Emerald Kingdoms (Inactive)

Game Master Kevin O'Rourke 440

Emerald Spire Second Floor-The Cellar
Accursed Halls
Loot Sheet
Side Jobs
Stolen Lands Encounters

***The Greenbelt***
Capital
Kingdom Stats/Log


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Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Good call Kevin.

And that is a very pleasant surprise!


Looks like we are down to the same core 3 of us.

If that is the case I’m alright with just keeping it as a party of 3.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Yeah, a smaller party is looking more appealing.


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

Small is good, but remember Bella's player is in the middle if a move and may very well be back! But yea, I don't see the need for a new player right now if we can help it. It's up to GM of course.


Well she and Jethro should always be welcome


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Certainly. More a case of not rolling in yet more players.


Since ye guys are off a solid level for this part of the adventure I wont adjust it like I have been for some other parts and just run it with the three of ye... and split the xp three ways of course. Until Bella returns.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Sounds fair to me.


Welcome to level 7!

I suspect ye will want to level up before going to Candlemere!


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Hmmm.....I'm thinking leadership.

A few notions come to mind. But this one is standing out at the moment:

A bard cohort, possibly ambitiously trying to set up a new bardic college in Thorneholme. And followers being trainee bards.

What do ye think?


Could work, kind of works with your skewing the odds angle Amadeen does. If you're giving free rerolls and inspire courage I don't think people would complain too much.

Consider some of the NPCs you've met so far as well but if you do go bard a level 5 one can cast heroism.


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

Mechanically I think a bard is the perfect choice for our current group. So long as it ain't Grigori...


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

Level 7 Warpriest:

FCB 1/4 combat feat
HP +8
BAB +1
3rd level spells! channel vigor by default
Feat: Diehard
Skills: Climb, Swim, Survival, Sense Motive
Background Skills: +1 Prof (sailor), +1 Knowledge (engineering)

Sacred armor +1: At 7th level, the warpriest gains the ability to enhance his armor with divine power as a swift action. This power grants the armor a +1 enhancement bonus. For every 3 levels beyond 7th, this bonus increases by 1 (to a maximum of +5 at 19th level). The warpriest can use this ability a number of minutes per day equal to his warpriest level. This duration must be used in 1-minute increments, but they don’t need to be consecutive. Can consume a use of Fervor to simultaneously use sacred weapon as a free action.


Lvl 7!
HP: +8
BaB: +1
Saves: None
Spells: +1 lvl3 Spell slot (Kensai hurts for this)
Spells Known: Infuse Self Ganzi (lvl3: 10min/lvl, +2 Dex, +5 Acid and Sonic Resistance) And Fly
Skills: +7
Automatic Bonus Progression: +2 Dex!
Feats: Weapon Specialization (from Kensai Fighter Training)
Iaijutsu (At 7th level, a kensai applies his Intelligence modifier as well as his Dexterity modifier on initiative rolls (minimum 0). A kensai may make attacks of opportunity when flat-footed, and may draw his favored weapon as a free action as part of taking an attack of opportunity)

So how he has +10 Initiative and does 1d12+15 damage before buffs. Not bad.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

I'm trying to think of NPCs that might fit the bill. Namely:

1) Can support us in the field.

2) Can be useful in the kingdom.

A bard has tonnes of skills and useful abilities. But I'm open to suggestions before I commit.


A bard does seem like the most useful option. What archetype are you thinking, if any?


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Considering voice of the wild. Nature-themed and buff-focused. Vanilla bard also an option.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Witch Level 7

+6 -> 44 Hp

ABP: Physical prowess +2 (Dexterity -> 18)

Skills:

Adventuring Skills (8) (2+6+1)

Diplomacy
Intimidate
Perception
Sense Motive
Spellcraft +3
Stealth

Background Skills (2)
Knowledge (geography)
Knowledge (nobility)

Feat:
L7: Leadership

Class Features:

One extra 1st and 4th level slot from class.

One extra 4th level slot from Intelligence.

Spells Learned:

Black Tentacles
Dimension Door

Patron Spell: Blink

New Hex:
None (this time)


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

I forget, do we have a revised loot sheet running? The link up top tells me the file is in the owner's trash.


I have no idea, I can happily change the link. Not sure about if a new one was started.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

It looks like spell resistance doesn't affect witch hexes, according to this thread.


I'm thinking combat might get a bit repetitive against constant will o wisps but I think you guys are adjusting your tactics and getting a handle on them. I think it would be fair to say you guys spend a few days hunting them down but should ultimately be victorious?


Sounds good to me. Given the ability to teleport to safety, heal up, and come back when at full strength, the odds are in our favor.

That, and even if we do flee, I think that bleed damage would finish off wounded wisps.


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

That, and don't forget our crit machine, Eluvias!


I'll be honest if they worked together and rushed ye now they'd easily overpower ye but until their numbers drop a bit more it's just not within how they normally operate.


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

Yea, wisps are really difficult without specific tools to circumvent their invisibility, speed, and AC.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

That works. We have the tools and the motivation to wipe them out.


A little bit of Kingdom building while ye deal with this cult...

Month 25
Upkeep Phase
Stability Check: 1d20 + 45 ⇒ (3) + 45 = 48
Unrest Increases by +1
33BP to spend
Edict Phase"

Claim Hexes 0704, 0605 and 0508. Kingdom DC +3, Consumption +3. 3BP. River Hexes +2
Road 0508. 1BP
Farm 0704, 0605. 8BP. -4 Consumption
Sawmill 0303, 0403. +2 Stability +2BP per turn. 6BP.
Total: Kingdom Size +3, Kingdom DC +3, Consumption -1, River Hexes +2. Roads +1, Stability +2, +2 BP per turn. 18BP

Income Phase
Economics: 1d20 + 43 ⇒ (11) + 43 = 54 18+17+15=50

Month 26
Upkeep Phase
Stability: 1d20 + 49 ⇒ (18) + 49 = 67 +1BP
51 BP to spend


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

I'm thinking continue to:

1. Expand. This turn 0606, 0407, 0408.

2. Build roads and bridges as necessary. 0407, 0408, 0508.

3. Save remainder towards magic academy.

Thoughts? We could build more farms and mines.


Let them eat cake. Magic academy is more important than feeding peasants


Month 26
Upkeep Phase
Stability: 1d20 + 49 ⇒ (18) + 49 = 67 +1BP
51 BP to spend

Edict Phase
Claim 0606, 0407, 0408 +3 Size, +3 Consumption, +2 River. 3BP, +1 Economy
Build roads and bridges as necessary. 0407, 0408, 0508. 1 Bridge. +3 Roads. 9BP. +1 Economy, +1 Stability
+3 Size, +3 Consumption, +2 River, +3 Roads, +2 Economy, +1 Stability, 12BP
Treasury 39

Income Phase
Economy: 1d20 + 45 ⇒ (13) + 45 = 58 19+17+39=75

Month 27
Upkeep Phase
Stability: 1d20 + 50 ⇒ (17) + 50 = 67
76 BP for when we do another round in future... incoming magical academy I guess...


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Damn straight! Huzzah!


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

It's been a long while since I dropped black tentacles in a game. I remembered that they were powerful but forgot just how vicious they are! Not a spell Amadeen should feel the need to chuck out often.


In a different game I’m in an NPC Wizard almost TPK’d my party using Greater Invisibility, Flight, Black Tentacles And a summoned aether elemental.

<shudders>


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Yikes! That would be a grim fight at a lot of levels.


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HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

I love it! In strange aeons I play a sorcerer with magical lineage (black tentacles) with plans to take (greater) spell focus (conjuration) and Spell Perfection. Plus I'm sure there will be enemies casting the spell as well. Cast all the tentacles!


I remember Black Tentacles have a truce over it in some 3.5 games. If the PCs don't use it the NPCs wont either... the idea of being on the receiving end was enough for PCs to decide to not take it.


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

I'd be keen to explore a piece of Thornkeep or the Spire!


A little dungeon crawling to break things up, anyone else want to weigh in?


I’d love some dungeon crawling. Who knows what we might dredge up? Perhaps something that might help with Eluvias’ curse? Or perhaps torches that have been I disturbed for centuries and yet still burn? Either way, I’m excited. :)


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

I do enjoy the Stolen Lands exploring. ;)

But it has been *ages* since we've gone dungeon delving so I will say "aye" also. :)

I'll say Spire because it has been a while!


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Oh, I'm having fun with this spell. :D


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

It's disgustingly fun!

GM, I've placed some simple instructions in my profile for botting Johund while I'm away. There's a lot competing for his swift action!


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

Also, who is unaccounted for? I don't see a token on the map. Do we see or hear them?


You couldn't at that time but the trail was pretty obvious with the single door kept open.


It's been three months now and there's been no sign of Belladonna returning. Someone asked me if I had any space in my games, how would you feel about incorporating a new player? -Likely a character who's been captured by Norgorber cultists given the current set up!


I have no issues with that. Can’t have too many friends in the stolen lands.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Grand by me!


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

I'm always excited for fresh blood!

By that, I mean new players!


@All My laptop is out of commission for a bit I am afraid, still under warranty but it'll be a while. I'll sort something temporary in the next few days hopefully but things will slow down with having to use my phone.

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