Kingmaker: The Varnhold Vanishing (Inactive)

Game Master wehrpig

Roll20 Site


51 to 100 of 937 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

The Plan:

Oleg and or his wife need to be at the door of their house to greet the bandits and get them inside the walls.

Option 1: Ezekail hides behind the open gate and closes it once the bandits are inside. We really do not want any of them getting away.

Option 2: We do not worry about the gate and maybe Exekial starts on the walls. BUT he is gonna be much more useful in melee with a flanking buddy.


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

I can stay on the walls and out of melee. A lucky sleep spell might make short work of the problem.


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

Horse can flank, don't forget.

-Posted with Wayfinder

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

Was already counting on flanking with the horse. My damage output is double if I can flank.


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

Let's try and set that up initially. Doesn't help me nearly as much.

-Posted with Wayfinder


Male Half-Elf Treesinger 3 -- HP: 21/21 | AC: 17 | T: 11 | FF: 16 | CMD: 11 | Fort: +4 | Ref: +2 | Will: +6* | Init: +1 | Perc: +12L | Fists: 6/6 | Goodberries: 0 | Spells: [1]0/4 [2]0/3

Iow, Aldarion's plan is to arrange some shrubbery around the open area where the bandits would likely enter, and then cast entangle on them. While they struggle, ranged attacks could be thrown from rooftops, sleep or other spells cast at them, and I could arrange the vegetation such that it leaves a 5 ft. circumference around the grasping bushes unreachable so our melee combatants could hustle around the entangled bandits and strike without becoming entangled themselves. This would give mounted bandits the option to dismount and flee the entangled area, but then they no longer have the advantage of higher ground (+1 to attack rolls) against our melee fighters.

Regarding the gate, I definitely like the idea of closing it behind them. If one escapes, and on horseback no less, they could warn the rest of the bandits...


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

Granted, when they don't return with their tribute, the other bandits will probably figure it out. A tale of us stomping their asses may give them pause for returning.

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden
Aldarion the Sage wrote:

Iow, Aldarion's plan is to arrange some shrubbery around the open area where the bandits would likely enter, and then cast entangle on them. While they struggle, ranged attacks could be thrown from rooftops, sleep or other spells cast at them, and I could arrange the vegetation such that it leaves a 5 ft. circumference around the grasping bushes unreachable so our melee combatants could hustle around the entangled bandits and strike without becoming entangled themselves. This would give mounted bandits the option to dismount and flee the entangled area, but then they no longer have the advantage of higher ground (+1 to attack rolls) against our melee fighters.

Regarding the gate, I definitely like the idea of closing it behind them. If one escapes, and on horseback no less, they could warn the rest of the bandits...

Not sure if you are serious about the shrubbery or not. I do not want anything noticeably different to set the bandits on guard. And your entangle should work find in the dirt of the courtyard without any shrubs. But placement may be tricky as we need to be able to close with some. I am not a range fighter and I'll run out of daggers to throw in about 2 rounds.

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

Hey Aldarion, you could consider casting Magic Stone. You and I both use a sling. That spell produces 3 missiles that are +1 to hit and do 1d6. This is not huge but has the advantage of being case well before combat. I would be +5 to hit with them. Still I am not sure its worth one of your spells.

Oh, another thought is I was wondering if you plan to memorize at least one Cure Light. I know you did not sign up to be the healer, but you are the only one of us that can heal.


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)
Seres Feyblood wrote:
Granted, when they don't return with their tribute, the other bandits will probably figure it out. A tale of us stomping their asses may give them pause for returning.

OR they were accosted by a rampaging troll, pack of wolves etc. I'm curious if there are others they collect tributes from?

-Posted with Wayfinder

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

I think making sure no one reports in will serve us best. We need time to gain better equipment and some experience before we are forced to deal with the larger bandit threat.


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

If we kill everyone, there will be none to spread tales of our conquest!


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

Let's start with a quiet splash and get a feel.for the waters first. We can ragepounceroar later.

-Posted with Wayfinder


Story Narrator

When you're ready, present your plan to Oleg & Svetlana in character and we'll roll with it.


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

Do we have tokens on Roll20. May be easier to place ourselves.

-Posted with Wayfinder


Story Narrator

Yes, the tokens are there. Let me know if you can't move them.


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

Sweet, I moved folks around where I think they should start. With Aldarion and Seres on the roof.

I need a token for Cinder as well.


Male Half-Elf Treesinger 3 -- HP: 21/21 | AC: 17 | T: 11 | FF: 16 | CMD: 11 | Fort: +4 | Ref: +2 | Will: +6* | Init: +1 | Perc: +12L | Fists: 6/6 | Goodberries: 0 | Spells: [1]0/4 [2]0/3
Ezekial Dune wrote:
Not sure if you are serious about the shrubbery or not.

Perhaps I should have named my character Roger the Shrubber. :)

Monty Python referencing aside though, I am absolutely serious.

Ezekial Dune wrote:
I do not want anything noticeably different to set the bandits on guard.

I'm not convinced the appearance of shrubbery would raise any red flags. Aldarion could make it appear the plants are being made ready for shipment somewhere (e.g. wrapping their roots in burlap, loading some onto the wagon, etc.). I think this would not be something unexpected to find at a trading post.

Furthermore, we can gather by Oleg's and Svetlana's testimony that the bandits have grown confident that the couple will present little difficulty. I'd bet they're much more likely to be overconfident, and not so likely to become suspicious of plants. Indeed, it's not like they are expecting a druid to be on the premises, or would even know what a druid is capable of with them.

Ezekial Dune wrote:
And your entangle should work find in the dirt of the courtyard without any shrubs.

Not the way I read the spell. It does not say it causes entangling plants to appear, but rather specifies that it works on already existing plants in the area. With only dirt, I would expect the spell to fail.

Ezekial Dune wrote:
But placement may be tricky as we need to be able to close with some. I am not a range fighter and I'll run out of daggers to throw in about 2 rounds.

With a 5 ft. circumference kept unentangled, this should not be a problem for you. The amount of open space in the courtyard is small enough to make it unlikely you would not find bandits along the edge of the entangled area and therefore within melee range of you. Especially if they are on horseback.


Male Half-Elf Treesinger 3 -- HP: 21/21 | AC: 17 | T: 11 | FF: 16 | CMD: 11 | Fort: +4 | Ref: +2 | Will: +6* | Init: +1 | Perc: +12L | Fists: 6/6 | Goodberries: 0 | Spells: [1]0/4 [2]0/3
Ezekial Dune wrote:
I think making sure no one reports in will serve us best. We need time to gain better equipment and some experience before we are forced to deal with the larger bandit threat.

I entirely agree. Someone should man the gate, close it when the trap is sprung.

Ezekial Dune wrote:
Hey Aldarion, you could consider casting Magic Stone. You and I both use a sling. That spell produces 3 missiles that are +1 to hit and do 1d6. This is not huge but has the advantage of being case well before combat. I would be +5 to hit with them. Still I am not sure its worth one of your spells.

Good idea. Let's do that.

Ezekial Dune wrote:
Oh, another thought is I was wondering if you plan to memorize at least one Cure Light. I know you did not sign up to be the healer, but you are the only one of us that can heal.

I do. I usually like to prep goodberry at 1st level (to spread the hp), but a cure light would be handier for the next day. I do have 5 goodberries on me and intend to share, in addition to the cure spell...

...

@wehrpig - Btw, I forgot to mention... I assumed Aldarion could have gathered and enchanted 5 goodberries on the road trip down?

...

@All - So... are we decided on which kind of ambush to enact?


Story Narrator

I added tokens for Cinder, the riding horses, Oleg and Svetlana. Let me know if you want to use a different image for Cinder.

Aldarion, no problem on the goodberries.

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

I do not see any plants on the map so it may be hard for me to avoid them.

I think all of us including Connor need to be out of sight until we begin the fight.

The gate looks like a big log on the map. Not sure how I might close it. Is it simply a standard action to close? Can I close and lock it as a full round action? Could be be set to lock in advance when it closes?

I am thinking my surprise round action will be to throw a dagger. Still unsure where I should start. I am not liking that wagon. It seems to me to be in the way. Thoughts?


Male Half-Elf Treesinger 3 -- HP: 21/21 | AC: 17 | T: 11 | FF: 16 | CMD: 11 | Fort: +4 | Ref: +2 | Will: +6* | Init: +1 | Perc: +12L | Fists: 6/6 | Goodberries: 0 | Spells: [1]0/4 [2]0/3

Yeah, it's hard to envision. I just drew green boxes to encompass the area of effect I had in mind... hope you don't mind, wehrpig. This way, you can walk or hustle around the edge and not risk getting entangled. Note that the plants do not block the entire area before entanglement: rather, they should be spaced enough to allow the bandits to travel through this region - the branches will reach out and entangle this entire area once activated.

As long as you position yourself around the edge of this area, you should be safe.

Good question about the gate. Maybe a trained horse could push it shut, if it's too much for a human?

I was thinking the wagon would add to the appearance of the plants being made ready to get sent somewhere (placing some plants in the wagon, even). I don't mind moving the wagon though, if you would rather keep it somewhere else.


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

If I'm not visible there's no reason to have a horse in the courtyard.

-Posted with Wayfinder


Male Half-Elf Treesinger 3 -- HP: 21/21 | AC: 17 | T: 11 | FF: 16 | CMD: 11 | Fort: +4 | Ref: +2 | Will: +6* | Init: +1 | Perc: +12L | Fists: 6/6 | Goodberries: 0 | Spells: [1]0/4 [2]0/3
Ezekial Dune wrote:
[dice=Sling]...

Uhm... weren't you going to close the gate first?

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

Nope. I had hoped to get sneak with a thrown dagger but the DM placed the enemy to far away from me. But I had stated my first action was to attack. then to jump down and close the gate.


Male Half-Elf Treesinger 3 -- HP: 21/21 | AC: 17 | T: 11 | FF: 16 | CMD: 11 | Fort: +4 | Ref: +2 | Will: +6* | Init: +1 | Perc: +12L | Fists: 6/6 | Goodberries: 0 | Spells: [1]0/4 [2]0/3

Ah ok. I just wanted to make sure someone would shut it. :)

Btw, since my spell creates up to 3 magic stones, you can have two of them if you wish.

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

Deal. :) I hope to be close enough to use dagger soon.


Male Half-Elf Treesinger 3 -- HP: 21/21 | AC: 17 | T: 11 | FF: 16 | CMD: 11 | Fort: +4 | Ref: +2 | Will: +6* | Init: +1 | Perc: +12L | Fists: 6/6 | Goodberries: 0 | Spells: [1]0/4 [2]0/3

Nicely done. :)


Story Narrator

All, I will be posting spreadsheets in the campaign tab to track loot, XP, quests and NPCs. Let me know if you can't edit.


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

I'm out of town but will check as soon as I can. Thank for putting that together.

-Posted with Wayfinder


Story Narrator

Roll20 has been switched to the regional map. The compass has been revealed towards the upper left portion of the map. North points on a tilted axis to better align with the hexes (versus straight up).

There's a minor error in your charter as written, relative to the map. The charter states "Exploration should be limited to an area no further than thirty-six miles east and west and sixty miles south of Oleg’s Trading Post". This was written assuming that north is straight up. If you were to interpret this relative to the compass on the map, the charter would include portions of brevoy in the east. The intent is for you to explore approximately three hexes to the left and right of Oleg's, and five hexes down (each hex is 12 miles in diameter). The border with Brevoy starts with (and includes) the lateral line of hexes extending to the left and right of the revealed hex showing the South Rostland Road.

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

So we have loot to divide. How do we want to track this?

I wish Ezekial could use that strength bow. Alas rogues can only use short bows. If no one objects he will claim that silver stags head amulet as he might want to pass himself off as a bandit some day.

He can use the following gear.

Alchemist fire
Dagger
Short Sword

I am not sure he needs any of it though - maybe the alchemist fire. Makes sense for those without horses to claim one I guess. I think in any hex but forest hexes we should be able to cover a lot more ground in the same amount of time if we are mounted. Might as well keep the others as backups and supply horses.


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

I like the idea of pack horses given how quickly horses can get encumbered.

I'll look thru the gear later, but the bow should go to our sorcerer

-Posted with Wayfinder

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

If he is strong enough to use it. He takes minuses with it if his strength is less than 14. I see very few strength builds in sorcerers. :)

I looked but our sorcerer has almost nothing in his profile so I could not tell.

Oh, I added the potions and gold reward to the loot list too.


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

Stats are further up on the discussion tab. Looks like a 12 strength, so we may just want to sell it.

-Posted with Wayfinder


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

Damn, the bow would be perfect if not for the attack penalty. I guess we can sell it and I can use the cash to buy a +1 bonus composite bow.

I don't need much else. In the meantime, I'll take a regular longbow and return the borrowed one to Oleg.


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

I checked the sheets, I am able to update them.

-Posted with Wayfinder

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

Perhaps the +2 bow could be modified or traded even?

If we sell it then it would seem we should split the money. And this brings up the need to have an agreement for loot division. OOC I do not care that much as long as things are relatively equitable while strengthening the party. IC, lets just say Zeke is watching you and is gonna make sure he gets his share. He is pretty sure you are all trying to rip him off. :)


Male Half-Elf Treesinger 3 -- HP: 21/21 | AC: 17 | T: 11 | FF: 16 | CMD: 11 | Fort: +4 | Ref: +2 | Will: +6* | Init: +1 | Perc: +12L | Fists: 6/6 | Goodberries: 0 | Spells: [1]0/4 [2]0/3

Being a skilled medic, Aldarion is interested in holding onto at least one of the antitoxin vials. He'll take both if nobody else is eager to carry one.

A second pack horse each would be handy as we explore, I agree. Aldarion will take one.

I recommend a melee fighter take the potion of shield of faith. If noone is interested for any reason though, Aldarion will hold onto it in case he inadvertently winds up in melee.

Also, he probably identified the potions of clw, and he would suggest two of the others hold onto them.

I'm fine selling whatever goes unclaimed. At least we don't have far to travel to find a potential buyer. :)

Finally, I am a fan of splitting the gold equally and taking items appropriate to one's abilities as they are discovered. Compensating gold for item values can get way too exacting and time consuming for me, and given enough time, things should equal out more or less anyway.

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

I am fine with that plan Aldarion.

If we ever want a more exacting system I'll be glad to keep a spreadsheet to guide us as far as who has received more value. I see this only helpful when two people want the same thing. My hope is that with only 4 players we can usually agree on who should have what for a total party win.

Ezekial is a good thrower and so would like at least one Alchemist's Fire.

He is most likely to get poisoned by traps so would like to carry one Antitoxin.

He will claim the dagger as part of his share, but will do so by buying it at the sale price. I think this is reasonable for mundane items that are not really must haves. Its reasonable that anything claimed and not paid for is still party loot and should not be sold to benefit an individual. For instance we find a belt of strength. Connor gets it as he us the logical person to have it. Later we find some belt of the cavalier thingy and he wants to wear it instead. He returns the belt to the party and does not sell it as his property. Agree?

My view is Exekial should have the shield of faith as he is a melee fighter with lower AC and fewer hit points than Connor. But I will gladly hear other ideas. As a cavalier Connor is not ideally "a stand in a line and fight" kind of fighter. In that regard "Zeke" is our only melee fighter, at least until Aldarion starts shape shifting. :) I know Connor can fill that role and do a good job at it, but also recognize he will be much better mounted when there is room to ride.

Likely both Connor and Ezekial should hold potions of cure light.

I am gonna add notes to the spreadsheet that represent my recommendations. Everyone else do likewise.


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

I am OK with both Aldarion's suggestions and Zeke's caveats. I recommend we add this ruleset to either the top or bottom of the loot spreadsheet. Anything not claimed within say 2 weeks of posting should be considered liquidatable.

Zeke should have the potion of shield of faith.

Connor will take a potion of cure light wounds.


Story Narrator

Concerning hex exploration, the charter requires that you spend sufficient time in each hex to map major features and to identify possible sites for towns, roads, etc. Each hex is 12 miles edge to edge, and covers a little less than 150 square miles. On horseback, exploring one hex requires one day for all terrain types. On foot, exploration will vary by terrain type, and may take up to four days. Once a hex is mapped, you may move through it at the normal overland travel rates.

Go head and pick a hex relative to Oleg's to begin your exploration.


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

Roll20 says I'm not authorized. Can you please send me another invite?


Story Narrator

Resent.


Story Narrator

Seres, please post your vital stats in your class/levels line so that I can reference your perception/initiative modifiers. Please also post your stat block in your profile. Thanks.


Male Half-Elf Treesinger 3 -- HP: 21/21 | AC: 17 | T: 11 | FF: 16 | CMD: 11 | Fort: +4 | Ref: +2 | Will: +6* | Init: +1 | Perc: +12L | Fists: 6/6 | Goodberries: 0 | Spells: [1]0/4 [2]0/3
Seres Feyblood wrote:
Roll20 says I'm not authorized. Can you please send me another invite?

It may actually be that you need to login to roll20.net first, before clicking the Roll20.net link. I still get the same error unless I've already logged in. Roll20 should instead bring you to a login page, but... such is life.


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

Got it! And profile updated with stat block.


1 person marked this as a favorite.
Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

Let's put it on my to do list to combat train your mounts.

-Posted with Wayfinder


Male Half-Elf Treesinger 3 -- HP: 21/21 | AC: 17 | T: 11 | FF: 16 | CMD: 11 | Fort: +4 | Ref: +2 | Will: +6* | Init: +1 | Perc: +12L | Fists: 6/6 | Goodberries: 0 | Spells: [1]0/4 [2]0/3

@Ezekiel - Regarding flanking, does Zeke like dogs? A combat-trained guard dog, perhaps? There's even a flank trick it can learn.

1 to 50 of 937 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Kingmaker: Stolen Lands All Messageboards

Want to post a reply? Sign in.