GM Darkblade's Kingmaker Campaign (Inactive)

Game Master GM Darkblade

This is a Kingmaker AP play by post previously for members of the IBEX community, now open to the general gaming community as a whole.


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Silas please do not misunderstand. I'm not saying catapults are out of place, just they may not be too beneficial at this stage. One catapult will not be enough to storm the castle so to speak. If the Stag Lord truly has an actual fortress as the bandits claim, he may well have such weapons of his own. A possible slugfest one vs x# siege engines may not be the best use of your resources. Plus the token does not create ammunition; you will need a ready supply of 50lb stone shot to make proper use of the catapult.

200 gold at this stage is 4 cure light wounds potions, more if crafted, perhaps enough to keep a front-liner going and turn the tide of battle at a crucial moment.

I would not stop you if you wish to craft the token, indeed I will wish you luck on the crafting checks. I have just not seen many adventurers that seek out ranged siege weapons as a preferred means of attack.


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

Oh, sure. I just don't think any of us actually have Brew Potion, and this is a character whose tactical knowledge is not quite as good as his mechanical knowledge. A fair point, especially because I re-checked the item and it's got a Spellcraft DC of 27 to create, not 22, which may be too high to ask Orin to attempt.

In that case, it may be better to save catapults for a proper big fight, when we actually have the time to craft deadly alchemical siege ammo.


Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1
GM Darkblade wrote:
. . . 200 gold at this stage is 4 cure light wounds potions, more if crafted, perhaps enough to keep a front-liner going and turn the tide of battle at a crucial moment. . . .

I'd actually point out that, although probably unusable by your average character, 1st level scrolls normally cost 12.5 gp to make, meaning that could be closer to 16 uses.

I am personally biased against potions for that reason.

PFSRD wrote:

. . . To create magic items, spellcasters use special feats which allow them to invest time and money in an item's creation. At the end of this process, the spellcaster must make a single skill check (usually Spellcraft, but sometimes another skill) to finish the item. If an item type has multiple possible skills, you choose which skill to make the check with. The DC to create a magic item is 5 + the caster level for the item. Failing this check means that the item does not function and the materials and time are wasted. Failing this check by 5 or more results in a cursed item.

Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by 5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting its prerequisites. . . .

Ok, Silas. In the listing for the catapult feathered token there is not a listed caster level. I assumed this made the base DC 5 since the DC is 5 + the listed caster level of the item. I added +5 twice for the two spells to make it a DC 15. Where did you get the 22 and the 27? What am I missing?

Major creation is a 5th level spell (mostly), requiring a 9th level wizard/10th level summoner/11th level cleric. If that factored in some how, which I think the +5 DC increase covers, It would still only be DC 5 + 9 (CL) + 5 (missing spell) + 5 (missing spell) = DC 24.

I assume that my valet familiar can aid another on this particular skill check because he is treated as having all my skills and feats for crafting purposes.

What am I missing or misunderstanding?

And I am fine not spending Silas' money on catapults at the moment... I just thought that was what he wanted. :)


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

I had to look at the listing for Feather Token as a general item; they're CL 12. That gives 17, +10 for missing the two missing spells. Wacky, I know!

It is what I wanted... just to generally have around. But I think maybe when we're tougher. In that case, Silas is ready to depart for Kressle's camp.


This is the relevant material for adding the CL to the DC, summarized below: A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. So the official rule, as clarified and expanded by the FAQ is that the minimum caster level for a magic item is the minimum caster level needed to cast the spells involved in its creation unless the caster level was on of the item prerequisite list, such as for magical weapons, etc. Emphasis mine

An item CL is not actually listed as a requirement for the Feather Token creation, the spells are, so they set the default CL. It will function as a CL 12 device, despite the lower crafting level. Crazy left over 3.5 info that went to the printers for the Core book, and it has remained ever since.

It would not make sense that a 7th level caster could create a Ring of Wishes with only Forge Ring and a DC increase of + 5 for the missing wish spell. Kings would be commissioning them in every kingdom. Now + 17 CL, that makes the ring more rare, difficult and special to create.

As to the Valet Familiar, it would add the following to the crafting, but only for it's Master and would not allow doubling of output, only the quality of the output: It provides a +2 circumstance bonus on any Craft or Spellcraft checks related to making an item, and it's assistance doubles the gp value of items that can be crafted each day. From the Cooperative Crafting Feat

Thus, by this interpretation, the DC for the Feather Token would be as follows:
Base DC 5 + CL 9 + 5 (No MC) + 5 (No TA) - 2 Valet Familiar = DC 22. Certainly doable but not guaranteed for the 8 hours and the gold needed. Pickup up the second level spell and soon your patrols will be carrying around portable siege equipment, just in case.

Also, don't forget the possibility that you end up creating a cursed Token if you fail by 5 or more. To cover this I request both the Crafting Check and an Identify Item Check to determine if you realize the item is cursed. I leave it to good sportsmanship that you will use the cursed item as originally intended at the appropriate time if you fail to realize the mistake.


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments
GM Darkblade wrote:
A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. So the official rule, as clarified and expanded by the FAQ is that the minimum caster level for a magic item is the minimum caster level needed to cast the spells involved in its creation unless the caster level was on of the item prerequisite list, such as for magical weapons, etc.

Oh, huh. For some reason, I was under the impression that that was only for spell-completion items; but it looks like it applies to everything, and thus you'd need to be at least 9th level to make a feather token. A bit disappointing, I guess, but it makes sense. (I've had characters in the game I DM ignore that rule, but now I know about it).

Sorry if I sidetracked things!


Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1
Silas Lavein wrote:
. . . Sorry if I sidetracked things!

Nah. This is the discussion thread after all. And I learned something today. :)


No sidetracking has occurred, just waiting for the melee types to decide their course and move forward to the morning.


Male Human (Chelish) Cavalier/3 (HP 16/26 | AC:22 | T:11 | FF:21 | CMB +7 | CMD 18 | Fort:+5 | Ref:+2 | Will:+2 | Init:+3 | +6 Bluff, +8 Climb ,+7 Diplomacy, +8 Handle Animal, +8 Intimidate, +6 Perform(Orator), +7 Ride, +6 Sense Motive, +8 Swim |

Ah yes, the Melee types.

-Posted with Wayfinder


Male Human Fighter - Level 3

Silas, I really like the idea of Siegecraft, but I think in this situation it's a bit too ambitious. While this campaign is modified, I have seen a lot of situations in which most don't even need to engage in combat to kill the stag lord, and those who do get really ambitious end up getting wrecked. I think we should first focus on kressle, that way we may gather more information, and use it to exploit the fortress.


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

I think the current plan takes us to Kressle first.


Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1

I was thinking bandit camp, sending the survivors back with the patrol guards. Then mites. Attempt diplomacy, but be ready for a fight (they seem to be the aggressors from the kobold's story, though that could be a heavily slanted position...). Then head to the kobolds in a position of strength. Fix their tribe. Maybe bring a contingent of grateful kobolds along as stealth/saboteur group and head for the stronghold.

I am guessing that at our level the Stag Lord's castle will be a series of small skirmishes rather than a large pitched battle.

But that is a metagame guess based on level and genre conventions.


When the Baron addresses Captain Tens he will need to make a Diplomacy check against the Captain's base attitude, currently Unfriendly, as the Castellan has sent him there to stop a potential thief from escaping to the Barony.

No more than 2 people may make Diplomacy Aid Another assistance checks to improve the Baron's Diplomacy check. The first two players who make Diplomacy checks aside from the Baron will be considered to be attempting to Aid the Baron.

Together these three will be the only players to directly address the Crimson Captain. Other players may engage the various guards and caravan travelers as desired.

Everyone traveling with the Baron, including the Baron, will need to make a Sense Motive check and a Perception check please.

It should be mentioned that attempting to cast spells on an officer of the Crimson Guard, or any other official of the government, is considered a crime of coercion, punishable by fine and/or imprisonment. You may try it, but if you are suspected or get caught, there could be repercussions.


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

Yeah, Orin, that's the marching plan that's on the table.

Silas will leave diplomacy to the more diplomatic.
Sense Motive: 1d20 + 3 ⇒ (13) + 3 = 16
Perception: 1d20 + 4 ⇒ (2) + 4 = 6


Ser Brandon, do you wish to make your rolls for Diplomacy, Sense Motive, and Perception, or shall I? I assume that as a future diplomat, you will be aiding the Baron.


Male Human Sorcerer (Infernal) - Level 1 HP: 6


Sense Motive, Perception, Diplomacy: 1d20 + 5 ⇒ (9) + 5 = 141d20 + 2 ⇒ (2) + 2 = 41d20 + 12 ⇒ (13) + 12 = 25

For those going with me to the crimson guard.
Let me know, when we have actually started that scene, and I will post the text of my part of the conversation to the crimson guards / guard captain.


Anyone else with the Baron and Ser Brandon? If not we will move forward with the conversations. Ser, do you wish to make your skill checks now?


I want to clarify here.

Echo, you are inviting the Crimson Guard, acting under the office of Dupreux, to come into Olegton, to use the fort, to search for the missing funds, all while you are gone, with orders to use whatever means necessary to recover the funds or those parties responsible for the loss. The same Captain who currently is detaining your Treasurer, who had traveled to Brevoy to receive the last installment of your colonization funds from the Swordlords of Restov.


Male Human Sorcerer (Infernal) - Level 1 HP: 6

Maybe I am not understanding. We didnt steal the funds, none of our group stole them. So why shouldnt we cooperate with him, if it gets the wagons moving?


Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1

He says you are inadvertently giving a hostile organization permission to harass the citizenry under a very broad mandate, one they will likely abuse.

Or at least that's what I am getting...


Dupreux took over the government in Restov, having himself appointed Mayor, despite the City actually being a "Free City" and outside the King's ability to appoint to the mayorship, the definition of a Free City. Dupreux declared that funds were stolen from the treasury and he sent the Crimson Guards, taken from Fort Serenko for his personal use, chasing after the caravan. They have not located the funds amongst the wagons to date, and have impounded them while continuing the search. Treasurer Vendrake has been detained as the caravan leader and primary suspect in the theft.

It may be that the funds the Swordlords raised for the colony are the funds he is now claiming were stolen, even though they were never part of Restov's treasury. You are unsure of this, but the coincidence is telling, and many councilors were fearful of such, though this matter was tabled at the previous nights meeting when issues became heated over the discussion of interrogating the prisoners.

The Captain was given carte blanche to detain anyone traveling the roads betweem Restov and Olegton under the authority of recovering the missing funds for the new Lord Mayor. This may be attested to by the Guardians who were under his thumb for three days.

Captain Tens is a military commander in the Crimson Guard. As such, should he deem it necessary, and if already given authority by the Lord of Olegton to conduct his search within the gates of the town, the captain could place the town under marshal law, the troops under his command, and then hold the place until such time as the matter is resolved. Especially if the Baron were to be elsewhere, on business not disclosed to the Crimson Guard, for an extended period.

The militia you have from Restov are all former Crimson Guards, most of which were cashiered out for having leanings not supportive of the rulership of House Surtova and Issia.

Plus don't forget that Olegton has a larger than normal non-human population, and the Captain and his men have been less than polite to such "creatures".

Much of this was touched upon, to some extent, in the information on the Campaign Tab.


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

Pretty much what I figured, though of course the situation looks even worse.

If we could frame Captain Tens for theft of the potentially non-existent cash, that could solve a lot of problems, but also seems to be beyond our capacity for mischief.


Irakli I assume would also travel with the Baron, and make his own inspections amongst the wagons.

Perception Check: 1d20 + 6 ⇒ (11) + 6 = 17
Sense Motive: 1d20 + 5 ⇒ (6) + 5 = 11

From Grailmont's description he too traveled with the Baron, and I assume he joins Echo and Ser Brandon in the Captain's tent.

Perception Check: 1d20 + 4 ⇒ (20) + 4 = 24
Sense Motive: 1d20 + 2 ⇒ (8) + 2 = 10


Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1
Silas Lavein wrote:
. . . If we could frame Captain Tens for theft of the potentially non-existent cash, that could solve a lot of problems, but also seems to be beyond our capacity for mischief.

Ah, but for the wont of a good invisibility spell upon Irakli. You make me regret my choice to travel with the other group Silas. :)

GM Darkblade wrote:
. . . It may be that the funds the Swordlords raised for the colony are the funds he is now claiming were stolen, even though they were never part of Restov's treasury. . . .

And this should have occurred to the player (though it didn't) even if it did not occur to the character. I expect those in positions of oversight to change the rules in unfortunate ways. :\


Male Human Sorcerer (Infernal) - Level 1 HP: 6

I apologize. I was under the impression that this was just one in a series of plot threads. I did not realize that the funds being sent and the funds being stolen were one in the same.

How would you like me to proceed? If deleting that post is an option for the GM, it is too late for me to delete/edit. I can just re do the post and throw it up again?


You may repost if you wish, editing your speech as desired. I cannot delete the post, but we will simply call a "do over" in this instance.

The captain's original attitude is hostile, but you have a good chance of calming that down a bit.


Male Human (Chelish) Cavalier/3 (HP 16/26 | AC:22 | T:11 | FF:21 | CMB +7 | CMD 18 | Fort:+5 | Ref:+2 | Will:+2 | Init:+3 | +6 Bluff, +8 Climb ,+7 Diplomacy, +8 Handle Animal, +8 Intimidate, +6 Perform(Orator), +7 Ride, +6 Sense Motive, +8 Swim |
GM Darkblade wrote:
Ser Brandon, do you wish to make your rolls for Diplomacy, Sense Motive, and Perception, or shall I? I assume that as a future diplomat, you will be aiding the Baron.

Yes I most certainly shall. Here are my rolls. Sorry for the delay.

Perception: 1d20 ⇒ 18
Diplomacy(aid): 1d20 + 7 ⇒ (14) + 7 = 21
Sense Motive: 1d20 + 6 ⇒ (20) + 6 = 26


Ser Brandon successfully aides Echo's Diplomacy check, increasing the current number to 27.

His perception allows him to notice a slight nodding amongst the guards and young aide. They seem to agree with the sentiment regarding their current operation.

Ser Brandon gets a hunch that the Captain agrees as well, but is perhaps stuck, is only looking for a way to free himself from the orders, or to discount them and return to Restov. The man is a professional soldier, he must obey the spirit of his orders, if not the letter of them.


Grailmont's diplomacy adds to that of Echo, increasing to a final score of 29. This is enough to score a Friendly reaction from the Captain, at least for a short time. What happens next, what your group proposes, will decide how this encounter goes.


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

Perhaps the soldiers would enjoy a task like patrolling against the Stag Lord's raids while we hunt him down? Perhaps not.


Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1
GM Darkblade wrote:
Also, no need for SHOUTING when posting unless you actually are shouting

I am thinking that Echo's Player might just prefer the larger text because it is easier to see.

That's just my guess. I have been known to be wrong... quite often depending on who you ask. :)


If interested, though it has not been addressed, Captain Tens and his men number twelve troopers, the Captain, his aide, and the squad sergeant, fifteen in total.


Though I did not word it well, I did mean to portray that Owlin Creed did miss handle his mount and it threw him. The guards have tied him to the saddle and now lead his horse to prevent further accidents.

They did not abuse him, though Anza did knock him upside the head for his pissing and moaning about the trip, barely an hour into the journey.


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

Maaan Silas wishes he was high enough level to memorize Locate Object instead of digging around in a privy...


Well, there are always soldiers and NPC councilors if you wish to have the Baron delegate responsibility.

Who was it that was interested in becoming Treasurer?


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

Yeah, yeah, sometimes you gotta grab a shovel.

I guess we'll wait and see if anyone else has a cleaner idea—or a prestidigitation handy.


It is starting to look like we have some players willing to post daily, or at the very least every other day. Some are not doing posting except all too rarely. Will those players who are posting PM me how they would like to proceed? Is this pace acceptable or should I intervene?


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

I would like to see it be a daily post game, but maybe it will pick up once we are all involved in the same scene. Right now Orin and I are just playing off each other.


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

Hey, what is IBEX anyway?


IBEX is a US based technical support call center.

I would like to see the game progress at daily or no less than every other day posting, to keep it moving forward. I know real life can sometimes disrupt that schedule, even a quick post of "Hey autopilot time I have finals this week..." would be something and as GM I can keep things moving in the interim.


Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1

That's fair. I think some of the other PbPs I've been watching are pretty good about giving the group a heads up if real life is going to interfere a bit.


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

Yeah... and I'll keep people posted based on how busy I am. Right now I have pretty much no idea on a weekly basis whether I'll actually have anything to do with myself.


Male Human (Chelish) Cavalier/3 (HP 16/26 | AC:22 | T:11 | FF:21 | CMB +7 | CMD 18 | Fort:+5 | Ref:+2 | Will:+2 | Init:+3 | +6 Bluff, +8 Climb ,+7 Diplomacy, +8 Handle Animal, +8 Intimidate, +6 Perform(Orator), +7 Ride, +6 Sense Motive, +8 Swim |

I'm happy to post daily. I'll be happy to proceed however the group would like to. Is there anyone who has an issue with 1 post a day?

-Posted with Wayfinder


Male Human Sorcerer (Infernal) - Level 1 HP: 6

I am unable to post daily. The game was presented to me as "3 posts/week" goal. I have tried (and admittedly sometimes failed) to meet that goal. I am doing what I can, when I can. I certainly understand of everyone else wants to move to a post-a-day standard. I would bid you adieu.

Also, my suggestion is to be prepared to fight, but attempt negotiation first. And come in from the south path, in the day time. Unfortunately that puts us as either "negotiate, or fight them head on" we will forsake any element of surprise. Either way, I'd suggest waiting until daylight/morning.


Male Human (Chelish) Cavalier/3 (HP 16/26 | AC:22 | T:11 | FF:21 | CMB +7 | CMD 18 | Fort:+5 | Ref:+2 | Will:+2 | Init:+3 | +6 Bluff, +8 Climb ,+7 Diplomacy, +8 Handle Animal, +8 Intimidate, +6 Perform(Orator), +7 Ride, +6 Sense Motive, +8 Swim |
Echo Syne wrote:
Also, my suggestion is to be prepared to fight, but attempt negotiation first. And come in from the south path, in the day time. Unfortunately that puts us as either "negotiate, or fight them head on" we will forsake any element of surprise. Either way, I'd suggest waiting until daylight/morning.

I'm good with this plan. Anyone have any other suggestions?


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

Well they are drunk and hung over. We have a lot of magic to throw at them. Several of us have low light or better. What would we negotiate for? Don't we pretty much want the bandits dead?


Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1
Ayerth Terramielle wrote:
Well they are drunk and hung over. We have a lot of magic to throw at them. Several of us have low light or better. What would we negotiate for? Don't we pretty much want the bandits dead?

Well... that depends.

Quote:


Auchs - Warrant Outstanding
Darobi D'winn - Warrant Outstanding
Aalric Deeds - Warrant Outstanding
Dovan of Nisroch - Warrant Outstanding
Viktoli Drake - Warrant Outstanding
Brann Duguide - Warrant Outstanding
Norry "Fatty" Dunn - Warrant Outstanding
Eirikk Emad - Warrant Outstanding
Maimun Greene - Warrant Outstandine
Kundal Greypelt - Warrant Outstanding
Grelm Hammerlock - Warrant Outstanding
Akiros Ismart - Warrant Outstanding
Cragger Kench - Warrant Outstanding
Knu - Warrant Outstanding
Kressle - Warrant Outstanding
Garkem Leeth - Warrant Outstanding
Alyes Megesen - Warrant Outstanding
Jubi Nelosh - Warrant Outstanding
Nugrah - Warrant Outstanding
Breeg Orlivanch - Warrant Outstanding
Pratte - Warrant Outstanding
Rasme the Butcher - Warrant Outstanding
Topper Red - Warrant Outstanding
Falgrim Sneeg - Warrant Outstanding
Lanthan Steene - Warrant Outstanding
Nirashi Sylvanmede - Warrant Outstanding
Maria Thorne - Warrant Outstanding
Ulvin - Warrant Outstanding
Hermi Wepps - Warrant Outstanding
Pudge Whartley - Warrant Outstanding
Yoshiri - Warrant Outstanding
The Stag Lord - Warrant Outstanding

I know that many will not come along quietly, but playing heroes, we should give them the chance to reform. If we give them a chance and they manage to escape, they will warn others.

Does anyone feel that we will have a problem stopping them without actually (permanently) hurting them?


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

These men sound dangerous, and if thrust into combat Silas will be more concerned about staying safe then taking them unconscious.


The bandits you wish to parley with, at least those you can see:

Aalric Deeds - Warrant Outstanding for Banditry
Brann Duguide - Warrant Outstanding for Brigandry
Breeg Orlivanch - Warrant Outstanding for Arson
Grelm Hammerlock - Warrant Outstanding for Brigandry
Kressle - Warrant Outstanding for Brigandry
Lanthan Steene - Warrant Outstanding for Forgery
Pudge Whartley - Warrant Outstanding for Rape
Yoshiri - Warrant Outstanding for Arson

A listing of the particulars is listed Here


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

Ooh, our spymaster's got a good eye. Some of these fellows sound quite nasty, although Lanthan might be a funny guy.

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