Kingmaker (Inactive)

Game Master Dreaming Warforged

Bold and just adventurers exploring and settling the Stolen Lands.
Now at the start of vol. 5 - War of the River Kings
Map of Frieland.


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Yup.


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

Cheers


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Isn't it half hit die +1 if your roll is below that? I say that because Kriger has differing hit points in my herolabs.

Okay! I found it and I'm totally wrong. I felt like it was something different but I just couldn't remember what it was.

Here it is: Link


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

Thanks!

hp roll: 1d4 + 4 ⇒ (2) + 4 = 6


Javell DeLeon wrote:

Isn't it half hit die +1 if your roll is below that? I say that because Kriger has differing hit points in my herolabs.

Okay! I found it and I'm totally wrong. I felt like it was something different but I just couldn't remember what it was.

Here it is: Link

Thanks. Yes, that was decided based on your input.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

1d5 + 5 ⇒ (1) + 5 = 6

Okay, we seriously have to dominate that sword's will. I bet it does some awesome stuff. Seeing how it's an intelligent sword, odds are it's evil and we can make it good with our awesomeness! Heck yeah! We got this. :)


Absolutely! Just go for it! What could go wrong?!


M 13 Rogue (Unchained) hp 124/124 AC 27/18/21 F/R/W 11/18/9 Per 18 Stealth 30 SMo 12 Trap 6 Danger 4

hp roll: 1d8 ⇒ 1

Clearly I am unable to read and comprhend previous posts. I get it now...I think.

HP: 1d4 + 4 ⇒ (1) + 4 = 5


M 13 Rogue (Unchained) hp 124/124 AC 27/18/21 F/R/W 11/18/9 Per 18 Stealth 30 SMo 12 Trap 6 Danger 4

So I did some reading - specifically I followed Javell's link to the thread about getting the game restarted. And of course I went further than the HP part and into some of the things that OM asked of the group. So if you don't mind, my answers:

1) I've not only read the books of the AP, I've run it in RL. All of that said, I'm all for a variant of the AP. Kingmaker is a very different experience for the GM, and anyone worth his dice will make it his own game for the enjoyment of all.

2) I am a tried and true tactical map user. I read the 'Theater of the Mind' article, and I differ from the author on most counts. The ebb and flow of a combat is not reliant on what system you are playing. 'Crunchy' systems like Pathfinder and D&D can be just as cinematic as World of Darkness (or some other 'heavy storytelling' system). It's all in the GM and the group.

I admit I struggled in this latest combat without a map, but it had more to do with my own reliance on a map than anything else. Now that I get what we are trying to do, I will be better at it.


I’ve also learned some valuable lessons from the last encounter :)


Kingdom Mage 13, hp88/88, Per +10, AC 16/12/16, Saves For+8/Ref+7/Will+13, alignment obscured

I swear to god that I am alive!

The last 2 weeks have been brutal.

Interestingly enough, I am on the night shift and this is the first chance that I have had to be able to post...same as last time.

I will be on nights for the next 7 days then a week of days again, then back to home sweet emergency center, and 2 months before I have another (and my last) ICU month.


Kingdom Mage 13, hp88/88, Per +10, AC 16/12/16, Saves For+8/Ref+7/Will+13, alignment obscured

Which means I will attempt to post every night


Kingdom Mage 13, hp88/88, Per +10, AC 16/12/16, Saves For+8/Ref+7/Will+13, alignment obscured
Malaswyn Tyddewi wrote:
Kalsgrim Lodovka wrote:
I'm getting a new mercy at 12th level. I am leaning towards blindness, but I'd love some advice if anyone has some.

I think that’s ace. Mostly because it would be such a problem if you went blind.

Oberlin and I can cover a lot of things but that mercy would also save me a spell slot.

Oberlin should be able to target the non-melee baddies pretty well...I hope. Spell penetration plus going after lesser used saves.

Blindness would be an excellent addition!


M 13 Rogue (Unchained) hp 124/124 AC 27/18/21 F/R/W 11/18/9 Per 18 Stealth 30 SMo 12 Trap 6 Danger 4

I'm updated in Herolab, I just have to get myself into my profile.


Kingdom Mage 13, hp88/88, Per +10, AC 16/12/16, Saves For+8/Ref+7/Will+13, alignment obscured

hp: 1d3 + 3 ⇒ (2) + 3 = 5

Language Osiriani
+1 Intelligence
20 skill points due to int increase

Arcana +1
Diplomacy +4
Engineering +3
Spellcraft +1
Perception +3
Nature +3
Nobles +3
Fly +2

3 Free Spells
Permanency
Analyze Dweomer
Disintegrate


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Yeah I've got Kriger updated in herolab also and in the process of getting it transferred over to his profile.

Kriger has a potion of heroism that will help too. That'll last at least 10 minutes. Oh yeah! I love it when a plan comes together! :)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Oh yeah! Kriger has "Frilled lizard" Animal aspect which gives him a +6 competence bonus on Intimidate. Sweet!

Pile on anything you can, Mal! Because with the way I roll... yeah, I'm gonna need it. :P


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Kalsgrim Lodovka wrote:

If we've secured all of the loot, then we can head out (no pun intended). I'm thinking we can go to the cave entrance and see what the situation looks like down below. If it looks feasible, send Marcel down to scout for the prisoners. Once we know where they are and how they are being held, we can think about if a rescue is realistic. Once we free them, or determine we can't free them, we can go the intimidation route.

So, do we let Kriger try to pick up the blade? If it is a contest of wills, then his will save is actually pretty close to mine.

What if it's not a contest of wills? What if there is no way to turn this thing? What if it just is what it is? If that's the case then it's a pointless battle. If we can't "turn" it or whatever then we'd truly be wasting our time.

What we need to do is see if we can find out everything there is to know about this thing. Otherwise we're just gambling. Me personally? Not a gambler. Kriger? He's fairly itching to grab the sword and see if he can win and then use it. :) Of course, if things go south then we could have some SERIOUS issues on our hands. This band of barbarians would be the LEAST or our worries. :P


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

Yeah, Malaswyn loves a good bit of library research.

I’m sincere about bags of holding. Telepathy and mind control is almost impossible across planes and magic bags are tiny demiplanes. If we can shove it in a bag then the semi plane effect also means it is very hard to locate.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

You know, I got ZERO problem with burying this thing in the phantom zone. ;)

Especially if we find out this sword is unbreakable.


M 13 Rogue (Unchained) hp 124/124 AC 27/18/21 F/R/W 11/18/9 Per 18 Stealth 30 SMo 12 Trap 6 Danger 4

I'm updated and ready to go.

We need to have a way for Marcel to signal 'all clear' or 'oh crap' all the way from the hostages. My plan is to sneak them out once the commotion starts. I don't expect any issues getting in and freeing them, it's getting them out that's the trick.


Just ketting you all know that I'm reading all your prep. I haven't disappeared ;) Interesting conversations.

If I may, here are your main things to figure:
-Is Kriger allowed to pick up the sword, though Javell might not want to, Kriger wants to ;)
-Do you have a way to support Marcel, beyond drawing attention, and communicate with him.

And another thing: do you plan on leaving a horde in the middle of this land that you may want to annex?


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Other Mastermind wrote:

Just ketting you all know that I'm reading all your prep. I haven't disappeared ;) Interesting conversations.

If I may, here are your main things to figure:
-Is Kriger allowed to pick up the sword, though Javell might not want to, Kriger wants to ;)

Lol! Yep. Man that dude is crazy. How he's survived this long I'll never know. Oh wait! Yes I do. Clerics. :P

Other Mastermind wrote:
And another thing: do you plan on leaving a horde in the middle of this land that you may want to annex?

Now THAT is a good question. Man I haven't even thought about that. Okay, new plan. We kill 'em all....... yeah that's it. :)


M 13 Rogue (Unchained) hp 124/124 AC 27/18/21 F/R/W 11/18/9 Per 18 Stealth 30 SMo 12 Trap 6 Danger 4

I say redirect them or recruit them.

If we can point them in another direction that would be best. How close are we politically to Restov? If we move them north, they could cause enough unrest up to keep them off of our backs. Or Restov could use them to stir things up with the Surtovas. What do we know about Pitax? That's another possibility.

We could recruit them if we can figure out what it is we can offer them. If they're looking for conquest, we can't offer much, see 'redirect' above. If they're looking for a place to settle, we may have space up this way in return for their aid in war. Sort of a vassal state.

Of course OGGM the player knows these things, Marcel probably doesn't.


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

Do we even know where the Tiger Lords' 'lands' are?

I would favour expanding Freeland, generally.


The Tiger Lords, thus far, seemed to have enjoyed not having a set border for their land, just happy to plunder and lay waste to whatever grass seemed greenest. Free spirits really, but for the carnage.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I would say Kriger would take Armag's head. Or should he be taking the witches heads?

Don't really matter to me. If Kalsgrim is gonna take Armag's head then Kriger will go ahead and grab the witch heads.

Gotta say, this is a pretty sick scene we have here. :P


Indeed. You could all do one and share the curse around? Perhaps cooler heads should prevail? ;)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I would have to say Kriger would have been the one to cut off Armag's head for sure. But as far as the witches, not real sure. I guess Kriger could do that too as far as that goes and if no one else really wants to. He's the only one twisted enough to actually want to anyway. :P


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

Maybe just Armag then?

Perhaps we should remove the other remains for a proper burial?


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Honestly I think Armag himself would be good enough. Don't think the witches would prove to be all that amongst the scrub barbarians.


I thought Kriger would juggle with the heads while flying over the camp on his broom, screaming of course.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

LOL! I COULD TOTALLY SEE THAT!!! Kill-ing me! So dang funny. :D


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Here's the plan we discussed maybe doing in a nutshell.

Kriger flies on the carpet, with the head, out into the middle of the camp and attempts to intimidate them. Which, by the way, he's got a pretty good intimidate. Not to mention an ability to improve it(which he will use by the way). It may not work, of course, seeing how they've got numbers but if it can panic a few of them that's better than nothing. But if not then I say we drop 'em all! (Of course with that kind of attitude WE all might just get dropped and that would bring this game to a premature cloooose.) :P

Now, outside of that, let's move on...

So I guess my first question would be: How far are we from the main camp? Can we see the camp where we are now or no?

If not, then we need to get as close as possible without being seen. All we really need to be is in seeing distance and then we can move. Heck we just need to be about a football field distance away to be honest.

Or is there another idea we wanna roll with? It's all good to me no matter what we do I just feel like we're kind of in limbo here and figure we ought to do something pretty quick. ESPECIALLY now that Marcel is in the thick of it.


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

Don’t forget, I will cast eagle’s splendour and Clarion Call on Kriger as well.


The cliff sits atop of the camp. So it's just on the edge of it. The entrance is shadowed, as it points downward from an overhang, so the best place is likely in front of the waterfall, but high, or on the top of the cliff.

Keep in mind there' a raging waterfall just under you though, so talking will be difficult.

Let me know if you have other questions.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Okay, so if I fly in front of the waterfall and get within, say, 40' above them, do we feel that would be close enough for them to hear me better? I'm thinking with that Clarion Call business it should be close enough.

But having seen raging waterfalls IRL know that, man, those things are quite the LOUD. I mean, you have to raise your voice just to talk to the person next to you so that's why I'm curious to how close I might have to get.

So if so, then I say we do that. Because we definitely want them to see Kriger with the head and all. But I also don't want to get to close and all of the sudden become a human pin cushion. :p

I mean, I think the closest he should get is 30'. What do y'all think?

Either way though, will get it posted tomorrow when I get off work and move this thing along.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Kriger's gonna use the broom of flying. That way, the others can use the carpet if need be. I think it can carry 2 or 3 people.


M 13 Rogue (Unchained) hp 124/124 AC 27/18/21 F/R/W 11/18/9 Per 18 Stealth 30 SMo 12 Trap 6 Danger 4

Kriger v. hill giant for the tribe. If you win this in front of the tribe, there will be no doubt of your power. Go get 'im. Giant as a favored enemy perchance?


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Unfortunately no. I have no favored enemies. Archetype killed it. Although it sure would've been quite useful right now, that's for sure.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

@DW: As much as I hate to admit this I must. Kriger actually landed before that second rock was thrown. So he's on the ground. Which means you have the right to move in and attack if you want instead of throwing the rock.

But if you want to keep the rock toss that's totally fine by me. :)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Other Mastermind wrote:
Works for me. the dice-bot might get offended though... ;)

HA! I know, right?! I hit cleanly and I take it away. Probably was not the wisest decision. :P

Of course, if a 37 don't hit, this battle will not last long at all. :P


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

GAH! I forgot about Mobility. Dangit. Oh well, that's okay. Kriger's got a plan. And we all know when Kriger's got a plan... LOOK OUT! (Whether it's the bad guy or himself is really irrelevant) ;P


Javell DeLeon wrote:

@DW: As much as I hate to admit this I must. Kriger actually landed before that second rock was thrown. So he's on the ground. Which means you have the right to move in and attack if you want instead of throwing the rock.

But if you want to keep the rock toss that's totally fine by me. :)

Sticking to my rock.


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

Can we see the battle? If Oberlin has teleport left and Kriger does go down: breath of life!


At this moment, you're trying to stay out of sight. Being able to see the battle would normally entail that the battle can also see you.

Let me know what you decide. At this moment, I'm assuming you can't see.

But you certainly can hear him. And he doesn't sound so good...


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages
Other Mastermind wrote:


Except 1s always miss, same as 20s always hit...

D'oh!


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

So, I just realised something...

We gained spell slots when we levelled up.

And we had time in the tomb to pray/study/meditate to fill those slots.

I never thought about it at the time but, well, those spells could be very handy about now.

OM?


Yup, they could...

Oh wait! Yes, you can assume you have filled those slots while waiting.


Wow! That was some rolling there Kriger! In extremis!

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