Kingmaker: The Stolen Lands [Gestalt]

Game Master Æroden

Progress of Exploration, Map.

NPCs...

Loot

Kingdom Stats

Here is the battle map.


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Unnamed

ah well. If he is dead he is dead. :)


Yea once u take enough non lethal to put u into negs it becomes lethal.. It just doesnt cause bleed i dont think.. I tried to get someone to check him lol.. Oh well..

Can we get a list of the gear he and the other had?


Also there are a few strikes that were not calculated in on the postings with attacks, I bascially gave the group 3 rounds to stabalize him, otherwise he would be dead.

With Tomas, Akiros, Krazok, and anyone else taking the AoO with Torq, the bandit lord would more than likely be dead.

Stag Lord: MC longsword, +1 Composite Longbow (+2 str) magical, stag helm magical, potion of cure moderate wounds (1), +1 leather armor,
10 arrows, amulet of natural armor +1.

I think you already got this, but double check:
This consists of 141 gp, a polished azurite
crystal worth 9 gp, a carnelian worth 80 gp, a piece of
hematite worth 13 gp, a shard of obsidian worth 14 gp, a
red garnet worth 100 gp, a pewter belt buckle depicting a
pair of entwined succubi worth 30 gp, and a silver charm
bracelet worth 60 gp.

and

A large amount of stolen wealth can be found
in these three rooms—the bandits have been stockpiling
their ill-gotten goods for months. The majority of the
wealth kept here consists of mundane trade goods like
pelts, furs, tobacco, iron, bronze, miscellaneous weapons
and armor (none masterwork or magic), and miscellaneous
adventuring gear and tools worth a combined total of 6,850
gp. In addition, one chest in area Z11a contains 4,500 cp,
2,052 sp, 894 gp, and 21 pp,

Also the jewelry stash...
while a large bag in area Z11b
contains 2,900 gp in various pieces of stolen jewelry.


Male Human
Vital:
HP: 2/23, AC: 20_ T: 16_ FF: 18, Perception +3, Initiative: +2, F: +4_/ R: +3_/ W: +5 (+1 from Bastard), CMB: +2, CMD: 14, Speed: 30
Wizard (Evoker) 3
Other Skills:
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11

We got all of that except for the Stag Lord's equipment and the large bag of various stolen jewelery.


Good good, then add those to the loot unless someone grabs something. Just post here if you want it.

Do you spend enough time here to identify the items before you head out?


Male Human
Vital:
HP: 2/23, AC: 20_ T: 16_ FF: 18, Perception +3, Initiative: +2, F: +4_/ R: +3_/ W: +5 (+1 from Bastard), CMB: +2, CMD: 14, Speed: 30
Wizard (Evoker) 3
Other Skills:
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11

Yes, seems we are resting overnight. We pushed to get here and are probably near fatigued.


Magical helm identified, spellcraft DC 20:

Stag’s Helm
Aura faint divination; CL 5th
Slot head; Price 3,500 gp; Weight 3 lbs.

Description
This striking helmet is crafted to resemble the skull of a
mighty stag. Although made from bone, the antlers and
helm are as strong as metal. When worn, the helm greatly
enhances eyesight and hearing, granting a +2 competence
bonus on Perception checks. In addition, once per day the
helm may be called upon to enhance any ranged attack
made by the wearer to make an insightful shot. Activating
this ability is a free action, and once activated, your next
ranged attack against a target within 30 feet is made as if
that target were flat-footed against you—this allows a rogue
to gain the benefit of sneak attack with this shot. If you don’t
make a ranged attack within 1 round of activating this power,
the insight fades and is wasted for that day.
A worshiper of Erastil who wears this helm may utilize the
insightful shot ability up to 3 times per day.

Construction
Requirements Craft Wondrous Item, creator must have at
least 5 ranks in Perception, true strike; Cost 1,750 gp


True, sleeping would be ideal at the moment.

armor, CL 3, spellcraft DC 18:

The first is his suit of +1 leather
armor; this suit consists of a heavy cloak, gloves, kilt, and
boots, but leaves his chest bare—although the armor
looks incomplete, it actually functions just as well as any
suit of magic leather armor.

potion, spellcraft DC 18:

potion of cure moderate wounds (2d8+3)

bow, spellcraft DC 18:

+1 Composite Longbow, str +2

amulet, spellcraft DC 18:

amulet of natural armor +1


Hey Blood has he gained anymore insight about his cloak?


Male Human
Vital:
HP: 2/23, AC: 20_ T: 16_ FF: 18, Perception +3, Initiative: +2, F: +4_/ R: +3_/ W: +5 (+1 from Bastard), CMB: +2, CMD: 14, Speed: 30
Wizard (Evoker) 3
Other Skills:
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11

If Klaus takes a 10 on Spellcraft rolls, he automatically identifies all of that. Yay!


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

Cant wait to sell stuff and be able to spend all my PHAT LOOTS!


Male Human
Vital:
HP: 2/23, AC: 20_ T: 16_ FF: 18, Perception +3, Initiative: +2, F: +4_/ R: +3_/ W: +5 (+1 from Bastard), CMB: +2, CMD: 14, Speed: 30
Wizard (Evoker) 3
Other Skills:
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11

AMEN


Klaus you could always be turning our golds into wondrous items as we go.. I'm just not banking on Oleg having the items or gold to take all this loot off our hands..


Male Human
Vital:
HP: 2/23, AC: 20_ T: 16_ FF: 18, Perception +3, Initiative: +2, F: +4_/ R: +3_/ W: +5 (+1 from Bastard), CMB: +2, CMD: 14, Speed: 30
Wizard (Evoker) 3
Other Skills:
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11

Well, the crafter not only has to have a supply of reagents to do the work (this is what you pay the gold for), you also have to be able to put in the time, and travelling time gets in the way.


Male Human
Vital:
HP: 2/23, AC: 20_ T: 16_ FF: 18, Perception +3, Initiative: +2, F: +4_/ R: +3_/ W: +5 (+1 from Bastard), CMB: +2, CMD: 14, Speed: 30
Wizard (Evoker) 3
Other Skills:
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11

On the note of equipment, did someone take the +1 Rapier?


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

no.

also remind me to take brrw potion next time, unless we would prefer I take wands. I will also be a witch and will have a decent sized spell complement


The rules actually state you may craft 4 hours per day while adventuring.. and can make 1k gp of item in those 4hrs by adding +5 to the dc.. Here's a decent portion of the item creation rules..

Spoiler:

Magic supplies for items are always half of the base price in gp. For many items, the market price equals the base price. Armor, shields, weapons, and items with value independent of their magically enhanced properties add their item cost to the market price. The item cost does not influence the base price (which determines the cost of magic supplies), but it does increase the final market price.

In addition, some items cast or replicate spells with costly material components. For these items, the market price equals the base price plus an extra price for the spell component costs. The cost to create these items is the magic supplies cost plus the costs for the components. Descriptions of these items include an entry that gives the total cost of creating the item.

The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires 8 hours of work per 1,000 gp in the item's base price (or fraction thereof), with a minimum of at least 8 hours. Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create, just like any other magic item. The character must spend the gold at the beginning of the construction process. Regardless of the time needed for construction, a caster can create no more than one magic item per day. This process can be accelerated to 4 hours of work per 1,000 gp in the item's base price (or fraction thereof) by increasing the DC to create the item by +5.

The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit. If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours' worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).


Torq it would probably best to have a sage do some research that has access to a library or much information.

Fizzy you could take the brew hex, to get brew potion.

It looks to be time to have a suitable wagon built for you PCs. A place to store loot, a quiet place for someone to craft, a mobile HQ, and weapon racks for all sorts of weapons to equip your militia in a minutes notice. :)

As long as you are not rushing, or just exploring there will be down time to craft. I am sure you will make time, I know Krazok, Sly, and Selena will make sure you are fine to make items.


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

healing and cauldron that coould work


Male Human
Vital:
HP: 2/23, AC: 20_ T: 16_ FF: 18, Perception +3, Initiative: +2, F: +4_/ R: +3_/ W: +5 (+1 from Bastard), CMB: +2, CMD: 14, Speed: 30
Wizard (Evoker) 3
Other Skills:
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11

Yeah, I remember the traveling crafting. Klaus was originally in a Jade Regent game tabletop and I used them there. But we still determined from the rules that you had to purchase the materials needed to craft and then had to take them with you traveling. As in, Klaus has gold and gems and jewelery right now that we found, but he doesn't have petroleum crystals, basalt powder, flakes of rhodium, smelted bands of carmine or whatever other esoteric materials are needed for basic crafting. When at Oleg's he would have to buy X amount of that stuff and take it with us. Like, 10,000 gp worth of reagents on the road allows him to make up to 10,000 gp worth of magical equipment (aka, 10 cloaks of resistance +1).

If that is an overinterpretation of the rules, however, Blood is free to disagree. :) Being able to spontaneously convert gold into magical reagents is a handy talent!


Male Human
Vital:
HP: 2/23, AC: 20_ T: 16_ FF: 18, Perception +3, Initiative: +2, F: +4_/ R: +3_/ W: +5 (+1 from Bastard), CMB: +2, CMD: 14, Speed: 30
Wizard (Evoker) 3
Other Skills:
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11

To celebrate what I believe is our completion of Book One, I made a little something for everybody. :)

Tomas
Fizzwiddle
Torq
Klaus


How come i look like a girl? Lol nice Klaus..

As far as the helm goes the ability is nice but for just a 1/day i would rather sell it.. Torq's heart belongs to Desna for now.. Although without actually being a divine caster i suppose he could worship Erastil as well.. Being in the wilderness and all lends itself to that..


You may have hit the main quest of getting rid of the two main camps of bandits in the Stolenlands, but there is still far more to explore and side quests to complete.

Nothing for Krazok or Selena? LOL :)

Pie!!!


Unnamed

loys of pie for selena, and krazok will have a piece waiting for him


Daily:
1st Level: 2/6 2nd Level: 4/4
Half-Elf
Vital:
HP: 27/44, - AC: 20/T: 12/FF: 18 – Perception +10 - Initiative: +2 - F: +7 / R: +3/ W: +6 - CMB: +8 - CMD: 20, Speed: 30
Skills:
+11 Perception, +10 Diplomacy, +10 Know(Local), +18 Intimidate, +9 Spellcraft, +9 Survival

Love the Gaia avatars. I think making Kraz would be nearly impossible using Gaia (at least as of 4 years ago when I was on there) and Selena...well, nothing would do her justice.


Sorry folks that I have been away for so long. I have been very busy with work, grading papers, and trying to get enough sleep to function with the more standard schedule than I am used to.

I will be catching up tomorrow.


Male Human
Vital:
HP: 2/23, AC: 20_ T: 16_ FF: 18, Perception +3, Initiative: +2, F: +4_/ R: +3_/ W: +5 (+1 from Bastard), CMB: +2, CMD: 14, Speed: 30
Wizard (Evoker) 3
Other Skills:
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11

Looking forward to it! My work has also picked up in business, and the saving grace has been that I can check and post from work.


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

welcome back DM


Daily:
1st Level: 2/6 2nd Level: 4/4
Half-Elf
Vital:
HP: 27/44, - AC: 20/T: 12/FF: 18 – Perception +10 - Initiative: +2 - F: +7 / R: +3/ W: +6 - CMB: +8 - CMD: 20, Speed: 30
Skills:
+11 Perception, +10 Diplomacy, +10 Know(Local), +18 Intimidate, +9 Spellcraft, +9 Survival

Indeed!


Thank you, thank you, I hope to have many interactions for you guys, and hope that you can all find something special to get your gestalt kicking off!

You will find me very logical.


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

so did you get a full time teaching gig?


Male Human
Vital:
HP: 2/23, AC: 20_ T: 16_ FF: 18, Perception +3, Initiative: +2, F: +4_/ R: +3_/ W: +5 (+1 from Bastard), CMB: +2, CMD: 14, Speed: 30
Wizard (Evoker) 3
Other Skills:
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11

Before I start removing stuff from the equipment list, do you guys have things on your own sheets now?


I added the Amulet to my list, but thats all..


It feels like a full gig, but just a long term sub job, it should last another 4 weeks.

If you think any of the NPCs should have some of the equipment or at least offer the chance to upgrade their stuff, that might be nice, I have not heard like words though.

Akiros has the stag lords bow at the moment.


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

fizzy has the haversack and the orb and a few other thigns but they are on his list


Male Human
Vital:
HP: 2/23, AC: 20_ T: 16_ FF: 18, Perception +3, Initiative: +2, F: +4_/ R: +3_/ W: +5 (+1 from Bastard), CMB: +2, CMD: 14, Speed: 30
Wizard (Evoker) 3
Other Skills:
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11

Who took the leather armor +1? Akiros has the magical bow, but did anyone take the MW Composite Bow? Also, nobody took the +1 Rapier I don't think, which is perfectly fine, we can sell that stuff off. I'd give it to Selena but I think she only uses natural weapons.


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

sadly the armor does not fit the fizz


Daily:
1st Level: 2/6 2nd Level: 4/4
Half-Elf
Vital:
HP: 27/44, - AC: 20/T: 12/FF: 18 – Perception +10 - Initiative: +2 - F: +7 / R: +3/ W: +6 - CMB: +8 - CMD: 20, Speed: 30
Skills:
+11 Perception, +10 Diplomacy, +10 Know(Local), +18 Intimidate, +9 Spellcraft, +9 Survival

Thomas can take the bow as a ranged weapon, other than that and a potion, he hasn't taken anything.


Male Human
Vital:
HP: 2/23, AC: 20_ T: 16_ FF: 18, Perception +3, Initiative: +2, F: +4_/ R: +3_/ W: +5 (+1 from Bastard), CMB: +2, CMD: 14, Speed: 30
Wizard (Evoker) 3
Other Skills:
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11

Ok, do take the bow. I'll remove it from the equipment list. Masterwork Composite Longbow (Str+2).

Also, Tomas, take 10 Arrows, and 10 Silver Arrows and put those on your inventory!

Nobody needs the Leather Armor +1?


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

nope dont think so.


Thank you Tomas and Fizzy, those are great reminders. Just waiting to make sure we are all in agreement before moving forward.

Once the group has decided feel free to read the spoiler that you choose to take. Then interact with the encounter. Fizzy either way, as you go exploring you would come upon a raccoon near the ford. A friendly raccoon.


Profile updated with new spoiler..


Kinda wish i had more wisdom.. I would gestalt cleric if so.. I have a feeling poor Fizzy is gonna get lumped into a main healer.. You know i just thought about it now but i could totally Scarred Witch Doctor and used my con as a casting stat.. Hmm..


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

yea i have already accepted that i am now the heal bot

taking heal hex and cauldron


Well i wouldn't call yourself a healbot.. But besides potions and wands you have the only ability to heal..


As a fighter Torq will become a melee beast.. Especially in a few levels.. Ntm ive spent all his time leaning towards fighter that to go back on it would take a 180.. I suppose by 7th if you feel overwhelmed than someone can always take leadership for a cleric or oracle healer..

Hey Klaus, why don't you go Oracle with that 17 charisma and help a gnome out lol.. In all seriousness i could totally see him as an Oracle of Flame..


Male Human
Vital:
HP: 2/23, AC: 20_ T: 16_ FF: 18, Perception +3, Initiative: +2, F: +4_/ R: +3_/ W: +5 (+1 from Bastard), CMB: +2, CMD: 14, Speed: 30
Wizard (Evoker) 3
Other Skills:
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11

Oracles are divine not arcane.


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

We made it!!!


Male Human
Vital:
HP: 2/23, AC: 20_ T: 16_ FF: 18, Perception +3, Initiative: +2, F: +4_/ R: +3_/ W: +5 (+1 from Bastard), CMB: +2, CMD: 14, Speed: 30
Wizard (Evoker) 3
Other Skills:
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11

Grits!


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

yum gritz!


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

all the games that i am dming got a prize...just a thought :)

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