Kingmaker

Game Master Rostam

A small group sets out to tame the wilds. With summer ahead of them they have all the time in the world...

Stolen Lands Exploration Map
King Maker - Calendar, Loot Sheet, Notable Persons, Quests
Combat Map - Grassland


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Male HP:34/34 AC:19 T:12 FF:17 F:+5 R:+3 W:+2 Perc:+3 Init:2 Bastard Sword +5, 1d10+2 CMB:+5 CMD:+17 Human Cavalier 3

That is the downside to PBP games...The role-playing can take a long time to work its way out. LOL
AND
I do not help matters with all the dialogue I put out. haha


Male HP:34/34 AC:19 T:12 FF:17 F:+5 R:+3 W:+2 Perc:+3 Init:2 Bastard Sword +5, 1d10+2 CMB:+5 CMD:+17 Human Cavalier 3

Will have a post up later tonight.


Male HP:34/34 AC:19 T:12 FF:17 F:+5 R:+3 W:+2 Perc:+3 Init:2 Bastard Sword +5, 1d10+2 CMB:+5 CMD:+17 Human Cavalier 3
Gird Medvyed wrote:


I hate you...... Yes you Andreas... !!!!

Well then this will make you smile.

The last battle of the war, I took a spear to the ribs. I went down in pain with the EMTs on site being called out immediately. It was determined that I had some broken ribs and possibly a Pneumothorax. There is more to this story but no need to go into details. After several hours in the trauma center, I was released with some very sore and bruised ribs. My personal doctor has forbid me to fight until spring time next year. I have had my fair share of bruises and close calls but never anything as painful as the this.


Well, I hope you feel better soon, and recover faster than expected!

Sovereign Court

Skills:
Perc:+9|Stealth:+8|Acro+8|Climb+6/Swim+6|SM+9|Sur+8|Heal+7|KN Rel+5|Intim+4|Diplo+8|Ride+7
Aasimar (Garuda - Scion of Humanity) Inquisitor (Sanctified Slayer) 3 HP: 24/24| AC: 18| T:13| FF:15|CMB:+4:CMD:17|Fort:+5|Ref:+4|Will:+6|Init:+6| Spells 1 - 2/4 Acid/Cold/Elec R5, Racial Detect Invis 1:1

Now that's real war... not soo much fun copping that though.. speedy recovery.


Male NG Human Feyspeaker Druid 3 | HP 27/27 | AC 16 T 12 FF 14 (+2 w/Barkskin) | CMB +2, CMD 14 | F: +6, R: +5, W: +7 | Init: +6 | Perc: +8, SM: +8 | Speed 30ft | Cruel Thicket: 5/5; Tanglevine 6/6 | Spells: 1st 3/3+1/1; 2nd 2/2+1/1 | Active conditions: .

Ooof. I'm having sympathy pain. Hope you heal up quickly.


I just want to give everyone a heads up, but I will likely be unavailable from August 31 to September 18. I am doing a canoeing trip over the long weekend and then need to get ready for a two week trip I'm leaving for on the Wednesday.

My plan is to kind of get everyone setup for action, then start whatever plan yo have after my vacation. I find its best to leave off on the cusp of action instead of after just starting it.


Male HP:34/34 AC:19 T:12 FF:17 F:+5 R:+3 W:+2 Perc:+3 Init:2 Bastard Sword +5, 1d10+2 CMB:+5 CMD:+17 Human Cavalier 3

I will be out of town till the 22nd or 23rd. I can still post but it will be from my phone. I may not be able to see the maps.

I will be very tired at the end of each of these days. I am in the process of finishing my roof on the viking house. Thousands and thousands of little cedar shakes sidings to be stapled into my roof. This part is being done by myself...I may not post often, if need be...Bot me.


Male NG Human Feyspeaker Druid 3 | HP 27/27 | AC 16 T 12 FF 14 (+2 w/Barkskin) | CMB +2, CMD 14 | F: +6, R: +5, W: +7 | Init: +6 | Perc: +8, SM: +8 | Speed 30ft | Cruel Thicket: 5/5; Tanglevine 6/6 | Spells: 1st 3/3+1/1; 2nd 2/2+1/1 | Active conditions: .

I'm headed out of town in a bit, so won't have time to post for real before I leave, and then I won't have internet while I'm away (back late Monday) so Andreas will have to take the lead, but maybe we can go recruit those caravan guards to help? And take stock of number of fighting capable people inside the stockade.


Let me know if I'm giving you guys too many options at any point. I generally try to involve my irl players in depth like this but sometimes online people prefer it if I just decide for the sake of speed. I'm adjustable, so it's your preference.


Male NG Human Feyspeaker Druid 3 | HP 27/27 | AC 16 T 12 FF 14 (+2 w/Barkskin) | CMB +2, CMD 14 | F: +6, R: +5, W: +7 | Init: +6 | Perc: +8, SM: +8 | Speed 30ft | Cruel Thicket: 5/5; Tanglevine 6/6 | Spells: 1st 3/3+1/1; 2nd 2/2+1/1 | Active conditions: .

I'm totally fine with Roke just chilling. Getting my house ready to sell so feeling pressed at the moment anyway, so happy to not feel like I'm holding up the group.


@Roke - sounds good. And good luck with the house, I just bought my first one in March and fully understand the feeling.

@Everyone - Just some combat notes.

1 - Please note the color of your target. Gird currently has 2 closest orcs, which makes it hard for me to pick in case they have different stat blocks.

2 - Please move your icons, or give detailed instructions for someone else to. I took the 'stepped' out of cover to mean 5 ft steps since you can't make a move and standard in a surprise round.

3 - Please account for range increments. The Composite Short bow has a range of 70 ft, but the orc is 80 ft away.

4 - Please remember that surprise rounds give a standard OR move action. Studying a target is a move and attacking is a standard so only one could happen.

I would normally call my IRL players out on these things and correct them on the fly, but unfortunately I have to stack them all together online. The round of combat still happened easily enough, so no worries, these things will just help me as the fewer things I need to interpret the easier it is.


Male LN Human (Rostlander) Investigator (Antiquarian) 3 | HP 24/24 | AC 15 T 12 FF 13 | CMB +4, CMD 16 | F: +4, R: +5, W: +4 | Init: +3 | Perc: +7 (+1d6), SM: +5 (+1d6) | Speed 30ft | Inspiration: 4/4 | Spells: 1st 4/4 | Active conditions: None.

Drat! I didn't even think about the range--probably the first time I've attacked something so far away with a shortbow!


Male HP:34/34 AC:19 T:12 FF:17 F:+5 R:+3 W:+2 Perc:+3 Init:2 Bastard Sword +5, 1d10+2 CMB:+5 CMD:+17 Human Cavalier 3

I have been going through some rough personal stuff lately and I am sorry that I have not been as active as I would like. The quantity of my posts is not there nor is the quality. Planning to move in a couple of months (again) with the drama of personal life and the stress of figuring out all the logistics of the schools for the kids, housing, new doctors and my wife's career is just one huge quagmire of red tape and hoops to jump through. This has all led me to a state of total physical, mental and emotionally drained.

I plan to keep up as best I can with the games but as I know you understand, this is a game and will take a back seat to RL.
Bot me as you need to. I hope and pray that this mess is resolved soon and life goes back to normal.


Male HP:34/34 AC:19 T:12 FF:17 F:+5 R:+3 W:+2 Perc:+3 Init:2 Bastard Sword +5, 1d10+2 CMB:+5 CMD:+17 Human Cavalier 3

@GM Rostam
WOW that is a HUGE amount of gold for 11 people.
A little over 9GP a person.
I will assume that these people are not just average mercenary soldiers then. A trained hireling is 3sp a day (Mercenary soldiers). That is like a 2000% increase in pay per a person. Before I post a reply I wanted to make sure that this was correct. I do not have a problem with an increase but wanted to make sure I know that is correct.


No worries on the pace Andreas, we've all been there. Be well.

On the topic of the mercenaries, you'll get 12 men (Sir Henry and 11 others). As for their price it meets the level of their quality.

For comparison,

Normal merc: studded leather (25 gp), club/short spear/short sword (10 gp) and no actual combat experience really. They get 3 sp per day and it is not expected for them to get in to a fight on a daily basis.

Caravan merc: Captain has chainmail (150 gp), speaks of all the men being veterans (they retired to caravan work), and at least 4 archers (minimum shorbow costs 30 gp). Henry also speaks of being responsible for his men's families or their persons for significant amounts of time in the case of injury or death. And given his words they are likely a fairly organized band with a decent reputation, especially since the Caravan Master defers to him. They get 100 gp for 12 people (8.33 gp per person) with the guarantee of battle. Given the circumstances, he is setting a price knowing that he's likely to be supporting 2-3 families for a year and likely some injured crew members.

I only did the comparison with info available to you, so if the other melee fighters are equipped similarly to Henry, they end up having at least 4x the gear cost of a regular mercenary, and their experience and potential to have magic items is likely much higher.

Figured I'd give an overview as I will always try to give enough info for a comparison.


Sorry about the delay. Snow storm+wedding+thanksgiving and parents coming over tonight gave me far less time than expected. I should be able to post tomorrow.


Male HP:34/34 AC:19 T:12 FF:17 F:+5 R:+3 W:+2 Perc:+3 Init:2 Bastard Sword +5, 1d10+2 CMB:+5 CMD:+17 Human Cavalier 3

I will have a post up tomorrow some time.


Male NG Human Feyspeaker Druid 3 | HP 27/27 | AC 16 T 12 FF 14 (+2 w/Barkskin) | CMB +2, CMD 14 | F: +6, R: +5, W: +7 | Init: +6 | Perc: +8, SM: +8 | Speed 30ft | Cruel Thicket: 5/5; Tanglevine 6/6 | Spells: 1st 3/3+1/1; 2nd 2/2+1/1 | Active conditions: .

Andreas - sorry to hear about the rough seas. Hope it gets better soon.


Male HP:34/34 AC:19 T:12 FF:17 F:+5 R:+3 W:+2 Perc:+3 Init:2 Bastard Sword +5, 1d10+2 CMB:+5 CMD:+17 Human Cavalier 3

Just lost power. I really hope I can recover my post. That will suck having to rewrite that again.


Two items here.

1 - I will correct myself, you should arrive back around 10 am. Still an hour late for the fight, but I was off by an hour.

2 - We should probably discuss what the average timetable looks like for an adventuring day. We are definitely working off different assumptions and it seems to be causing confusion and annoyance, and I would like to stop that going forward.

Here is my assumption of an adventuring day:

6 am to 8 am - wake up, morning prep, breakfast, gear maintenance, etc.
8 am to noon - travel for 4 hours
noon to 2 pm - lunch
2 pm to 6 pm - travel for 4 hours
6 pm to 8 pm - set up camp, supper, more gear maintenance last watch goes to sleep
8 pm to 10 pm - whatever people want to do
10 pm to 6 am - 8 hours rest, watches

Now, I realize that this setup is based on my biases and experience with backpacking. Unfortunately, it also has to bend around the 8 hours of travel rule, my experience with live stock and horse care, prep times, etc.

If anyone would like to propose an alternate "regular" day then I'm cool with that, but the above is what I have been basing times and such off.

All that said, without knowing the above assumptions, it'd be hard to tell me if you wanted to leave earlier to get back sooner. So I'll bend time a little and get everyone back in the game now (I mean its about 1000% more fun with everyone involved). Next time, I'll try to communicate timelines a bit more clearly with any party splitting.

Anyway, post coming up soon.

Sovereign Court

Skills:
Perc:+9|Stealth:+8|Acro+8|Climb+6/Swim+6|SM+9|Sur+8|Heal+7|KN Rel+5|Intim+4|Diplo+8|Ride+7
Aasimar (Garuda - Scion of Humanity) Inquisitor (Sanctified Slayer) 3 HP: 24/24| AC: 18| T:13| FF:15|CMB:+4:CMD:17|Fort:+5|Ref:+4|Will:+6|Init:+6| Spells 1 - 2/4 Acid/Cold/Elec R5, Racial Detect Invis 1:1

I'm cool with it, seems you have a more educated perspective than I have.


Male LN Human (Rostlander) Investigator (Antiquarian) 3 | HP 24/24 | AC 15 T 12 FF 13 | CMB +4, CMD 16 | F: +4, R: +5, W: +4 | Init: +3 | Perc: +7 (+1d6), SM: +5 (+1d6) | Speed 30ft | Inspiration: 4/4 | Spells: 1st 4/4 | Active conditions: None.

That looks like a good set of assumptions. I'm on board!


Halfling CN Female Halfling Sorcerer 3 HP:17/17 AC:14 T:13 FF:11 F:+3 R:+5 W:+2 Perc:+4 Init:+5 CMB:-1 CMD:+12 | Spells 0|~ 1|6

Agree to the times above as the “unless stated otherwise” baseline.
Thank you!


Male NG Human Feyspeaker Druid 3 | HP 27/27 | AC 16 T 12 FF 14 (+2 w/Barkskin) | CMB +2, CMD 14 | F: +6, R: +5, W: +7 | Init: +6 | Perc: +8, SM: +8 | Speed 30ft | Cruel Thicket: 5/5; Tanglevine 6/6 | Spells: 1st 3/3+1/1; 2nd 2/2+1/1 | Active conditions: .

Looks fine.


Male LN dwarf cleric (forgemaster) of Torag 3 | HP: 30/30| AC: 20 (11 Tch, 19 Fl) | CMB: +4, CMD: 15 | F: +7, R: +2, W: +6 | Init: +1 | Perc: +6, SM +9 | Speed 20 ft. | Spells: 2nd - 3/3, 1st - 2/4 | Active conditions: aid, lead blades.

I'm also ok with it


Male NG Human Feyspeaker Druid 3 | HP 27/27 | AC 16 T 12 FF 14 (+2 w/Barkskin) | CMB +2, CMD 14 | F: +6, R: +5, W: +7 | Init: +6 | Perc: +8, SM: +8 | Speed 30ft | Cruel Thicket: 5/5; Tanglevine 6/6 | Spells: 1st 3/3+1/1; 2nd 2/2+1/1 | Active conditions: .

Just a note that I am headed out of town for Thanksgiving and will have very limited internet, so bot as needed, but given current developments, Roke might be hanging out in the fort for a bit :)


Male HP:34/34 AC:19 T:12 FF:17 F:+5 R:+3 W:+2 Perc:+3 Init:2 Bastard Sword +5, 1d10+2 CMB:+5 CMD:+17 Human Cavalier 3

I will have a post up tomorrow morning sometime.


Male LN dwarf cleric (forgemaster) of Torag 3 | HP: 30/30| AC: 20 (11 Tch, 19 Fl) | CMB: +4, CMD: 15 | F: +7, R: +2, W: +6 | Init: +1 | Perc: +6, SM +9 | Speed 20 ft. | Spells: 2nd - 3/3, 1st - 2/4 | Active conditions: aid, lead blades.

Working on a post, but since Andreas asked how much it will take for Kazmuk to make the ring, I'd like to request for us to use the crafting rules presented on the unchained book, since the basic rules are poorly thought IMHO.

I'll explain. Let's say Kazmuk will be true to his word and will make the fey a really beautiful ring worth 100gp.

Normal crafting rules

First we transform the 100gp in silver pieces for determining the target number of 1000.

The ring's DC is 15 (high-quality item) and Kazmuk will try to craft it as fast as possible, adding +10 on the DC for an accelerated crafting. Every day he can cast crafter's fortune for a total of +16 on his check. Taking 10, it will get him a total of 26 against the DC of 25.

However, he can attempt a check once/week, so by the end of the first week his progress will be 650 (25x26) out of the 1000 so he will take roughly two full weeks of work to finish his work.

Unchained crafting rules

The first difference is that the final price of the item is irrelevant, only its complexity.

I believe a ring is probably simple or moderate in complexity, but let's say Kazmuk wants to make something remarkably detailed and say the item is complex. According to the table, a complex item has a 'time unit' of 4 days and a DC of 18.

If Kazmuk's check is a success, he will be able to craft the ring in 4 days. However, Kazmuk is pretty good in it and with his result of 26, he beats the DC by 5 and thus reduces the time required by half, so 2 days.

TLDR: Under the normal crafting rules, Kazmuk will take 2 weeks to make the ring, while under the unchained rules he will take only 2 days.


Hey Kazmuk, can you send me a link to the rules? I can't seem to find what you're talking about in the Pathfinder Unchained section of the PRD


Male LN dwarf cleric (forgemaster) of Torag 3 | HP: 30/30| AC: 20 (11 Tch, 19 Fl) | CMB: +4, CMD: 15 | F: +7, R: +2, W: +6 | Init: +1 | Perc: +6, SM +9 | Speed 20 ft. | Spells: 2nd - 3/3, 1st - 2/4 | Active conditions: aid, lead blades.

Hum... it appears I made a confusion!

The rules I'm speaking about are on the bottom of the Craft skill page under the name of "Making Craft Work [Alternative Crafting Rules]" and the I've always thought they from the unchained book, since these rules makes a lot of sense to me. However, I now checked again and discovered they are a 3rd party content.

The Unchained alternative crafting rules can be found HERE. Reading through them, it appears they streamlined the process a bit but not that much. Under these rules, Kazmuk would still take 12 days(!), which seems a lot, but I have no actual knowledge about how much time it really takes to make a nice ring.

Let me know your thoughts on these rules.


Male NG Human Feyspeaker Druid 3 | HP 27/27 | AC 16 T 12 FF 14 (+2 w/Barkskin) | CMB +2, CMD 14 | F: +6, R: +5, W: +7 | Init: +6 | Perc: +8, SM: +8 | Speed 30ft | Cruel Thicket: 5/5; Tanglevine 6/6 | Spells: 1st 3/3+1/1; 2nd 2/2+1/1 | Active conditions: .

Sorry, been trying to find time to craft a worthy post to Andreas' nice RP, but I'm moving on Saturday and it's the end of the semester so things are a little nutty atm. In short, Roke is happy to help, but he's not necessarily great at horticulture (for example his domain is the Thorns subdomain, not Plants).


Just letting you know I'm still here. I figure I'll probably give you guys until January to roleplay and plan out your next moves at this point, We won't get far with much in the next week or so before the holidays and I'd prefer not to rush into something and get stuck with people not around.


Male HP:34/34 AC:19 T:12 FF:17 F:+5 R:+3 W:+2 Perc:+3 Init:2 Bastard Sword +5, 1d10+2 CMB:+5 CMD:+17 Human Cavalier 3

Not a problem. Just waiting for more players to post and give their input if they want.


Male NG Human Feyspeaker Druid 3 | HP 27/27 | AC 16 T 12 FF 14 (+2 w/Barkskin) | CMB +2, CMD 14 | F: +6, R: +5, W: +7 | Init: +6 | Perc: +8, SM: +8 | Speed 30ft | Cruel Thicket: 5/5; Tanglevine 6/6 | Spells: 1st 3/3+1/1; 2nd 2/2+1/1 | Active conditions: .

So sorry all - with the move and a mountain of end of semester grading I'm having a hard time carving out some writing time. Today or tomorrow, I promise!


Male LN dwarf cleric (forgemaster) of Torag 3 | HP: 30/30| AC: 20 (11 Tch, 19 Fl) | CMB: +4, CMD: 15 | F: +7, R: +2, W: +6 | Init: +1 | Perc: +6, SM +9 | Speed 20 ft. | Spells: 2nd - 3/3, 1st - 2/4 | Active conditions: aid, lead blades.

Kazmuk will send a word to then hire a team of craftspeople (miners) for 200gp, two teams of laborers for 70gp each and a team of guards for 100gp, for a total expense of 440gp. All of them will be dwarves from Brunderton!

The time it will take the letter to reach them (Brunderton is about 80 miles North from Restov) and for them to make the trip to Oleg's needs still to be determined by the GM. From the point they receive the letter, it will take at least 2 days for them to organize themselves (maximum recruiting time of these teams).

Also, how will we be spending before going out once more? It will take Kazmuk 12 days to forge the ring for the fairies, but if you wish to leave before that, I believe he can show his "progress" to them in order to prove he is working on it.


@Rillka, there's not much benefit on a large scale for mapping the regions around Oleg's in detail. While small groups of 5-8 could move around relatively unseen in the rolling hills, any large force would likely be easily noticeable.


Halfling CN Female Halfling Sorcerer 3 HP:17/17 AC:14 T:13 FF:11 F:+3 R:+5 W:+2 Perc:+4 Init:+5 CMB:-1 CMD:+12 | Spells 0|~ 1|6

It is the holiday season here, and if you are celebrating a holiday, or even if you are not; I hope you have a healthy, happy, peaceful season and year to come!!


I hope everyone had a good couple weeks. Tomorrow I am going to read through some stuff again and try to get a summary/next steps up and then we can figure out whats next.

Sovereign Court

Skills:
Perc:+9|Stealth:+8|Acro+8|Climb+6/Swim+6|SM+9|Sur+8|Heal+7|KN Rel+5|Intim+4|Diplo+8|Ride+7
Aasimar (Garuda - Scion of Humanity) Inquisitor (Sanctified Slayer) 3 HP: 24/24| AC: 18| T:13| FF:15|CMB:+4:CMD:17|Fort:+5|Ref:+4|Will:+6|Init:+6| Spells 1 - 2/4 Acid/Cold/Elec R5, Racial Detect Invis 1:1

Sounds great


I've finally updated the map, I also outlined the area to be explored in red just for reference. Progress wise your about 1/2 through the hexes it looks like.

Outstanding things to deal with:

Kazmuk - create and staff a forge - it looks like you calculated out 20 days for the forge to be erected. That makes the forge operation on Gozran 22. Let me know if that makes sense.
Kazmuk - Craft a ring for the faeries. 12 days to do this.
Kazmuk - Miners/guards for the gold mine. I'll say they can get here in 24 days as its about 170 miles one way. So for numbers sake thats Miners x 3, Laborers x 10, Guards x 5. The price of 440 gold assumes that they keep their own regular living spaces/lives. I suggest we use the 440 gold as their start up fee and then they can siphon off the mine to start a small settlement for their families as they move them here.
Zade - write up a radish caravan contract to present to the kobolds and caravan. This will take 2 days to make sure that its all proper and in languages everyone can understand.

Contract writing: 1d6 ⇒ 2
Dwarven travel: 1d6 ⇒ 5

With the above noted times and things to do, I mainly need a direction from you all on what you want to do day by day now in case you decide not to stay here long enough for some of those things to finish up.


Male LN Human (Rostlander) Investigator (Antiquarian) 3 | HP 24/24 | AC 15 T 12 FF 13 | CMB +4, CMD 16 | F: +4, R: +5, W: +4 | Init: +3 | Perc: +7 (+1d6), SM: +5 (+1d6) | Speed 30ft | Inspiration: 4/4 | Spells: 1st 4/4 | Active conditions: None.

I'm fine finishing up the contract before we leave. It also won't hurt to hang around and make sure those orcs don't come back.


Male HP:34/34 AC:19 T:12 FF:17 F:+5 R:+3 W:+2 Perc:+3 Init:2 Bastard Sword +5, 1d10+2 CMB:+5 CMD:+17 Human Cavalier 3

So just a few questions about the timeline....
Everything looks right to me.
I just wanted to clarify something.
Kazmuk will need a total of 32 days to finish the ring? 20 days to build the forge and then another 12 days to create the ring. Is Kazmuk needed to be here for the 20 days as the Forge is being built?
~or~
Can Kazmuk create the ring without the forge and the time would overlap each other so to speak? The ring would be done on Gozran 14?

As far as direction.
I think we still need to meet with the people of this settlement to make our proposals about trade with the kobolds and the Outpost. The Farming of Radishes and such.

I can see us staying around a few more days to make sure all is well before heading back out to explore. The exploration should be close by for now. Maybe we could head west and explore the two hexes around the faerie nest...or the closer one...south towards the spider nest and explore the two hexes around that area. This would take us close to the orcs original camp. Anyone have some thoughts?


Male LN dwarf cleric (forgemaster) of Torag 3 | HP: 30/30| AC: 20 (11 Tch, 19 Fl) | CMB: +4, CMD: 15 | F: +7, R: +2, W: +6 | Init: +1 | Perc: +6, SM +9 | Speed 20 ft. | Spells: 2nd - 3/3, 1st - 2/4 | Active conditions: aid, lead blades.

As far as I know, Kazmuk has the necessary tools to forge the ring even without the forge being finished (considering he has an anvil, artisan's tools and gold has a not so high melting temperature). However, to craft it he would not be able to do anything else during these 12 days.

The forge will take 20 days to be built, but Kazmuk does not need to be present, for his workers will do the job.

If we don't want to wait until Gozran 14 for Kazmuk to finish the ring, I believe we can divide this time in 3 4-days sessions of work and if we encounter our fey friends during this time, Kazmuk could perhaps do some diplomacy and show the work-in-progress of the ring to them.


Kazmuk can start making the ring right away, the forge does not need to be completed.

I'll have a post up tonight moving things ahead to a discussion with the main NPCs about the situation.

Sovereign Court

Skills:
Perc:+9|Stealth:+8|Acro+8|Climb+6/Swim+6|SM+9|Sur+8|Heal+7|KN Rel+5|Intim+4|Diplo+8|Ride+7
Aasimar (Garuda - Scion of Humanity) Inquisitor (Sanctified Slayer) 3 HP: 24/24| AC: 18| T:13| FF:15|CMB:+4:CMD:17|Fort:+5|Ref:+4|Will:+6|Init:+6| Spells 1 - 2/4 Acid/Cold/Elec R5, Racial Detect Invis 1:1

Away for a few days, i'll have a laptop but I do not know if i'll have connectivity.. so bot if necessary.

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