GM Captain Trips - Kingmaker! (Inactive)

Game Master Chad Newman

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Male Half-Elf Cleric/Ranger(Guide) 1

I don't have access to Ultimate Campaign right now, but I will tonight. So I'll throw in some rolls then.

With Oleg's permission, Castor will use part of the downtime to construct a small shrine to Desna on the road to the fort, to bring luck to the expedition and future travelers to come. What kind of downtime activity would this fall under?

Once that's done, he will spend some days helping the newcomers get set up, and the rest earning come capital. Will have to figure out which skill Castor can/would use to do so tonight.

While at camp, he prepares "Blessing of the Watch" in most of his spell slots every day to help the fort guard, should they be attacked. He also prepares healing spells if necessary and uses his channeling liberally should anyone get injured.

I am assuming that Oleg's fort and its guards can count as a city and its watch for the sake of the spell. If it doesn't count, please let me know.


Male Half-Elf Cleric/Ranger(Guide) 1

Dang, I had a fun idea, but I'm a little too short on GP to do it yet. Ah well, later then.

Since we're fastforwarding through downtime, I'm not sure if it's fine for me to be doing this, but I'm going to take a chance. If it's a problem, please let me know.

A few days into their stop, after helping the new men with their settlements for a time, Castor is feeling restless; working in such a localized environment is not sitting very well with him. With the party's agreement, he sets out with a passing merchant caravan, traveling the region's road with them for a week and offering Desna's blessings at local shrines and to passerby, to curry favor and donations for his cause. Ten days later, he returns to the fort, refreshed, gifted with more of Desna's favor, and perhaps just a little bit richer.

Ten days of preaching for the Song of the Spheres and perhaps earning a few donations from fellow travelers:

Pilgrimmage, day 1, Knowledge(Relgiion): 1d20 + 6 ⇒ (16) + 6 = 22
Pilgrimmage, day 2, Knowledge(Relgiion): 1d20 + 6 ⇒ (18) + 6 = 24
Pilgrimmage, day 3, Knowledge(Relgiion): 1d20 + 6 ⇒ (2) + 6 = 8
Pilgrimmage, day 4, Knowledge(Relgiion): 1d20 + 6 ⇒ (1) + 6 = 7
Pilgrimmage, day 5, Knowledge(Relgiion): 1d20 + 6 ⇒ (7) + 6 = 13
Pilgrimmage, day 6, Knowledge(Relgiion): 1d20 + 6 ⇒ (8) + 6 = 14
Pilgrimmage, day 7, Knowledge(Relgiion): 1d20 + 6 ⇒ (14) + 6 = 20
Pilgrimmage, day 8, Knowledge(Relgiion): 1d20 + 6 ⇒ (10) + 6 = 16
Pilgrimmage, day 9, Knowledge(Relgiion): 1d20 + 6 ⇒ (15) + 6 = 21
Pilgrimmage, day 10, Knowledge(Relgiion): 1d20 + 6 ⇒ (18) + 6 = 24

By my calculations, this will have earned Castor 16 gp and 9sp, unless some modifiers apply that I'm not aware of.

Castor keeps that money aside from his own, for it was earned for Desna's benefit, and not for his. He resolves to save it until he has a chance to spend it for the good of his faith.


Gobbo!

That works for me. If anyone else doing something specific during that downtime? I have the results for Cappi, Brom, Hadin, and Castor. Unless I missed something.

Once we have everyone together I'll pool up the results.


Male Human Ranger 2 | AC 14 T 12 FF 12 | HP 20/20 | F +5 R +5 W +1 | Init +4 | Perc +6

Theod will assist the others in setting up the fort and making sure they have some food to tide them over initially. He'll dance with Cappi to help with morale and keep people entertained. The rest of the time when he isn't studying the maps he'll be out gathering food.

Downtime:

Day 1, Survival: 1d20 + 6 ⇒ (6) + 6 = 12
Day 2, Perform (Dance): 1d20 + 7 ⇒ (4) + 7 = 11
Day 3, Survival: 1d20 + 6 ⇒ (20) + 6 = 26
Day 4, Perform (Dance): 1d20 + 7 ⇒ (1) + 7 = 8
Day 5, Survival: 1d20 + 6 ⇒ (15) + 6 = 21
Day 6, Perform (Dance): 1d20 + 7 ⇒ (11) + 7 = 18
Day 7, Know. Geography: 1d20 + 5 ⇒ (20) + 5 = 25

My calculations put it at Capitol - Labor 5 , Influence 4.


Gobbo!

For the current downtime results, you can check Party Resources on the Wiki. I'll keep track of your running capital there. Keep in mind, if you want to apply this capital to any type of construction or purchase you also have to spend the "Earned" GP rate, which is usually 10-15gp per capital point expended. I will let you all accrue capital during downtime events without paying the gp until you want to apply it, but I'd rather that happen sooner than later. Less bookkeeping.

Theod, Cappi, and Brom pitch in around the post and over the next two weeks help build the morale of the occupants as well as lend their varied skills to the expansion and growth of the area. The soldiers begin to warm up to the party a bit, not being quite as standoffish as they were before.

Expending 10 points of influence will convert the soldiers from unfiendly to friendly at this time. The gp expense of this capital would be likened to buying drinks, a new sword perhaps, or other such friendly gestures from the party.

Castor spends a majority of the time the party is back at the post on a short road trip, traveling with a merchant caravan to Restov and keeping their spirits up. With the bandit activity in the area the men welcome another into their group and are grateful of his presence at the end of the journey. He finds a return trip with a group of fur trappers who are headed into the Stolen Lands for the upcoming season, and the men agree to make a short stop at Oleg's along their way.

Oleg's will gain an additional 250gp in purchasing capital during the downtime due to the visit of traders and trappers on their trip into the wilderness.

If Castor wants to gain capital for the creation of a shrine it would take a number of days. See below for Hadin's example. Since you spent 10 days on the road it would not leave you enough time this go-around to earn it towards the shrine's construction.

Hadin assists the new men with the start of construction on their new homes, lending his skills as a carpenter to the effort. In just a few days the foundations are laid and the gathering of materials is completed. Once their efforts are well underway he focuses his efforts on creating a small shrine to Erastil within the post, and Jhod gladly assists Hadin and performs a Consecration of the grounds upon completion of the shrine's construction.

Shrine of Erastil completed within the trading post. For the shrine to have a building influence it must be completed with 1 Magic capital at an expense of 270gp. Shrines increase Loyalty by +1 and Unrest by -1. This comes into play later on.


Male Half-Elf Cleric/Ranger(Guide) 1

Yeah, I'd ran the math for the shrine. I could have gotten the capital but didn't have the GP to spend it. I'm keeping that for later.

Liberty's Edge

Male Human Bard 1 HP: 9/9 | AC: 18, Touch: 14, FF: 14 | Fort: +1, Ref: +6, Will: +0 | Init: +6 | Perception: +2

As the second group comes within sight of the Trading post, Will breathes a sigh of relief. Not only had they completed the request from Bokken, but they also explored far more than they had expected, finding both a gem cave and a one with a very dangerous spider. Unconsciously he rubs the area the spider had skewered him, remembering very little beyond the intense, searing pain of mandibles and venom.

When the enter the Post proper, Will greets the others, smiling and clapping them on the back, asking about the newcomers and how their exploration went.

Silver Crusade

Male Half-Orc Paladin of Iomedae (Shining Knight) 1 || HP 19/19 (19/19 nonlethal) || AC 18/10 Tch/18 FF || F+7 R+3 W+9 || CMB +3 CMD 14/14 FF || Init +0 || Perception +3, darkvision (60 ft.)

Karse, too, is glad to be back at the trading post, and greets the others warmly, inquiring about their successes or failures.


Male Human (Kellid/Varisian) Cavalier (Standard Bearer)/Skald 4/1 [ HP: 38/38 | AC: 15 T: 12 FF: 14 | F: +7 R: +2 W: +3/+4 | Init: +1 Perc: -1 | Effects: Raging Song (Inspired Rage)]

As Boon, Dendarial, Karse, Rufus, Will & Winifred break the rise to see the new construction about the trading post, Rufus' expression clears somewhat, as though a previously unacknowledged tension was lessened.

Well, someone has been productive, certainly. That is more people than we left here by a notable degree.

"Seems you've some catching up to do Will, deeds have been done, songs need singing." With that, he whistles for Boon & picks up his own pace.

Captain Tripps, am I correct in guessing that the stronger members of the party carried more of the recovered loot? I don't recall us taking any labor beasts, though Boon would have carried what he could & with two saddlebags, that is not a small amount.


Gobbo!

Correct. I'm pretty sure that between the five of you and Boon you all could carry the burden without too great of an issue. The armor and copper being the biggest of the problem, but not enough to leave you immobile. The haul was roughly 145lbs in coins and another 90lbs or so in additional items. Between just Rufus and Boon that would probably have put you all into the medium enc. range, which is perfectly doable.

Liberty's Edge

Male Human Bard 1 HP: 9/9 | AC: 18, Touch: 14, FF: 14 | Fort: +1, Ref: +6, Will: +0 | Init: +6 | Perception: +2

Also, Will has his mule to carry things.

Silver Crusade

Male Half-Orc Paladin of Iomedae (Shining Knight) 1 || HP 19/19 (19/19 nonlethal) || AC 18/10 Tch/18 FF || F+7 R+3 W+9 || CMB +3 CMD 14/14 FF || Init +0 || Perception +3, darkvision (60 ft.)

While back at the trading post, Karse would like to speak to Oleg about getting a proper warhorse.


Gobbo!

Oleg screws up his face a little at the question from Sir Karse, "A warhorse you say? Goodness lad, what are you planning on doing with something like that? Of course I can see if someone in Restov is selling, they are always mustering for some battle or another with those down south. Did you have something specific in mind, or will any old monstrosity of an animal do?"

Silver Crusade

Male Half-Orc Paladin of Iomedae (Shining Knight) 1 || HP 19/19 (19/19 nonlethal) || AC 18/10 Tch/18 FF || F+7 R+3 W+9 || CMB +3 CMD 14/14 FF || Init +0 || Perception +3, darkvision (60 ft.)

"A right proper one, if you please, my lord. Sturdy, and trainable. A noble steed."


Gobbo!

Light or heavy? Combat trained I am assuming? Any special gear you want along with it?


Male Half-Elf Cleric/Ranger(Guide) 1

Some days later, Castor returns from his trip with the caravan. He seems quite happy and proud as he rides into the fort upon a nicely brushed and well-fed Capella.

Clearly, a few days on the road has done the cleric good.

"Ah! I see the others have returned while I was gone. How have your travels been?"

By the way, Will, what deity or ideal does Will vow faith to, and what are his cleric domains?

When the time seems convenient, Castor will approach Oleg and inquire about the two starknives he sought to acquire during his last stop at the fort.


Gobbo!

Oleg ducks into the storeroom for a few minutes and returns with a pair of shining new starknives and hands them over to Castor. "Luck was obviously on your side there lad, last caravan through happened to find the pair of those in a prior town and picked them up to trade on a lark. Surprised they were when I asked if they had any to part with. Someone must be watching your back." He gives a wink to Castor as he accepts the payment for the weapons, dropping the coins into the pouch at his belt.

40gp for the pair is what he accepts as payment.

Silver Crusade

Male Half-Orc Paladin of Iomedae (Shining Knight) 1 || HP 19/19 (19/19 nonlethal) || AC 18/10 Tch/18 FF || F+7 R+3 W+9 || CMB +3 CMD 14/14 FF || Init +0 || Perception +3, darkvision (60 ft.)

Definitely combat trained, heavy if possible, all the usual tack and harness, saddle, saddle bags, etc. No barding as yet (that may come later).


Gobbo!

It will take about 4-6 days to get someone to Restov with the request and to return. There won't be a problem with availability. The heavy warhorse would be 300gp, another 2gp for bit and bridle, 4gp for two saddlebags. Saddle can be regular riding (10gp) or military riding (20gp). There will also be a 10gp cost added for the expense of sending someone to negotiate the purchase, appraise the proper animal, and return. So either 326gp or 336gp depending on saddle choice.


Male Half-Elf Cleric/Ranger(Guide) 1

"Such is life for the faithful of Luck," Castor chuckles, weighing the weapons.

The payment comes from Castor's share of the new loot, for the record.

Liberty's Edge

Male Human Bard 1 HP: 9/9 | AC: 18, Touch: 14, FF: 14 | Fort: +1, Ref: +6, Will: +0 | Init: +6 | Perception: +2

Downtime rolls:
Knowledge Local: 1d20 + 6 ⇒ (17) + 6 = 23
Knowledge Local: 1d20 + 6 ⇒ (19) + 6 = 25
Knowledge Local: 1d20 + 6 ⇒ (5) + 6 = 11
Knowledge Local: 1d20 + 6 ⇒ (10) + 6 = 16
Knowledge Local: 1d20 + 6 ⇒ (10) + 6 = 16
So we'll say 4 Goods, and 3 Labor

Will spends the first few days after their return getting to know the new arrivals and recovering from his ordeal with the spider. He still continues his various prayer cycles; at times offering prayer to Erastil, Desna, Shelyn, Sarenrae, Cayden Cailean, and Abadar. He asks for guidance and wisdom, the ability to aide his comrades and friends, and the ability to succeed and thrive in this savage land.

A few days in, he is out of the fort offering prayers to Sarenrae as the dawn rises. As the morning light crests the horizon, a light beam illuminates the bard. While nothing initially significant, as the minutes pass and the sun rises, the light beam remains fixed upon the kneeling form. Slowly, light begins to emanate not only from the shaft of light, but from Will as well. The light grows stronger, and with it, power flooding into him. Unable to contain it, Will's arms are flung out to his side as bolts of fire fly from his hands, leaving scorch marks in the grass. Then, slowly, the light leave him. His breath ragged, he stares at his hands a moment, unable to believe the new found power coursing through his veins. As his eyes refocus, he sees the destruction he caused upon the landscape, and sees the burnt form of a groundhog caught too close. Approaching the beast, his hands again glow, this time with a nimbus of light that fans the embers of life still clinging to the singed animal. Slowly, the beast regains life, chittering angrily at the man that just saved him before scurrying off to its hole.

Returning to the fort, Will seems older, more mature. The innocent twinkle in his eyes replaced with wisdom and understanding of his purpose. Approaching Oleg, he speaks for the first time since his ordeal, "I think I need a holy symbol of Sarenrae if you have one. I'd also like to see about building a shrine out there when the workers have some time. Facing east obviously." he says, a bit of smile coming to his face as he remembers to include that last part.


Gobbo!

When everyone has handled their downtime stuff we will push on. I know I haven't heard anything on purchasing from most folks, as well as how to deal with the loot split. Lots of things to tie up before we push into the next set of group activities.


Male Half-Elf Cleric/Ranger(Guide) 1

The loot split (click here) is ready, at any rate.


Gobbo!
Castor Antares wrote:
The loot split (click here) is ready, at any rate.

Pretty sure you left out some stuff. The potions from Bokken for starters.

Liberty's Edge

Male Human Bard 1 HP: 9/9 | AC: 18, Touch: 14, FF: 14 | Fort: +1, Ref: +6, Will: +0 | Init: +6 | Perception: +2

Outside of the Holy symbol I mentioned, there isn't anything Will is looking to buy at this time.


Gobbo!

@Will - Core Rulebook prices depending on what kind (material) you would like. Readily available without any real problems.

Liberty's Edge

Male Human Bard 1 HP: 9/9 | AC: 18, Touch: 14, FF: 14 | Fort: +1, Ref: +6, Will: +0 | Init: +6 | Perception: +2

Comsider a basic wooden holy symbol purchased.

Will thanks Oleg for the symbol and pays with some of the coin from the spider that nearly cost him his life. Over the next couple of days, he attuned himself to it, like a fighter growing accustom to a new grip. He also tests the limits of Sarenrae's blessings to him, casting spells and using abilities till exhausted.

Silver Crusade

Male Half-Orc Paladin of Iomedae (Shining Knight) 1 || HP 19/19 (19/19 nonlethal) || AC 18/10 Tch/18 FF || F+7 R+3 W+9 || CMB +3 CMD 14/14 FF || Init +0 || Perception +3, darkvision (60 ft.)

Most of Karse's monies are going towards his new mount.


Male Human Ranger 2 | AC 14 T 12 FF 12 | HP 20/20 | F +5 R +5 W +1 | Init +4 | Perc +6

Saving up


Male Half-Elf Cleric/Ranger(Guide) 1

Saving up for when I can cast Masterwork Transformation at level 3. I did buy those two starknives, though.


Female Aasimar Peri-blooded Enlightened Paladin / Kensai Magus 1

Downtime rolls:
Diplomacy: 1d20 + 12 ⇒ (18) + 12 = 30
Diplomacy: 1d20 + 12 ⇒ (17) + 12 = 29
Diplomacy: 1d20 + 12 ⇒ (12) + 12 = 24
Diplomacy: 1d20 + 12 ⇒ (18) + 12 = 30
Diplomacy: 1d20 + 12 ⇒ (14) + 12 = 26
So let's say 4 magic, 2 Goods which will cost me 220gp. Then the 30s will earn me 3 gp each for 6 gp total, resulting in a net loss of 214gp. Taking into account Winifred's loot share so far as well as her left over gold from character creation, she will be left with 7.55gp.

Winifred will spend much of her time after arriving back at the fort conversing with others and studying, offering prayers to Aroden as she does.

Silver Crusade

Male Half-Orc Paladin of Iomedae (Shining Knight) 1 || HP 19/19 (19/19 nonlethal) || AC 18/10 Tch/18 FF || F+7 R+3 W+9 || CMB +3 CMD 14/14 FF || Init +0 || Perception +3, darkvision (60 ft.)

Much of Karse's downtime is spent in prayer and meditation. Something seems to be bothering the paladin, but if asked, he dismisses the thought. He does, however, make a little time to spend with Winifred, if she will have his company. He makes light conversation with her, asking about her feelings on the quests thus far, etc.


Male Half-Elf Cleric/Ranger(Guide) 1

Question: Is capital paid for when earned or spent? Now that I think about it, it might be beter for Castor to earn Influence or Magic over his traveling, rather than GP.


Gobbo!

I'm allowing you to build up unspent capital, but it will have to be paid for eventually. Also keep in mind, you can't earn money AND generate income from a downtime roll. It's a one or the other thing.

Also, remember the skill doesn't apply if the situation doesn't warrant it. Right now you all will be hard pressed to generate Magic capital, so in Winifred's case I'd say it isn't a valid choice for Diplomacy yet. Once things start moving then options will open up. But for now you are in the boonies with very little access to some resources.


Female Aasimar Peri-blooded Enlightened Paladin / Kensai Magus 1

Can I generate it with spellcraft, knowledge (arcana), or Linguistics then (They are all the same modifier, +7), if not then I will simply use my diplomacy rolls for something else. I understand why I cannot use diplomacy at this time for generating magic, as diplomacy may be getting someone else to do it for me.


Gobbo!

Spellcraft or Knowledge Arcana would both make sense right now. You'd be devoting time to actual research rather than as you said, getting others to provide it to you.


Male Half-Elf Cleric/Ranger(Guide) 1

Would you allow me to have had that pilgrimmage build Influence rather than GP? I assume it would have made Castor a little more known amongst the region's faithful of Desna.


Gobbo!

That is fine.


Female Aasimar Peri-blooded Enlightened Paladin / Kensai Magus 1

Spellcraft: 1d20 + 7 ⇒ (11) + 7 = 18
Spellcraft: 1d20 + 7 ⇒ (4) + 7 = 11
Spellcraft: 1d20 + 7 ⇒ (18) + 7 = 25
Spellcraft: 1d20 + 7 ⇒ (3) + 7 = 10
Spellcraft: 1d20 + 7 ⇒ (18) + 7 = 25
Since resources can go unpaid for now, Winifred will generate 7 Magic instead.


Going back to my previous results, Castor has therefore built up 13 influence with the region's faithful of Desna. Perhaps a few priests out there now hold a good esteem for the half-elf spreading Desna's grace over the stolen lands.


Male Half-Elf Cleric/Ranger(Guide) 1

And I posted that with the wrong alias. Woops. Sorry.


Male Human Paladin 1 I AC 16 T10 FF 16 HP 12/12 F+ R+ W+ I Init+0 Per+3

Hadin talks with the priest of Erastil to get as much information as possible about the lost temple, and give him part of his money for Erastil's charity work.

Then the young man tries to persuade his aunt to take a share of his newfound gold, telling him this gold may very well be more useful here to pay the guards or to buy needed stuff than in a purse dangling to his belt, or stolen by bandits on the roads, or lost to everyone if a animal cause his demise in this wild lands.

Diplomacy check to persuade Auntie: Take ten (10+7=17)
Loot share 296.05 GP
Gold used to build the shrine?
Gold given to the priest 75GP
Gold given to Auntie 100 GP
Gold kept from loot ? GP


Gobbo!
Hadin "The Pale" Cassoren wrote:

Hadin talks with the priest of Erastil to get as much information as possible about the lost temple, and give him part of his money for Erastil's charity work.

Then the young man tries to persuade his aunt to take a share of his newfound gold, telling him this gold may very well be more useful here to pay the guards or to buy needed stuff than in a purse dangling to his belt, or stolen by bandits on the roads, or lost to everyone if a animal cause his demise in this wild lands.

Diplomacy check to persuade Auntie: Take ten (10+7=17)
Loot share 296.05 GP
Gold used to build the shrine?
Gold given to the priest 75GP
Gold given to Auntie 100 GP
Gold kept from loot ? GP

While giving away your gold isn't required, I can't prevent you from doing that. Keep in mind that if you don't keep gold for yourself to upgrade equipment you will quickly fall behind on the WBL chart and will start to have difficulty with encounters. Completely your call though.

Magic Capital is purchased at 100gp per point required, which for a Shrine is 1 point.

Using your breakdown above that would leave you with 21.05gp from your loot share.


Male Human Paladin 1 I AC 16 T10 FF 16 HP 12/12 F+ R+ W+ I Init+0 Per+3

Giving most of his gold fits Hadin's character, his backstory and his manner of living his faith. So I got no regret. A good deed rarely go unpunished, as they say ^^

Liberty's Edge

Male Human Bard 1 HP: 9/9 | AC: 18, Touch: 14, FF: 14 | Fort: +1, Ref: +6, Will: +0 | Init: +6 | Perception: +2

Having grown a bit more accustom to his new abilities and the feeling of a holy symbol upon his chest, Will begins to ask various members of the group about their immediate plans. ”I can see two definite concerns that need to be dealt with, the Bandit camp our newest recruits used to call home, and the Kobolds. I know a few of our group has been studying their language over the past few day in preparation, so we can talk to them now, which will be a bonus. I also know there are some other issues in the area that need to be taken care of as well, but those might be less of a priority. Now that we are rested up a bit, we should probably continue our mission, yes? What is the highest priority task you can see for our group to complete? Do we again wish to split up into two teams and resolve two or more issues at once?”

Just starting an IC conversation about this. Will has no preference except that the Bandits and Kobolds are his highest priorities. Not sure if we want to 10 man the bandit camp, or go with a similar split to before.


Male Half-Elf Cleric/Ranger(Guide) 1

Honestly, I think trying to ten-man anything would be a pain.

"Splitting in two groups has done us good up to now," Castor reflects. "I see no reason to abandon that strategy. The bandits and the kobolds strike me as our two major priorities as well. Perhaps we ought to make a team best suited for combat that will head to the bandit camp, while a second team, more suited to diplomacy could try and find the kobolds?"

Liberty's Edge

Male Human Bard 1 HP: 9/9 | AC: 18, Touch: 14, FF: 14 | Fort: +1, Ref: +6, Will: +0 | Init: +6 | Perception: +2

I agree, but it severely limits any RP between certain groups beyond "Someone else in the Post" I don't think Will has had any serious interaction with Hadin or Theod for instance, and all his RP with Castor will be at home base because we'll never have the two clerics on one team if there is a split.


Male Half-Elf Cleric/Ranger(Guide) 1

I've been pondering that same issue. Any ideas?

Silver Crusade

Male Half-Orc Paladin of Iomedae (Shining Knight) 1 || HP 19/19 (19/19 nonlethal) || AC 18/10 Tch/18 FF || F+7 R+3 W+9 || CMB +3 CMD 14/14 FF || Init +0 || Perception +3, darkvision (60 ft.)

"I agree with the idea of splitting up again," Karse interjects, "But where do I best fit in? Obviously, my primary function is combat, but at the same time, my heritage might give us an edge in diplomatic relations with the kobolds."


Male Human Paladin 1 I AC 16 T10 FF 16 HP 12/12 F+ R+ W+ I Init+0 Per+3

If I may give my opinion, if it may be a good option to separate against the Kobold and maybe another minor foe, it may be a mistake to use the same strategy against the bandit camp. We're not talking about a minor issue but a serious threat, that's been here for a while. This Stag Lord surely has still a bunch of fellows, and even if some of them have deserted, he has maybe recruited new troops. And he's in a fortified place, ready to defend himself. I propose, against this foe, to use a different plan, and to attack him with all our forces, both group together!
Personally, i'd like to find the hidden temple of Erastil, and you Sir Karse?

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