Kingmaker AP - War of the Red River!
(Inactive)
Game Master
Haldhin
Running the Kingmaker Adventure Path - Part 2
(Shared Resources Link)
Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)
Yeah Arumil isn't spotless etheir on enemies both personal and political. Granted his personal enemy is not nearly as set in stone nor is he aware of her. But I know she can be a nightmare, in combat or behind the scenes. xP
So your not alone Bridgette, I expect everyone to get crossfire from each others past at some point. ;)
Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)
Do I need to roll to know about the fey in detail or mod is high enough?
You're good, Perlivash is a faerie dragon and Tyg is a grig. Feel free to read the entries. I'll post pictures of them in the shared folder soon.
Only addition I would make is both are part of the Fey Summer Court. Doesn't really matter now, just something to remember. If anything, it just means they're typically more social than fey of the Winter Court.
Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)
How much time have we taken up so far after returning to the barons location?
Half an hour, give or take.
Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)
I mean sense we left the post?
You left the post Sunday, and its now Oathday (Thursday) morning. So early in the fifth day.
Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)
In that case I vote to return to the post before hitting the temple.
V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength
Wouldn't be a bad idea to check back in and resupply. How long would it take to go back?
You are two days away from Oleg's Trading Post.
Male (Oni-Spawn) Tiefling Inquisitor 3
If everybody else is down with it, I'm okay with returning to resupply and drop off the traps.
I mean, the Temple PROBABLY isn't going anywhere. Probably.
Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)
That means we would be around the week mark. Which I think is fine, the temple is not going anywhere after all.
V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength
And bad things seem to happen while we're away.
That's three, anybody else good with returning to Oleg's?
Female Bard 4 {HP 30/30; AC 17, T 13, FF 14; F+2 R+7 W+5/+6 vs. fey; Init+3 Perc+8} {Effects: none}
I'm good with going back to Oleg's.
HP: 40/40 AC: 17:13:14 Saves:6:5:5 Init: 2, Dip+11 Per: +11 SenMot +9
I think that is over 50% of the vote right there,
so I guess we're going back
Male Human Cleric 7 (HP 42/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}
Yup. I chimed in too late on this.
Posting a few quick notes while rocking the baby back to sleep. :)
I've figured out how I want to handle the hex map going forward, so I'll have a new one posted today or tomorrow. Apologies for the delay, I just wasn't happy with the software I was using since it took so long to update and repost when you explored a new area.
Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)
Sense I did not know we could post actions until init. Here is Arumil's, draw and load crossbow while taking a 5 ft. step back. Just so I dont hold everyone back. ;)
Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)
In case anyone is wondering that bear is 120 ft. away from Arumil. At the very edge of his magic missile range which is no joke mind you. >.<
V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength
Is there a decent sized tree near Raxus? The chain on the end of the trap has an anchor spike on it. If possible, I'd like to spike the trap to a tree.
HP: 40/40 AC: 17:13:14 Saves:6:5:5 Init: 2, Dip+11 Per: +11 SenMot +9
Or you could try to up root a tree and use it as a large club.
V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength
Well yeah, but that doesn't help me keep the bear away from us. :)
HP: 40/40 AC: 17:13:14 Saves:6:5:5 Init: 2, Dip+11 Per: +11 SenMot +9
If it's a large tree I think it'll count as a gargantuan greatclub and quickly whack it dead.
V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength
Isn't there a -2 penalty per size category larger than you a weapon is?
I admit I'm very unfamiliar with these rules.
Male (Oni-Spawn) Tiefling Inquisitor 3
The tree would be too big for you to use as any sort of weapon, pretty much regardless. Each size increase boosts the "handed-ness" of the weapon by one step, and since a tree is likely considered a two-handed weapon even when it's smaller than you are, any bigger and you wouldn't be able to swing the damn thing at all!
V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength
I could grow an extra hand!
No tree around since the description I'm reading, and the map, both indicate a distinct "clearing" around the pool of water.
That said, Raxus, you're pretty sure the trap wouldn't be able to stop the bear from moving even if it was anchored to a tree. The bear is just too big. The best you can expect is that its movement will be impaired if the trap hits it.
V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength
Hmm. What if I were to anchor the two traps together? I could run one chain through the D ring on the other trap and put the spike through a link to anchor it.
Then, if it hit both traps, moving one would pull the other, probably making running very uncomfortable.
Possible? Enough time?
If you want to try, I'll allow it if you get a really good Craft check. But it's going to be tough, the issue is you have a very limited amount of time to get everything done.
Sorry for the delay, I was sick all day yesterday and have just now started feeling better. I'll have a combat update posted tonight.
HP: 40/40 AC: 17:13:14 Saves:6:5:5 Init: 2, Dip+11 Per: +11 SenMot +9
No problems, we've all had days like that.
V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength
Glad you're doing better now.
Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)
No worries, hard to type when your coughing up a lung or sneezing mucus arrows. xP
Male (Oni-Spawn) Tiefling Inquisitor 3
Indeed. Hope you're feeling better, boss.
Male Human Cleric 7 (HP 42/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}
I'll join the Chorus. Get well at your own pace. I hope it's soon, but no worries on our side :)
Female Bard 4 {HP 30/30; AC 17, T 13, FF 14; F+2 R+7 W+5/+6 vs. fey; Init+3 Perc+8} {Effects: none}
Another well-wisher hoping you get better soon, DM Haldhin. And hoping that the rest of your family is well, too!
Male Human Cleric 7 (HP 42/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}
And the crossbow curse continues *bangs head against wall*
HP: 40/40 AC: 17:13:14 Saves:6:5:5 Init: 2, Dip+11 Per: +11 SenMot +9
Could have been worse,
it could of been a natural 1
and had shoot a team-mate where it hurts.
HP: 40/40 AC: 17:13:14 Saves:6:5:5 Init: 2, Dip+11 Per: +11 SenMot +9
I recall a thread where a player was going to use nothing but bear traps as a weapon, and he even wanted one mounted on his shield.
V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength
Yeah, that's still in the works. :)
That character is probably going to be picked up in a new game. I pitched the idea of masked vigilantes early in the recruitment. Just about everyone jumped on board. The GM is unexpectedly dealing with a Golarion Justice League.
(It's more like a punch dagger than a shield though)
V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength
It seemed to me like the bear-man did belong there. He was wearing a medallion and his corruption seemed to be the mirror/cause of the corruption of the temple.
My guess is that he was a druid/priest of some kind who had become cursed or deceased.
Burying him on the temple grounds seems right to me.
Male (Oni-Spawn) Tiefling Inquisitor 3
I just assumed that he may have carved that X into his holy symbol, and was cursed for it.
His very presence was tainting the area, so I get the feeling that Erastil would be content if we buried him on the outskirts of the area.
V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength
Hmm. Turncoat druid cursed by his god? Yeah, could be. Hadn't thought of that.
Male (Oni-Spawn) Tiefling Inquisitor 3
It's entirely possible I'm wrong, though, but I can't see the harm in burying him on the outskirts.
V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength
Fair enough. Raxus doesn't have an opinion either way. He doesn't quite get religion or the gods in general.
Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)
The new map is kinda hard to read, or rather it does not show where we have not been. Sense I know some places not inside the shown terfs has been explored, at least it was before.
Here is my list. A bit long but I plan on getting those sooner or later.
I agree regarding the map. I tried to overlay a semi-transparent shadow, but it didn't really work out that well. I'll figure out some way to make the hexes you haven't visited yet more obvious.
I've got a solution for the spells. :)
I have uploaded a new Hex map in the shared folder. Sorry for the crude design, I'll have a better version up once my laptop is running again.
Hexes with a red "X" are unexplored. Everything below the line of red "X"s is also unexplored (the bottom half of the map).
You have traveled through hexes with a purple "e" but have not explored them.
Howl's lands are unexplored. Sootscale's lands are explored.
HP: 40/40 AC: 17:13:14 Saves:6:5:5 Init: 2, Dip+11 Per: +11 SenMot +9
So we could have an ant problem,
What should we do.
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