

Oh gosh, and you thought I was the bad cop, Theo!

Only kidding, welcome to the party Jacobus! I'm actually excited to have an inquisitor join the group!


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

Oh wow, that was a quick recuit filling! I look forwars to gaming with you Jacobus. Hopefully our characters won't clash too much.


Male N Human Inquisitor 3 | CMB: 4, CMD: 16 | F: +5, R: +4, W: +6 | Init: +5 | Perc: +9, SM +10 | Speed 40ft (30ft in armor) |
Theodore "Greyback" Logan wrote:
Oh wow, that was a quick recuit filling! I look forwars to gaming with you Jacobus. Hopefully our characters won't clash too much.

Actually we started off in the wrong foot since you stole my avatar. :)

However, I can put that past me so we'll manage. :)

Conflict (minor and not game disrupting) is a great perk to PBPs so I actually look forward to differences of opinions. And not just with you.

Game on!


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 avatar works perfectly for me as I am going into Golden Legionnaire later and it looks the part. I can see why it would work for you too though, seeing as you actually follow Abadar.

I always enjoy minor difference of opinion, but always worry that other players think my characters opinions are my own.


Greenbelt Map Roll20 Link
Theodore "Greyback" Logan wrote:
Oh wow, that was a quick recuit filling! I look forwars to gaming with you Jacobus. Hopefully our characters won't clash too much.

It's pretty easy to have a quick back-fill recruitment when we are still this close to the original recruitment (plus there were still a lot of great submissions that I had to choose from).


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
Jacobus Varadin wrote:

Conflict (minor and not game disrupting) is a great perk to PBPs so I actually look forward to differences of opinions. And not just with you.

Game on!

It's possible my nature-loving wizard will have a few differences of opinion with the would-be agent of civilization if it comes to that. We'll see.

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