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 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 think you have roleplayed it quite well, I am still trying to get my vain across. All I have thus far is less talkative and less care in appearance.


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 0/8 | Portrait | Elkmark Calendar

Hey all, I'll be going camping for a couple of nights and probably won't have access to the internet for the next 48 hours. Feel free to bot me if it's needed.


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

Have fun!


Greenbelt Map Roll20 Link

@Torsten - Thanks for the catch on the Survival roll template. One question though, how do you have a +11 on survival?

I get:

3 Ranks
+1 Wis
+1 Trait
+3 Class Skill
= +8

Do you have something else that makes Survival an Int based skill or something?


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

No, but the familiar bonus from a goat is +3 survival.


Greenbelt Map Roll20 Link

There it is :)


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 0/8 | Portrait | Elkmark Calendar

It looks like everyone has moved their tokens in relation to the closest building, but that’s the barn right? Shouldn’t Jacobus and those with him be up near the north-west building?


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

No-one's moved their tokens, those locations are where Talomyr dropped them. Jacobus & Theo are in talking-mode and haven't thought to move their tokens as they might in tactical-mode yet. I haven't because Torsten is behind them & would need to know where they are in order to move on the map.


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 0/8 | Portrait | Elkmark Calendar

I see. Well to clarify I am also waiting for Jacobus to move to know where to place Tove in relation to him.


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) |
Tove Hellstrom wrote:
I see. Well to clarify I am also waiting for Jacobus to move to know where to place Tove in relation to him.

Ok, I moved Jacobus to right in front of the gate. I can't move my horse though. :)


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 did move mine beside Jacobus earlier.

So I have a few options to help out now. I can do an untrained bluff with Jacobus, I can do a Diplomacy with Jacobus or I can do a mix of both and come in from a different position and make it seem like we are not together.

Thoughts please.


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

I would say 'Confusion to the Enemy!', but bluff at +3 is something to be avoided IMO. Diplomacy is less likely to get hostages taken than intimidate so I'd say work with Jacobus on that for now.


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 0/8 | Portrait | Elkmark Calendar

If handing over the coin is what it takes to let these bandits let Edgar go the Tove won't stop Jacobus's plan but at this point the fact that two of the men are flanking the farmer is the only thing stopping her from taking advantage of the element of surprise.


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

I don't have a problem with jumping the bandits as soon as they're away from Edgar. They haven't negotiated anything along the lines of safe passage.


RETIRED

I can go in the back window to keep the kids safe.


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

For some reason when I post in the gameplay thread it shows me a preview but refuses to actually put the post up. BTW, is there grass, gardens or other vegetation where the bandits are standing or are they on a path of some sort?


Greenbelt Map Roll20 Link

That's weird.

The fields are freshly tilled, with minimal vegetation. You can assume any of the area that is the same shade of green as immediately outside of the house is low cut, 2-3 inches (5 - 7.5 cm), grasses/weeds.


Greenbelt Map Roll20 Link

Alright as much as I don't like to do this, it seems Theo's player has disappeared. (No posts under any alias since December 20th)

I potentially have a replacement player lined up for him. What does the party feel it needs?


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 0/8 | Portrait | Elkmark Calendar

Did he really just disappear without any notice? It would be sad to see him go, especially as the face of the party, things will be very different without him I think.
But, I guess we can’t wait for him forever.


Greenbelt Map Roll20 Link

It certainly seems to be the case. Theo's player is listed as being in three "active" campaigns (really only two) and hasn't posted in any of them (or under his primary alias) since Dec 20th.

Neither I nor the DM for the other active game have heard anything from him about an abscense, so I'm not sure I really have much in terms of other choices. (I suppose I could continue to NPC Theo, but I really don't want to do that).


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 0/8 | Portrait | Elkmark Calendar

I agree, you controlling Theo is too much extra effort long term. Especially if you have someone else lined up ready to join in.


Greenbelt Map Roll20 Link

As I said above, I potentially have a replacement player lined up - a person from my face to face group.

I'll confirm his interest or not. If he is not interested I will be asking the rest of you for a recommended player. Failing that, I will open up a very short recruitment again as a last resort.


M Elf Feral Hunter 6 | HP 28/45 | AC 23 T 14 FF 15 | Fort+6 Ref +9 Will+4 | Initiative +6 | Perception +14 / 18

Howdy, everybody. Looks like I have the honor of joining your game. I'm bringing in an Elven Hunter. Since Garethane Seregon is a bit of a mouthful, Garret is fine.


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 0/8 | Portrait | Elkmark Calendar

Nice to meet you Garret, welcome to the Greenbelt =)


Greenbelt Map Roll20 Link

@Garethane - I've reviewed the build and background you had sent me via email. Everything looks good, go ahead and get the information into your profile here and I'll work you in as soon as I can.

You will need to create an account on Roll20.net to access combat maps found HERE.

Please see the campaign tab for the link to the greenbelt map and other information.


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

Pleased to meet you, though my familiar is likely to feel threatened by your animal companion... don't mind Strauch, he doesn't really want to disembowel Garethane.


Greenbelt Map Roll20 Link

Actually, as a feral hunter, he doesn't have an animal companion.


Greenbelt Map Roll20 Link

Ok folks, let's try get this game back up to speed now that we've got Jacobus back and we've got our replacement for Theo in place.

I'd like to try and get back to a minimum of one post per day, but I need you (the PCs) to help me do that as Kingmaker doesn't have the linear path most APs do.

@Garethane - The first post involving you will be up later tonight.


M Elf Feral Hunter 6 | HP 28/45 | AC 23 T 14 FF 15 | Fort+6 Ref +9 Will+4 | Initiative +6 | Perception +14 / 18

A couple questions before I join in the gameplay:

As far as background info goes, how much do I know about the Charter?

Assuming I know about it, would I be able to recognize the charter-holders based off of previous descriptions?


Greenbelt Map Roll20 Link

You've heard of it, and heard basic descriptions (that had been somewhat embellished) of the charter holders.


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 0/8 | Portrait | Elkmark Calendar

Hi all, just a heads up that I'll be travelling for work until Monday so I won't get much time to post over the next few days. Not sure what this fort has in store for us but feel free to bot Tove if we find ourselves in combat DM.


M Elf Feral Hunter 6 | HP 28/45 | AC 23 T 14 FF 15 | Fort+6 Ref +9 Will+4 | Initiative +6 | Perception +14 / 18

I've drawn in a proposed false trail route and ambush site on Roll20. Feel free to modify, improve, or scrap it. It's my first time both using Roll20 and in PbP game, so please don't let me railroad anybody.


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) |
Garethane Seregon wrote:
I've drawn in a proposed false trail route and ambush site on Roll20. Feel free to modify, improve, or scrap it. It's my first time both using Roll20 and in PbP game, so please don't let me railroad anybody.

That looks good; I've moved my token accordingly.


RETIRED

Hmm. The ambush site is really far from the hunter's blind. So we're basically ambushing them as soon as they come around the corner of that ridgeline?


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 0/8 | Portrait | Elkmark Calendar

It would make more sense to have the blind closer, otherwise we risk being seen while we move into position.


M Elf Feral Hunter 6 | HP 28/45 | AC 23 T 14 FF 15 | Fort+6 Ref +9 Will+4 | Initiative +6 | Perception +14 / 18

We could always run the trail back to the blind. That certainly has the advantage of making the loud, clanky characters not have to make too many stealth checks. My only worry is that at some point our pursuers might lose the trail. Then we lose the opportunity to control the point of contact. The current site is at the end of an obvious path. Unless the guards have some extraordinary bad trackers, they should be able to get there.

If I had my druthers, I would like to set the ambush up another 100 - 200 feet away so that the tower guards wouldn't hear the fight. As it is, unless we manage to magically silence the confrontation, the guards will still likely hear the ambush.

As far as getting to the ambush site, wherever we decide it to be, if we are moving at night and taking the long way around (offmap to the east), we should be able to minimize the chances of being seen. Distance and bad lighting are our friend, increasing the difficulty of perception checks for the guards.


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

We have someone who can cast silence, let's go with the current location. I doubt Tove will object to doing so. I can entangle their backtrail to reduce the chance of them escaping the silence 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 0/8 | Portrait | Elkmark Calendar

Good thinking. I'd need to prepare the spell ahead of time. But assuming we wanted to keep an eye on the fort and gather more intelligence before ambushing the bandits tomorrow night that should be okay.


M Elf Feral Hunter 6 | HP 28/45 | AC 23 T 14 FF 15 | Fort+6 Ref +9 Will+4 | Initiative +6 | Perception +14 / 18

I'm ok with waiting a day and gathering more info. Chances of us getting busted is non-zero but low. It also gives us the chance for a patrol to happen which is potentially good. I think that balances out with the lower percentage chance of random reinforcements showing up.

Call it a low key (hidden) siege.


Greenbelt Map Roll20 Link

Sorry for being MIA the last few days. I have been sick, but I am slowly but surely getting back to 100% and hope to pick up the pace if I haven't lost you.


RETIRED

Ooo, glad to hear that you're on the mend!


RETIRED

I will be out of town camping this weekend. Back late Monday.


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 0/8 | Portrait | Elkmark Calendar

Enjoy your trip!


RETIRED

Well this got dark!


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M Elf Feral Hunter 6 | HP 28/45 | AC 23 T 14 FF 15 | Fort+6 Ref +9 Will+4 | Initiative +6 | Perception +14 / 18

An in-depth analysis of banditry will do that, I guess :(


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 0/8 | Portrait | Elkmark Calendar

The stolen lands just get darker and darker the more we uncover. Struggling to play this Lawful Good.


Greenbelt Map Roll20 Link

First of all apologies if the dark turn has alienated any of you. If so, please speak up and we can fast forward out of this, deal with Dovan, and put it behind us - along with my promise to keep my more World of Darkness appropriate tendencies away.

(Too many years being the Storyteller in V:tM games, along with some recent WoD podcasts I've been listening to I guess.)

Again, my apologies if I have alienated any of you with this subplot. It was not my intention.


Greenbelt Map Roll20 Link

I just received a PM from Jacobus's player and he is stepping away from the game. I will NPC Jacobus until the end of this mess at the out post and then we can decide what we would like to do from there.

All options are on the table: Continue on as a party of five, recruit a replacement, end the game entirely, etc.

Let me know what each of you think, either here or via PM.

Thanks.


RETIRED

I'm not bothered by the grimdark undertones. I'm happy to continue. I think we should recruit a replacement if losing Jacobus means losing an important part of our skill makeup.


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 doesn't hold any role vital to the party - the backup healer, a so-so front line character, few skills that aren't covered by someone else. Just knowledge (dungeoneering) I think. I think we could simply manage without him.

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