GM Nel's Kingmaker Campaign

Game Master CRobledo

From the depths of an untamed wilderness, bandits and monsters run rampant across the land. Do you have what it takes to conquer the lands and raise yourself up as King, Emperor and God?


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female human Cleric of Shelyn 4th/Fighter(Glaive Master)4th|HP:32 Perception:+9 Init:+1|

For communicating we could send the Kobold if he is still with us?

Grand Lodge

HP 18/18 | AC 16/20 (T 15, FF 12) | CMD 15 | Fort +2 | Ref +6 | Will +5 | Init +4 | Perc +6 Elf Sorcerer 4
Mornaura wrote:

2.) From what the FAQ says, if you have weapon finesse, you can disarm, sunder and trip using dex instead of str to calculate the CMB anyway (when you use a finessable weapon to make such a maneuver).

Agile maneuvers allows you to use dex instead of str to calculate the CMB for every maneuver. In your case (you already have WF) it only affects things like bull rush, drag etc (those that don't use a weapon).

Either way, the trip special ability allows a trip attempt as a free action after you succeed on the attack - it's its own action, so it's an extra roll (and it's vs CMD, while the attack before was against AC).

3a.) Power attack works (but you have to meet the 13 STR requirement - forcing you to spend the first attribute bonus your companion gets on that (small cats start with STR 12).
An alternative could be the piranha strike feat - it's similar to power attack in most regards, but doesn't have the str requirement.
3b.) Bite and claw are both listed as primary attacks, so his damage bonus should be +2/+2/+2.

Thanks for the good info Mornie. It looks like for Tripping Purposes Agile Maneuvers is totally redundant.

As far as power attack goes, cheetahs get an automatic +1 Str, +1 Dex at 3rd level (now.) So i can totally do it. And the +2/+2/+2 looks very good for his otherwise wimpy attacks.

thanks for the help.

@Ionnia-- I think we left our kobold friend behind.


Female Half-Elf Witch 4 — HP: 27/27

@Dris: You're welcome.

Oh, and you're right about getting +1 to Str and Dex. Not having played a character with an animal companion since early 3.5, I just saw "Str/Dex" in the table and thought it meant "or" instead of "and". ^^

Grand Lodge

HP 18/18 | AC 16/20 (T 15, FF 12) | CMD 15 | Fort +2 | Ref +6 | Will +5 | Init +4 | Perc +6 Elf Sorcerer 4

Purrcy is all updated. Weapon Finesse and Power Attack feats. Attack and Defend Tricks. We'll work on Attack Any Target trick next. Maybe Kaeso's willing to toss some "Aid" us with Handle Animal?

Can it just be a couple of hours a day, rather than dedicated days?


Morn got all the AC stuff correct. Just remember the -ATK from power attack also applies to the CMB roll to trip if I remember correctly. Other options for your AC's 2nd feat are Toughness, Dodge, Combat Reflexes.


female human Cleric of Shelyn 4th/Fighter(Glaive Master)4th|HP:32 Perception:+9 Init:+1|

We should send The kobold back to Jhoed and have him di what he will with the temple


Female Half-Elf Witch 4 — HP: 27/27

Yep. Let's see if the kobold is comfortable with it and send him back.

We should probably give him directions to travel around the forest, though - remember we cleared some hidden traps, and we can't really know for sure if there are more...


female human Cleric of Shelyn 4th/Fighter(Glaive Master)4th|HP:32 Perception:+9 Init:+1|

Good point, didn't. Think about that, if not we can always do it on the way back? Leaving the kobold would be bad


female human Cleric of Shelyn 4th/Fighter(Glaive Master)4th|HP:32 Perception:+9 Init:+1|

Purrrrrrcival

LOL! I love it thats funny


Male Human Fighter 3
Drispeera D'Lith wrote:

Maybe Kaeso's willing to toss some "Aid" us with Handle Animal?

Certainly, milady.


Female Half-Elf Witch 4 — HP: 27/27

Alright, I'm in the mood for some logistics calculations.
Let's see how long a it might take to send someone to notify Jhod and get back.

Source for the hex/time conversion is this site Nel gave us.

Travel time needed to cross one hex depends on the base speed. I don't know the speed of a wolf-mounted kobold, so I'll calculate both probable cases.

40 feet —> 4 hours (plains) or 6 hours (other)
50 feet —> 3 hours (plains) or 5 hours (other)

Count and type of hexes depend on the chosen route.

With half a hex to leave our current one (and half a hex for the destination hex, as we don't want to cross all of it), the wood route consists of 2.5 forest hexes and 1.5 plains hexes, while the plains route consists of 0.5 of a forest hex and 5.5 plains hexes, which gives us the following travel times:

40ft wood route (3+6+6+4+2) = 21 hours
40ft plains route (3+4+4+4+4+4+2) = 25 hours

50ft wood route (2.5+5+5+3+1.5) = 17 hours
50ft plains route (2.5+3+3+3+3+3+1.5) = 19 hours

For sake of simplicity, let's say you could travel for 4 hours and make camp before nightfall today (day 0). That means...

- With 50ft speed on the wood route, you'd arrive in the early afternoon of day 2.

- With 50 ft speed on the plains route, you'd arrive in the early evening of day 2.

-> Assuming Jhod and Kresten (or whoever he sends with him) don't want to head out before next morning anyway, that means it's better to take the (allegedly safer and easier) plains route if your base speed is 50ft.

-> In any case, they take the wood route back (Mikmek isn't alone now). They got horses so their own base speed is 50ft.
Starting on day 3, they don't have to break camp, and they're well rested, so they head out early, and travel for 8.75 hours. With 8.25 hours of traveling on the next day, they are able to arrive at the temple in the evening of day 4.

- With 40ft speed on the wood route, you could still arrive on day 2. You'd just have to travel 20 minutes longer each day to squeeze out that one hour. You could also do a forced march (not advised when mounted) or dismount and walk/hustle the remaining distance (as you don't have to spend time making camp on the day of arrival).

- With 40 ft speed on the plains route, you'd arrive in the early afternoon on day 3.

-> That means that depending on which route you take, the return trip starts in the morning of day 3 or 4. With 8 hours of traveling per day and taking the wood route (21 hrs), you'd arrive at the temple in the afternoon of day 5 or 6, respectively.

Conclusion:

Let's send Mikmek via the plains route. If you think it's too big of a task for him, one of us could accompany him - I'd vote for Norn, as he's a) our semi-NSC and b) probably the one with the strongest motivation to revive the temple of Erastil.

In the meantime, the rest of the group can explore 4 to 6 nearby hexes before meeting the others at the temple, so that kobold and paladin can rejoin us for the rest of the exploration.

---

Btw: If we all do that journey, it takes more than double the time because we are slowed down by the ... (I'll scrap the words I wanted to shout when I noticed how much of an effect it is) ... clumsy wagon.

Just for sake of comparison: travel distance of a horse is 40 miles per day, even a pony makes 32 miles per day, but with the wagon, we're down to 16 miles per day. It takes us 2 days to explore a single hex of forest instead of 1 day!

I know, I might seem pedantic - because out-of-game, it doesn't really make a lot of a difference because our posting speed isn't linked to our in-game travelling speed or anything, but for sake of verisimilitude, try to think about it: it effectively takes us double the time to do everything we're trying to do... Sounds ridiculous to me. ^^
And I don't even want to start thinking about how much extra hard work it takes to move the wagon through dense forest.

Can we just park the wagon here at the temple and move on without it?
That'd be the easiest, most realistic solution for now.

Later, another possibility would be gathering 1500 gp so that Mornaura can craft a set of Horseshoes of Speed.

We could speed up some more if Bingo changed from pony to horse.

-----

TL;DR:

1.) Let's send the kobold. If you don't want to send him alone, let's send Norn with him. The trip takes 4 to 6 days, during which the rest of the group could explore that many nearby hexes and then meet up with the "Jhod squad" at the temple.

2.) Ionnia's wagon isn't just slowing us down, it's like we're trying to row an anchored boat. Let's park it here.


I have to say, as a statistics/numbers nerd, I read all that AND loved it.


female human Cleric of Shelyn 4th/Fighter(Glaive Master)4th|HP:32 Perception:+9 Init:+1|

apparently I am an amazing singer and cook, but suck at speaking to people....Paizo dice suck

Mornuara...I can leave my wagon, but will be horse less as i have no gear or skills for Riding what so ever


Female Half-Elf Witch 4 — HP: 27/27
GM Nel wrote:
I have to say, as a statistics/numbers nerd, I read all that AND loved it.

Thank you! That really means a lot to me. :)

Lady Ionnia Orlovsky wrote:
Mornuara...I can leave my wagon, but will be horse less as i have no gear or skills for Riding what so ever

Oh... Well... I... Let me think... No, that won't be an issue.

1.) The ride skill can be used untrained, so at least you got your dex mod on that. What's better, you don't even have to make checks for normal "riding around" tasks. And you probably didn't plan to do mounted combat anyway, did you? ^^

2.) We're got more horses and gear than we need. You weren't part of the group back then, but after our first fight, we confiscated the bandits' horses - and didn't sell all of them.
Kaeso got his starting trait horse (the one he has been combat-training) plus one of the bandit horses, I got my starting trait horse plus one of the bandit horses, and we even got an additional extra horse (which we had lent to Hermia, so I assume we made her give it back before she headed for Restov or whereever).

What I'm driving at is that we surely have a spare saddle or two for you somewhere, even with a horse underneath if you don't think your own one is suitable. :P

PS: Kaeso, have you ever gotten around to combat-training Mornaura's horse, too? If not, could you do that sometime? ;)


Male Human Fighter 3

Sure. I think it takes six weeks, so Norn will have to let us know when it's done.

Taking 10 on Mornaura's horse=20. That, plus enough time, and it should be done. If you asked me earlier, you can presume that Kaeso's been doing it. He's not as forgetful or distracted by real life as I am. :) We haven't been adventuring for six weeks, though, have we?

My second horse is combat trained, so if you'd like to ride it, I suppose Ionnia can ride on the untrained bandit horse.

This is like a game of musical saddles.


female human Cleric of Shelyn 4th/Fighter(Glaive Master)4th|HP:32 Perception:+9 Init:+1|

Musical saddles, and multiple horses...hmmm sounds fun, we can pack Dashar a draft horse with some gear of mine, just in case like healing kit etc.

Grand Lodge

HP 18/18 | AC 16/20 (T 15, FF 12) | CMD 15 | Fort +2 | Ref +6 | Will +5 | Init +4 | Perc +6 Elf Sorcerer 4

Musical Saddles! Ha! With wolf-riding kobolds, and cheetahs, and hawks, and blue elves, and a wagon, and now musical saddles-- we're kinda like the circus coming to town.

I'm presuming we Spellcrafted to find out that Mornie's recently found pouch is a tricky bag of holding? And I'm presuming she told us about it? (If Mornie wants it for herself, just let us know, but since Ionnia has lots of gear I was presuming the pouch could help. Lots of assumptions here.)

Re Travel Analysis: Great Job Mornie! Glad I'm not the only one who spends inordinate amounts of time solving alternate reality puzzles...

It looks like I'm on my own for training Purrcy for a while.

1st week: (Taking 10?) Attack Any Target Trick
Handle Animal: 1d20 + 9 + 10 ⇒ (13) + 9 + 10 = 32


taking 20 makes a DC20, which is what you need for attack.

Is it just me, or is Erastil kinda vengeful for a LG deity?

Grand Lodge

HP 18/18 | AC 16/20 (T 15, FF 12) | CMD 15 | Fort +2 | Ref +6 | Will +5 | Init +4 | Perc +6 Elf Sorcerer 4
GM Nel wrote:
taking 20 makes a DC20, which is what you need for attack.

Um, was that for me? I took *10*. Can I take 20? Does that make the DC higher?

I'm presuming I made it?

And you are refering to Attack- Trick?

You may be using shorthand for all of this that I'm unfamiliar with, so I'll kinda need it spelled out to start with.


female human Cleric of Shelyn 4th/Fighter(Glaive Master)4th|HP:32 Perception:+9 Init:+1|

He is he's also anti adventurers and chavaunistic, eh to each there own

Grand Lodge

HP 18/18 | AC 16/20 (T 15, FF 12) | CMD 15 | Fort +2 | Ref +6 | Will +5 | Init +4 | Perc +6 Elf Sorcerer 4

I was thinking we could propose to Jhod that we convert it to a temple of Shelyn, with a daycare center for single, adventuring moms! So Ionnia could bring her daughter to the neighborhood. And Drispeera plans on having children too, but won't want to stop adventuring.

I think Jhod would love the idea, don't you?

(And there doesn't seem to be a single deity with a domain of motherhood/procreation. I know its a fantasy game so people are not often dreaming of motherhood, and praying to their deity to help get pregnant. But in real life, every civilization has a Goddess of Motherhood/Fertility. Weird that its absent here. The peasants at least would want one.)


Male Human Fighter 3

I'd love to build a nice, fortified castle around the magic fountain. We could fit a temple in there somewhere.


Male Halfling Rogue 4 HP : 34/34
Mornaura wrote:
We could speed up some more if Bingo changed from pony to horse.

Are halflings even allowed to ride horses? Would Bingo be at a disadvantage?


female human Cleric of Shelyn 4th/Fighter(Glaive Master)4th|HP:32 Perception:+9 Init:+1|

Oooo I would love this temple to be converted! The place turned into beautiful cultivated gardens, a place for song birds and lovers to be statues about, even a place to lounge by the pool for the performances, or a roadside temple to aid travelers in need, great Idea Dris

Grand Lodge

HP 18/18 | AC 16/20 (T 15, FF 12) | CMD 15 | Fort +2 | Ref +6 | Will +5 | Init +4 | Perc +6 Elf Sorcerer 4

Let's tell Jhod. And don't forget the daycare center for single, female adventurers.

After Jhod has his heart attack, we can get to work! >:)


Female Half-Elf Witch 4 — HP: 27/27

@Kaeso: I got one of the trained bandit horses, using my own untrained one as a pack horse. Mornaura has asked Kaeso some time before, IIRC. It's been a while, but probably not six weeks.

@Drispeera: Thanks. :)
Of course, Mornaura will tell (will have told? ^^) the group about the pouch. But unfortunately, it isn't a bag of holding. The extradimensional space is only as big as a fist, so we can't use it to carry around huge amounts of stuff. But since it doesn't detect as magic when something is hidden inside, it's really good for smuggling an important little (or maybe a shrinked) item.

Re: Temple: After being told the story of the bear, and thus knowing what Erastil does to someone who loses faith, I REALLY wouldn't want to find out personally what he does to people who try to convert one of his temples... ^^
But building some kind of a fortification around it and including a smaller shrine to Shelyn probably won't upset him.

Re: Fertility goddess: Yeah, that's true. It's mentioned that "Pharasma is also the goddess of birth and prophecy" but that aspect of her isn't really expanded anywhere. Apart from that, there seems to be only a minor demi-goddess named Feronia.


female human Cleric of Shelyn 4th/Fighter(Glaive Master)4th|HP:32 Perception:+9 Init:+1|

I'll be fine...My goddess is loved by all the gods even Rovagug! read About Shelyn, she really is loved by all, I mean each God and Goddess treats her differently but they don't actively move against her


female human Cleric of Shelyn 4th/Fighter(Glaive Master)4th|HP:32 Perception:+9 Init:+1|

LOL, Dris that whole post is hilarious!

As for group name In character no...out of character yes Drispeeras dream team is awesome especially if we get the cool Charlie's angels theme with it


Female Half-Elf Witch 4 — HP: 27/27

Shouldn't it be "Bingo's Dream Team" or something, with the female characters posing as the angels?
Plus, it got the additional meaning of us (alright, the two of you) being prevalent in his dreams... :P

Maybe "The Predestined Future Sovereignty of the Stolen Lands"?

I've been trying to construct something from Sindarin/Quenya (I mostly use those for Elven languages) but haven't come up with anything with both a nice meaning and a nice sound yet.

---

Oh, btw... I got to admit that I made a mistake with my calculations.

I've taken another look at our map, rechecked the gameplay thread, and I realized that I had somehow thought we were one hex west of where we really seem to be (probably because the hex doesn't have a mark on it, so I thought we moved west following the tracks and found the temple there or something... don't really know how it happened).
As a result, my earlier calculations are off by one hex each.

It'd take 5 (or 6) hours longer to leave the forest south-west of the dead trapper hex and follow the plains route, and 5 (or 6) hours less to take the direct path through the forest, so now that the plains route takes 10 (or 12) hours longer in total, it doesn't make sense anymore.

Long story short, travel times for the only reasonable path left are the following:
40ft (3+6+4+2) = 15 hours
50ft (2.5+5+3+1.5) = 12 hours

- With 40ft speed, Mikmek arrives before noon of day 2 (barring serious force marching and/or hustling). If the return party heads out next morning, they arrive at the temple late afternoon of day 4.

- With 50 ft speed, Mikmek arrives in the evening of day 1. If they head out next morning, they can make it to the temple before noon of day 3.

So if we don't know their speed, we should probably agree to meet them in the evening of day 4.

PS: At least the part about the wagon (and its doubling of all travel times) is still valid.
Oh, and thanks for accepting my plea and agreeing to park it, Ionnia. :)


Male Halfling Rogue 4 HP : 34/34
Mornaura wrote:

Shouldn't it be "Bingo's Dream Team" or something, with the female characters posing as the angels?

Plus, it got the additional meaning of us (alright, the two of you) being prevalent in his dreams... :P

+1

Don't worry, Mornie, there's room for you in Bingo's dreams. He may be small but he dreams big.

Grand Lodge

HP 18/18 | AC 16/20 (T 15, FF 12) | CMD 15 | Fort +2 | Ref +6 | Will +5 | Init +4 | Perc +6 Elf Sorcerer 4

LOL!

What I really had in mind was more of Drispeera surrounded by our 3 men, sporting loincloths. (Mornie, Ionnia, you guys can stand in the back somewhere. Just don't block my view of those washboard abs.


female human Cleric of Shelyn 4th/Fighter(Glaive Master)4th|HP:32 Perception:+9 Init:+1|

Lol...I like it that's funny, as long as we can have a look too, Oo I have blessed liquor for us so we can dish and ogle eye candy


female human Cleric of Shelyn 4th/Fighter(Glaive Master)4th|HP:32 Perception:+9 Init:+1|

Spells are changed... ready for battle now


@Dris if your handle animal is +9, then taking 10 gets you 19. However, I am assuming you ask Kaeso for help, so he can use the Aid Other action to give you a +2 to your handle animal skill, bringing it to a 21. So kitty can learn the attack trick.


female human Cleric of Shelyn 4th/Fighter(Glaive Master)4th|HP:32 Perception:+9 Init:+1|

Mornie I think that should work...math was never my strong suit infact.. mostly my roleplaying math is the strongest


Ok, so I'm lost a bit; which hex are we exploring next?

Grand Lodge

HP 18/18 | AC 16/20 (T 15, FF 12) | CMD 15 | Fort +2 | Ref +6 | Will +5 | Init +4 | Perc +6 Elf Sorcerer 4

I think Mornie's plan (which works for me) is to go Southwest 2 hexes and then East 1 or 2 hexes and then circle back to meet Jhod (and collect our reward).

We'll explore the western border on our next trip out.


female human Cleric of Shelyn 4th/Fighter(Glaive Master)4th|HP:32 Perception:+9 Init:+1|

So eastward than west word....and winder if I can convert Jhod??? Better not try, could be disastrous looking at my diplomacy skill luck on here


Female Half-Elf Witch 4 — HP: 27/27

Well... I took our map and drew my version of an exploration plan on it - so without further ado: here's the link.
I think it's pretty much self-explaining (at least it's easier to understand than my attempts of putting that plan into words). ;)

If we want to meet Jhod and Mikmek at the temple in four days, we have to hurry up our exploration a bit (or make the work days a bit longer) so that we squeeze out the time needed to move from hex four back to the temple.
If that's not possible, we could explore only half of hex four, meet Jhod in the evening, and explore the rest of it the next day, on the way to hex 5.

Also, you might notice that the plan ends on the lake shore. That's because we should decide wether we're ready to attack the Stag Lord when we're there.

Grand Lodge

HP 18/18 | AC 16/20 (T 15, FF 12) | CMD 15 | Fort +2 | Ref +6 | Will +5 | Init +4 | Perc +6 Elf Sorcerer 4

Ah I misinterpreted.

I am with you on heading 1)SW and 2)SW.

Then I thought we would head east for 2 hexes.

Then go back thru the Tuskgutter hex and back to the temple.

So 6 days total.

Jhod can beat us there and wait or he can wait a couple of days before leaving Oleg's.

THEN the next time out...

We can explore the Western Border, and then head east towards the lake.

In character explanation: Drispeera is also OCD, but is more focused on the hexes in the center of the territory.

Player explanation: -cough- yellow dots = XP -cough-

Plan B


Female Half-Elf Witch 4 — HP: 27/27

Well... apart from the fact that we're going to explore each and every hex eventually, your player explanation forces a question: how do you know there aren't going to be any yellow dots in the outer hexes? ^^

Your route leads us very close to the Staglord's fort - as we don't know if he got scouts out there, I wouldn't really like to go there, but if the others want to risk it, I'll tag along.

Btw, your route takes about four and a half days (four days to explore the four unknown hexes, ~9 hours to cross the Tuskgutter hex and make it to the temple). ;)

Edit: As a plan C, we could also go your route and leave out hex #4. That's 3.5 days before we're back at the temple, spend a lazy afternoon waiting for Jhod, and then continue with the western area.

PS: Regardless of which loop back to the temple we follow, when we're done with the western border, we shouldn't leave out the southern border hexes. ;)


Male Halfling Rogue 4 HP : 34/34

Yeah, we should probably avoid the Stag Lord for at least a level or two. I'd suggest either Plan A or Plan C, with a slight edge to Plan C. :)


Female Half-Elf Witch 4 — HP: 27/27

Maybe I should craft a Helm of Comprehend Languages and Read Magic...


female human Cleric of Shelyn 4th/Fighter(Glaive Master)4th|HP:32 Perception:+9 Init:+1|

Those come in handy!its like your own universal translator!


still have to find a way to speak it ;)


female human Cleric of Shelyn 4th/Fighter(Glaive Master)4th|HP:32 Perception:+9 Init:+1|

True...but it's close...wait can't you get comprehend languages and tongues permancied?


You may, but the sticker price is definitely out of range currently.

2,500 for comp. languages
7,500 for tongues


female human Cleric(of Shelyn) 17/Mythic 10 hierophant

Ouch...yeah..that sucks

Grand Lodge

HP 18/18 | AC 16/20 (T 15, FF 12) | CMD 15 | Fort +2 | Ref +6 | Will +5 | Init +4 | Perc +6 Elf Sorcerer 4

Plan C works for me, if there are no other comments/suggestions.


female human Cleric of Shelyn 4th/Fighter(Glaive Master)4th|HP:32 Perception:+9 Init:+1|

So whats the plan for the Tazlwrym(?)

If it lasts more than one round I can cast bless, if not I can just shoot my crossbow, and provide healing

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