Kingmakers of the Everflame (Inactive)

Game Master McBugman

Kingdom Errata
Regional Map
Local Map
XP: 6594


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

Wanted to do an interest check. We just went through a big holiday season and all but I know this is also an unique adventure too. It's quite an open ended and vague sandbox, much different than the usual set mission or plot of modules and other APs. This is really a game of exploring a world's details, existing in it, and shaping it into a nation of your choosing; all of which can be tedious.

So, just wanted to see where engagement is, if it's turned into something you didn't expect, aren't vibing right now, unsure what to do next, or whatever else.

:) and don't fret being honest, some stories wane. I really enjoy playing with you guys and just want to make sure we're our putting time into the things we're wanting to continue and not forcing something that has lost its zeal.


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'm enjoying myself immensely!

Slow progress here make sense.

I'm willing to work however/whatever...Aleksara has her forge finally, so its a distraction for her during any down time. Also, she/I wants to get at least one catapult up and running ASAP.

I'm willing to explore whenever/however otherwise.

As far as the extra dirt? Mix it with some water ans straw and we can make some decent mud bricks for extra (basic) building materials?

Any rocks we dig up should automatically be stored (Baskets?) for either catapult shot, or more building materials for later.


Inactive

I'm still in. I've been going through a lot of challenges lately, but I'm not giving in or anything. Started a new job, the whole household has had the flu, and the holiday season have all taken it's toll on my computer time and availability, but most are only temporary situations that will resolve themselves.

I am good with the way things have been going. As has been said, the Sandboxy nature of the campaign lends itself to slow going. I enjoy playing with all of you and will continue as long as I have an internet connection.

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'm definitely still in. I think the campaign style is fresh, just easy to bog down making minor decisions. It might be good for us to just get out of town and travel, maybe for a couple weeks even, until we have no more room on the carts and no run low on rations.

@ Aleksara - I like your ideas for finding uses for the dirt and stones. Oleg can keep his fort intact, but we could build a small town nearby so we don't have to be squatters in his fort.

As for the catapults, I'm fine with getting one up and running. That said, and this is more an issue with the AP and OOC, I feel like siege defense weapons are a bit ridiculous for a trading post. Part of me thinks they must exist for a reason, but they seem strange here. Anyway, Wendell would be happy to help get one of the front two working.

@ Jerrik - I can definitely empathize with being caught up lately. Having two kids is proving to be far more time consuming.


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'm still in.

Life has been really hectic for a few months now (I know, same for all, no excuse) I'm acutely aware that my input has been lax. Please bare with me, I'm getting back in the groove.

@Wendell - I know what you mean about the catapults... they seem a little out of place. Now, if we had a ballista or one of these bad boys, that's another story!


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 have to admit that of all my characters, Alfentinius is prolly my favorite. He's just such an awkward little fella who wants everyone to like him no matter what it takes (ie... lying, magic spells, telling the truth even...)


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

Awesome! I've very glad to hear it.

With two kids under 2, I 100% understand how time can drift away. I'm not bothered by the pace, just wanted to make sure it was due to real life and not interest. With PbP it's harder to read the players and there's always a voice saying "Should I push? Should I wait?"

About the catapults, Oleg setup his trading post in the ruins of an abandoned territorial fort. The region has a long history of failed conquests and he was able to make use of some of that history. The catapults come from that time, not brought in by Oleg.


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 figured on the Catapults.

Aleksra is thinking they would come in useful if we get attacks by big/slow creatures of some sort, or...say a horde of bandits looking for revenge.

Its just her way of thinking...and mine.

=)

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'm not opposed at all to fixing the catapults. Should be simple enough and the more defense the better. In fact, it will give you good experience in maintaining siege defenses for when we build a city of our own.


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:

We have to make some enemies before we can get into a big fight... Talking all the time... "making friends!"


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

Are you all intending to head out the next day or work around the post for one more?


Inactive

Head out.


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:

Roll Out!


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

Sounds like we're heading out.... Yeah!!!

I Was wondering if we wanted to ask Roscoe and Jhod if they wanted to come. That way we would have someone to watch camp while we adventure and the like.... It'll give them something to do that's alittle more woodsy then sitting at Oleg's. We could make our routine to travel a day... set up camp and then set out from camp to explore. 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

Ready to go.

I agree with inviting them. It would be a good way to get acquainted and keep our carts and horses safe if we have to leave them.

As for exploring, we could travel, set up camp, explore a zone for a couple days, then pack up and travel, rinse and repeat. We could cover a lot of ground that way.

Need to make sure we being everything that could be important, leave anything that isn't useful on an expedition. Two carts, horses and donkeys can haul a lot, but we will need all the space we can get. The sooner we hit our load limit, the sooner we will need to head back.

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

Below is a list of tools and items for Oleg to order. Let me know if there are any items you would like to have added or removed from the list. Prices listed are per item, but the total includes the price of multiples.

Shopping List for Oleg:

Tools and equipment:
Chain 10ft (30gp)
Crowbar (2gp)
Hammer (5sp)
Saw, rip (4sp)
Saw, two-man (8sp)
Shovel x2 (2gp)
Sledge (1gp)
Woodcutter's axe x2 (6gp)

Writing supplies:
Ink (8gp)
Inkpen (1sp)
Parchment x5 (2sp)
Sealing wax (1gp)
Signet ring (5gp)

Additional:
Guard dog (25gp)
Muzzle (2gp)
I think a guard dog would be a good idea so we don't have to worry about leaving our carts and animals unattended. If we don't buy this for the group, Wendell will purchase it for himself.

Total: 78gp 8sp

Optional:
Cart (15gp)
Cattle (50gp)
Chicken (1gp)
Pig (10gp)
Lock, average (40gp)
Lock, good (80gp)
Manacles, common (15gp)
Manacles, masterwork (50gp)
I'm in favor of buying a good lock and masterwork manacles. We could use them to lock up a treasure chest, secure a prisoner, etc. The price increase raises the escape artists and lock pick skill DCs. However, they are expensive (130gp for the top-tier set) so maybe we wait until our next order for those.

So we don't get slowed down while we debate items on the list, can we assume that the list is decided upon and given to Oleg the night before we depart? Then we can finalize any items on the list without slowing down progress.


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

hehe... just so you know both Alfentinius and Jerick bought dogs at character creation.... so we actually have 2 guard dogs already.

Alfentinius would like a spade... It's like a shovel but smaller...


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:

Looks good to me!

I would add some raw iron stock (?gp) so I can start working with some metals here. I still need to forge some mw small-sized spears and shields for the kobolds when I get the chance too.

LATER: If we find any odd metals (rare metals) lets grab them too so I can see if there is anything I can do with them too.

As for leaving, is my horse healed yet? I'm assuming wendell used magic on it after a day, but I don't want to take it if it still needs to heal.

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

Wendell hasn't used any spells today, so he will heal your horse before bed.

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 actually forgot about your dogs, we should bring them along this time. Wendell will still probably buy a dog, he'said starting to feel inadequate with only one pet.

@Al, I can't find a specific price for a spade, so maybe the cost would be half a full sized shovel (so 1gp)

@ Aleksara, I like the idea of buying raw iron stock. We will just need a GM ruling on price.

Once our kingdom grows we should consider melting down our gold coins and minting some new ones with our faces, etc.


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

The table at the bottom of this page is the best I've ever been able to find for material costs.

Those all have special qualities though. Going off a 1lb dagger costing 2gp, a poind of plain old steel would cost 1gp.

I'll keep looking and will start the next day in game tomorrow morning.


Inactive

Excellent list. I'm not sure we need top-notch manacles at such a low level. Besides, without the proper tools, the odds of picking the lock are extremely low and we should search anyone before locking them up. There is always the chance of escape artist, but if we have guard dogs and bring a few extra hands with us I'd be less concerned about escaping.


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

Posted some thoughts about our Coat of arms/ seal/ brand on the local maps page.

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

@ Jerrik - agreed, no lock / manacles for this order.

@Al - Love the coat of arms. It would be cool if we could incorporate something related to each of us in it.

If we want to stick with the radish theme:
The Radish Lords
"Our roots go deep."
Seal / brand could be the outline of a radish.
-or-
"The radish bites back."
Seal / brand a radish in tiger fangs or a radish with tiger stripes.

Back to the coat of arms, maybe the center sword could be the one used by our first king when we incorporate? And a radish for each of us...And if we could incorporate some reference to Chett (color, stripes, fangs etc.) Wendell would die happy. That might not really fit the theme though.

It does not have to be about radishes, just thought that was fun. I'm open to something more serious.


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 like the Sword and Radish idea...

But we should incorporate all our 'Totem' animals too?:

Great Cat (Wendell), Goat (Al), and Dragon (Jerrik!)

A Chimera Rampant!

Call ourselves the Chimera Council! Or something similar.


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:

Arim's not too bothered about being represented specifically, everything casts a shadow afterall...

On that note I think we need to think about our attitude to Brevoy/The Swordlords/"Them that Sent Us." At the moment we are receiving help in the form of easy trade, military support (Kresten and his men are still in the main army?) and so on. If we start re-minting coin and declaring our own kingdom too early we may find ourselves isolated. Or am I reading this all wrong?

The Chimera Council... love that!

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

The Chimera Council is great, I like that a lot.

As a nod to the sword Lords, we could name our land The Gift or The Gifted Lands.

@ Arim - that's a good point about the coins. Would be a stupid way to burn a bridge.


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:

Don't get me wrong, when the time comes Arim will be at the front of the queue to stick two fingers up at the swordlords and declare independence (that's pretty much his only end goal, to make it on his own) Just got to wait a bit...

Edit: Purchase list looks great by the way.


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

Loving reading the ideas! I can just see it now, a five headed Tiger-Dragon-Goat-Lizard-Shadow chimera.


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...I was bad. I added something to the Local maps as well.
HERE.

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

Is that a radish pommel? It's great.

The Chimera is perfect for our group. Just need a way to fit in Aleksara and Arim. Maybe gray shadow background for Arim?

I think the Chimera is a really good option. Maybe with Arim gray and Radish red diagonal striped background?


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:

Yep! You called it. Radish pommel.


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

Sorry to be a downer... but Alfentinius, if ever asked, really has no desire to be represented by a goat. If he needs a signage for himself he likes the radish actually. Something homey and friendly about it.

P.S. I love the Radish pommeled sword with the vine going around it.


Male Goat Familiar | Hp: 14/ 14/ | AC:14 T:12 FF:13 | CMD:11 (15 vs trip) | Fort:+3 ,Ref:+3 ,Will:+3 | Init:+ 1| Perc:+0 (low-light vision) Familiar of Alfentinius Lentinels Ferington

William on the other hand loves being represented in the teams signage... He says keep it the way it is...


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

@Al, Your relationship with William makes me think it'd be fun to build a character where the familiar is actually the PC and the wizard (or what have you) is the actual "familiar." Controlled through a spell or thought control.
Fire at it you dolt, it's trying to kill you!
The wizard wipes drool from their mouth as they realize they're in combat, "Uh,.. Magic Missile!"

Anyways, thought I'd chime in for a second as it sounds like you're planning to go the "set camp and spend several days exploring from it" approach. As a recommendation for efficiency I'd suggest selecting a vertices on the hex map for your camp placement. That way you can spend three days chartering each of the neighboring hexes and move camp again on the fourth day to a new vertices with three unexplored neighbors. This would reduce repetitive traveling and the RP of constantly setting up and breaking down camp.

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

@GM, can you clarify where Oleg's post is on the regional map? I imagine we would choose a vertices close to the post rather than travel through uncharted wilderness to a campsite that's further away, then as we uncover more areas we can move further and further out.

How long does it take to fully explore a hex? I thought it was around 2-3 days, is that correct?


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

The Regional Map link has been updated and the regional map in the Local Map link is correct as well.

This has the full table, but plains/hills take 1 day, forest/desert/marsh takes 2 days at 30ft speed. Both take 1 day at 40ft and faster. So pretty reasonable actually.

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

Does anyone remember what direction the Stag Lord's hideout is rumored to be?

I agree with Jerrik's sentiment that we should begin our exploration heading in that direction so we can keep ourselves between the bandits and Oleg's post. Plus, I doubt their hideout is adjacent to Oleg's post, so our chances of running into them too quickly is limited.

Also, I'm pretty sure that with our carts and Wendell's donkey our max move speed is only 20(?). Could absolutely be wrong there.


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:

He's got a fortress somewhere? I think it is West or Northwest...if memory serves.


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

Oddly enough carts have a max speed of twice the animals speed. Light horses are 50ft, ponies are 40ft, and donkies aren't listed but other d20 material states 30ft.


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 think we should go east/southeast first (on the regional map.) get that corner properly mapped and cleared. Then move around Oleg's place mapping as we go.

So going with the camp in corners plan. Get the three in the corner done, then the three directly bellow Oleg's on the map, then the three on the other side. 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

Arim I like that plan.

With our 30 move speed we will be able to clear them pretty quickly, and will be close enough to Oleg's should we need to return for supplies or in an emergency.

Maybe we can tell Jhod and the captain of the guard where we intend to go so they can come find us in a pinch.


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:

Sounds like a plan!
=)


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 vote we do the camps the way the GM labeled them on the regional map... 1, 2, 3.

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

Agreed. We can move the numbered spot, set up a campsite, then set out and explore each of the 3-tile sets clockwise in order.


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:

Hee hee! It was me!

Yeah start at 1, top hex and then move clockwise around the camp.


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:

Agreed.


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 keep in mind as we set out... we have no one to watch our camp that we'll be leaving unattended every day... unless we split up....

Buh... Buh... Buh...

Do we want to take both wagons? Or maybe leave one behind... We may want to bring both dogs...

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 was under the impression that we would take both dogs and have them guard the camp / carts. We could potentially tell one of the guards to gear up and join us too. That would be an easy fix and they might even be honored to join and excited to get away from the post.

I do think we should take both wagons, but only for hauling capacity.


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 like the idea of only one wagon...tactically speaking:

I think riding horses for most of the rest of us makes a better tactical set-up. We will be close enough to Oleg's for most of the beginning of this journey anyway, and if we really need it we can always go back and get the other wagon.

That's just my opinion.

Also, we could create a burlap-tarp to disguise the wagon when we are away from it, and learn to hide it in scrub brush and small treed areas too.

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