Kingmaker Campaign - DM_Kudos

Game Master Kudos

Kingmaker Campaign


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Got Khargol and Udoeak moved.


growl growl bark U8 bark guarding

and Goat is hidden under E4


Male Elf Shadowcaster 4

Anwel has to begin under the cart for one of his spells to work. So put me at Q12.

As for spell preparation, today I will prepare:

1st - Color Spray (DC 17), Color Spray (DC 17), Mage Armor (shadow spell), Shield, Vanish
0th - Ghost Sound (DC 16), Haunted Fey Aspect, Mage Hand


Updated


Dwarf HP 11/11; AC 16/11ff/15t; Fort +4, Ref +4, Will +5 Init +4; Per+7/9stone CMD=17(21) Monk (Zen Archer) Perfect Strike 1/1

Bimbur's position is perfect. Ready on the wall.


HP 10/10||AC 18/13/15||Init +4||Perc. +6||Ref +4||Fort +2||WIll +1 Human Fighter 1

Please move Richard one square to the west, to U18.

Udoeak, the signal will be a dropped stone, since you're right there.

In preparation, I'd like to attach my grappling hook and rope to the wall, so that the rope dangles to where Udoeak is standing now. Please ignore this if there is a ladder within reasonable distance.

Ready to begin :)


HP 8/8; AC 13/13/11; Fort +2, Ref +2, Will +2 Init +2; Percep +3
Dog the dog wrote:

growl growl bark U8 bark guarding

and Goat is hidden under E4

Technically I think my "dumb" dog wanted to be beneath the ladder ... but he's around there.


I do have a question that I would like everyone's opinion on ...

When it comes to my dice rolls (for attacks, skill checks, etc) I would prefer to do these at my desk, as in-private, rather than posting them to some spoiler blurb for prying eyes to see.

But!

I want to know what you guys prefer. If you'd like, I would be more than happy to make my dice rolls pseudo-public for whatever reason you may want. I can certainly understand if you wish to keep things open for all because of bad run ins with DMs before. This game is for the benefit and enjoyment of all so I'm willing to go with the group consensus.

The only reason I prefer to keep them private is because if things go a little south (as in people start to drop) I tend to fudge dice rolls to keep people alive. Please understand that this has never gone the other way; I have never intentionally tried to kill people either.


HP 8/8; AC 13/13/11; Fort +2, Ref +2, Will +2 Init +2; Percep +3

Kudos, I'm totally fine with you keeping your dice rolls private. In my tabletop games both I (when I GM) and our other GM both do 99% of our rolls privately.


17/17HP; AC17/13/14; Fort +4 Ref +6 Will +0; Init+3; Perception +7

I'm fine with whatever you'd like to do, Kudos.


HP 10/10||AC 18/13/15||Init +4||Perc. +6||Ref +4||Fort +2||WIll +1 Human Fighter 1

Feel free to peek at my character for any secret rolls you need to make, like perception and stealth or anything else.
No problems here with you wanting to roll on your desk, I would likely be doing exactly that if I ever DM'd a campaign here on the boards.....
On that note, now I kinda wanna run a game...


HP 10/10; AC 17/10/17; Fort +2, Ref +0, Will +4; Init +0; Perception +2

I'd rather Jeremiah be between the buildings at T18, as the narrow line of sight means he will be much more able to hide until the trap is ready to be sprung.

On the other topic, I am okay with you rolling in private. I trust you'll be fair about it (and if you aren't, what do I care? We still get a fun story).


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

Ugh. Khargol no care if DM make private rolls. Is fine with Khargol. Ugh.


Male Elf Shadowcaster 4

Eh, they're just dice rolls. No reason to hide them, but also no reason to want to see them. Do what you want.


17/17HP; AC17/13/14; Fort +4 Ref +6 Will +0; Init+3; Perception +7

Hmm... If Jeremiah will be there..... Is the stable completely closed off? What I'm asking is, if I were to try to hide there, would my feet/head show? That may be a better place for me. If the answer to my question is no, then please move me to L9.


Dwarf HP 11/11; AC 16/11ff/15t; Fort +4, Ref +4, Will +5 Init +4; Per+7/9stone CMD=17(21) Monk (Zen Archer) Perfect Strike 1/1

Sometimes it is better not to see the sausage made.

Anwel, love the character concept. I have toyed with the shadowcaster and never done it. I look forward to seeing how you do it.


Male Elf Shadowcaster 4

I do too. TBH, I was ecstatic when Paizo came out with the Shadowcaster archetype for wizards, Darkness domain for clerics, and Shadow Bloodline for sorcerers. Don't really know why. I've just really liked darkness/shadow themed characters for a long time, and was never really happy with the way WotC supported (or didn't support) the concept.

Mechanically, Anwel's build isn't going to end up looking terribly interesting. He's a fairly typical wizard buffing his DCs as high as he possibly can (well, as high as I know how to get them without cheesing). I'm trying to get the interesting stuff into the way I play him, and hoping some of the past I've written for him will come back to bite him. But it's early yet. For now, let's kill some bandits.


17/17HP; AC17/13/14; Fort +4 Ref +6 Will +0; Init+3; Perception +7

DM, short PM inbound.


HP 8/8; AC 13/13/11; Fort +2, Ref +2, Will +2 Init +2; Percep +3

No time like the present to start a fight, huh? Let's do this!


17/17HP; AC17/13/14; Fort +4 Ref +6 Will +0; Init+3; Perception +7

Sleep time now, I'll post again when I get up later.


Would it be possible for everyone to post their char's vitals next to their name like Garth? That makes my life a little easier when calculating damage and hits.


HP 8/8; AC 13/13/11; Fort +2, Ref +2, Will +2 Init +2; Percep +3
Bimbur Longstrike wrote:
Bimbur raises to shooting position and knocks and draws an arrow in one fluid motion ...

Left Side Palisade FTW! Come on Khargol, get it on the fun from this side!


Dwarf HP 11/11; AC 16/11ff/15t; Fort +4, Ref +4, Will +5 Init +4; Per+7/9stone CMD=17(21) Monk (Zen Archer) Perfect Strike 1/1

Roger, posting to see if this takes (stats by name)


Male Elf Shadowcaster 4

It did.


HP 10/10; AC 17/10/17; Fort +2, Ref +0, Will +4; Init +0; Perception +2

Vitals posted.


17/17HP; AC17/13/14; Fort +4 Ref +6 Will +0; Init+3; Perception +7

As are mine.


Dwarf HP 11/11; AC 16/11ff/15t; Fort +4, Ref +4, Will +5 Init +4; Per+7/9stone CMD=17(21) Monk (Zen Archer) Perfect Strike 1/1

I missed a +1 to hit for point-blank shot if he is within 30', but I think I probably missed still.

By the way, knocking over a bucket, classic and hilarious, I love it.


Just in case people were wondering..

If you want to know how much damage is on an NPC, you need to keep track of the actual numerical value. I won't give that information up.

Now, if you ask "How does So'n'So look?" I will be happy to provide a description of how healthy they look.

Also, when it comes to looking at a battlemap I use a simple visual system to know how badly injured an individual is. Looking at this you can see the 5 states an NPC can be in.

From top to bottom...

1. No damage at all -> Barely Hurt
2. Light Damage
3. Medium Damage
4. Heavy Damage -> Near Death
5. Dead as a doornail

Hope this helps


Male Elf Shadowcaster 4
DM_Kudos wrote:
According to spell description, and I could be wrong but probably not, they are all unconscious, stunned, and blinded for 2d4 rounds.

This is correct. They're also blinded and stunned for an additional 1d4 ⇒ 2 rounds, and then stunned for an additional 1 round. It's a beautiful spell.


17/17HP; AC17/13/14; Fort +4 Ref +6 Will +0; Init+3; Perception +7

It's a very powerful low-level spell indeed. Often an encounter-killer, in the hands of PCs or NPCs.


Male Elf Shadowcaster 4
Udoeak Duskwalker wrote:
It's a very powerful low-level spell indeed. Often an encounter-killer, in the hands of PCs or NPCs.

Well, yeah, there's that. But I meant beautiful literally. Done the usual way, it looks like the aurora. The way I do it, it's less brilliant, but still, judging by the bandits' reactions, captivating.


17/17HP; AC17/13/14; Fort +4 Ref +6 Will +0; Init+3; Perception +7

I see. That works too.


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'm seriously considering doing a one-dip into Rogue and taking the Thug archetype to get the Frightening ability. I was already planning on going the route of Weapon Focus --> Dazzling Display for the area-effect demoralize. The Frightening ability would make the shaken effect that much more potent. I'm posting the entry from the PRD here for ease of reference:

Frightening:
Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round. This ability replaces trapfinding.


HP 10/10; AC 17/10/17; Fort +2, Ref +0, Will +4; Init +0; Perception +2

Seems like a cool route, Khargol. Though I've often seen Dazzling Display builds, I've never played with one. I like it because it's a perfectly reasonable way to give the martials something more than "hit it with a stick".


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

While I expected them to be pretty popular, given the potential of the combo, I've never really done any particular research on a build using it. I appreciate the input, Jeremiah! I agree that it's an excellent way to give me something to do in a fight besides run around and hit things.


17/17HP; AC17/13/14; Fort +4 Ref +6 Will +0; Init+3; Perception +7

Intimidating mid-combat is a lot of fun. Togg, a paladin I used for a one-shot (actually within our KM game IRL) had intimidate out the wazoo, and could use it like there's no tomorrow. I can't remember the feats he had, but he did a damn fine job of intimidating.


HP 8/8; AC 13/13/11; Fort +2, Ref +2, Will +2 Init +2; Percep +3

That Escalated Quickly

I looked in this morning ready to take my move and there's a bunch of gameplay with everyone already out of combat. Time to catch up!


Love that scene Garth! Yeah it went down quicker than I thought...

I'll adjust "better" in the future.


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 don't mind, myself; based on what I remember from reading the AP, it seemed like you were supposed to feel like it was a really fast fight, especially if you prepared a suitable ambush...which it seems like we did with gusto.


My party is so bad your initiative roll has to be 12 or you don't act!


HP 8/8; AC 13/13/11; Fort +2, Ref +2, Will +2 Init +2; Percep +3

Green cop, Gnome cop.


Male Elf Shadowcaster 4
Khargol Uzgurn wrote:
I don't mind, myself; based on what I remember from reading the AP, it seemed like you were supposed to feel like it was a really fast fight, especially if you prepared a suitable ambush...which it seems like we did with gusto.

I dunno about fast. From what I remember the bandits are supposed to be able to break and run if some conditions are met. They also had horses, not that it matters since Kudos is departing from the text in several respects.

Speaking of which, Kudos, did you decide whether we level by XP or by fiat?


Male Half-Orc Inquisitor 4; Init. +4; HP 29/31; AC 18 T 11 FF 17; F+6/R+2/W+7; Perc +11
Garth the Gnome wrote:
Green cop, Gnome cop.

Seems like Khargol is kinda playing switch hitter right now. "Raar! Big scary threatening half-orc!!"...."But don't worry, we'll make you a deal..."


Couple things...

First, I am trying to vary from the text, when possible, to make sure people aren't playing the exact same thing. This whole group started because people were mid campaign and then it stopped. That being said, I don't want any hard feelings if I stray a little too far, so let me know if things are getting too far off track for some.

Second, I've always done the leveling when it is appropiate but I think for the purposes of this, I'll try the XP route. Thank you for reminding me on that. I will tally up the Xp for this fight (possibly with a little fudge) when I get home tonight.


17/17HP; AC17/13/14; Fort +4 Ref +6 Will +0; Init+3; Perception +7

I'm fine with the deviations.

Also fine with XP.


HP 10/10; AC 17/10/17; Fort +2, Ref +0, Will +4; Init +0; Perception +2

As long as "straying from the text" doesn't become level 2 beholder fights, I'm perfectly fine with it. :P

Seriously though, do what you want. I'd prefer it when the DM personalizes the AP and tailors it to his/her own needs.


HP 8/8; AC 13/13/11; Fort +2, Ref +2, Will +2 Init +2; Percep +3

As I might be playing a tabletop version of Kingmaker a few months from now, I'm all for whatever variation comes our way!! The less variations get mentioned the less people are going to think someone knows what's coming.


Probably the best way to say which direction you would like to travel would be to say one of the following directions...

N, NE, SE, S, SW, NW

... or use those to make discussing the direction you would like to travel a tad easier.

And please pardon my amateur photoshopping. I'm an engineer, not a graphic artist. Heh


Dwarf HP 11/11; AC 16/11ff/15t; Fort +4, Ref +4, Will +5 Init +4; Per+7/9stone CMD=17(21) Monk (Zen Archer) Perfect Strike 1/1

Sw is the direction the bandits came from, so we explore that first?


That is correct Bimbur

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