Darkness over Arglondar

Game Master Chingo Chaplo


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Attack Longsword: +5 Damage: 1d8+2 | Primal Roar 2/2 | Second Wind: 4d4+4 1/1 | Inititiative +3 Perception +10 Diplomatic +12 Sense Motive +11 | Hero: 2 | Matalars-Boon: 1/1
HP & Armor & Saves:
HP 33/33 | AC/T/FF 17/11/16 | DR 4 | Fort +5 / Refl +4 / Will +3

Well, I do have bullseye Lantern and still 5 pint of oil worth left. That covers pretty much a huge distance for us.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

I'm fairly certain that dark vision is not additive with normal vision. That is kind of low light visions deal.
We would need a lamp anyway, I'm sure as heck not a prospectors much as I drink like one. We are going to need to clear the cave for an actual group to come in and check the caverns. I mean unless the vein is just magically exposed are going to have a hard time finding it.

Plenty of miners in town though so we just grab a group and have them wait for us to clear the area out.


Attack Longsword: +5 Damage: 1d8+2 | Primal Roar 2/2 | Second Wind: 4d4+4 1/1 | Inititiative +3 Perception +10 Diplomatic +12 Sense Motive +11 | Hero: 2 | Matalars-Boon: 1/1
HP & Armor & Saves:
HP 33/33 | AC/T/FF 17/11/16 | DR 4 | Fort +5 / Refl +4 / Will +3

Agreed.

And in on that note... A Fitting music tune for our mining expidition for 10h!


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Should likely stock up on lamp oil in town, option Kill it with fire would be a very good one to have in the tunnels below.


HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

Oh, did we happen to be especially heroic when we defeated the Ykthra or saved Greven and his love?


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

I was busy posting fast enough to keep up so I didn't really aid any flair to Magnes's posts.
Though I imagine by the end of the month we will have saved th town from Cuthullu and his elder god friends, rode flaming wolves down the hill to town and near enough drowned the town in liquor.


HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

I am really curious what our future holds for the party in a game called Darkness over Arglondar. I imagined we wouldnt be just in this town, but with Greven rising into lordship it could play out in a variety of interesting ways.


HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

Wow, I need another 300 gold for a proper bow.


Attack Longsword: +5 Damage: 1d8+2 | Primal Roar 2/2 | Second Wind: 4d4+4 1/1 | Inititiative +3 Perception +10 Diplomatic +12 Sense Motive +11 | Hero: 2 | Matalars-Boon: 1/1
HP & Armor & Saves:
HP 33/33 | AC/T/FF 17/11/16 | DR 4 | Fort +5 / Refl +4 / Will +3

Well, I could see that Darkendeep and surrounding regions will play important role for us in the end.

Somehow I get a feeling that there will be some Kingmaker elements being played.


HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

It is never a good thing when the monstrous nations of the world have interesting ideas...


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Meh, for the number of abilities that the bow gets that other ranged weapon users need to pay a feat for I'd say that even at the highest cost a compound bow is an absolute steal.

As to the darken' deep I'm going to hope not. Been burned once by drow craft weapons, don't need it again.

And no getting cut scenes from the GM is never a good sign.


1 person marked this as a favorite.
Vitals:
HP: 18/18 | AC: 16(18) T: 16 FF: 11 CMD: 15 | Fort: +3, Ref: +4, Will: +4 | Init: +4 Senses: Normal vision | Effects: none
Male Ikaiji Arcanist 2
Abilities:
Energy 13/13 Arcane Reservoir 4/7 Hero Point 1
Skills:
Acrobatics 4, Diplomacy 0, Intimidate 2(3), Know (Arcana) 10, Know (Dungeoneering) 8, Know (History) 9, Know (Religion) 9, Perception 2, Stealth 5, Sense Motive -1, Spellcraft 9, Survival 2

About the bow, I'm assuming you were going for a Masterwork composite longbow with a +4 STR rating? I know it's still a bit away, but the Adaptive property fixes most issues with strength rating of the bow. :)


I've been moving today, and I am quite tired, so I probably won't post until tomorrow


HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

Hope the move went well Chingo!


HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal
Koija Hirano wrote:
About the bow, I'm assuming you were going for a Masterwork composite longbow with a +4 STR rating? I know it's still a bit away, but the Adaptive property fixes most issues with strength rating of the bow. :)

Something to look forward to someday. :)


As I mentioned I've moved and I don't have internet in my apartment yet. When I sit in the kitchen sometimes I can catch the wifi from my brother's apartment, but posts are going to be irregular until I get internet, which will hopefully happen soon.


Rhialla Arken wrote:
Hope the move went well Chingo!

It did. I still need to move some stuff, but I have the basics: a bed and a couch. :)

Grand Lodge

Male
saves and attack:
Saves: fort:+5 ref:+2 will:+2 |BAB:+3 CMD:14 CMB:+5 |Tonfa +6(1d6+3)x2 (blocking) shortspear +6(1d8+3)x2(crit) 20ft(thrown) Wakizashi +6(1d6+3)18-20/x2 (deadly) Katana +8(1d8+3(+4 two hands))18-20/x2 (deadly)
Bhakiri
Stats::
Hp:21/21 |AC:16(,+5armor,+1sheild)(+2 in woodland) |DR:6/magic |Speed:30ft(20 in armor) hero points: 1
samurai(beast rider) 3
mount:
horse(combat trained): Brunzwik HP:22/22 AC:16(+4natral+1dex) DR 4/magi speed:50ft Str:16 Dex:13 Con:15 Int:2 Wiz:12 Cha:6 Mele:bite+3(1d4+3), 2hoves+1(1d6+1)[secondary attack] Feat:Endurance, diehard

Great, we're slowing down a little, fine with me. My internet is on the fits.


Vitals:
HP: 18/18 | AC: 16(18) T: 16 FF: 11 CMD: 15 | Fort: +3, Ref: +4, Will: +4 | Init: +4 Senses: Normal vision | Effects: none
Male Ikaiji Arcanist 2
Abilities:
Energy 13/13 Arcane Reservoir 4/7 Hero Point 1
Skills:
Acrobatics 4, Diplomacy 0, Intimidate 2(3), Know (Arcana) 10, Know (Dungeoneering) 8, Know (History) 9, Know (Religion) 9, Perception 2, Stealth 5, Sense Motive -1, Spellcraft 9, Survival 2

Been moving stuff yesterday, mostly to the junkyard though. The stuff you gather in a few years ....


I won't have proper internet until the 22nd, so until then the game will be hampered. Sorry guys.

Grand Lodge

Male
saves and attack:
Saves: fort:+5 ref:+2 will:+2 |BAB:+3 CMD:14 CMB:+5 |Tonfa +6(1d6+3)x2 (blocking) shortspear +6(1d8+3)x2(crit) 20ft(thrown) Wakizashi +6(1d6+3)18-20/x2 (deadly) Katana +8(1d8+3(+4 two hands))18-20/x2 (deadly)
Bhakiri
Stats::
Hp:21/21 |AC:16(,+5armor,+1sheild)(+2 in woodland) |DR:6/magic |Speed:30ft(20 in armor) hero points: 1
samurai(beast rider) 3
mount:
horse(combat trained): Brunzwik HP:22/22 AC:16(+4natral+1dex) DR 4/magi speed:50ft Str:16 Dex:13 Con:15 Int:2 Wiz:12 Cha:6 Mele:bite+3(1d4+3), 2hoves+1(1d6+1)[secondary attack] Feat:Endurance, diehard

Wah waaaah!!! Oh well, I can wait that long


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

No worries. It will give me time to think on this contract a bit.

Effectively what I want out of this is a steady stream of income for us all that negates the smaller cost we accrue as a group. Food, travel, lodging and all that.
I think a 6% share would successfully do that but it really depends on how big the mining operation in question is.
In real world mines that produce reliable veins of gold, silver or other commodities in mass earn their owner and anyone involved quite a lot of money.

using the kindgom rules for pathfinder here is what I see for how pathfinder handles a 'mine'

A Mine (Salt,Steel,Coal) in the kingdom rules generates 1BP(1000gp) per month, arguably a reliable commodity like gold would generate two or three times that.
So monthly we would be getting something like 60-180ish GP, which is really not enough be be worthy of much
Thing is that the Kingdom building rules associate one mine with one hex of land, partiuclarly rich or valuable ore loads are not included either. never mind about what happens if there is more than one mine active in the same area.


HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

I think the mine produces more than gold, but Magnes is probably right, if it still has gold it probably would generate 3000gp and up a month.

If you started a company today you either charge a consultation fee, or a payment upon success or delivery. I'm over simplifying because there are technically 7 methods but I digres.

Lord Greven being a dirt poor monk with only the right to collect taxes leaves him unable to afford a consultation fee on top of other costs he will need to direct towards building a force to protect the citizens and repair his fortification.

6% for starting up the mine is small, and gives Greven the ability to probably buy us out of our share in the first month of operation. 33% leaves Greven enough to grow his holdings and protects our interest. Anything less than 33% would need to be bought off up front with land, holdings, and other services like dedicating a sum of money to a church, or building of weapons and armor, maybe even livestock.


HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

We're proven, Greven is in our debt, the town is in our debt, and if anyone is going to accomplish the task of securing the mines beneath the town it is undoubtedly going to be us. It is no small feat, and our lives are at risk so 33% interest sounds more than fair.

When I lay it out like that It sounds like a start! Throw in some land, holdings, and equipment and everyone wins.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

*shrug* were Greven running a company and not in a feudal system of wealth distribution then yes that would be a possibility.
It will be a hard sell without something to sweeten the deal with.

....
Trouble is he needs money to start all this up with, which he doesn't have.

*snort*
Thing is we have plenty of start up money, we just have to kill Greven for it.

I'm thinking we turn this into a caper, return to the city of swords and explain the situation to Alager the seneschal. We return with proof that Greven will be able to provide and care for the lady, that they are truely in love and that Lord Galtroban does not have her best interests in mind.
As a member of the house he can likely witness a civil marriage and give it solidity.
Greven then leaves with the bounty for himself, uses it to fund the mine and returns a few months later with enough money in tow to please the king.
Then he comes back with a river of gold and either gets Lord Galtroban to agree willingly or takes him to the courts for taking the kings law into his own hands (trying to kill a man of peerage).

Will expand on ideas later.
things to do.


HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

Greven is not asking for our help with Casilias father so sticking our noses into their relationship feels invasive and futile given we have no political pull, or money. It is too much to worry about. The group has done a world of good already by simply not killing Greven, and giving him a chance to get grounded and defend himself.

The money to start the mine will come from rightful taxes and maybe a few loans from the richer members of town. Let us not get bogged down by the entirety of getting a towns economy up and running.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

That isn't actually the case.

Chingo Chaplo wrote:

"Tell them I'm dead." Calistria takes off her gold necklace and hands it to you. "Tell them we were both killed by Ykthra. Bring them this necklace as proof."

"No." Greven exclaims. "Sooner or later words will reach your father that we are still alive. Perhaps it is better if went back to Bhelskar and faced him together."

"But.. He'll kill you!"

"Perhaps he won't. Either way, we can't hide from your father forever." Greven turns to Koija. "Now that you've heard our side of the story, perhaps you'd be willing to help us convince Lord Galtroban and Alagaer to let us be."

Magnes Coalbrow wrote:

Magnes sighs as he looks at the noble woman. Lady Gatroban, calm yourself.

"I will say that regardless of my intentions that you folk lucked out with Rhialla's presence. A warrior of the goddess of love. Now if I have it right what you are saying is that you have the deed to your family throne and that you hope to take it over." The Dhouvarr says in a slow voice as he looks at the two.
"You have no defenses, no men at arms, the town hates you due to being half vampire, your castle has holes in it and a path to the drakkendark underneath. Oh an' far as I can tell the mine tha' was the major income of your town no longer produces ore."
The brewmaster says numbering his points on his hands.
"Beyond hopin' ta change the minds of a bunch of judgmental townsfolk. I'd say your best bet at this point is to abandon the trappings of nobility and travel somewhere far distant. You'd need to convince your Lady Galtroban's father that you are in fact dead and that the lady is useless to his ambitions, so likely dead as well. I mean unless you fancy being hunted across the globe by a laundry list of mercenaries with much less quibbles about separating you. Fighting him as a noble is going to require money you do not have."
The Dhouvarr explains and looks to the pair.
"Fighting your father for the right to stay here will be a long road, an I've no doubt that it will be dangerous. Getting the kings attention and recognition or the patronship of a major lord will be the first step in such a plan."

Chingo Chaplo wrote:
Both Greven and Calisia listens carefully to the dhouvarr's words."Will you help us?" Greven asks pleadingly, obviously opting for the last option. "You could be my men-at-arms and agents. Together we could make Dalkalar thrive again."

Magens then proceeds to tell them both they are idiots and that they need to find something to repair the town with. Which is where the discussion of clearing the Darkendeep under castle Blackrose and mining it came from.

So there is that.
Effectively we are looking at another next to impossible task if we want to have these two love birds thrive.
We might have them over a barrel in bartering but that isn't going to matter if Lady Galtroban's father kills Greven and barters his daughter off to some fancy schmancy lord.

My suggestion of returning Lady Galtroban and getting the gold to hasten Greven's finishing of the mines construction/defenses would mean quite a lot.

We could also Actually kill the Dhampir and just bring him back as something else.

I'd also say that if we were to hear tell of a Lyre of building we could skip this whole charade and just get the mine up in running in a day or two supposing we can find someone with a +15-18 in Perform:string.
Then they come back and do what I was planning on minus the whole Lord Blackrose owing us a 7500gp loan on top of what we get from the mine.

We could very easily skip much of this preamble if Magnes had any intention of letting Lord Galtroban keep his gold after all this hooplah.


HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

He may want our help, but again we lack pull, motivation, and wealth to really do anything.

The gold mine solves Greven's wealth issue. Rewarding our efforts for helping clear the mine fixes our motivation issue. Success in the mine will also begin to fix the influence part of the problem for Greven.

Giving in to the father in any measure gives him more leverage, but guarantees nothing in return. He might still hire assassins, and maybe even bring harm to his daughter. Not worth the risk if you ask me.

No to murder, just no.

So instead of digressing further, Magnes said 6% was fair, I think 33% plus some benefits is fair. Does anyone else have an idea of what might be fair pay for this task?

Does anyone want to do something other than what Greven is asking us to do, emphasis, right now?


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Digression:

If Greven dies due to further attacks we lose out on the mine.
In fact if Greven marries into the Galtroban family (As Calrisa is still part of it) and then dies, last of his line with no heirs then the line's wealth is going to the Galtrobans.

This is in addition to being blacklisted by Lord Galtroban due to not completing his job. With the potential of being outed in court by said noble saying he never intended us to kill the last Blackrose.

We are effectively leaving the job half finished by not dealing with the father in this situation and leave the entire thing open to becoming one huge blunder on our part.

Perhaps not using the methods I have outlined but leaving it alone as you suggest leaves us just as open and in fact in even more danger than we would be if we went to deal with it.
Fact of the matter is if we take up a contract with Greven we are financially obligated to see him to a stable place so as to start drawing a paycheck from him.

We basically have him over a barrel right now, he isn't going to refuse what we ask. Making sure the good relations we have with the town are maintained are going to be more important than getting a good price out of the deal though.
If the guy giving us money is happy over the bargain then that means we don't need to act like some mafia group running a protection racket every time the end of the month rolls around.

I'd agree to start it at 33%, arguing the points you've made unless there are arguments by the others. Being a cutthroat merchant's son Magnes would know the reasonable prices for such bargains.
I'm also assuming that we will get bartered down slightly, I'd say the deal breaker threshold for Magnes would be 25% along with some land, and other concessions.
A 'friendly' discount to make such a bargain less painful for the entirely uneducated in courtly manners monk from the desert Lord Blackrose to swallow.

...I also really hope that Calistria become less of a wilting violet soon. Understanding that being mindscrewed by a tentacle-spider-god-thing is hard to deal with but blackrose is screwed if the lord can't deal with being a noble and the Lady can't step up at all.


Attack Longsword: +5 Damage: 1d8+2 | Primal Roar 2/2 | Second Wind: 4d4+4 1/1 | Inititiative +3 Perception +10 Diplomatic +12 Sense Motive +11 | Hero: 2 | Matalars-Boon: 1/1
HP & Armor & Saves:
HP 33/33 | AC/T/FF 17/11/16 | DR 4 | Fort +5 / Refl +4 / Will +3

Well, Bhalur religion & class demand that I will be helping Greven out as well all the poor people. He cant leave them alone and fend for themself so the only option he sees as fit is to open the mines and exlore it... and sadly for him, it is almost without credit :(

Damn, maybe I should charge some extra stuff for Bhakiris or protection/ barter rights. Could also be something


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Arguably while you as a monk who seems to be uninterested in personal gain can't benefit there is nothing preventing you from asking for your share to be a plot of land where a temple to the Dragon Matron would be built. While you can't gain from it personally your portion of the aforementioned contract we are brewing up be instead conserved and delivered as a Tithe to the Dragon matron's church.

Which gets them happy with you, and you then receive more relics and aid from your temple due to your help. Making it so you as a character get an increase in wealth for doing a good job while at the same time keeping to the fluff of your monk-ly nature.


Vitals:
HP: 18/18 | AC: 16(18) T: 16 FF: 11 CMD: 15 | Fort: +3, Ref: +4, Will: +4 | Init: +4 Senses: Normal vision | Effects: none
Male Ikaiji Arcanist 2
Abilities:
Energy 13/13 Arcane Reservoir 4/7 Hero Point 1
Skills:
Acrobatics 4, Diplomacy 0, Intimidate 2(3), Know (Arcana) 10, Know (Dungeoneering) 8, Know (History) 9, Know (Religion) 9, Perception 2, Stealth 5, Sense Motive -1, Spellcraft 9, Survival 2

- 33% I think is indeed reasonable. Koija personally does not care about land or such. He personally is more interested in whatever forgotten lore might be found in that pit :)

- If I got it right, we are at the moment busy with striking the deal and waiting for kevroth to finish his gun. As I have mentioned, I would like to use that time to transfer a few of the spells we found into my spellbook. After that I'm good to go.

- About the issue with Greven and our former mission. I think that we should be able to make a foray or two into the darkendeep so we can assess the scope of our current "job". If we think it will take to long, we should start working on how to deal with the "father-in-law-to-be" ;) If not, finish this job and then deal with him. This does not mean that we should stop thinking on how we want to deal with the situation.

- About the whole issue with what is needed to get this town back in order. I personally do not know (and am not really interested) in the full mechanics behind an economically functional town. And Koija is even less so inclined ;) So I leave that in more capable hands.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Fair enough, that is two full votes on the 33%, I've said it works as a starting point.
Once Chingo gets a chance to fill us in on the possibilities of what is about to happen with all this family drama then we can go from there.

Need to determine how I'm going to ask Koija for the spellbooks without sounding like a secret wizard.
I feel like between ironing out the contract and hiring a group of experienced miners crazy enough to follow us into the Darkendeep will be a big thing.

I still want to rob Lord Galtroban for all he is worth. It is something I'm willing to surrender if plans don't work out but so far the possibility isn't far removed.

As to the town's economics, I'm mostly interested in making sure we have friends in the castle once the contract is agreed on.

Grand Lodge

Male
saves and attack:
Saves: fort:+5 ref:+2 will:+2 |BAB:+3 CMD:14 CMB:+5 |Tonfa +6(1d6+3)x2 (blocking) shortspear +6(1d8+3)x2(crit) 20ft(thrown) Wakizashi +6(1d6+3)18-20/x2 (deadly) Katana +8(1d8+3(+4 two hands))18-20/x2 (deadly)
Bhakiri
Stats::
Hp:21/21 |AC:16(,+5armor,+1sheild)(+2 in woodland) |DR:6/magic |Speed:30ft(20 in armor) hero points: 1
samurai(beast rider) 3
mount:
horse(combat trained): Brunzwik HP:22/22 AC:16(+4natral+1dex) DR 4/magi speed:50ft Str:16 Dex:13 Con:15 Int:2 Wiz:12 Cha:6 Mele:bite+3(1d4+3), 2hoves+1(1d6+1)[secondary attack] Feat:Endurance, diehard

I like sabrik, he cares little for the political strife. He finishes things with a swift pain and a rolling head.


HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

Can hiring miners wait until after we clear out the mine? If we really want to be able to pick up the easy to get minerals, we can bring a shovel and a pick. Mining mineral veins takes a lot of time.

Rhialla has no interest in robbing your previous contractor.


Attack Longsword: +5 Damage: 1d8+2 | Primal Roar 2/2 | Second Wind: 4d4+4 1/1 | Inititiative +3 Perception +10 Diplomatic +12 Sense Motive +11 | Hero: 2 | Matalars-Boon: 1/1
HP & Armor & Saves:
HP 33/33 | AC/T/FF 17/11/16 | DR 4 | Fort +5 / Refl +4 / Will +3

Well, taking that temple suggestion in to account really seems a good idea and I would vouch my "soul" that even Bhalur agrees. Somehow it just fits his character.

Have anyone though also about bartering rights or maybe securing something for their races? This is a long term plan but it will maybe fun later in our game play after 20,000 post lol to see how we have our races interacting somewhere and doing business.

That could also open new possibilities/missions/chances to guide the game some direction. Sometimes I just enjoy reading or hearing that something happened somewhere because of PCs without us having contact to our old locations


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

I'm giving the miners as an idea to delay our approach for a day so Kevroth can get his gun finished and Koija can scribe his spellbooks.
We can absolutely worry about them later if we care to leave Kevroth in the dust.

Magnes doesn't much care for the entirety of his race, dhouvarr are pretty well accepted in the world far as I know.
I also think that just by his experiences of being the target of prejudices and having to deal with this merchant lord that we don't need to do anything for Greven to want to build a place like you talked about Bhalur.

Though were you to suggest such a thing in front of him it might spark the idea to take Acton on it in future.


I'm back with internet YAY! :)

Ready to get back into the game


Vitals:
HP: 18/18 | AC: 16(18) T: 16 FF: 11 CMD: 15 | Fort: +3, Ref: +4, Will: +4 | Init: +4 Senses: Normal vision | Effects: none
Male Ikaiji Arcanist 2
Abilities:
Energy 13/13 Arcane Reservoir 4/7 Hero Point 1
Skills:
Acrobatics 4, Diplomacy 0, Intimidate 2(3), Know (Arcana) 10, Know (Dungeoneering) 8, Know (History) 9, Know (Religion) 9, Perception 2, Stealth 5, Sense Motive -1, Spellcraft 9, Survival 2

Welcome back :)


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

I am excited to once again don my jetpack and attempt to keep up with Sabrik.


HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

Suffering withdrawl. Welcome back!


Attack Longsword: +5 Damage: 1d8+2 | Primal Roar 2/2 | Second Wind: 4d4+4 1/1 | Inititiative +3 Perception +10 Diplomatic +12 Sense Motive +11 | Hero: 2 | Matalars-Boon: 1/1
HP & Armor & Saves:
HP 33/33 | AC/T/FF 17/11/16 | DR 4 | Fort +5 / Refl +4 / Will +3

and again we can take off with the lightspeed writing! Rollercoaster, here we come


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Well hopefully once Chingo gets a spare moment to have our NPC's make a reply.
I'm going to hope that the Lady is at least a semi-competent scheming noble or Magnes is going to have some words for her.

Then when the talking is done we go into the caves to dig for monsters and fight for gold! Or something like that.


HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

I'd be surprised if Lady Galb's 'scheming' plan was going very well at this point. Go easy on her.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Oh no I don't seek any active schemes. Just proof for magnes that this human girl isn't a wallflower incapable of action. With how woefully under educated Lord blackrose is in politics he is screwed if his wife cant help, what with her having grown up in a kings city as the daughter of a visibly wealthy merchant.
I'm kind of imagining magnes' s family being one
Also hoping she can serve to let us know of any dangers our plan might have based off information about the locals we don't know.

Need a Cat for our honerable idiot Ned after all


HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal
Magnes Coalbrow wrote:

Oh no I don't seek any active schemes. Just proof for magnes that this human girl isn't a wallflower incapable of action. With how woefully under educated Lord blackrose is in politics he is screwed if his wife cant help, what with her having grown up in a kings city as the daughter of a visibly wealthy merchant.

I'm kind of imagining magnes' s family being one
Also hoping she can serve to let us know of any dangers our plan might have based off information about the locals we don't know.

Need a Cat for our honerable idiot Ned after all

Good point... she is either being negligently compliant or we are 100% correct on everything. Both are scary


Attack Longsword: +5 Damage: 1d8+2 | Primal Roar 2/2 | Second Wind: 4d4+4 1/1 | Inititiative +3 Perception +10 Diplomatic +12 Sense Motive +11 | Hero: 2 | Matalars-Boon: 1/1
HP & Armor & Saves:
HP 33/33 | AC/T/FF 17/11/16 | DR 4 | Fort +5 / Refl +4 / Will +3

Bhalur doesnt care. Job done, ready and off to help other people


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Meh, chingo just not having anything for her to say as of yet is also an option.
In game her circumstances do seem a bit fishy though. We shall see what happens, worst case I hit up the investigator in the city of swords when we get back.
Actually sending him a letter first to find out ways to smooth lord Blackrose's recognition and delay lord Galtroban's sending of new mercenaries might be worth the effort.

Still want to grab the old man who sent us on this involved due to his possibility as leverage inside the family but first we need to find some gold under all the monster craps in those caves.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Oh GM? Where for art thou?
Did ninjas attack your home and steal you off to their mountain ninja home?
Or perhaps bearded vikings striking with skill and looting your beard for which you cry still?

Grand Lodge

Male
saves and attack:
Saves: fort:+5 ref:+2 will:+2 |BAB:+3 CMD:14 CMB:+5 |Tonfa +6(1d6+3)x2 (blocking) shortspear +6(1d8+3)x2(crit) 20ft(thrown) Wakizashi +6(1d6+3)18-20/x2 (deadly) Katana +8(1d8+3(+4 two hands))18-20/x2 (deadly)
Bhakiri
Stats::
Hp:21/21 |AC:16(,+5armor,+1sheild)(+2 in woodland) |DR:6/magic |Speed:30ft(20 in armor) hero points: 1
samurai(beast rider) 3
mount:
horse(combat trained): Brunzwik HP:22/22 AC:16(+4natral+1dex) DR 4/magi speed:50ft Str:16 Dex:13 Con:15 Int:2 Wiz:12 Cha:6 Mele:bite+3(1d4+3), 2hoves+1(1d6+1)[secondary attack] Feat:Endurance, diehard

Yeah agreed. Gold before family! GOLD!!!!!

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