Kingmaker

Game Master Tuyena

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But they already FAQd SLAs in the past as being viable for such things. Paizo is worse than most politicians.

-Posted with Wayfinder


Male Half Orc Slayer 4 | HP 40/40 | AC 17 T 11 FF 16 | Fort +9 Ref +7 Will +4 | CMD 19 | Init +1 | Perception +8

May tears were wept, now you cant have an Gnome Alchemist Golem crafter, Or a Fighter with Arcane Strike, Elven Ranger Weapons crafters.. Nothin. I would ignore this until it was for sure.. As really it killed alot of thing.. for no particular reason.. it basically got crane wing'd


I'll take a look at the list tonight after work - is there a compiled version of only the new stuff?

And hand down some house rules of how we will be handling them. I can already tell you in our game that SLAs will continue to qualify you for feats.

-Posted with Wayfinder


Male Human Cleric (Crusader) of Iomedae 13 | 97/97 HP | AC 29 T 13 FF 28 | Fort +10 Ref +5 Will +14 | Init +1 | Perception +18 | Channel Energy 5/5 | Touch of Glory 8/8 | Aura of Heroism 11/11 rounds | Cohort |

Mr. DM, you mentioned that our intrepid wilderness survivalist managed to secure 9 days of bear jerky for each party member. Should we be keeping rigorous track of provisions?


Once you get to actually spending nights in hexes yes, for now assume that you're not Burning supplies since so much of your time has been spent at Oleg's.

-Posted with Wayfinder


Also, I want to mention the party will not always end up facing opponents worth the time to run a combat on.

For instance getting a single Wolf when the party is all lvl 4.

In cases like this you will see me denote that you encountered a battle in OOC and I will simply award you the exp for defeating the encounter.

Kingmaker is already one of the longest if not the longest AP combined with the PbP style we don't need to exhaust even more time with trivial combats.

-Posted with Wayfinder


Male Half-Orc Inquisitor 4; Init. +4; HP 29/31; AC 18 T 11 FF 17; F+6/R+2/W+7; Perc +11

Sounds like a good plan to me.


Init +3 | HP 27/27 | AC 16 T 13 FF 13 | Fort +0 Ref +4 Will +5 [-2 Ref (trap/hazard)] | Perc +9 (LowL) -2 Perc (Surprise) | Spells: 1st 7/7, 2nd 2/5 | Time Flkr 4/5| wand CLW CL1 37/50

On Sugua's OOC point in the gameplay: Am I understanding we've abandoned the idea of mapping out the hexes surrounding Oleg's in order to remain close in the event of Kressle and Co. returning?

We keep bouncing back and forth on this; and considering we were only one hex away from Oleg's and could have had a TPK without several autohits and a couple good rolls by Sugua, it feels charging off to the south is a bit premature.

I mean, if that's what everyone really wants to try, I will bow to the majority. But it seems a tad foolish in light of what just happened.

:-/


Male Half Orc Slayer 4 | HP 40/40 | AC 17 T 11 FF 16 | Fort +9 Ref +7 Will +4 | CMD 19 | Init +1 | Perception +8

Well remember they dont want to admit Sugua is anything with him around and at this point have pretty much made him stop caring so there is an obvious reason he is staying back. He is letting them make the decisions, because at this point he is just letting the situation teach instead. They downplayed his words even if he was rude.. because he has to constantly remind them. But his Cha is low, after a Death he assumed people would have realized that things would have gone much differently in every combat. Vlad sort of said something but he is still arrogant as is his character. Angor likes to talk in defiance a few times, but both times in combat has almost been killed after hearing Sugua take a similar shot and not fall. Tomas witness it with his own eyes and then called Sugua small minded.


Male Aasimar Sorcerer (Celestial:Empyreal) 4 | HP 22/22 | AC 16 T 12 FF 14 | Fort +3 Ref +3 Will +8 | CMD 13 | Init +2 | Perception +13

i red what thomas said as calling you rude, while he is litterally calling you dumb he ment you dont seem to be acting in spirit of working with the party but bossing it around and forwarding yourself and not the group

but maybe thats just how i read that


Male Half Orc Slayer 4 | HP 40/40 | AC 17 T 11 FF 16 | Fort +9 Ref +7 Will +4 | CMD 19 | Init +1 | Perception +8

He said small mind when it came to word, misconstruing what Sugua said which in turn made him goes from jaded to upset.

He called Sugua rude afterward.

And the bossing around would be incorrect, as That doesnt work when people A) Don't Listen and B) You arent actively making them.

He is saying that NOW Sugua didnt seem to work with them, which is correct, because IC they have proven themselves as such.

It doesnt help that currently the party is just discussing what Sugua already said a while ago but they want to hear with nicer words... ad eithe havent realized it or are being purposely evasive.. Kinda like how Angor was when he left.


Male Half-Orc Inquisitor 4; Init. +4; HP 29/31; AC 18 T 11 FF 17; F+6/R+2/W+7; Perc +11

So it's stated clearly, Khargol is presently advocating a slow, methodical move to get the ground directly around the fort mapped, then move away from the fort towards the rumored location of the kobolds. Not making a beeline, but being sure they've covered all necessary ground between the origin and the destination.


M Half-Orc Skald 2 Ini +2; HP 0/17; AC 17 T 12 FF15; Fort+4 Ref +5 Will+4; Perc +4

How big is a hex and how long does it take to map one?

Does exploring one even gaurentee safety?

Are we going to have to grind nearby before we can safely travel?

I know this is a long AP this ridiculous.

The bear got lucky and the Shambling Mound was way above our CR. Another really unlucky roll on the Random Encounter table I am assuming.


Male Half Orc Slayer 4 | HP 40/40 | AC 17 T 11 FF 16 | Fort +9 Ref +7 Will +4 | CMD 19 | Init +1 | Perception +8

Days, they are 12 miles long and it depend on the terrain. A Plain take 2 days at 20ft for example.


Male Half Orc Slayer 4 | HP 40/40 | AC 17 T 11 FF 16 | Fort +9 Ref +7 Will +4 | CMD 19 | Init +1 | Perception +8

You have to full explore every hex to even progress the story. Which makes sense, there cant be a kingdom if EVERYWHERE you go you have your people getting Bear'd to death. Exploration reduces things to manageable levels. Basically its like.. well... how Sugua said. You can try and travel around but risk getting killed by alot, and funnily enough at least h Bear and mound are monsters rather than thinking living enemies with weapons. We would be far more screwed if the Encounter were say 3 of those Bandits with Longbows instead.


Male Half-Orc Inquisitor 4; Init. +4; HP 29/31; AC 18 T 11 FF 17; F+6/R+2/W+7; Perc +11

How long would it take to explore a hex if we were all 30 ft speed instead of 20?


It depends on the terrain.

20 ft => plains 2 days, forest or hills 3 days, mountain or swamp 4 days

30 ft => plains 1 day, forest or hills 2 days, mountain or swamp 3 days


Init +3 | HP 27/27 | AC 16 T 13 FF 13 | Fort +0 Ref +4 Will +5 [-2 Ref (trap/hazard)] | Perc +9 (LowL) -2 Perc (Surprise) | Spells: 1st 7/7, 2nd 2/5 | Time Flkr 4/5| wand CLW CL1 37/50

If we can get a few more horses, a wagon/cart, or even some pack animals, a lot of people's speeds could be significantly improved.


Male Half-Orc Inquisitor 4; Init. +4; HP 29/31; AC 18 T 11 FF 17; F+6/R+2/W+7; Perc +11

A lot of us already have horses I think; the problem is making sure those horses won't spook and bolt when we get into a combat situation. I know Khargol, Durielle, and Angor have horses. Do any of the other party members?

Regardless, until we Khargol is certain his horse won't run off at the first sign of danger, he isn't going to be bringing it with him.


Vladimir does as well. Combat trained even.


Male Human Ranger (Urban) 2 | HP: 22 | AC: 17, T: 13, FF: 14 | Fort: +5, Ref: +7, Will: +2 | CMB:+3, CMD: 17 | Init: +4

Tomas does not have a horse...


Init +3 | HP 27/27 | AC 16 T 13 FF 13 | Fort +0 Ref +4 Will +5 [-2 Ref (trap/hazard)] | Perc +9 (LowL) -2 Perc (Surprise) | Spells: 1st 7/7, 2nd 2/5 | Time Flkr 4/5| wand CLW CL1 37/50

Most domestic animals don't "insta-spook." Having spent plenty of time around dogs and horses myself, generally they get skittish when something smells off. My main thought is that if a predator that is large enough and dangerous enough that the horses would want to run away, it may not be a bad idea to take them up on their instincts instead of fighting them on it.

The desire for "metagame XP" isn't truly roleplaying when really most explorers would only dig in and fight 9ft tall vegetative monsters when ambushed as we were. If we can see it coming...why wouldn't we retreat?

I mean, if I was in the Amazonian jungle with a Kevlar vest and a powerful rifle, just because I saw a panther in the trees looking at me doesn't mean I would just start blasting away. I feel like that concept gets lost as everyone "assumes" the encounters presented are meant to be "overcome" when really Kingmaker is even designed to present encounters above the expected CR under the idea that it's true wilderness and behaving accordingly is more desired than dungeon-crawl-kill-everything-that-isn't-immediately-friendly mindset.

I understand if that doesn't change anyone's minds about mounts, but I figured I would throw my two cents in since half of the argument seems to be about min/maxing/metagaming the mechanical pros/cons mounts have rather than what a person/people would actually be thinking about in the scenario we find ourselves.

I'm not a fan of metagaming at all, and I feel that while admitting things out of character and even talking about it is perfectly fine, once it enters the actual gamespace it just takes the magic out of it and the RP just becomes IC number crunching.


Sorry for the lack of updates today guys I had a really rough day, we should be back to normal tomorrow.

-Posted with Wayfinder


Male Human Cleric (Crusader) of Iomedae 13 | 97/97 HP | AC 29 T 13 FF 28 | Fort +10 Ref +5 Will +14 | Init +1 | Perception +18 | Channel Energy 5/5 | Touch of Glory 8/8 | Aura of Heroism 11/11 rounds | Cohort |

I don't feel like our characters need to be in a particular hurry. Aside from the issue of dealing with the bandits and their leaders, we don't have a timetable -- at the moment, it's not like the world will end in 21 days and we must explore terrain as efficiently as possible. As a party of 1st-level characters our resources will be limited anyway, so we should just enjoy role-playing our various points of view and character interactions, make good (or sometimes bad) decisions, and try to move the story forward in an entertaining way.

As the player of one of the resident high Wisdom characters, I'd recommend that we get the hex between Oleg's and Bokken's, then explore Bokken's hex, then if we decide to head toward kobold territory we do so in a thorough and methodical fashion. Explore as we go, backtrack to Oleg's when we need more food, continue until we have a detailed map from Oleg's to our destination.

This early in our adventures, taking extra days to explore just costs us some food and means we have more chances for wilderness encounters. Since we are going to have encounters over the course of the adventure anyway, we might as well have a few early encounters and work on our group dynamics. If we survive our early encounters there's the possibility of maybe even gaining a level before we start to tackle the heavy-duty stuff.

Eventually if we are successful we might find a way to earn some money (bandit treasure, lost ruins, the usual suspects) and then we can talk about potentially prioritizing horses for the team as a whole and thereby improving our range and exploration speed.

In the meantime we have a lot of characters with diverse viewpoints and plenty of party interactions to explore while we chart the wilds.


Init +3 | HP 27/27 | AC 16 T 13 FF 13 | Fort +0 Ref +4 Will +5 [-2 Ref (trap/hazard)] | Perc +9 (LowL) -2 Perc (Surprise) | Spells: 1st 7/7, 2nd 2/5 | Time Flkr 4/5| wand CLW CL1 37/50

Your comments are certainly well reasoned Donovan, and by the tone of at least part of it, I believe I see where I may have erred.

I was in no way trying to force horses on everyone. I was merely making a comment about having horses, wagons, carts, and/or pack animals would give us the ability to increase speed as people would not have to be carrying their own equipment for camp and any treasure we have to haul away. Merely an observation. :-)

And on the expense note, donkeys/mules are pretty cheap for what they could add, and RAW don't spook in combat...


Male Human Cleric (Crusader) of Iomedae 13 | 97/97 HP | AC 29 T 13 FF 28 | Fort +10 Ref +5 Will +14 | Init +1 | Perception +18 | Channel Energy 5/5 | Touch of Glory 8/8 | Aura of Heroism 11/11 rounds | Cohort |

I don't feel that you erred at all -- I'm merely pointing out that when you're down to your last gold piece, purchasing a horse or even a donkey is just out of the question until you can make some money somehow. :)

I'm stuck at speed 20 because of my medium armor unless I get a mount that I can ride, anyway. Pack animals will probably become an important thing as our expeditions go further abroad and we wind up spending weeks at a time in the wilderness -- we probably shouldn't rely on Survival skill alone.


Male Half-Orc Inquisitor 4; Init. +4; HP 29/31; AC 18 T 11 FF 17; F+6/R+2/W+7; Perc +11

Khargol is at speed 20 as well, but he isn't going to bother bringing his horse along if there are speed-20 people without one. It's extra baggage that isn't necessary and could potentially cause more problems than it solves. Even if pack animals aren't very expensive, we still don't all have one right now.


Male Aasimar Sorcerer (Celestial:Empyreal) 4 | HP 22/22 | AC 16 T 12 FF 14 | Fort +3 Ref +3 Will +8 | CMD 13 | Init +2 | Perception +13

lol nice shot thomas, i was gunna scream at him but it seems you dropped hime first, that magic missile specialty is a build ill need to try at some point, seesm pretty good for low level


Male Half Orc Slayer 4 | HP 40/40 | AC 17 T 11 FF 16 | Fort +9 Ref +7 Will +4 | CMD 19 | Init +1 | Perception +8

Tis a blaster build.

Also on this whole talk of horses. A Horse, while useful spooks to MANY a thing, I have ALSO been around them on my Grandma's farm. Smaller creatures can set them off not to mention larger ones.

A Pack of Wolves, might not be all that threatening to us but can send a horse running, as well as an arrow in its flank.

More often than not unless the rider is skilled this may cause them to fall off and get trampled or any number of mishaps. Then include the situation of your horse being killed, all that money has been wasted. None of this is Metagame, Animals that are not wild and not trained to deal with what is out in the wild WILL become a liability one way or the other.

Which is why often, if you wish to use a mount properly it mus be trained, you must be skilled and more often than not to survive the wilderness, it will tend to be an AC or Mount class feature. Eventually to wear armor. When i mean use a mount, I mean the rider invests in Handle Animal, Mounted Combat, Ride, Acrobatics, A proper saddle; the works. You can expect to use animals/other implements and be mediocre at it.


Male Human Cleric (Crusader) of Iomedae 13 | 97/97 HP | AC 29 T 13 FF 28 | Fort +10 Ref +5 Will +14 | Init +1 | Perception +18 | Channel Energy 5/5 | Touch of Glory 8/8 | Aura of Heroism 11/11 rounds | Cohort |

That's kind of the whole point of combat training for horses. I do mounted archery as a hobby. Takes time to train a horse, but you can get a horse to be used to a lot. Hence the whole reason it's possible to train horses to be on battlefields with guns and cannons and similar loud noises and explosions and whatnot.

Basically at 1st level, exploration is going to be slow and we have to be cautious. Later when we can afford conveniences we can improve our exploration rate if we invest selectively.


Male Half-Orc Inquisitor 4; Init. +4; HP 29/31; AC 18 T 11 FF 17; F+6/R+2/W+7; Perc +11

If it makes you feel any better, Angor, I was playing in a human artificer in a Eberron game years ago that, at level 1, got dropped into negatives three consecutive rounds by kobolds with crossbows.


Male Half Orc Slayer 4 | HP 40/40 | AC 17 T 11 FF 16 | Fort +9 Ref +7 Will +4 | CMD 19 | Init +1 | Perception +8

Heck The GM already told you but in one game he killed a player.. 3 rounds in a row.. I had to keep bringing him back.. until I got fed up and killed the thing that was killing him..


Male Aasimar Sorcerer (Celestial:Empyreal) 4 | HP 22/22 | AC 16 T 12 FF 14 | Fort +3 Ref +3 Will +8 | CMD 13 | Init +2 | Perception +13

thanks Sugua, dealin with the things attacking the squishies, im not 100% about the turn order but am i safe to stand up now?


Male Half Orc Slayer 4 | HP 40/40 | AC 17 T 11 FF 16 | Fort +9 Ref +7 Will +4 | CMD 19 | Init +1 | Perception +8

Just Delay until you can, so yes.


Init +3 | HP 27/27 | AC 16 T 13 FF 13 | Fort +0 Ref +4 Will +5 [-2 Ref (trap/hazard)] | Perc +9 (LowL) -2 Perc (Surprise) | Spells: 1st 7/7, 2nd 2/5 | Time Flkr 4/5| wand CLW CL1 37/50

DM Tuyena, while I do not know if Durielle's Intimidate (demoralize) was successful, but just in case, that kobold should have -2 to its attack rolls which would prevent four of the damage Tomas received as the bite attack would have come in under his AC of 12. I realize that the kobold's reluctance in re-attacking Durielle may have just been RP, but if it did succeed, I felt I owe Tomas to bring it up since I basically put him in that spot. :-/


Male Half Orc Slayer 4 | HP 40/40 | AC 17 T 11 FF 16 | Fort +9 Ref +7 Will +4 | CMD 19 | Init +1 | Perception +8

I think he included it in the rolls because Tomas's AC was 12. If you notice every roll was 12 or higher but he only took 10 damage. the 12 became 10 and the 14's became 12's. Same with Vlad, only the 20 hit. And considering this is on wayfinder he probably thought it easier to Copypasta alot of them then to change the modifiers... and then add the modifiers in afterward.


Init +3 | HP 27/27 | AC 16 T 13 FF 13 | Fort +0 Ref +4 Will +5 [-2 Ref (trap/hazard)] | Perc +9 (LowL) -2 Perc (Surprise) | Spells: 1st 7/7, 2nd 2/5 | Time Flkr 4/5| wand CLW CL1 37/50

Ah, you're right. Sorry, Tomas!


Male Human Ranger (Urban) 2 | HP: 22 | AC: 17, T: 13, FF: 14 | Fort: +5, Ref: +7, Will: +2 | CMB:+3, CMD: 17 | Init: +4

No worries...if I had not been at work I would have cast Mage Armor while we were talking to the kobolds, but stuff like this happens and teaches us all to be more careful and thoughtful during encounters...and he is not dead yet!! lol


Male Half Orc Slayer 4 | HP 40/40 | AC 17 T 11 FF 16 | Fort +9 Ref +7 Will +4 | CMD 19 | Init +1 | Perception +8

I've noticed... these guys seem to actually run away from scary things... So far they avoided Sugua.. and now completely avoided Durielle. Hrmmm.


Male Half Orc Slayer 4 | HP 40/40 | AC 17 T 11 FF 16 | Fort +9 Ref +7 Will +4 | CMD 19 | Init +1 | Perception +8
Tomas von Achiel wrote:
No worries...if I had not been at work I would have cast Mage Armor while we were talking to the kobolds, but stuff like this happens and teaches us all to be more careful and thoughtful during encounters...and he is not dead yet!! lol

This is actually... how Sugua pretty much teaches, if you dont listen to him. And like he says.. Still Alive!


Male Aasimar Sorcerer (Celestial:Empyreal) 4 | HP 22/22 | AC 16 T 12 FF 14 | Fort +3 Ref +3 Will +8 | CMD 13 | Init +2 | Perception +13

7x small longbows 32.5g x 7 = 262.5g
7x small short swords 5g x 7 = 35g
4x small spears 0.5g x 4 = 2g
a small quarterstaff 0g
11x small hide leather armor 7.5g x 11 = 82.5g
17x small javelins 0.5g x 17 = 8.5g

total gold er person from this loot pile is 48.8125, that number isnt an even number of coins so ill leave it to the gm to tell us how to round, one copper either way dont really matter


M Half-Orc Skald 2 Ini +2; HP 0/17; AC 17 T 12 FF15; Fort+4 Ref +5 Will+4; Perc +4

Can I take one of the small longbows as a shortbow?


Male Aasimar Sorcerer (Celestial:Empyreal) 4 | HP 22/22 | AC 16 T 12 FF 14 | Fort +3 Ref +3 Will +8 | CMD 13 | Init +2 | Perception +13

we sill have a pile of short bows from the first fight, unless we actually found a way to sell them off i assume that loot is stashed away in oleg's place


M Half-Orc Skald 2 Ini +2; HP 0/17; AC 17 T 12 FF15; Fort+4 Ref +5 Will+4; Perc +4

I didn't know if that was still available from the first fight. I will just subtract the cost of a shortbow and arrows and add them.


Male Half Orc Slayer 4 | HP 40/40 | AC 17 T 11 FF 16 | Fort +9 Ref +7 Will +4 | CMD 19 | Init +1 | Perception +8

And if you tried that latter it would be constantly at a penalty anyway.. a Small Longbow isnt a Shortbow as far as use.


Male Half-Orc Inquisitor 4; Init. +4; HP 29/31; AC 18 T 11 FF 17; F+6/R+2/W+7; Perc +11

Level-Up Summary: +1 Inquisitor

HP: +7 (Total: 17)

Favored Class Bonus: +1/2 Intimidate/Identify Creature's Weakness

New spells: Create Water, Magic Weapon

New class abilities: Cunning Initiative (+WIS to Init), Detect Alignment at Will, Track +1


Male Aasimar Sorcerer (Celestial:Empyreal) 4 | HP 22/22 | AC 16 T 12 FF 14 | Fort +3 Ref +3 Will +8 | CMD 13 | Init +2 | Perception +13

i took message as my new level 0 spell, for the magical day i get wings so i can scout from the air and actually talk to people on the ground, that and there arnt alot of interesting level 0 spells


Male Half-Orc Inquisitor 4; Init. +4; HP 29/31; AC 18 T 11 FF 17; F+6/R+2/W+7; Perc +11

I chose Create Water as my new spell...just seems like a spell that magically conjures water out of thin air would be immensely useful in an exploration setting like this.


Init +3 | HP 27/27 | AC 16 T 13 FF 13 | Fort +0 Ref +4 Will +5 [-2 Ref (trap/hazard)] | Perc +9 (LowL) -2 Perc (Surprise) | Spells: 1st 7/7, 2nd 2/5 | Time Flkr 4/5| wand CLW CL1 37/50

I have that one for the same reason! Will be leveling up when I get home.


Init +3 | HP 27/27 | AC 16 T 13 FF 13 | Fort +0 Ref +4 Will +5 [-2 Ref (trap/hazard)] | Perc +9 (LowL) -2 Perc (Surprise) | Spells: 1st 7/7, 2nd 2/5 | Time Flkr 4/5| wand CLW CL1 37/50

Level-Up Summary: +1 Oracle

HP: +5 (Total: 12)

Favored Class Bonus: +1 Hit Point

New spells: Mending, Memory Lapse

New class abilities: None

Thanks for the template. Khargol!

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