Kingmakers of the Everflame (Inactive)

Game Master McBugman

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XP: 6594


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Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

YEAH! Awesome news! Congrats! Boy/Girl? What the name?


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

Thanks! Doubled down on a second daughter, named Layla.


Inactive

Congrats! You know Qina is a pretty good name for a girl. ; P


Stats:
CG Bloodrager(Shadow) 2 | HP: 32/32 | AC: 15 (T: 12, F: 13) | CMB: +6, CMD: 18 | F: +5, R: +3, W: +2* | Init: +2 | Perc: +5 | Speed 40ft | Effects:

What's the plan here? I we going to try and have Hange Take over the tribe?

If so we should present Hange as a mighty hero, better than the current chief because we serve Hange... and then I chop the chiefs head off!


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

The problem with puppet dictatorships is that the people generally don't like the new dictator. They view him as a sellout whose looking out only for his best interests, and the interests of who ever the perceived controller is. If we summarily kill the chieftain and Instill another there's a good chance we'll come back later to find that Hange died in his sleep or had an unfortunate accident.

The internal politics of the tribe are tricky thing that we really don't know allot about. Not only is there the chief to worry about but also Tartuk. At this point I think our goals are three.

1. Get the ring, preferably through trade negotiation or as a gift.

2. Secure allies within the Kobold tribe. Hange is a good start, but we still need to see how pliable the other leaders are. If the chief will play ball then there is no reason to remove him. I have a feeling though that Tartuk will be the one who needs to be dealt with. Hange keeps talking about him like he is an outsider trying to influence the tribe, and from the sacrificial room it looks like he's doing a good job. We still know surprisingly little of what's actually going on.

3. Try and influence the Kobold's to accept a ceasefire with the Mites. It's even better if we can convince the Kobold chieftain it is his idea. Getting them to let us take the Mite hostage would be helpful with securing peace when we get back to the Mites as well.

Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

I am strongly considering some changes to Wendell before/when we level for the first time, but I would like approval before doing so.

When creating the character I chose to take a melee path instead of ranged, and I would like to swap those so my weapon of choice is a longbow. Our group has plenty of melee fighters, and I think it would be better for the group (and more enjoyable for me) if I was ranged.

Does anyone mind if I do that? I will list any changes that are made.


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

While I appreciate you asking our opinion Wendell, you are more than welcome to make any changes you and the GM are comfortable with.

Note However: My Character is mostly melee right now at low level, but in the future, once I have more/higher level spells per day, I will be mixing up my attacks as needed between melee and ranged spells. Especially since Al doesn't plan on (as far as I know) getting a lot of flashy combat spells. That's MY job.
=)

Aleksara's meant to be mostly a fill-in-gap or swiss-army-knife kinda character at low levels. Her main claim to fame will be when her VMC abilities start kicking in, and she starts crafting masterwork/magic weapons I think. That will make things more interesting for her!


Inactive

Whatever makes you happy. You only really need Power Attack to be a decent melee fighter so you can probably pull off both. Your ability to switch your animal focus is really making you flexible and I think you're doing it really well.


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

I would like to see the changes you're thinking, but in a nutshell I'm cool with it. As Jerrik said, this all hinges on our individual happiness.


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

Hey, do we know yet how we are handling HP from 2nd level on? I can't remember if it came up when we created these characters. Is is roll normally or is it an auto 1/2 HD +1 or some combination of that GM?

=)


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

I like the idea of rolling and taking half + 1 if it's better.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Hid Die: 1d6 + 4 ⇒ (5) + 4 = 9... not bad almost doubled...

Kind of a lackluster level for me... just get a new 0th level spell and that's it.

Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

Hit Die: 1d8 + 2 ⇒ (4) + 2 = 6

I guess I'll take the second option (4+1+2=7HP)

+1 BAB, +1 Fort, +1 Ref.

Skill ranks: 6

Spells:
Able to cast one additional 1st level spell/day.
Learn one additional 0 level spell (Know Direction).
Learn one additional 1st level spell (Acid Maw).

New class abilities: Precise Companion (Precise Shot feat), Track (+1/2 hunter level to survival skill when tracking).

Proposed Changes:

Swap out level 1 spell Lead Blades for Gravity Bow.

Reallocate ability scores (Change 16 Str to 14, and change 14 Dex to 16).


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

HD d8 +Con: 1d8 + 1 ⇒ (7) + 1 = 8

Me likey!

Edit:
Added one additional spell per level memorized
(+0 +1)

+2 1st level spells placed into my spellbook.
(Magic Missile and Silent Image)

Bonus to Fort and Will saves.

+1 BAB

Spellstrike ability gained.

Put my Favored Class bonus into HP this time.

Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

Forgot to add my Favored Class bonus: +1 skill point.

Chett's level up will be next.

Grand Lodge

Male Chett the Tiger | HP 4/22 | Speed 40ft | AC 19 : FF 13: T 13 | F +4 : Ref +7 : Will +2 | Init +4 : Per +2 | CMB +3: CMD +17 | Active Conditions: None
Info:
Bite (+4/1d6+2); 2 Claws (+4/1d6+2) | Acrobatics +8; Stealth +8; Survival +6 | S 14; D 18; C 13; I 2; W 15; C 10

Hit Dice: 1d8 + 1 ⇒ (1) + 1 = 2

Okay, so taking the 1/2+1 (4+1+2=7HP)

+1 BAB, +1 Will

+1 new skill: Perception +6

+1 new feat: Improved Natural Attack: Claws (now deal 1d6 damage each instead of 1d4).


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

@Wendell, those changes are pretty simple and not a problem! I'm assuming your inventory will stay the same and your primary weapon of choice will just switch?


Inactive

Paladin

HP: 1d10 ⇒ 9 +3 Con +1 Favored Class = 13

+1 BAB

+1 Fort

+1 Will

+1 Ride
+1 Sense Motive
+1 Craft (armor) [background]
+1 Handle Animal [background]

Lay on Hands

Divine Grace


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0
Aleksara wrote:
Fine by me, but I call 'dibs' on the next set of Bracers of Armor we find. Fair enough? =)

Sorry I didn't realize that Aleksara didn't wear armor. By all means please take the bracers. You actually go into the frontline on purpose, so they'll see allot more use on her than on Alfentinius who would try to avoid needing the bracers either way.

Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

My inventory will stay the same, I will just tend towards using my bow in combat first (though in kobold caves that's not too practical).

I'll make the changes now, thanks.

@Jerrik - Lay on Hands is awesome, congrats.


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:
Alfentinius Lentinels Ferington wrote:
Sorry I didn't realize that Aleksara didn't wear armor. By all means please take the bracers. You actually go into the frontline on purpose, so they'll see allot more use on her than on Alfentinius who would try to avoid needing the bracers either way.

Nope. They are yours Al.

For the next few levels my AC will continue to go up as part of my archtype abilities anyway. You need them for now. I would rather you have the constant protection. I can always use my shield spell too, if I think I need it.

Besides they are one of the more common magic items found. I'm sure we'll come across another one or something similar soon enough.

=)


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0
Aleksara wrote:
Alfentinius Lentinels Ferington wrote:
Sorry I didn't realize that Aleksara didn't wear armor. By all means please take the bracers. You actually go into the frontline on purpose, so they'll see allot more use on her than on Alfentinius who would try to avoid needing the bracers either way.

Nope. They are yours Al.

For the next few levels my AC will continue to go up as part of my archtype abilities anyway. You need them for now. I would rather you have the constant protection. I can always use my shield spell too, if I think I need it.

Besides they are one of the more common magic items found. I'm sure we'll come across another one or something similar soon enough.

=)

NOPE... Alfentimius will not wear them if one of the people who are his literal human shields isn't protected first. He might use it once or twice in ten fights, where as Aleksara will easily use it 50 times in ten fights. Take the bracers already... Alfentinius will be very happy with his new wand.


Stats:
CG Bloodrager(Shadow) 2 | HP: 32/32 | AC: 15 (T: 12, F: 13) | CMB: +6, CMD: 18 | F: +5, R: +3, W: +2* | Init: +2 | Perc: +5 | Speed 40ft | Effects:

Leveled Up

Sorry for the delay, graduation weekend.

1d10 ⇒ 10


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Figured this would be quicker than trying to discuss all this in Character.

immediate Plans:
I believe the plan was to go to the Mites and return Gretch and make sure the Mites know their "War" is over. I was thinking about telling them that they've won the war. Tell them that Tartuk was their real enemy and say some nice words. Present Tartuk's weapon to Grabbles as a trophy. Then I was going to whisper to Grabbles that the Kobolds have a Giant Dragon that they were getting ready to release against them but since we brokered peace with the Kobolds have promised to have it hunt south of the river. Hopefully this will "ENCOURAGE" Grabbles to keep the peace.

Any ideas or thoughts about this plan? Any better ideas, or additions you guys would like to see?

future cities?:
I have 2 cities that I was thinking about in the future.

1. We have to name one of our towns Wendelton. Short for Wendell's Town. Obviously Wendell would need to choose the location and purpose of this location.

2. I was hoping to build a city in the proximity of the Mite's and Kobolds at some point. It would be cool if it were all underground. We could call it Underhill.

Leadership Roles (AKA... Who gets to be King or Queen):

At some point we should start discussing what roles people will want to fill. I know it's prolly a bit early to start this discussion, but not knowing how long it might take too have...

1. Alfentinius would want the role of Councilor: The Councilor acts as a liaison between the citizenry and the other kingdom leaders, parsing requests from the commonwealth and presenting the leaders’ proclamations to the people in understandable ways. It is the Councilor’s responsibility to make sure the Ruler is making decisions that benefit the kingdom’s communities and its citizens.

2. Who do we want to make King?

3. There are more roles than players. I assume the writers intended us to fill those positions with various NPC's such as Oleg or Roscoe. I propose after the players have their positions picked in our leadership council that we include a representative for both the Mite's and Kobolds in the roles that we give to NPC's.

Thoughts?

Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

1. I absolutely agree with your immediate plans. Finish up our business with the Mites, then get back to Oleg's once the situation has calmed down. If it's supper time now we should make camp for the night and strike out first thing in the morning.

2. Love the name Wendelton. By no means a capitol city, but a good camp or town.

3. My initial vote would be for king Jerrik, and Alfentinius as his acting hand. I think Jerrik has a strong moral compass and leadership qualities. He could use a voice like Alfentinius to bridge the gap between him and the people. That said, I think it's most important that those who take the roles in our society actually want them.


Inactive

I would tell the mites as little as possible. Jerrik story is basically that he's a descendant of dragons. The bloodline has been diluted through the generations, but for some reason it will awaken somewhat with him. With that in mind, I would tie the 'giant dragon' as more of a dragon ally, but that's just my opinion.

I've good with the city thoughts.

Leadership Roles
Councilor - Alfentinius
General - Arim
Treasurer - Aleksara
Marshal - Wendell
Ruler - Jerrik

Partly based on stat bonuses and partly on what I thought fits people.


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

I love the treasurer who magically throws coins at people! ;)


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

I can go with what Al said. (I love Wendelton! Chettsville comes a close second!)

Thoughts on positions:

Leader/Ruler (Prime Minister) = Jerrik
Head Councilor/Chief Arcanist (Minister of the Arcane) = Alfentinius
Sheriff/Marshall (Minister of Law and Order) = Wendell
General/Warlord (Minister of Defense) = Arim
Treasurer/Spymaster (Minister of Intelligence) = Aleksara
Master of Temples, Trades, and Guilds (Minister of Trade) = Oleg

Other possible thoughts...

Area Name: Swordlands

Capitol: Prime City
(Sounds awkward...but feels cool!)
"We have to beat the murderers back to the capitol! Where heading back to Prime."


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:
GM Shai Hulud wrote:
I love the treasurer who magically throws coins at people! ;)

Gotta have ammo!

Hey Al?

What new spell(s) are you taking for 2nd level?


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Sorcerer 2nd level is a sad thing. You only get a single cantrip . I added daze to my arsenal.


Stats:
CG Bloodrager(Shadow) 2 | HP: 32/32 | AC: 15 (T: 12, F: 13) | CMB: +6, CMD: 18 | F: +5, R: +3, W: +2* | Init: +2 | Perc: +5 | Speed 40ft | Effects:

I agree with all the suggestions so far with regard to roles. Except that I'm not sure Jerrik should be king/leader.

Depending on how things work out, ruler may be a rather boring role, full of state events and... sitting. Maybe we should have an NPC rule and we all be advisers/puppetmasters/the power behind the throne etc.

I think Jerrik would make an excellent Chief Judge/Lawmaster.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

GM... I hope I didn't overstep my role... but I threw up a battle-map just so we can visualize things..


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

No I appreciate it! Looks good to me, the wagon gets full movement as well.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

when Aleksara declared jumping off the wagon I went back and checked how many horses we had left the trading post with... turns out it was 4... and since 2 are pulling the wagon that leaves one for Wendell and one for Arim. That's when I deleted the 5th horse.


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

I thought I jumped off the wagon? Where is my horse then? I would have tied it to the back of the wagon if not currently needed. I'm confused here.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

We left the trade post with 4 horses. Arim, Jerrik, and Wendell all had their own Horse. Meanwhile Aleksara and Alfentinius shared the fourth horse.

Currently Wendell and Arim are riding two horses and the other two horses are pulling the wagon. Before combat started Jerrik, Aleksara, Roscoe, Alfentinius, and Gretch, all squeezed onto it.

When I originally set up the map I had given us five horses by mistake and originally put Aleksara on the horse.

In conclusion I caused all the confusion by putting Alesara on a horse I had created out of thin air. I then deleted the offending horse when I realized my error. So my fault... sorry everyone.

Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

No worries. The map is much appreciated.


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:
Wendell Redgrass wrote:
No worries. The map is much appreciated.

Agreed. I wasn't upset, just confused. All better now.

=)


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

Yeah no hard feelings meant, any hiccup can get smoothed out. Speaking of, before we had the map I totally forgot Wendell was on a horse so he did get an extra action on accident. My bad.

Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

I suppose now, as Wendell lays dying, is a good time to talk about character death and a few other issues.

My decision to scout 100 ft ahead has put me in mortal danger. I spoke with GM about that, and told him I didn't want him to pull any punches (he agreed). There was also an opportunity for Wendell to try and heal himself, but I made a n RP decision that Wendell, a hunter, would try to fight back instead of backing away and casting a spell. (And no, I'm not trying to get myself killed).

We also discussed that if one of us should ever die we would be able to re-roll and work a new character into the campaign. At least that way a player is not 'out' if they should be killed.


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

OK.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

We're just waiting for Wendell to have Chett make his attacks to see if the pork gets another attack or not. Right?

I have a sneaking suspicion he doesn't realize he forgot Chett's attacks.

Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

Oops! Sorry about that...


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

Is this the beginnings of a hilarious Kobold/Mite BBQ?! What are you guys planning?


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

What? It can be the annual MITE/KOBOLD Victory BBQ! Once each year on...whatever day this is. We bring meat and we eat it! With BBQ! Everybody wins!


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

I wish we had invited the Kobold's!!! Oh well maybe next year. I did want to use the Boar meat to ingratiate the party to the tribe not just Grabbles. If it's cool with the party I was thinking of telling the story or version ther of of our fight with Tartuk and present Tartuk's weapon to Grabbles. That way we build a relationship with both the tribe as a whole and Tartuk


Inactive

It's fine with me but are you sure you're not a VMC bard?


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

Just putting it out there as my duty is to facilitate silly awesome dreams, round trip to the Kobolds would be 6 hours. Roughly 10am currently.

Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

I think the feast and story time are fantastic ideas. It will allow us to endear ourselves to the Mites, make subtle power plays, and try to further our relationship as allies.

As for inviting the Kobolds...maybe next year. Alfentinius' diplomacy rolls are good, but that might be a stretch.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

So I've been thinking about this today... and kind of realized how big of a task this really is... So I'm thinking we need to do this good ol' fashioned pigs in a blanket style...

step 1... Dig a shallow pit (maybe 1 foot deep)
step 2... line pit with rocks
step 3... build a fire in the pit
step 4... When fire has burned out place hot rocks inside of boar
step 5... wrap boar with burlap... (we have some extra tents for this)
step 6... place wrapped boar in pit and bury to trap heat
step 7... wait for boar to cook
step 8... dig up boar
step 9... enjoy!

With as many people as we have it's still allot of work at the front end of the process. But I figure if our characters all pitched in and were organized we could have the last boar buried within a couple of hours. The nice thing is then you get to just sit for like 7 or 8 hours.

So dinner would be on about 8 pm assuming everything went according to plan.

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