Kingmaker [PbP] (Inactive)

Game Master Jeff Przybylo


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Male Human Swashbuckler 5/ Shadowdancer 1[Hp: 41/46; AC: 23 Tch: 18 Flt: 17; Fort: +1 Ref: +9 Will: +2; Panche 4/5]

This is the Millennial Fulcrum! She ran the Pact Challenge in less than 12 parsecs!

In all seriousness, if anyone opens up a game on here, let me know! I'll definitely drop an application!


HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)
Vosil Comarenza wrote:
Hey, no problems - I'm currently setting Grasers to "Really? You couldn't come up with a better name than that?"

They didn't - those are real things. :)

https://en.wiktionary.org/wiki/graser

https://en.wiktionary.org/wiki/MASER


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:
Vosil Comarenza wrote:
Ha, sure - but have you landed the Spartans on Mars? Or introduced the Sumerians to the pointy end of nuclear power? Yeah, didn't think so :P

I suppose that is a bonus to the Civ games. I would probably like them a lot more if there were good real-world maps with real-world city naming and starting civs (Rhys' map for I think IV was the last one that really worked for me).

Vosil Comarenza wrote:
Anyway, currently designing starships (got my copy of Starfinder to download, eventually). Beep me when we leave Drift space get going again.

My subscription got messed up, just got it straightened out today. As a result, I don't have the book shipped yet, nor do I have access to the pdf until the book ships. Grrrr.

I'm glad the reviews are generally really positive, and I look forward to checking out the ruleset as soon as I'm able.

Gavriil wrote:

This is the Millennial Fulcrum! She ran the Pact Challenge in less than 12 parsecs!

In all seriousness, if anyone opens up a game on here, let me know! I'll definitely drop an application!

Gavriiiiiiiiiil in Spaaaaaaaaaaaaace...

I'd certainly cobble together a submission as well.


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary
Old Guy GM wrote:
The Scoundrel of the Pact Worlds...

The Scoundrel of the Diaspora

The Scoundrel of the Asteroid belt

So many possibilities...

Naralesh wrote:
Vosil Comarenza wrote:
Hey, no problems - I'm currently setting Grasers to "Really? You couldn't come up with a better name than that?"

They didn't - those are real things. :)

https://en.wiktionary.org/wiki/graser

https://en.wiktionary.org/wiki/MASER

Don't care - they're still rubbish names and they belong at the bottom of the rubbish ideas pile. I don't need verisimilitude in my sci-fi! I need inspiration, I need cool-sounding names, and "maser" just doesn't cut it. [/rant]

Talia, sorry to hear that - you're missing out :-)


As I read more of the Starfinder stuff, many ideas come to mind:

1) I'd probably run something short to start rather get tied up in the AP for now.
2) I always have the age-old question about waiting for new people to give them a shot at a PBP, or go with the folks I know and trust (and have a great time with). The lure of the new group is strong, but it generally doesn't work for me. And by new group I mean players who are completely new to PBP. They usually don't realize what they are getting into. The trusty group is one you KNOW you'll have fun with, and that equals 'easier' to GM.
3) Here's the big one, and I've been batting this around since I got my book - who'd want to try Starfinder in the Star Wars universe? Bear with me: races, classes, everything would be SF except the ships, the background, and some minor things I'm sure I haven't thought of yet. The Pact Worlds can easily be on the fringes beyond the Outer Rim, (mostly) undiscovered by the Rebellion or the Empire.

Thoughts? Interest?


HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)

I would 100% be interested in doing a Star Wars Starfinder. Solarians are absolutely Jedi, everything else fits beautifully. Mystics and Technomancers might even be able to fit, but I'm sure the game would work fine without either.

Any idea what time period it would be set in? I've had great fun roleplaying in The Old Republic MMO, but there's lots of fun eras to play in.


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

YES, absolutely!

I actually used the ship building rules to try making X-Wings, TIE fighters and B-Wings... it can be done.

Agree that Solarions are Jedi, without question. Mystics/Technomancers are Force sensitives.

Everything else ports across just fine

Sooooo looking forward to my playtest tomorrow - I'll update you with how it went


Male Human Swashbuckler 5/ Shadowdancer 1[Hp: 41/46; AC: 23 Tch: 18 Flt: 17; Fort: +1 Ref: +9 Will: +2; Panche 4/5]

I'd be down for that! I'm still working my way through the book slowly as well, but I've got a beginner's grasp of it so far.


HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)

I had less interest in being a Solarian in Starfinder Society, but I'd love to play a Jedi in Starwarsfinder. That's probably what I would be interested in playing as.


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:
Old Guy GM wrote:
1) I'd probably run something short to start rather get tied up in the AP for now.

What would you think of running? If you wanted to run book 1 of the Dead Suns game, I'd commit to running book 2. That would get us to mid-levels. I'd be willing to run book 1 instead of book 2 if you prefer and like the idea of playing and gming, but since my subscription got messed up, I won't get book 1 until they reprint it, so that may be awhile.

I'm running a homebrew on these boards that's over 2k posts, so I feel confident I could see one book of an AP through. However, my homebrew takes a fair amount of time and energy, so if I were to run something, I'd like it to be out of the box without much customization. I can probably realistically do 3-4 gameplay updates a week, when GMing.

Old Guy GM wrote:
3) Here's the big one, and I've been batting this around since I got my book - who'd want to try Starfinder in the Star Wars universe? Bear with me: races, classes, everything would be SF except the ships, the background, and some minor things I'm sure I haven't thought of yet. The Pact Worlds can easily be on the fringes beyond the Outer Rim, (mostly) undiscovered by the Rebellion or the Empire.

Sounds good to me. I don't know a ton about SW lore, but if it is largely a cosmetic change, I'm sure I can learn what is needed.


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:

Questions, since I don't have any of the rules at my disposal:

1) Could I make a PC that works in low orbit scavenging trash and detritus circling Absalom Station (or wherever), with the help of little droids and using a very short-range (probably one person) spacecraft? S/he'd have computer skills, mechanical skills, and empathy with droids. Sounds like a technomancer or mechanic could do the trick?

2) If you refluffed the magic as psionics, do the rules support a more Neuromancer/Bladerunner/Cyberpunk style game?


Male Human Swashbuckler 5/ Shadowdancer 1[Hp: 41/46; AC: 23 Tch: 18 Flt: 17; Fort: +1 Ref: +9 Will: +2; Panche 4/5]
Naralesh said wrote:
Any idea what time period it would be set in? I've had great fun roleplaying in The Old Republic MMO, but there's lots of fun eras to play in.

I've been eyeing the mechanic class to make a powersuit tech bounty hunter from SWTOR!

Talia Khavortorov said wrote:

Questions, since I don't have any of the rules at my disposal:

1) Could I make a PC that works in low orbit scavenging trash and detritus circling Absalom Station (or wherever), with the help of little droids and using a very short-range (probably one person) spacecraft? S/he'd have computer skills, mechanical skills, and empathy with droids. Sounds like a technomancer or mechanic could do the trick?

2) If you refluffed the magic as psionics, do the rules support a more Neuromancer/Bladerunner/Cyberpunk style game?

1) I haven't read through the Techromancer yet (I've been reading through rules and the classes that interest me first) But you could easily do something like that with the Mechanic. You can get either a drone or an exocortex (AI that plugs into your brain) that you get to build and rebuild and one of the class abilities that you can take lets you make little scouting drones for resolve points.

With the themes you can really give any class any kind of background. You can make an Envoy Outlaw or a Mystic Mercenary. The themes just add background stuff and little skill boosts.

2) The magic, from what I understand, is completely up to your imagination as to its source. So you could easily refluff it as psionics. There's actually an archetype in the book that lets you focus more on Psionic like abilities. I'm sure the rules could easily fit the Cyberpunk Genre. Especially with the focus on hacking that seems prevalent with a lot of the classes.


Too 'spacy' for Cyberpunk. That genre was mostly earth-bound except for the ultra-rich and their orbital platforms. The meat of the game (and I ran a Cyberpunk campaign in college) was still on god ol' Terra Firma. I'm sure you could play it for that feel, but Starfinder feels more Star Wars than Shadowrun. (Ran one of those too, maybe my favorite game setting of all time.)

Magic, psionics, what's the difference really?

Talia Khavortorv wrote:
I'm running a homebrew on these boards that's over 2k posts, so I feel confident I could see one book of an AP through. However, my homebrew takes a fair amount of time and energy, so if I were to run something, I'd like it to be out of the box without much customization. I can probably realistically do 3-4 gameplay updates a week, when GMing.

Homebrews will do that. I haven't run anything homebrew in fifteen years because of the time issue. Plus there's so much good stuff out there - far better than I could write - I felt there was no reason to try and make it up myself.

I have plenty of SW material to run from the FFG Star Wars game. That wouldn't be an issue. But man, I'd like to play in one too!


Male Human Swashbuckler 5/ Shadowdancer 1[Hp: 41/46; AC: 23 Tch: 18 Flt: 17; Fort: +1 Ref: +9 Will: +2; Panche 4/5]
Old Guy GM wrote:
I have plenty of SW material to run from the FFG Star Wars game. That wouldn't be an issue. But man, I'd like to play in one too!

Since we all are learning the new system, maybe we could set up a rotating GM game? Especially if we decide to make it more than a one-shot. I've had plenty of one-shots end up being actual campaigns.


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

I think Absalom station could very much support a cyberpunk/Shadowrun setting, but you'd miss out on the starship combats that way ("A new life awaits you in the offworld colonies!")

The last couple months have actually been ok (MUCH better than the 12 months that preceded them!) - if it continues this way, I'd be willing to run the Starfinder AP in around January or so if there's any interest in that.


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:
Gavriil wrote:
Since we all are learning the new system, maybe we could set up a rotating GM game? Especially if we decide to make it more than a one-shot. I've had plenty of one-shots end up being actual campaigns.

I'd be down.

Vosil Comarenza wrote:
The last couple months have actually been ok (MUCH better than the 12 months that preceded them!) - if it continues this way, I'd be willing to run the Starfinder AP in around January or so if there's any interest in that.

I'd be down with this too. DR is an excellent GM.

I'm in the path of Harvey (southern end of the storm, not a direct hit). If I'm incommunicado these next few days, I'm internetless.


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HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

OK, for those who are interested my after-action report of our Starfinder tabletop playtest game is below.

AAR:

There were 3 of us (plus GM):

*Chit-Chat, a Ysoki (Ratfolk) Envoy with Icon theme - he was a playboy, the youngest son of the ambassador to Absalom station

*S'krrrrrrrsk, a Shirren Mechanic with Outlaw theme - pilot, smuggler and owner of the party's starship.

*Bashette, a Vesk Soldier with Mercenary theme - she was basically a Trandoshan, for those of you that know your Star Wars. As you'll see below, this didn't really last and she ended up as much more of a ranged specialist.

We all pitched in to design the starship, a Tier 1 with the light freighter template. We designated it as a "Junebug" class transport and named it Tranquillity (yeah, I know).

The game started, as many good games do, in medias res - we'd been wandering through Absalom station, minding our own business, when the Ysoki playboy was ambushed. Most of the civilians scattered, but the Shirren and Vesk waded in and came to his rescue; cue introductions (characters hadn't previously known each other) and some team bonding.

First combat! Rules straightforward, very comparable to Pathfinder although naturally more of it tends to be ranged. The 2 different Armour Classes are pretty intuitive and you quickly get used to it. Stamina vs Hit Points makes first-level characters a bit more durable; there's less of a "rocket-tag" feel overall. Afterwards, Bashette asked to change her stats out to focus on Dex rather than Str, this was allowed and she became more of a sharpshooter.

Chit-Chat had no idea why the goons had come for him, so cue much investigation of surviving goons - both interrogation (social skills) and hacking into the datapad they had with them.

There's MUCH more to do out of combat for non-social types - you can interrogate computers using Int-based skills, as well as use Culture to try and identify gangs, starships, etc. I would say that Computers, Culture and Perception are almost equally essential for an adventuring party.

Eventually it was clear that the goons had mistaken Chit-Chat for his brother, who was clearly up to his neck in something that was no good. Cue further investigation.

This was a mix of social type skills, roleplay, and a hacking quest. Good fun, lots of dice rolls but didn't drag. Again, something for everyone to do. Complete contrast from Shadowrun, if any of you know that, where the decker gets a solo adventure and everyone else sends out for pizza.

Turned out that brother had a bad collection of gambling/addiction habits and had fallen into debt with shady character. We tracked down said shady character and - after more combat - 'persuaded' him to come clean. Turned out he was an agent of the Evil Azlanti Star Empire, who had been infiltrating Absalom station for reasons unknown. After hacking shady character's computer, we discovered that the EASE (GM swears this acronym was unintentional!) had been using the brother's high-level credentials and root access to get the blueprints to Absalom station itself - and had discovered a weakness (something to do with exhaust ports).

(I know, but originality wasn't the point - this was a hastily-designed test adventure, and it worked great.)

Brother had evidently downloaded the plans, but had clearly then had an attack of conscience and refused to hand them over, hence the attack on Chit-Chat that had started the whole adventure off. Tracking down brother now highest priority. Unfortunately we arrived at his quarters too late - he was dead, and the plans were missing. Obviously the EASE had realised they'd targeted the wrong brother at the beginning and had now corrected their mistake.

Vidcam evidence showed the assassin - and presumably the plans - heading down to their ship and taking off from the station.

Cue starship battle! We raced down to the Tranquility and gave pursuit. Targeting the opposing ship's engines, we managed a couple of crits and slowed it right down so we could board it.

Here we hit our first snag: Shirren mechanic computer expert was also our pilot - space combat assigns different roles, and the science officer is the one who can target bits of the enemy ship. With only three of us we had a captain (Chit-Chat) and a gunner (Bashette) but no science officer. GM allowed us to stretch the rules and said that Shirren could be both pilot and science officer, or things could have got tricky here. If you don't use the science officer role to target the enemy ship, your crits have a random chance of hitting any of the ship - we'd never have been able to cripple its engines.

Cue another quick firefight once we'd boarded, this time with the EASE Imperial Shocktroopers, before we cornered the assassin (sniper rifles are nasty, by the way - you don't need to be anywhere near the fight in order to do some real damage. My advice? Take cover). Chit-Chat cut him down ("THAT'S for my brother!"), all very cathartic, and we recovered the secret plans.

Unfortunately, we'd targeted the enemy ship's engines rather than anything else and so it had got off a distress call to its allies - three EASE "Voidshark" class fighters were headed our way. We jumped back into the Tranquillity, all set for escape or battle. Since we hadn't optimised for speed, the Voidsharks were all over us and we had to fight.

Here's where things went slightly wrong. The GM, quite understandably, had thought that starship Tiers were much like CR - the Tranquillity was Tier 1, so 3 Tier 1/3 Voidsharks should be a reasonable challenge, but doable, right? Unfortunately, this turned out not to be the case - it is actually mentioned in the Rulebook (page 326) but this is easy to miss.

Sadly, there were three factors against us. The first was the action economy: 3 starships can just plain do more than 1 starship, and the damage we inflicted against 1 starship did nothing to affect the other 2. The second was that we were non-optimised: when we'd designed the Tranquillity we'd put Build Points into cool things like smuggler compartments (but not, alas, escape pods), whereas the EASE Voidsharks were designed for one purpose, and one only: mercilessly efficient combat. The third was that the GM had built the Voidsharks around the Fighter frame, rather than the Interceptor frame.

This last might not sound like much, but it meant that each ship had a pilot AND a gunner, so could fire more weapons more accurately (if you don't have a gunner, you are limited to the "Snap Shot" action, which allows you to fire just 1 weapon per round, with a negative to hit).

With our shields down, our engine sputtering and our power core dangerously close to overload, we received the call: "Surrender!" Knowing that this was just an invitation to a slow death in the EASE slave pits, as well as handing over the plans to Absalom station, we refused - and died heroically when our ship was blown apart.

In the words of Mal Reynolds: we were on the losing side. Not convinced it was the wrong one. And at least Absalom station was safe, for now...

What was supposed to be a supper and a quick game turned into an absolute marathon, playing well into the small hours, and I think we quoted just about every sci-fi meme that there is. We had a blast, even though we 'lost'!

Verdict: 10/10, would play again

**********TRANSMISSION ENDS**********

Stay safe, Talia!


HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)

I'd be thrilled to play any Starfinder game or adventure path with you all, but my absolute favorite idea is doing a Star Wars one.


Male Human Swashbuckler 5/ Shadowdancer 1[Hp: 41/46; AC: 23 Tch: 18 Flt: 17; Fort: +1 Ref: +9 Will: +2; Panche 4/5]

I was going to ask, Talia, cause I remember you saying that you were in southern Texas. Stay safe! That storm doesn't look like it's messing around.

And Vosil, that was an awesome write up! Makes me even more excited to run/get in a game!


So, are we going to run an on-going game where characters carry on? If so, then whoever is currently the GM will have to have a character that is absent for periods at a time, then will have to level up to catch up. This has obvious problems with class-types that are missing from the party mix.

Or...we can run a series of one-offs, that allow us to make different characters.


HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)

The one-off idea sounds great. I love making new characters and I'd have fun making several at various levels of power.


Male Human Swashbuckler 5/ Shadowdancer 1[Hp: 41/46; AC: 23 Tch: 18 Flt: 17; Fort: +1 Ref: +9 Will: +2; Panche 4/5]

I see a couple of ways we can spin it:

1) Continuous campaign: Basically we just rotate out in a campaign, saying that our characters have other pressing business each time we rotate out and come up with something else they are doing to level up. Breaks the verisimilitude and we run into a problem of needing someone we don't have sometimes, but otherwise I think it could work.

2) One offs that are connected: We'll each run our own one offs that are all tied together. Gone are the days where our party is the only group fighting the coming darkness. All the one-offs are in the same setting and the world can evolve with each new DM. Only headache I see with this is we'd each have to find a way to tie them together.

3) One offs that are all separate: Everyone just comes up with their own one-shot that has nothing to do with any of the others set where they want and contains its own story. Simplest way to go because it's just pick up and go.

I'm a little partial towards number 2 myself, but I'd be willing to do any of them!


HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)

I second number 2. Sounds fun!

Silver Crusade

HP: 212/212. 0/16 | AC:30 | F:+23+ R:+17 W+20 | Itm/Med/Perc/Surv +18, Acr/Lore +15, Ath +23 | +23, 3d12+7+8 | Active Conditions:
Gavriil wrote:
2) One offs that are connected: We'll each run our own one offs that are all tied together. Gone are the days where our party is the only group fighting the coming darkness. All the one-offs are in the same setting and the world can evolve with each new DM. Only headache I see with this is we'd each have to find a way to tie them together.

Simple - Firefly style. You're all on board the same ship/trading vessel/leaky tub and you keep stopping off places and having adventures while trying to do mundane things like buy a new tap!


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

FWIW, I'd prefer to have just the one character - building PCs is time-consuming even when you're familiar with the rules; building the actual personality, backstory, etc takes time as well. I can only hold so many characters in my head all at once anyway.

Maybe that's just me, though.


To start, I'm in favor of Gav's second option.

Vosil Comarenza wrote:

FWIW, I'd prefer to have just the one character - building PCs is time-consuming even when you're familiar with the rules; building the actual personality, backstory, etc takes time as well. I can only hold so many characters in my head all at once anyway.

Maybe that's just me, though.

I'd agree with this under a normal circumstance, but in this case we've got a few unique things going:

1) it's a closed group, so no need to compete with others to 'get in' to the campaign.
2) we're all really learning the system, so I'd think the crunch is more important for our purpose. We could have a basic concept and work with it - it's only a one-off for each character after all.
3) this is an excellent opportunity to try some of the new classes/themes; in a simple, short scenario. 'Speed' is more important than full development.

My thoughts.


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:

I'd also prefer to have one character, though I'd not care if others wanted to change them out. Perhaps it could be player's option, at the end of each scenario?

As for what I'd run, I've got an old SW adventure, Tempest Fury, that is pretty great. It is fairly long though (100+ pages), so probably a bit more than a scenario.

Or I'd run an AP section.


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

All good thoughts.

I agree with OGGM in going first for a simple, short scenario. This will allow us to playtest both the rules and the characters we've developed. Then maybe try out something longer after that, like Tempest Fury?

Agree with Talia though that anyone who creates a character they really like should have the option of keeping hold of them. Maybe if we're doing a longer scenario that involves some levelling-up, people can decide at each new level whether they want to stick with what they've come up with or introduce a new character.


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary
Old Guy GM wrote:
NOTE: As a reminder, I do Init in post order. I have to list the names somehow, but that does not define the order, just the group that goes. In this case, Vosil posted before Nara, so the Haste would not apply. Edric, Gav, Nara and Vosil are in one group. Talia is alone in another.

Note to self: let the wizard post first! :)


HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)

I am very sorry that the wizard posts slowly!


Guys, I lost a good friend on Friday. I just found out yesterday. We served together in the Army and were through a lot of s%^t overseas. I will be out for a couple of days.

Silver Crusade

HP: 212/212. 0/16 | AC:30 | F:+23+ R:+17 W+20 | Itm/Med/Perc/Surv +18, Acr/Lore +15, Ath +23 | +23, 3d12+7+8 | Active Conditions:

Commiserations OGGM. Remember the good times!


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:

My condolences, OGGM. I hope you have the opportunity to commemorate your friend with others.


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

OGGM, my sincere commiserations.


Male Human Swashbuckler 5/ Shadowdancer 1[Hp: 41/46; AC: 23 Tch: 18 Flt: 17; Fort: +1 Ref: +9 Will: +2; Panche 4/5]

I'm sorry for your loss, OGGM. Take all the time you need.


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary
Gavriil wrote:
Could be worse... You could roll consistently bellow 10... Heck the whole first encounter of this campaign was just Gavriil flailing his sword around a bandit like a keystone cop while the others did the killing. That's actually how we ended up with Nat.

Ha! Nicely put. I actually read through the gameplay thread when I joined, to try and get a feel for the story so far... That first combat though. Yikes. I know combat at first level is always a bit like blindfold rocket tag, but that one was more as though someone had cast Enact Murphy's Law - the Empowered, Maximised version!


Vosil Comarenza wrote:
Gavriil wrote:
Could be worse... You could roll consistently bellow 10... Heck the whole first encounter of this campaign was just Gavriil flailing his sword around a bandit like a keystone cop while the others did the killing. That's actually how we ended up with Nat.
Ha! Nicely put. I actually read through the gameplay thread when I joined, to try and get a feel for the story so far... That first combat though. Yikes. I know combat at first level is always a bit like blindfold rocket tag, but that one was more as though someone had cast Enact Murphy's Law - the Empowered, Maximised version!

When I first thought about taking this campaign on, I read through that first fight, and was like: whoa! Talk about bad luck. It was quite the challenge to salvage that. Nara ended up with one eye, Asha became an NPC, and I killed off another player who wasn't coming back. He actually complained to me and wanted to know why I killed his first level character...


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary
Old Guy GM wrote:
He actually complained to me and wanted to know why I killed his first level character...

Feh. When I started playing D&D (back in the good old days of THAC0, when Elf was a class, and nobody who was anybody left home without a 10' pole), wizards and thieves had d4 hit points/level - and there was none of this "max hp at level 1" either. If you rolled a 1, that was that. Get ready to roll up your next character.

(For 'Tomb of Horrors' the DM actually insisted that we come with 3 PCs pre-made so it wouldn't hold the game up too much)

No such thing as "DR" either: if you came across a gargoyle and didn't have a magic weapon, or a werewolf and didn't have a silver weapon, that was that - time to RUN AWAY!!!!!!!!.

(I've long since lost my copy of that box set, but if memory serves that picture was actually the illustration for the "Bestiary" chapter: meaning that one of the first ever 'Monster Manuals' had a PC running away from something.)

Truly, the young do not appreciate the blessings that they have.

Excuse me. I need to go plant a lawn so I can yell at the kids to keep off it.


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

OGGM: can I use either of my previous rolls to identify it, or do you want a new roll?


No, it was hidden and buried in ambush mode. Roll again, please.


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

*sigh* One day, I will roll a natural 20 and it will have a meaningful impact on the game.

And I shall laugh, clear and long and loud.

Oh yes.

One day...


We have arrived at a spot in the map that is very hard to describe, so I've cut a picture here.

The hex ID on this picture does not match our ID. The mud bog (and you) are in I9. You are headed into I7. Hopefully this picture will help Talia map this thing.


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

Ah. A lake. Our first ever water hex, I believe.

...

Did anyone pack a boat in their luggage? Because I'm pretty sure that swimming out to the haunted tower that's on the island in the middle of a lake is a whole bunch of tropes we don't want to invoke.


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:
Old Guy GM wrote:

We have arrived at a spot in the map that is very hard to describe, so I've cut a picture here.

The hex ID on this picture does not match our ID. The mud bog (and you) are in I9. You are headed into I7. Hopefully this picture will help Talia map this thing.

Thanks, OGGM! I have a lot of mapping to do, but I've been working 6 and 7 day weeks, and will be for a bit. Once I have two real days off, I'll spend one of them catching us up.

Silver Crusade

HP: 212/212. 0/16 | AC:30 | F:+23+ R:+17 W+20 | Itm/Med/Perc/Surv +18, Acr/Lore +15, Ath +23 | +23, 3d12+7+8 | Active Conditions:

Hey gang.

I'm starting a Ruins of Azlant game here on the boards.
http://paizo.com/campaigns/TheRuinsOfAnEmpire/recruiting#1 if you're interested - would be great to have some of you along!


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:

^Cool! I'm a bit overextended right now so I won't be applying, but that AP looks like a lot of fun, and I'm sure you'll be a good GM. Good luck with the recruitment!


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

Good stuff, and good luck!

I've likewise got a fair bit on right now, but I'll drop by and take a look at the thread to see if it sparks any creative processes...


HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)
Edric 'Godly' wrote:

Hey gang.

I'm starting a Ruins of Azlant game here on the boards.
http://paizo.com/campaigns/TheRuinsOfAnEmpire/recruiting#1 if you're interested - would be great to have some of you along!

I might have to take a stab at it - I've got dozens of ideas for aquatic themed characters I've never had a chance to unleash.

You mention core races, gillmen, and undines - any chance you'd allow an aquatic skinwalker?

Silver Crusade

HP: 212/212. 0/16 | AC:30 | F:+23+ R:+17 W+20 | Itm/Med/Perc/Surv +18, Acr/Lore +15, Ath +23 | +23, 3d12+7+8 | Active Conditions:
Naralesh wrote:
You mention core races, gillmen, and undines - any chance you'd allow an aquatic skinwalker?

If you have a very good character concept I might allow it :)


I'll take a look at it. I'm not playing in a game at the moment. I dropped out of the Kingmaker game I was in.

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