Of Kings and Commoners - Kingmaker AP

Game Master RPGGGM

With the heart of the Stolen Lands explored and the bandits who ruled there scattered, the long-contested realm finally lies open for pioneers and settlers to stake their claims.:
Amid the rush of opportunistic travelers, the PCs find themselves stewards over a new domain, tasked with the responsibility of guiding and guarding a fledgling nation struggling to grow upon a treacherous borderland. Yet the threats to this new nation quickly prove themselves greater than mere bandits and wild beasts, as the monstrous natives of the hills and forests rampage forth to slaughter all who have trespassed upon their territory. Can the PCs hold the land they’ve fought so hard to explore and tame? Or will their legend be just one more lost to the fangs of the Stolen Lands?

The Current Charter! | Avalon (test) | Party Loot Defunct | The Trading Post | Regional Map Folio | Tactical Map Folio | Ultimate Campaign | Ultimate Rulership


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Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Let's try to get a moderately accurate count of enemy numbers in the camps before leaving.

I have already spoken in favor of the dwarf cleric.

FYI there is an alchemical torch in ULTIMATE WILDERNESS that sheds dim light in a small area but it's light is not visible outside that area. I forget what it was called but we should definitely get some.

Edit: Found it:!

Red Flame Torch:
RED FLAME TORCH PRICE 20 GP
WEIGHT 1 lb.
This otherwise normal-looking torch is
encrusted with lithium salts and burns
with a dark red flame. It sheds
only dim light in a 10-foot
radius, and the light it casts
is undetectable outside this
radius by normal vision, darkvision, or lowlight
vision. This torch burns for 1 hour.


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

nice.. we should


Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |

Finger is better...but so much catching up to do.

For what it's worth:
I would not assume Staggie has NO one with Darkvision among his underlings. Bad Elf is a shining example of a lack of racial purity among the underlings. Some people with Darkvision may lurk about, stuck with nightshift-guard duty.

Regarding the recruits, I only briefly skimmed them yet. I think we could benefit from both, so I'll gift my vote to Illthir so that she can vote for both of them as a package. Democracy works like that, at least in America, right? That 12th Amendment stuff about Electors?

I would need to check them more in-depth for an informed decision by myself so that seems like the best option sans Bernie Sanders showing up out of nowhere.

Also, yay @ going for Mercenaries. Speak softly and carry a big Stick, as long as we're at American Politics! ALL kinds of diplomacy tend to work a lot better if your words happen to be backed by nuclear weapons the means to enforce your will if negotiations fail.


| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |

"Democracy is NON NEGOTIABLE!" - Liberty Prime, Fallout 3


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

Big post later (the sort that''s better to make from a keyboard) detailing Zokon's romp.


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

Yay and don't we need to find a demagogue for the ruler with all this democracy stuff? Maybe we can paint Numalar orange?


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

Well....

Numalar's description wrote:
The most distinct thing people notice about him is the unusual faint golden cast to his skin.

Reach up and grab someone.


Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |

You mean his top hat is simple a containment unit for his luxurious eggyolk-colored mane?


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

Okay last review, would folks be okay with me just allowing both recruits in? That way we have a spare or is seven too many? In PFS games I dislike seven because many Society games happen in narrow 5'-wide corridors, but much of Kingmaker happens in all sorts of terrain and settings.

Last thoughts?


| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |

The more the merrier, woo!


Status: Dusty | Hp 33/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

No objections :-)


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

I don't mind..

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Guys, I've been getting over a throat infection that slowed me down a lot more than I expected. Hopefully I will get things back to normal this weekend.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

Glad to hear you're on the mend.


M Dwarf | AC 25, T12, FF24, CMD 19 | HP 52/52 | F +9 R +5 W +10 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +11 | Active: Shield, Barkskin, Air Walk

Hello! Ready to jump in as soon as we have an introduction.
I gave Durgan a couple of reasons to be hunting these bandits, so he'll be easy to convince as soon as you meet him.

I would guess that with two more 4th-level PCs (who have good AC and healing) we could probably take the bandits ourselves, presuming good tactics and defensive buffs and the enemy being mostly level 1. But if we can get the mercenaries, that would make things quite a bit easier.

I'm willing to entertain ideas on gear. I switched things around a little bit, dumping the Pearl of Power to get a wand of CLW, and scrolls of Deadly Juggernaut and Invisibility Purge.


Female Half-elf Paladin 3/Cleric of Sarenrae 3 || HP 53/53 (53/53 nonlethal) (-3 Con) || AC 22/10 Tch/22 FF || F+12 R+6 W+14 || CMB +7 CMD 17/17 FF || Init +0 || Perception +6, low-light vision

Greetings, all. Thank you for having me. Serena is ready to do her part! Durgan has been kind enough to offer a few suggestions on my gear, which I am considering before we get dropped in (swapping +1 field plate for MW full plate). If anyone else has suggestions, I'm all ears.


| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |

Howdy folks, welcome to the fun house!

May we not get killed along the way to meeting you :)


M Dwarf | AC 25, T12, FF24, CMD 19 | HP 52/52 | F +9 R +5 W +10 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +11 | Active: Shield, Barkskin, Air Walk

One idea for a grand entrance: Durgan and Serena have been traveling together, tracking the bandits for all their vile crimes. Durgan changes around his purchases a bit to have three scrolls of Deadly Juggernaut (one in case either he or Serena botches the CL check). Their plan is to announce their presence, offer the enemy a chance to surrender (as Serena, a follower of Sarenrae, would want), then take on the bandits by themselves. Given how even trained armies rout after significant casualties, the rabble would likely break and flee after 15-20% are defeated, by which point the spell would have made the clerics nearly invincible against the leaders and lieutenants.

Now, the clerics wouldn't know about the arcane support the enemy has, so could be in some trouble if the party doesn't help out (or if the battle goes more than 5 minutes). So the party jumps in.

My reasoning:
1) This is the situation that cleric spell was made for;
2) Moves the plot along quickly;
3) Gives the characters a reason (somewhat) to trust each other;
4) Two Deadly Juggernaut clerics are deadlier than 30 1st-level mercs.

I am not sure if Durgan would know enough to wait for Hotspur to leave. That could complicate things.
And I haven't run this by Serena.
And I know Scarlet Scarab wants to see the mercs.

Still, it would be a pretty cool introduction.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

So which one of you replaces Celyne and which replaces Luna? :)


Female Half-elf Paladin 3/Cleric of Sarenrae 3 || HP 53/53 (53/53 nonlethal) (-3 Con) || AC 22/10 Tch/22 FF || F+12 R+6 W+14 || CMB +7 CMD 17/17 FF || Init +0 || Perception +6, low-light vision

Made two minor alterations before we are placed in-game. I swapped the +1 field plate for MW full plate (ups my AC by 1). I also traded out Charge of the Righteous for Selective Channeling, which I should have taken from the beginning (it's usually the first feat I select for a cleric).


Status: Dusty | Hp 33/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

Hello! And welcome :-) Happy Easter too for good measure!

@gear - I haven't looked at you sheets, but I'm sure everything is good.

@deadly juggernaut-ing - that's death kneel on a repeat right? I'd worry most about the start of the chain, can't afford to flubb anything there or it might be painful!

Also - I'm not sure about the level distribution of low level mooks. Haven't been in the game long enough... But assuming it's all first level chaff might be dangerous too.

But I like the spirit of the plan :-)


M Dwarf | AC 25, T12, FF24, CMD 19 | HP 52/52 | F +9 R +5 W +10 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +11 | Active: Shield, Barkskin, Air Walk

Durgan's stats, fully buffed before Deadly Juggernaut, would be AC 29, attack +11 (1d8+8), resist fire/acid 10. So even before the spell kicks in he'd be formidable. What Deadly Juggernaut means is that after he's taken down a few bandits, even those lucky 20s can't hurt him (DR 10/-). And if by some miracle a 20-20 crit gets through the DR, he's got healing.
If this isn't the introductory scene we go with, it's still an option when we attack with the mercs (possibly he and Serena are trying to recruit the mercs for the same purpose).

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Is there any particular way you'd like to bring in the new characters?


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Durgan Far-Walker wrote:
If this isn't the introductory scene we go with, it's still an option when we attack with the mercs (possibly he and Serena are trying to recruit the mercs for the same purpose).

Yeah, the more I reread the posts with less sleep deprived eyes the more it seems we are going to Mivon. So why are you pious folks in the kingdom that hosts that holy of holies--the Feasting House of Cayden Cailean!! (Before anyone asks, it is in a tiny village away from the city of Mivon proper, but considered part of the kingdom.) The other popular official religions include: Abadar (yea!), Gorum and Pharasma; less known and state approved include: Calistria, Hanspur, and the Green Faith.

The focus of Abadar faith in the CN city-state include: trade, money, order, money, status quo, and money!


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Numalar Auritonius wrote:
Is there any particular way you'd like to bring in the new characters?

Gninja'd!

I'm good with any method that involves getting them interested in exploring (not necessarily settling/ruling because that's sort of meta knowledge right now--though they might have plans) the region. There are any number of reasons to do this. They might be interested in setting up monasteries for their respective churches (by the way who--if anyone--do you two answer too in your respective hierarchies?), they might be missionaries sent to spread their gospel to the peasants already settled in the land (i.e. those people who live around Renault's farm, the Benzen's, etc...), part of some militant religious order sent to quell unrest and spread the faith, "on a mission from god" thanks to visions, or the orders of a penguin, treasure hunters seeking wealth, or resources for their orders, or anything that makes sense really.

At this point, they really wouldn't be Charter bearers sent by the Mayor of Restov, and signed off by the King Regent. They might agents of the Magister (or perhaps the Lord Mayor of Restov via the Magister) sent to keep an eye on those crazy adventurers who so badly damaged the city sewers a few weeks back.... Likewise, they might be working directly for their churches, Abadar says 'there is economic gain to be had in them thar hills!!! So go git it boy!'

One major theme of the Stolen Lands is that it is a place of redemption and opportunity and second chances for a lot of people. Nearly every NPC encountered here thus far has a story for why they are here and what drove them from more civilized places out into the wilderness. Think of Kesten story for instance. But this goes for everyone. So something along those lines would not be bad either.

We've talked a bit before but here's were we make it canon.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

GGGM: After our encounter with Salzarus, how many horses do we now have?

If we have less than we set out with, perhaps our return trip should include a stop at Oleg's to get more horses. It is a longer distance but covers more open ground instead of forest, so it would probably take a similar amount of time.

That would also let me pick up Sir Didymus.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Numalar Auritonius wrote:
GGGM: After our encounter with Salzarus, how many horses do we now have?

4 including Bill. If Scarlet walks or Numalar doubles up on Bill (the big (read: advanced) middle-aged horse) You should be fine for travel, post-Kressle's old camp, where Jhod hikes from. Remember, Numalar can ride bigger than medium mounts he just can't fast dismount from them.

Numalar Auritonius wrote:
If we have less than we set out with, perhaps our return trip should include a stop at Oleg's to get more horses. It is a longer distance but covers more open ground instead of forest, so it would probably take a similar amount of time.

Well, yes and no. If you head back to Oleg's there's probably going to be some awkward "Aren't you staying for the funeral?" moments....

That and it is a bit of a toss up as to time saved.

Numalar Auritonius wrote:

That would also let me pick up Sir Didymus.

What? Numalar can't whistle?

Either way, I'm cutting ahead to Camp Drelev the way-station at the northern mouth of the Lake Hooktongue a few days later, unless folks say they want to return to Oleg's. The camp or the outpost will be where we finally introduce our new clergy people.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

Folks can let me know. But for now Fort Drelev (second page of the regional map) is the place to be. That (as of now) includes: Durgan and Serena. Best to meet sooner rather than later, down Mivon way.

The camp basically serves as a headquarters for a group of mercenaries charged by Brevoy with clearing the Hooktongue region of bandits (sound familiar). The place is what you would expect in a mercenary camp. There's a rough military order to the place, semi-permanent/permanent structures, docks, lots of camp followers, etc.... I should have the maps up later today.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

Quick map up in regional maps (pg 3).


Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |

I'm getting close to catching up and there's more posts to be read -_-
At least tomorrow I should have a bit of a breather and be able to finally finish catching up. Just wanted to pop in and say I'm getting there :/

@Deadly Juggernauting: Powerful and fun spell, but from previous encounters, I would not expect the enemies to play along with that and line up for the slaughter. More likely that they'd evade/withdraw and try to pepper you with arrows, and outwait your buffs as you chase after them.
(I know you got 30 feet base speed, but withdraw+superior numbers works to their advantage in terrain blocking charge)
Not saying it couldn't work out exactly the way you envisioned, but I wouldn't put all eggs in that basket - may be safer to meet up first...


M Dwarf | AC 25, T12, FF24, CMD 19 | HP 52/52 | F +9 R +5 W +10 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +11 | Active: Shield, Barkskin, Air Walk

Well that plan is on hold for now, but it draws a great deal of its appeal from the absurdity of one or two clerics demanding that 100 brigands surrender. Likely they would attack rather than run, and by the time they realized what was happening, AC 29 and DR 10/- would mean it was too late. And even trained armies rout at 15-20% casualties. With luck, the Stag Lord would come out to fight.

But as I said, the plan is on hold for now.

I certainly never thought it was either possible or good for the story for him to win single-handedly. The idea was to have a dramatic introduction, while the other PCs were staking out the camp. The PCs might have thought something like "That dwarf is mad, but he's given us an opening - let's help him!" Even if the bandits fell back, that would have had Durgan punching through - which is what it sounds like you want the mercs to do.


Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |

Aye, I understand :)
I just meant that there was as good a chance of them laughing from the walls while showering you with arrows, magic missiles and other welcome gifts - as in, they are not exactly the honorable sort to meet your challenge to melee combat(instead of simply trying to shoot you to death while laughing...a feat your AC would make difficult, but they can still try, right?)
As said, I can totally see where you were going with that, just pointing out that so far, enemies usually refused to go along with our plans and more often than not, choose the cowardly-but-safe options over risking something - and throwing a tanglefoot bag at the buffed up heavily armored crazy guy and shooting him from afar while waiting for magical backup seems much more sensible, know what I mean?
That said, I'm totally not opposed to your plan...wether as a decoy, an additional attack vector, or simply storming in together with mercs!
I like it, and it can allow a fun first impression. Just meant to say using you instead of the mercs(who are, technically, mostly...expendable) to try and punch through could backfire on us considering previous tactics we encountered.


M Dwarf | AC 25, T12, FF24, CMD 19 | HP 52/52 | F +9 R +5 W +10 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +11 | Active: Shield, Barkskin, Air Walk

His spell selection is indeed partly based on "What AC-circumventing attacks might he face"? Tanglefoot bags are the tactic he would have the most trouble with. He can be immune to Magic Missile (Shield as a domain spell) and the most common alchemical attacks (Resist Energy - Fire and Acid). Perhaps he should pick up an application of Universal Solvent. If you let him know that the bandits have and use such weapons frequently, he'll look for a counter. But at 50 gp, tanglefoot bags aren't cheap.

Being in melee and having Shield of Faith up would be his best defenses against the touch attack. I guess Entropic Shield isn't too bad either.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

Sorry. The internet is down for me. I'll try to have something substantive up as soon as I can.


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

So just to confirm we have all met up have we? I have been very distracted with assignments and I've not perceived that we were all together out of the confusion.


| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |

I think the new characters are still in Mivon.

We have met Angus and Ev... Ever... the fey on the plains.

I don't think we've met up yet.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

Everyone is at Camp Drelev. Mingle.

Whether the the newest party members traveled from Mivon or are heading that way is of little story consequence, and only really changes the backdrop. They can still glean all the info provided to them in either case. I'm mainly concerned with getting everyone together.

As a side note, Alia did not pack her cat carrier on her way out the door after the "necromancer" (technically he's only a hobbyist) and the party haven't yet returned to the outpost. They were more intent upon catching up to Bloody Angus and Erevenywg (it's spelled like it sounds), at the time. So at this point no pets beyond the horses you have.

If you all want to head on to Mivon, that's fine. If you want to head back to the outpost, that's fine. If you want to hang out and/or date Baron Drelev, that's weird. If you want to use the scroll of doomstriding bloody titanic juggernaughtiness on the Stag Lord's fort, that's fine too.

Map updated.


Status: Dusty | Hp 33/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

Now what's weird about wanting to hang out with our nice host? His coffers look well filled ... :P

Now - if we have time Illthir would love to get a chance to sing a song or two. Is there anyone around in the camp fort that looks like they are in charge of such things or would it simply be a matter of hopping onto a table and going for it?

(Feels like the later situation, but would love to take the temperature of the room before doing anything silly :P)


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

The latter is definitely the situation.


Status: Dusty | Hp 33/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

Mkay! She'll do just that in a little while then : )

Also. I forgot to mention - the Baron is using the same portrait as the King, or rather Baron, of my first Kingmaker game used. But the personalities doesn't quite match. Feels a bit odd. And perhaps mildly interesting :P


Actually, this is Drelev's official picture from AP 34 Kingmaker: Blood for Blood. He is a 'real' Kingmaker NPC. It is a very popular image for fighters and rogues.


Status: Dusty | Hp 33/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

I see. Then our King/Baron was just very good/bad at picking portraits :P


Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |

You mean Vega is still at the outpost?
We...we have to go back!
He'll utterly trash the place and murder all the survivors if he doesn't get his treats!
What were we thinking...


The smile slowly faded away leaving only a cat behind.


| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |

Only the fey was keeping Vega at bay. But now she's gone... only chaos and carnage remain!


Aye...I'm afraid they will be too scared to let him out of the cage.
So...guided by hunger and fury, he will enter the warp and emerge a Dark Apostle, Anti-Paladin of Khorne...and we made such good progress lately, too.


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

Away from today til 22nd, posting will be spotty.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

Now might be a good time to think about a standard marching order and watch rotation.


| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |

Scarlet will stay near Alia and Erevenywg. Closer to the front? The newbies can frontline, hehe.

Here's a 2 person wide marching order I suggest:

Serena + Durgan
Scarlet + Alia
Erevenywg + Numalar
Illthir + Zokon

For the watches, we'll want to ensure good perception and darkvision would be great. Here's what I suggest for watches:

Durgan + Zokon
Serena + Scarlet
Numalar + Alia + Illthir


Female Half-elf Paladin 3/Cleric of Sarenrae 3 || HP 53/53 (53/53 nonlethal) (-3 Con) || AC 22/10 Tch/22 FF || F+12 R+6 W+14 || CMB +7 CMD 17/17 FF || Init +0 || Perception +6, low-light vision

Serena will happily frontline, and she's fine with the watch schedule.

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