Hymenopterix's Colonies of the Salt Coast

Game Master Electric Monk


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Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5
Hymenopterix wrote:

Wow! Great to hear that you're OK but it sounds like you've got a lot going on. Would you like us to break when you head back to hospital or keep going? It would be a shame if you missed out on the Stag Lord.

Hope all goes well.

- Hy

Hi there,

Thanks for the well wishes. things are looking good from my side. Please go ahead without me. I should be fully back in a little more than two weeks and I will catch up. We still have to go bakc to the elven tombs then to the stag lords fort, so I'm sure I won't miss a lot.

Llaelian


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Hey I only plan catching upto some horses which we can always give up on when you return to the game. But I am way stoked your okay! Heal up and we will see you soon! Get some ret for sure! : D


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

I guess we won't hunt down he horses then? If it hurts our chances with the fortress than nvm but it would keep us busy while Finn is recovering. :)

Up to you all~


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

Jack stated his opinion ICly--he thinks the horses are likely to be lost or dead and the spirits likely unfindable, and that therefore it would be a waste of time. Bein is welcome to disagree, but I'd encourage the discussion to continue in the IC thread.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Okay, sorry about hat. Wasn't trying to annoy you if i did~

Apologies.

Bein


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

Oh, no worries! I just wanted to be sure you saw the post. :)


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

I know it's a little uncharacterisitc of Bein but I didn't know when Finn was going to be back so Instead of Jack or the Teacher attempting their bluff Bein offered up his own crude act. Woo for painful backstory drama! xD

Something I didn't add in the description is that thought he appears to be bluffing, Bein looks extremely mad right now, his neck is red and other indicators of real anger not just faked anger. As he dredged up the abuse from his own family and unleashed it on dumb gate guard number one. ;D


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Now that I have used all my crits on bluff I will roll 1-5 for the next battle scene :P


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

Just FYI my modem at home broke. I still have my phone and can get online at work, but in case I am a little slower than usual, that is why.


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

As the next actions will put all the party to risk and may likelly result in some character's death, I wanted to have a small ooc chat about what we can do next. We can play in IC as well if we all agree on it.

Here is Finnabar's PLANTM. From what we learned, the Owlbear cage is bound by a single rope that can be cut by Bein is a single round. Then Xarafine cage can be picked by Jack in a round.

What I propose is that when the bandits gather in the pit room to eat, we linger behind to get some stuff from our packs that we have left in room Z7. Then Finn pushed a crate on the trapdoor to slow the coming of the stag lord while Jack picks Xarafine lock, masked by Bein. When it's done, on of us cuts the Owlbear cage rope open. Then the three of you move out to the Watch towers to attack the guards (area Z2c then up) while Finnabar uses spark (he can cast it with only somatic components) to light up the oiled arrows and bows and make every one run around near the freed owlbear. Then he'll join you.

Does it sound crazy enough for you?


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

That sounds good to me, although I don't really have any lockpicks (unless I can find any) so it's more likely I will break the lock and need sufficient distraction the noise will not draw attention.

If there are some thieves tools lying around the bandit fortress then Jack will pocket those.


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

Volpe had some. Could you just have pocketed them by mistake ?


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

We could always retcon that he gave them to Jack if that's okay with Hymenopterix, but I am also fine with improvising.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Fine with the retcon...


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

I'm good with the plan. I'm ready when everyone else is.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

I have no problem with the plan although I was hoping to kill Dovan. Like first thing killing him, dunno why but he irks me something fierce. Also I hope no one takes offense but Arundel will be involved in this battle as we can't afford him not being at our backs. Being a Destrier he can at least act as a distraction for us if they get past the the birdbear thingy.

Other then that I am all cool with the plan. Just gotta get my armor on. >:)


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Hopefully i'm not messing our plan up, as I didn't think there was anything after releasing the beast but divide and conquer.

Bein, as indicated in his posts, is going to be killing the watchtower guards as quickly as he can.

Arundel will handle anyone on the ground so long as he understands Bein's directions, which would be upto Hymen.

This fight is gonna get really bloody I think lol...


Boy howdy am I excited for this fight its been a long time coming! :D

I know Hymen is busy and if he needs any help I don't mind pitching in at all. Dming two games right now, one is my own homebrew game and the other is a Wrath of The Righteous game and it is fun believe me!

So far so good fighting though guys two npc's down (Most likely) and more to go! :D


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Bump!


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

Will be busy with holiday stuff for the next few days. Hope we can inject something into this after the new year.

Merry Christmas to those who celebrate it and a Happy New Year to all!


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

Merry Christmas, and Happy New Year fellow Kingmakers!


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

Merry Christmas every one.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Merry Christmas! Let's kick some ass!

RPG Superstar 2013 Top 32

really sorry everyone. 4 days till i move interstate, niece visiting from the USA (her birthday was yesterday), started PhD a week ago and still have to paint the house.

I WILL post ASAP - promise.

Liberty's Edge

Male I don't like to run and I'm not overly competitive Procrastinator 10/Daydreamer 15/Trivia Buff 5

Happy New Year, fellow Kingmakers!


Bonne Année et meilleurs vœux, as we say here.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Quick questions~

One how did you make the map so nice like that?

Two is the map updated?


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Thanks, the map's just a screen shot from excel. :)

Map was current as of that post.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Gotcha! :)

Man this fight has been fun, taking the bandit's by surprise was way underhanded but necessary as a straight up fight was suicide. The owlbear was fun too. >:) Everyone is doing their parts very well. I was afraid for a little bit that the fight would turn against us but we prevailed thankfully!


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Man its gonna be interesting to get to Kingdom building soon. The Downtime will be welcomed. Ol' Bein will become a horse rancher and train some of the kingdom's first war and work horses. :)

At least that's how he will make his fortune! :D

There is a feat in a sword and sorcery book for a self sustaining fiefdom. But I think I will stick with a noble villa concept with land and such for his horses. :)


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

Jack is leveled... +1 ranger level. +1 to BAB, Will saves. Gained endurance and favored terrain -- took forest as it felt like they've been in forest the most, but if you want to argue otherwise let me know. :)

Boosted Con ... yay, no longer a negative modifier!

Skill points in Disable, Know (geo), Know (nature), Perception, Sense Motive, Stealth, Survival


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Will Lvl bein tonight, trying to decide whether or not I do cav 4 or ftr 1 (Two Handed Fighter 1....) Decision's decision's...


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Still here, working on leveling up but work is having me roll from nights to days so yeah. Schedule is hectic. Sorry! :(


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Bein is leveled. He will take up a position on the Guard Tower where Auchs is and if he doesn't see anyone he will start moving the bodies into the courtyard and work on removing their items between watching out for oncoming forces.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Looting Stag Lord and all his minions. With Akiros help we can get this done quickly.

Let me know what we find and we can identify later boss man! :D

I hope he has a cool helmet. It would be neat to take up his title Stag Lord, since I am a Knight lol. :)


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

He does - looks like a stag's skull which fits over the face and comes complete with antlers. :)


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

So...magic items. Here's my first impression:

The long bow is definitely the most useful in Jack's hands. As a sniper/skirmisher, it makes him even deadlier. Although Bein can make better use of the strengh bonus to damage.

We should probably each carry a cure potion (first aid for all).

The helmet would probaby go to Jack or possibly Bein (check out the description in the gameplay thread - pretty schweet).

All four of us can use the rapier and the amulet. So there are probably good arguments on all sides for any one of us getting either one.

Xarafine can carry the potion of lesser restoration in her healer's kit, for whoever ends up needing it.

Feel free to throw out your own ideas.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

I really want the horses.

Since Bein is a heavy hitter i will stick to my greatsword and some else can have the rapier. So pass! :D

The idea of the title Stag Lord makes me want the helm but ultimately the abilities seem way more suited to an archer like jack. I mean it would aid my bow shots from horseback but i can't fully justify taking it. Up to you Jack.

The bow i admit should totally go to jack. When Xarafine learns buffs he will get better use out of it. Besides i am more oriented with the charge and stabbing people. ;)

Amulet - pass. I got a magic ring that adds to my ac so i am golden. ;)

Don't forget the leather armor was +1 not the best item but maybe someone could find it useful. :) not me though lol! So pass.

Some of the jewelry seemed neat for fluff the animalheaded figures have me a little baffled but that buckle would be neat to nab. :)

So in short pass on all magical items except.

Stag helm. (Maybe, Upto jack)
Horses + tack
Belt Buckle of animal headed people.
Healing potion for myself. As our teacher suggested ;)


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

I always try to keep it simple when i can besides with some of the cash we can enchanted our mw gear and up our ac as well. Which i have a buckler and armor that are both mw so i am doing alright. ;)


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

Xarafine could definitely make good use of the amulet, being a monk and not wearing armor.

The rapier might be interesting. It would give her a different offensive option. If I could only choose one, though, I would take the amulet.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

If only rapier worked with flurry of blows...

Xarafine the first Musketeer. ;) *Swish, Swish, Swish* *Slashes X into opponents shirt*


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

Yes, Jack would definitely want the bow--but the question is, is it possible for him to wield it if he can't meet the Str bonus? Or is it just providing a bonus up to that Str mod. I could've boosted Str when we leveled this go-round, but I really felt like shoring up his HP was a better idea.

The Stag Lord's helm is mechanically well suited to him... the power player in me goes "want!" But the Jack in me says he doesn't want something that was the prominent symbol of a filthy awful bandit. He might have to be convinced, or if Bein wants it, it's all yours.

I'd also like one of the suits of MW studded leather and an MW longsword (for now, but see below).

I agree with splitting the potions evenly.

I'd suggest selling a lot of the jewelry, etc. and see if we can buy ourselves some magic armor and/or some healing items, etc.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

hmmm I forgot that if you don't have the appropriate str check then you incur a -2 to attack with the bow. Which balances out to -1 because of the magical nature of the bow. With inspire courage that becomes +0 but we will definietly need to get jack a str booster.


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

One solution would be for Jack to change his stat boost fron con to str.

Reguarding the item distribution, I note:
Jack: bow and helmet
Xarafine: Potion of lesser restauration, rapier and amulet
Every one: potion of healing

I'm fine with the distribution but Finnabar will want to order an armor made (MW agile halfplate as full plates don't exist).

Question for the GM: as the world is low magic, can we easily get magical armor/weapons?

AS a last thought: Finnabar was going to ask the two girls we saved if they still wanted to go to Pitax. Now that their parents are dead, the wedding may not take place depending on the prenuptial contracts. Are you fine with this ?


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

I know I could switch my stat boost, my poor Con is just so low though (I did not roll great scores at the start of this). :( I don't really know what to do. Let me think about it.

We're not decided on the Helmet. Like I said, as a player, I can see it would be great for him. Character wise, he wouldn't want the symbol of the bandit king. Character-wise, Bein seems to really want it, so Jack would be happy to let him have it.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Alrighty, so I will do this in regards to the helmet. Post coming in thread as well. ;)

But for now we can let Bein use it and I/He realizes the implications it may have and so I have some fun things planned if Hymen is up for it. It's more fluff then anything but I made sure to up his diplomacy as well for the coming ordeals.

If at anytime in character Jack decides he wants the helmet I have no problems giving it up. It will all fit into my idea. :)


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

Regarding the Bow: I really don't want to re-shift the ability score -- I really feel like Con was the right score to boost.

Hymenopterix, could we trade or pay to alter(with Jack's share of funds) the +2 mighty bow for a +1 one?

Other stuff: I know I haven't been posting much. Honestly, I really don't know what to do with Jack at the moment. He's a rather simple fellow and I might have roleplayed him into a corner. Right now as you can see from the IC thread I'm just making him a bit restless and broody based on recent events. The erratic pacing of the game--we have a flurry of posts and then almost nothing happens, often sometimes for weeks at a time, makes it hard for me to feel immersed as well, and sometimes I forget whatever it is I've planned if I have planned anything, so that is hard too. Sorry if it seems like I'm phoning it in but I'm just a bit at a loss at a moment. I expect if we are able to move on with some consistent pacing, I will be able to get more involved, especially if indeed we are looking at some of the kingdom building stuff.

Speaking of which, also, yes, I do have Ultimate Campaign and of course the Kingdom Building chapter is conveniently here on the PRD for us to peruse as needed.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Np Jack and I agree on some points as well.

It can get hard at times to keep up with the pacing of the game.

I have tried to stick to the goals I set out for Bein as best I can. Using a spreadsheet to keep track of my various characters so I don't get too off track. It's more daunting though when a game dies out... Those are always sad. :(


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Jack (and everyone else):

I want to try to maintain a relatively low level of magic item availability since i really don't like having a magic shop on every street corner dispensing magic swords. I am however happy for you to "modify" an existing item "downwards" i.e. making the +1 Composite Longbow +2 Str into a +1 Composite Longbow +2 Str since, in general, I think this maintains the flavour. I'll look into some quick and dirty ways of modifying other magic items in this way too.

My initial thought is that you can "modify" an item into another item of the same general type (belt for belt, armour for armour, rings for rings etc.) that cost up to 1/2 the listed value of the original item. By expending extra cash (above the 50%), the item can be modified into an item up to the listed value of the original item. This process would take 1 week.

This is effectively the same mechanics as normal buying/selling of items except that you would be unable to just buy anything you want. However I wouldn't impose any settlement size rules.

What does everyone think?

As far as pacing etc. I know that the posting has been erratic (sometimes VERY slow). Now that the move is over, I'm not teaching any more, I tend to be at a desk most days, and I have reliable internet, I *should* be in a position where posting becomes much more regular, or at least where i can give warning of any periods when I'll be unable to post for more than a day or two.

The next little section (before the next chapter starts) involves some complex planning so there might be some breaks in gameplay while I figure out the best way to do Kingdom building on PbP. I think we'll probably just have to dive in though and, to some extent figure it out on the fly.

I've added some initial formatting to the campaign info page - Kingdom tracking stuff, and will have some initial Kingdom set-up questions for everyone soon. In the meantime maybe start thinking about / discussing on this board, what you want to do with the Kingdom, who is going to fill the different roles (possibly including NPCs), where the capital is going to be (seems like you might be going with The Stag's fortress, but there are alternatives), and what you're going to do about the still unexplored sections of the map...

Lastly, I've also added an NPCs tab to the campaign info page. If everyone could search their memory for NPCs you'd like to keep track of, I'll add them into that spoiler with some details about them.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Note:

The materials supplied by Restov (see gameplay post) amount to 55 Build Points in order to establish your colony.

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