Spontaneous Kingmaker Campaign

Game Master Tiaburn

Current combat map
Oleg's Trading Post Map | Charter | Ledger | Map of Greenbelt


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Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

Previous Day's Healing:

Isla focuses her magic on the dog, until either he is fully healed or her magic is exhausted.

Cure Light Wounds 1: 1d8 + 1 ⇒ (4) + 1 = 5
Cure Light Wounds 2: 1d8 + 1 ⇒ (2) + 1 = 3

We need to end this quickly and quietly... Isla thinks, as she fights the temptation to sing a taunting song and pulls back her shortbow. Focusing on a nearby bandit, she lets the arrow fly.

Attack: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Totals include point blank shot. Also, I would probably vote for B, since it would have been easier to hide and surround them...and would be harder for them to run (assuming difficult terrain).


Gnome Wizard {Shadow} HP 9 | AC 12 FF 10 T 12 | F+2, R+1, W+1 (+2 Ill, fear,desp) | Init +5, Perc +0 | Dark 60'

Keeping back from the frey, Gelliglee tries to focus on a bandit that no one is engaged with and use magic to distract them.

Daze DC 14


At this point, you may not need a map. :)

Geliglee's spell slings out towards the bandit...
Will Save: 1d20 - 1 ⇒ (3) - 1 = 2
...and he stops in his tracks, unable to act for a moment.

Isla's arrow strikes a bandit hard in the shoulder.

Brandt's axe comes around the tree and catches the bandit off guard, creating a big rent in his side.

Nalys' club catches a bandit in the skull, knocking him flat to the ground.

Seara can re-direct her charge to the bandit struck by Isla's arrow, and her talons quickly overwhelm the bandit.

Calum is up.
Bandit 1: Dazed by Geliglee
Bandit 2: Unconscious from Arrow and Talon
Bandit 3: Badly hurt, adjacent to Brandt
Bandit 4: Unconscious from Club
Initiative Order: Calum, Bandits, Geliglee, Isla, Brandt, Nalys, Calum


Gnome Wizard {Shadow} HP 9 | AC 12 FF 10 T 12 | F+2, R+1, W+1 (+2 Ill, fear,desp) | Init +5, Perc +0 | Dark 60'

Geliglee turns and casts at the injured banding. "That one is only dazed for the moment, and is not helpless. You should take him out quickly as I cannot renew the magic.!

Cast daze on Bandit 3


Male Human (Ulfen) Ranger 1, Hp 13/13; Fort: +5, Reflex +4 Will +1; AC 17,

Spinning the great axe in his hands, "Reap what your sin has wrought for you!."

Great axe: 1d20 + 5 ⇒ (15) + 5 = 20
damage: 1d12 + 7 ⇒ (4) + 7 = 11


Male Human Cavalier 1; Init +0; Per +0; AC 17/10 T/17 FF; HP 13/13; F +4, R +0, W +2

Calum moves up, unmounted. He was saving William in case aby of them tried to run.

Longsword: 1d20 + 5 ⇒ (11) + 5 = 161d8 + 3 ⇒ (1) + 3 = 4

-Posted with Wayfinder


Calum's longsword cuts into Brandt's initial target, and the bandit collapses to the ground, unconscious from the pain.

Brandt is able to rush forward and connect a devastating blow into the dazed bandit, who can only watch his doom approach as the greataxe connects with his midsection.

You have dispatched the four bandits sent after your ruse into the woods, and the camp now lies to the north. There are likely two guard posts with bandits up in them, at least two more bandits on the ground, and one very angry bandit camp leader that are prepared for your arrival.

What do you do?


Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

"No one is hurt?" Isla asks as she examines the scene. Looking pleased, she comments, "Well, I like our odds..."

As she moves to disarm and tie up the bandits, she asks, "So, what's next? Should we focus on taking down that nearby watchtower...or is a more direct assault in order?"


Gnome Wizard {Shadow} HP 9 | AC 12 FF 10 T 12 | F+2, R+1, W+1 (+2 Ill, fear,desp) | Init +5, Perc +0 | Dark 60'

The gnome seems excited by how well things are going and pipes in. "I'm not an expert on tactics, but it seems it would be good to try to lure some more out and take them separately if we can. If that doesn't seem likely then we should try and take out one of the guard posts quickly and fight from there."


Male Human (Ulfen) Ranger 1, Hp 13/13; Fort: +5, Reflex +4 Will +1; AC 17,

Breathing hard from the sudden burst of violence, Brandt grimaces, "I donno that any of them will come out, didn't she say 'its a distraction?'"

Pausing to steady himself and clean the gore off his axe, Brandt resumes, "I think she yelled something about there only being five of 'em left in the camp, if we all focus what we can on the ones in the guard posts, we should do alright."


Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

"I think Brandt's right. I doubt they will fall for the same trick twice." Isla points to the unconscious bandits and adds, "Especially when this lot hasn't returned..."

"I suspect they are going to be tethered to that camp...but we can use that to our advantage." Pointing to the map she drew earlier, she explains, " The guy on the western watchtower is fairly isolated from the rest of the group and I doubt the others will pursue us into the woods, just to save him. If he's defeated, we outnumber them." Isla grins and continues, "At that point, I don't see a problem with having Nayls tangle them up, then showing 'em the Ulfen strategy..." she says, giving Brandt a wink.


NG Male Human (taldan) Druid1 Init +2; AC15, Touch12, FF15, CMD12; hp 9/9; Fort +3, Ref +2, Will +5; Perception: +4
Casts:
at will - light, purify food and drink, stabilize; 1st goodberry [x], entangle [x]

"That was luck and planning, but now I think we must approach stealthily. I'd like us to strike east tower first, using divine help to keep others from shooting. Summoned eagle may be a distraction, to keep one of them from shooting, as well." Nalys cleaned his club and was waiting for others.


Male Human Cavalier 1; Init +0; Per +0; AC 17/10 T/17 FF; HP 13/13; F +4, R +0, W +2

do any of the guards have a hair color similar to brandt, and beard. Maybe shorter? We can dress him in some armor and be "prisoners" as a second distract and kill.

Calum thinks for a moment before shaking a guard out of his armor.

"Brandt, would you mind taking us hostage for a moment? Bandits would use deception against us, we might as well use their own book against them."

-Posted with Wayfinder


Sure, there is one bandit that's kinda close, but I'll ask for disguise checks.


Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

Turning to Nayls, Isla comments, "It will be tricky to sneak up on the eastern tower. Kressle and others are right next to it and there isn't consistent tree cover in any direction..." she shakes her head, "I think the only way we are going to take that guy out is by rushing the tower in a direct assault. In which case, our focused fire might be better aimed at Kressle."

Pondering Calum's plan, Isla replies, "They will probably see through it eventually, as we aren't injured and someone will probably realize Brandt isn't their buddy...However, its still not a bad idea. They may not notice from far way. If we can even get within 60 feet or so, we can open fire on Kressle and Brandt and Calum could charge down anyone who escapes Nayls's spell."

"If we do that, I think we should try to make ourselves look beat up, though..."

Would we roll disguises? Or are those rolled secretly?


Gnome Wizard {Shadow} HP 9 | AC 12 FF 10 T 12 | F+2, R+1, W+1 (+2 Ill, fear,desp) | Init +5, Perc +0 | Dark 60'

Shaking his head Geliglee says to the group, "I think we might be over thinking things a bit. I don't like the idea of them gathering their forces to see who was captured. Better to keep them split up and bring the fight to them, using our superiority in magic to our advantage."

Turning to Nalys he says.

"If you can call upon nature to keep some of them at bay, it might be best to just direct assault at this point in time. Trap some of them in briars and such magically, while we assault the others. By the time the entangled group gets free I think we should be in good shape. I will try and dazzle the ones we attack with my magic. Some should be eliminated from the fight immediately. We should have a strong numerical advantage to press home against Kressel."


NG Male Human (taldan) Druid1 Init +2; AC15, Touch12, FF15, CMD12; hp 9/9; Fort +3, Ref +2, Will +5; Perception: +4
Casts:
at will - light, purify food and drink, stabilize; 1st goodberry [x], entangle [x]

"Did I said 'east', I meant 'west' honestly. Always mixing them up one with each other, probably. I was talking about the platform, which is behind river from others."

As Geliglee spoke, he was silently nodding to gnome words:
"I can call for plants pretty afar (range 440 ft), but it will be pretty big area, almost as far as I can throw a stone (40ft radius). You should be somewhere away from it, because briars and chits will snare anyone without difference. I hope they'll stay there for a minute or so."

He tried to summarize:
"Let me and Seara take care of west," he verified again, raising his left hand, "west platform. We'll try to sneak as close as possible from north. As you give a sign, I will call to wake up the nature and catch bandits. If we can neutralize guard on our side, we'll help you in your fight."


Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

Isla nods, "I think I am fine with a fairly direct assault, as long as Nayls can tangle some of them up with his spell." Turning to Nayls, with a slight look of concern, she adds "However, if you do separate from us, be careful...and let me cast a spell before you leave so that you can send us messages."

I'm okay with that being the plan moving forward. Isla would cast Message on anyone who splits off from the main group.


Gnome Wizard {Shadow} HP 9 | AC 12 FF 10 T 12 | F+2, R+1, W+1 (+2 Ill, fear,desp) | Init +5, Perc +0 | Dark 60'

Gelliglee furrows his bow and looks to Nalys, "With the range of the spell you describe, I would say there is little need for us to split up. Let us keep our strength together while we use our magic to keep our enemies apart."

I vote we don't split up unless needed.


As a reminder for your planning, the camp map is here.

Nalys, could you link to the camp map in the campaign info please? Thanks!


Male Human (Ulfen) Ranger 1, Hp 13/13; Fort: +5, Reflex +4 Will +1; AC 17,

"I donot mind Nalys' plan, but I'd want to know that you are close enough we can aid you if needed, although much of what we're speaking would be in range of my bow should I be able to see it."

Considering all the options presented carefully, I think if Nalys is able to snare the larger group of them, and we deal with the western guard quickly, perhaps with Seara and whatever other natural aid you can call, we four could handle the rest of the camp, especially if Calum can bring himself to bear while mounted."


Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

"Ok, so Nayls ensnares the group to the east and we attack as a group from the west, starting with the tower?" Isla asks, confirming that she understands the plan. "I have no issues with that plan. Like Geliglee said, we are probably already overthinking things. Is everyone else ready to go?"


NG Male Human (taldan) Druid1 Init +2; AC15, Touch12, FF15, CMD12; hp 9/9; Fort +3, Ref +2, Will +5; Perception: +4
Casts:
at will - light, purify food and drink, stabilize; 1st goodberry [x], entangle [x]

"No objections. Let's do it. Don't swallow berries before it is time. "


The five of you head round the camp quickly but quietly, doing your best to keep out of eyesight and earshot of the bandits. You circle wide around the camp to the west, and start coming back in towards it from the north.

It's tough for Nalys to utilize his spell at maximum distance - all the trees and shrubbery are making it difficult to see more than a hundred feet away or so.

GM Screen:

1: 1d20 + 2 ⇒ (2) + 2 = 4
2: 1d20 + 2 ⇒ (3) + 2 = 5
3: 1d20 + 2 ⇒ (9) + 2 = 11
4: 1d20 + 2 ⇒ (14) + 2 = 16
5: 1d20 + 5 ⇒ (19) + 5 = 24

Perception:

Brandt: 1d20 + 5 ⇒ (4) + 5 = 9
Calum: 1d20 + 0 ⇒ (10) + 0 = 10
Geliglee: 1d20 + 0 ⇒ (10) + 0 = 10
Isla: 1d20 + 3 ⇒ (5) + 3 = 8
Nalys: 1d20 + 4 ⇒ (17) + 4 = 21

While most of you are worrying about where to step to make the least amount of noise, Nalys pushes his sense forward to the camp, and while he is able to confirm that two bandits are still in the elevated posts, he can't pin down where Kressle and the other two bandits are hiding.

I've place a template for the entangel spell on THE MAP. Nalys, you can place it where you wish, and the rest of you can arrange yourselves as you see appropriate on the northwestern edge of THE MAP. If the rest of you are attempting surprise-round actions, you may do them simultaneously with Nalys' spell. Following that, we'll proceed with the following initiative order: Geliglee, Nalys, Calum, Enemies, Brandt, Isla.

Initiative:

Brandt: 1d20 + 2 ⇒ (12) + 2 = 14
Calum: 1d20 + 0 ⇒ (16) + 0 = 16
Geliglee: 1d20 + 5 ⇒ (14) + 5 = 19
Isla: 1d20 + 3 ⇒ (3) + 3 = 6
Nalys: 1d20 + 2 ⇒ (16) + 2 = 18
Enemy: 1d20 + 4 ⇒ (11) + 4 = 15


Male Human (Ulfen) Ranger 1, Hp 13/13; Fort: +5, Reflex +4 Will +1; AC 17,

Drawing an arrow to his bowstring, Brandt eagerly awaits the casting of Nalys' spell. Once Nalys begins casting Brandt will move through the undergrowth toward the bandit encampment and fire one arrow at the closest watch tower.

Longbow (favored enemy): 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Damage + Favored enemy: 1d8 + 2 + 2 ⇒ (3) + 2 + 2 = 7

I assume that moving through the tree squares is difficult terrain, if not I'll move 15' closer to the enemies.


Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

Ok. This is going to be a big one. Lets make sure everyone is fighting their best... Isla thinks as she begins to sing.

Inspire Courage: +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.


NG Male Human (taldan) Druid1 Init +2; AC15, Touch12, FF15, CMD12; hp 9/9; Fort +3, Ref +2, Will +5; Perception: +4
Casts:
at will - light, purify food and drink, stabilize; 1st goodberry [x], entangle [x]

Surprise round
While moving through the forest, druid took a longbow in his hands: not very comfortable weapon, but it was best for current situation. As he saw an opening in trees, showing him centre of bandits camp, Nalys waived his hand for Seara to move forward and started chanting a call for nature in oddly-sounding language. As his words started to sound, he saw as grass and branches start to move, transforming a quiet place into green sea.

1 round action
After he saw his spell was able to wake some spirits of nature, he knocked an arrow and screamed for Seara to rush the second tower.

Handle Animal vs DC25: 1d20 + 10 ⇒ (17) + 10 = 27 Push Seara to perform bull rush trick instead of attack
Seara CMB (+charge): 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
Big bird took several mighty swings with its wings and then charged against the human on a tower. Force full claws grabbed his armor and carried him away from platform to drop from a height somewhere in the middle of grass sea.

Nalys (+inspire, -nonprof): 1d20 + 2 + 1 - 4 ⇒ (9) + 2 + 1 - 4 = 8 Damage: 1d8 + 1 ⇒ (4) + 1 = 5
Since his target dissapeared, Nalys tried to attack the archer on closest tower, but could not make a normal aim due to dense canopy and missed.


Let's have Calum and Geliglee's action for the Surprise Round, then I'll summarize and we'll move to ROUND 1.


Male Human Cavalier 1; Init +0; Per +0; AC 17/10 T/17 FF; HP 13/13; F +4, R +0, W +2

Calum moves forward sswinging his blade. Longsword: 1d20 + 6 ⇒ (1) + 6 = 71d8 + 4 ⇒ (1) + 4 = 5 "Foul bandit, taste my blade! Well that could have gone better."

-Posted with Wayfinder


Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

Calum, I don't think there is anyone within melee range. The closest person to you is about 45ft away (some of which is difficult terrain) and 20ft up...


Male Human Cavalier 1; Init +0; Per +0; AC 17/10 T/17 FF; HP 13/13; F +4, R +0, W +2

then I guess double move? Get closer. If kressle or whatshername is there Ill challenge her next turn

-Posted with Wayfinder


Got it - during the Surprise round, Calum moves forward on the back of William as quickly as he can through the underbrush, then continues on his next turn.

Geliglee is remaining, then I'll summarize and we'll move on to ROUND 1.


Gnome Wizard {Shadow} HP 9 | AC 12 FF 10 T 12 | F+2, R+1, W+1 (+2 Ill, fear,desp) | Init +5, Perc +0 | Dark 60'

Geliglee trails behind Callum, staying close and knowing his best spells require close range.


Prepping post now...


Nalys' spell hits, and you hear cries of alarm as the roots, ferns, and grasses of the forest floor spring up from the ground.

GM Screen:

7: 1d20 + 1 ⇒ (13) + 1 = 14 Save
8: 1d20 + 1 ⇒ (12) + 1 = 13 Stuck
K: 1d20 + 4 ⇒ (7) + 4 = 11 Stuck
7: 1d20 + 2 ⇒ (11) + 2 = 13
8: 1d20 + 2 ⇒ (3) + 2 = 5
K: 1d20 + 5 ⇒ (9) + 5 = 14

Brandt does his best to spy the guard in the western tower and fires off a shot from his longbow, but his aim goes wide.

Isla's song rings through the trees, clearly giving away your position, but also filling you with courage!

Calum sallies forth, longsword drawn and ready, and Gelliglee follows close behind.

-BEGIN ROUND 1-
Nalys, Calum, Geliglee, Enemies, Brandt, Isla

Nalys' enormous bird dives out of the air directly at the bandit on the western tower, and slams into it with great force. The man has a longbow at the ready, and can't strike at her when she hits. the man flies back off the platform, slamming into the ground below...
Fall damage: 2d6 ⇒ (1, 4) = 5
...and he hits the ground prone, hard, with the wind knocked out of him.

Calum and William charge up to the western platform, and looking up see that there is a rope ladder that has been drawn up to the platform. Calum looks around for other bandits...
Perception: 1d20 ⇒ 17
...but only sees the activity on this platform and the other.
The bandit isn't in reach of your longsword while he's up on the platform, but he would be within reach of your lance. You have a standard action remaining - what do you do?

Gelliglee follows in Calum and William's wake as they knock tree branches and undergrowth out of the way, and it looks like the tree could be scaled, if desired. He also checks for the other bandits...
Perception: 1d20 ⇒ 3
...but you also see no one.

The bandit on the western platform looks down over the edge, sees Calum on the horse, and fires an arrow straight down from his longbow...
1 vs. Calum: 1d20 + 2 ⇒ (6) + 2 = 8
1 DMG vs. Calum: 1d8 ⇒ 2
...and misses spectacularly.

The bandit that hit the ground flying off the eastern tower tries to stand...
2: 1d20 + 1 ⇒ (14) + 1 = 15
...and manages to get to his feet with his longbow in hand. He draws a bead on the bird that hit him...
1 vs. Seara: 1d20 + 2 ⇒ (6) + 2 = 8
1 DMG vs. Seara: 1d8 ⇒ 6
...but also misses.

Over by the campfire, you hear a woman's voice bellow out, "How'd they sneak up on us - get that damn bird outta the sky!!", and a couple other bowstrings twang in response...
7 vs. Seara: 1d20 + 2 ⇒ (4) + 2 = 6
7 DMG vs. Seara: 1d8 ⇒ 2
7 Concealment: 1d100 ⇒ 75
8 vs. Seara: 1d20 + 2 ⇒ (12) + 2 = 14
8 DMG vs. Seara: 1d8 ⇒ 6
8 Concealment: 1d100 ⇒ 98
...and more cursing as both shots miss.

OK! Order up: Brandt, Isla, Geliglee, Nalys, Calum, Enemies.


Male Human (Ulfen) Ranger 1, Hp 13/13; Fort: +5, Reflex +4 Will +1; AC 17,

Brandt advances steadily between Calum and the bandit's camp, Looking for quick targets of opportunity with his longbow in hand. Another arrow nocked he will shoot the one in the watchpost provided no others immediately become clear.

Longbow attack: 1d20 + 3 + 2 + 1 ⇒ (6) + 3 + 2 + 1 = 12
Longbow damage + favored enemy + Bardic bonus: 1d8 + 2 + 2 + 1 ⇒ (1) + 2 + 2 + 1 = 6
Concealment: 1d100 ⇒ 67


Male Human (Ulfen) Ranger 1, Hp 13/13; Fort: +5, Reflex +4 Will +1; AC 17,

From your post I wasn't sure if Calum counted as being in melee with the bandit, please adjust accordingly if he is.


Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

Isla smiles as she sees the bandit knocked from his post and continues her taunting song, singing:

"One bandit down, upon his bum
Now let's go bump another one..."

She moves forward towards the clearing and fires upon the remaining watch post. Or the fallen one if someone else finishes him first.

Concealment: 1d100 ⇒ 42
Attack: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

Isla then turns to see if she can tell what is happening at the camp.
Perception: 1d20 + 3 ⇒ (18) + 3 = 21

I'll move my piece when I get home from work (or if someone wants to move it, she would be making her way south-east to the less wooded area). Also not sure what the bandits bonuses normally are or who is entangled, but just a friendly reminder that entangled people take a -2 to all attacks until they free themselves :)

Active Effects:

For all allies:
Inspire Courage: +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.


Brandt's shot just barely misses the Bandit (I'm going to say he's not in melee at this time), but Isla connects, leaving a furrow along the man's ribs with her arrow.

I moved Isla closer, but the terrain slows her down and she's not yet within 30' for PBS to take effect, so you'd be at 6 damage instead of 7. Make sense?


Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

I wasn't counting PBS, but I did add strength, because I am dumb, lol. So yes, 6 damage...but the attack is still 19 if it matters.


NG Male Human (taldan) Druid1 Init +2; AC15, Touch12, FF15, CMD12; hp 9/9; Fort +3, Ref +2, Will +5; Perception: +4
Casts:
at will - light, purify food and drink, stabilize; 1st goodberry [x], entangle [x]

Nalys whistled to call Seara back and he moved south, trying to find good position to shoot. As he hide himself behind small tree, he raised his bow and tried to shot the bandit's watchman, but he wasn't able to hit, since his arrow stuck in foliage.

Nalys (+inspire, -nonprof): 1d20 + 2 + 1 - 4 ⇒ (8) + 2 + 1 - 4 = 7 Damage (+inspire): 1d8 + 1 ⇒ (4) + 1 = 5 Consealment: 1d100 ⇒ 8

Call Seara to me: come trick, autosuccess


Gnome Wizard {Shadow} HP 9 | AC 12 FF 10 T 12 | F+2, R+1, W+1 (+2 Ill, fear,desp) | Init +5, Perc +0 | Dark 60'

Geliglee sticks near Callum, readying a potent magic if the enemies show themselves in a vulnerable position to his castings.

Move action to stay near Callum. Readied action to try and capture at least two bandits in a color spray.


Male Human Cavalier 1; Init +0; Per +0; AC 17/10 T/17 FF; HP 13/13; F +4, R +0, W +2

Noting the woman's voice, Calum knew he would have to end another person's life. He steeled himself for combat, dropping his blade and drawing his lance.

Lance has reach, if the guy in the tree shoots anybody I can try and stab him.

-Posted with Wayfinder


OK! Power is back on here in the southeast, so I should be able to sum up fairly quickly.

The bandit in the trees turns to return fire at Isla, drawing an attack from Calum...
Lance: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13
Lance Damage: 1d8 + 4 ⇒ (7) + 4 = 11
...who skewers the man through, dropping him to the platform before he can fire.

GM Screen:
2: 1d20 + 1 ⇒ (5) + 1 = 6
7: 1d20 + 1 ⇒ (9) + 1 = 10

2: 1d20 + 1 ⇒ (3) + 1 = 4
7: 1d20 + 1 ⇒ (17) + 1 = 18
8: 1d20 + 1 ⇒ (19) + 1 = 20
K: 1d20 + 3 ⇒ (9) + 3 = 12

2: 1d20 + 2 ⇒ (19) + 2 = 21
K: 1d20 + 5 ⇒ (10) + 5 = 15

Perception:

Brandt: 1d20 + 5 ⇒ (19) + 5 = 24
Calum: 1d20 + 0 ⇒ (11) + 0 = 11
Geliglee: 1d20 + 0 ⇒ (14) + 0 = 14
Isla: 1d20 + 3 ⇒ (6) + 3 = 9
Nalys: 1d20 + 4 ⇒ (10) + 4 = 14

You hear sounds of movement from the entanglement area, and two bandits emerge on the north side of the campsite, clearly having broken out of the entangling grasses and looking for a fight. Kressle and the bandit that fell from the platform are more difficult to locate.

Party turn - go!


NG Male Human (taldan) Druid1 Init +2; AC15, Touch12, FF15, CMD12; hp 9/9; Fort +3, Ref +2, Will +5; Perception: +4
Casts:
at will - light, purify food and drink, stabilize; 1st goodberry [x], entangle [x]

Nalys noticed couple of bandit rushing from an area of branches: "Surrender or you'll be dead!". He tried to shoot in bandits direction, but couldn't do it normally.

Nalys (+inspire, -nonprof): 1d20 + 2 + 1 - 4 ⇒ (4) + 2 + 1 - 4 = 3 Damage (+inspire): 1d8 + 1 ⇒ (8) + 1 = 9


Male Human (Ulfen) Ranger 1, Hp 13/13; Fort: +5, Reflex +4 Will +1; AC 17,

Brandt moves toward the bandits who emerged on the north side of the campsite, firing an arrow into the nearest one.

longbow + Favored Enemy + Inspire courage: 1d20 + 3 + 2 + 1 ⇒ (18) + 3 + 2 + 1 = 24
Damage + Favored Enemy+ Inspire courage: 1d8 + 2 + 2 + 1 ⇒ (7) + 2 + 2 + 1 = 12


Nalys' arrow does indeed fly wide of the mark.

Brandt Oluffson wrote:

Brandt moves toward the bandits who emerged on the north side of the campsite, firing an arrow into the nearest one.

[dice=longbow + Favored Enemy + Inspire courage]1d20+3+2+1
[dice=Damage + Favored Enemy+ Inspire courage]1d8+2+2+1

The bandit barely has a moment to see you before dropping to the ground like a stone - an arrow firmly embedded in his chest.


Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

Isla continues her song, letting out a sigh of relief as Calum stops the man targeting her. Turning her attention to the remaining visible bandit, she moves forward and lets an arrow fly.

Concealment: 1d100 ⇒ 72
Attack: 1d20 + 3 + 1 - 2 ⇒ (11) + 3 + 1 - 2 = 13 Inspire Courage and range penalty
Damage: 1d6 + 1 ⇒ (3) + 1 = 4 Inspire Courage


Isla Fletcher wrote:

Isla continues her song, letting out a sigh of relief as Calum stops the man targeting her. Turning her attention to the remaining visible bandit, she moves forward and lets an arrow fly.

[dice=Concealment]1d100
[dice=Attack]1d20+3+1-2 Inspire Courage and range penalty
[dice=Damage]1d6+1 Inspire Courage

The arrow grazes the man's calf, and he turns towards you in anger.


Male Human Cavalier 1; Init +0; Per +0; AC 17/10 T/17 FF; HP 13/13; F +4, R +0, W +2

Okay so I can assume I cannot charge, but can I move to a position where I could get that 10ft of movement? Even a single move with a standard action to ready charge. That's one I'm not sure about though, if you can only take a standard action you can charge your movement speed, but normally it's a full round action.

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NG Male Human (taldan) Druid1 Init +2; AC15, Touch12, FF15, CMD12; hp 9/9; Fort +3, Ref +2, Will +5; Perception: +4
Casts:
at will - light, purify food and drink, stabilize; 1st goodberry [x], entangle [x]

Hi, everyone.

This is our campaign discussion thread.

I haven't made a recruitment thread yet, but we can start roleplaying in gameplay thread and see how it goes.
I don't think we need GM for introduction, but it will be much more beneficial for us to show possible GM, how we can play. If the moment comes and we cannot find any, I think I can step in and move us a bit further. I have access to the first book, but I like my character concept, so I'd like to be more playing than GMing.


Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

Alrighty. I'll try to get something in the gameplay thread shortly.

Although, I don't think we should go too far without a GM. Wouldn't want to make too many assumptions on their behalf.


Male Human (Ulfen) Ranger 1, Hp 13/13; Fort: +5, Reflex +4 Will +1; AC 17,

Yeah I don't think we should go too far beyond intros here without some direction. Its tough to meld visions once that happens.

Thanks for trying to put this together!


NG Male Human (taldan) Druid1 Init +2; AC15, Touch12, FF15, CMD12; hp 9/9; Fort +3, Ref +2, Will +5; Perception: +4
Casts:
at will - light, purify food and drink, stabilize; 1st goodberry [x], entangle [x]

Hi,

Geliglee Geerwander has not answered my PM about private thing we have started here, so how do you think: should we put "Looking for GM" call in Recruitment without him (we are still 4 char-s built with 20-points instead of 4 build 15-points recommended in AP) or should we put "Looking for Arcane caster in Kingmaker AP" (and then invite someone for GM role)

Please, vote below.

I'd like to start playing, so I vote "Looking for GM"


Probably a good idea, and most people do AP's with 20 pt buy. 15 and things start getting lethal. I run Skull and Shackles in RL and have had to tinker things around so much to personal preference and certain things are rather terrifying. Looking for 1 more and GM is usually a decent recruitment, in theory we could even do 2 more people as AP's are designed for 4-6.


Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

I would definitely say label the recruitment thread with looking for GM, since that is what we absolutely need to play.

We can look for another player too, but I would make that a secondary priority. We could get the ball rolling and add someone later, who can meet us at Oleg's, for example.


NG Male Human (taldan) Druid1 Init +2; AC15, Touch12, FF15, CMD12; hp 9/9; Fort +3, Ref +2, Will +5; Perception: +4
Casts:
at will - light, purify food and drink, stabilize; 1st goodberry [x], entangle [x]

Geliglee found! So I will post "Look for GM" in Recrutment as soon as I got to my laptop tomorrow.


Gnome Wizard {Shadow} HP 9 | AC 12 FF 10 T 12 | F+2, R+1, W+1 (+2 Ill, fear,desp) | Init +5, Perc +0 | Dark 60'

Hey all, I'm game if we find a GM.


Male Human Bard 1

Hello. I can GM for you guys, as I've been thinking of running either Kingmaker or WoR and tending to Kingmaker at that. So here is some info about me and how I would GM this campaign if you accept me.

I'm a longtime RPG player and have played Pathfinder for about 3 and a half years, I run a game for friends afk which doesn't sate my RP needs, and pbp is generally a pretty different experience anyway.

How I gm:

Sincerely I'm much more focused in the history and role playing aspect than the rules, which means if I think something will add to the story make it better, more fun, etc. I'll allow it even if it breaks the rulesor is not an official thing.

I'm a bit lazy so I'll prefer to take ready adventures and campaigns though I still do quite a lot of work as I dislike railroading. Which means if my players choose different options than these available on the AP I will create scenes and encounters until we get back to the AP.

How I will run this AP if I GM for you guys (Or on a later date XD):

First let me begin by saying that while this is one of the best AP around it's incomplete. I believe there are several reasons for this, the fact this is a truly one of a kind d20 published campaign, the need for GM's and players to customize the AP so they are invested in their Kingdom and of course there are always the needs of a publisher.

I'm saying this because this campaign has some big time jumps, of months, of years, and while one could simply not roleplay any of this. I found by running this for my afk table that is not a good option. You see this is THE downtime campaign and the more activities the players and their characters are involved in the kingdom the better.

There is also another thing which needs to be filled by GM's and players: The citizens, a Kingdom and a city needs people and among these people some notables will appear. When I was GMing this afk I made some of the NPC's myself while allowing players to bring (Create) old acquaintances or family. (Though I took control of them after.)

And finally we come to the last item: I think the last module for this sucks, not completely, but it's a dungeon crawl lacking heroic or memorable moments, it's a fun dungeon but nothing more.

Thus if I run this I will add a lot of homebrew things and change pretty much all of the 6th module.

Well if you guys are okay with all that then I can run this AP for you guys I will strive to make at least 1 post per day, probably more, and I hope you guys can do the same.

Any questions?


Male Human (Ulfen) Ranger 1, Hp 13/13; Fort: +5, Reflex +4 Will +1; AC 17,

I don't think I have any questions - I definitely prefer a style where story is more important than rules. I'm fine with you changing things to make the story a more interesting one than its written if you think that's the best interest of story and fun.


Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

*Waves at Brass Legionary* Hello person from the other campaign I am in...(Ami Fyora in Way of the Wicked)

I personally don't have any problems with what you are suggesting. From what I can tell Kingmaker is supposed to lend itself to a lot of customization. As for the roleplaying thing, the whole reason I am starting to get into PbP is to get a little more RP than I usually get from my real life gaming groups. So I would be interested...


Male Human Cavalier 1; Init +0; Per +0; AC 17/10 T/17 FF; HP 13/13; F +4, R +0, W +2

Story definitely matters more sometimes than rules. I don't have any questions. I'm similar to Isla where I'm relatively new to pbp and I'm starting to get into a bit more RP than I usually do. Which I find to be fun and enjoyable.


NG Male Human (taldan) Druid1 Init +2; AC15, Touch12, FF15, CMD12; hp 9/9; Fort +3, Ref +2, Will +5; Perception: +4
Casts:
at will - light, purify food and drink, stabilize; 1st goodberry [x], entangle [x]

Hello, Brass Legionary

You brought up really nice questions, basically, this is question like "what type of Kingmaker" we would like to see. I agree to others, that say Story rules over rules.

I will answer for myself, and I think other can add something to that:

* I see this campaign more cinematic than heroic. It have some Wild West exploration elements, but I expect we leave place for people and how their story intervenes with events in Stolen Lands. I would like character to have ability to play their goals and actually be involved into building Kingdom.

* I'm not a big-name fan of PbP combat, so as long it is logical, we can try to stay out of it. I allow GM to save time and do my actions, like "he took a swing and finished lizard right away". I don't mind losing my spells or equipment if my character is played in this manner.

* I like for characters to pay attention to details and contribute to world-building: inventing NPC, giving names to horses and dogs, discussing equipment upgrades or something. If we are able to roleplay skill training, spell discoveries and other stuff this would contribute to my enjoyment very much.

* NPC-to-NPC and PC-to-NPC romance, social challenges and intrigues. Sane economy (ok, this sounds to much in fantasy game), would be nice addition.


Male Human Bard 1

So are all of you in agreement about having me as GM? Or do you guys wish to wait and see if anyone else comes around? I'm not sure if Geliglee is following the topic.

Edit: And yes the way this campaign can be played varies, mainly in two issues: Either to have the kingdom as a simple background thing, or having it in the center. (From experience and talking with other people I think the second option is much better.)

Then if the AP is being centered around the Kingdom then how far do players want to explore what they can do with it, how it develops, politically, economically...

Like in my afk game and in some other Kingmaker game's around there were players who even wrote laws for their kingdoms and such.


NG Male Human (taldan) Druid1 Init +2; AC15, Touch12, FF15, CMD12; hp 9/9; Fort +3, Ref +2, Will +5; Perception: +4
Casts:
at will - light, purify food and drink, stabilize; 1st goodberry [x], entangle [x]

@GM: Yes, I like that! Writing laws, arranging dynastic marriage, sending spies, forging documents, building army and signing economic agreements, plotting against neighbours.
Personally, I hope this game will give me totally new Pathfinder experience. I've put us into Sword Lords of Restov Great Hall for introduction. You can pick us up from there or skip some time and move into any location you want.

Geliglee appeared yesterday, so probably he will be around as soon as game starts.

@Party: what is your favourite approach on that - we decide some details in Discussion thread - or we role-play all party actions/decisions and find our common solution. For example, I've seen a party, that started a discussion thread with "We share loot equally in 5 parts. 5th part is common fund, which can be used. If you are buying something expensive discuss that with party first". I used to see such thing solved around the table in character and that brings more enjoyment for me this way: it's more likely fighter is asking wizard, what type of magical sword there are in the world, than going into store looking for +1 keen vicious frostbite cold-iron rapier.


Male Human Cavalier 1; Init +0; Per +0; AC 17/10 T/17 FF; HP 13/13; F +4, R +0, W +2

I'm in agreement, we all were part of a different recruitment but all had pretty decent characters with good stories that would mesh well together. Nalys gathered us all here so we could have a chance to play.


Male Human (Ulfen) Ranger 1, Hp 13/13; Fort: +5, Reflex +4 Will +1; AC 17,

@ Nalys I definitely prefer a group discussion about things, and working with each other; and I think that this will lend itself to cooperation. Heck, mostly when I've played afk I prefer to let the spellcasters cover their costs BEFORE the party deals with loot.

@ Brass Legionary - Yes, I think it sounds great, thanks for picking it up!


Gnome Wizard {Shadow} HP 9 | AC 12 FF 10 T 12 | F+2, R+1, W+1 (+2 Ill, fear,desp) | Init +5, Perc +0 | Dark 60'

I am in. I like what Brass Legionary has as a concept.

I think we should figure out the details of how the party gets along IC once we begin the game.

As for treasure, perhaps we join in an adventurer's contract. The way I like to deal with magic items is to consider everything liquid, but allow people to purchase found items from the party at sale price. Members can go into debt tot the party if they can't afford an item. Some healing type items may be purchased pre-split. If two people want the same item, they can bid or purchase a second item and split the additional cost. Works well with no hard feelings.


Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

I have no problem with Brass Legionary taking the reigns as DM...and I would definitely like to get more involved with the kingdom building aspect. That's the main reason I am interested in this AP.

Regarding discussion, I prefer stuff like plans to be worked out IC in gameplay, while book-keeping type stuff like loot and XP happens in discussion, but I am really down for whatever. Talking stuff out in discussion would hardly be a deal breaker.

As for loot, my groups have always just split money evenly and given items to whoever need them most (roll off if there is a dispute). If everyone wants to buy something we all just split it from our own funds...but thats with a group of people who all know each other really well and can resolve things in person. Not sure how well it works over play-by-post. I'm fine with whatever the group wants. Not sure I totally followed some of the other suggested methods, but I'm sure I'll process them better when I haven't been up since 4:45am... ;)


Male Human Bard 1

Well if you guys are okay with me then I will be your GM for this. I'll hope we enjoy this, by the way are your characters ready? With equipment etc? I know they are all 20pt and I'm going to go with that, is there anything you guys would like to change? Any equipment that needs buying? It will be some time until you get an opportunity to buy things as normal again.

Also: Unless anyone has problems with that I'll plan to start tomorrow, you guys can feel free to keep role playing in the hall before getting the charter.


Gnome Wizard {Shadow} HP 9 | AC 12 FF 10 T 12 | F+2, R+1, W+1 (+2 Ill, fear,desp) | Init +5, Perc +0 | Dark 60'

Thanks Brass Legionary!


Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

My character's ready. I may mull over equiptment one more time, since I have some left over gold...but I don't think there is anything I need.

As for build changes, I don't think I would change anything at this point. Although, if we ever had to introduce someone new or someone needed to replace a dead character, I wouldn't complain if we eased up some of the bans (considering there are about 30 archtypes that are banned based on the preference of someone who isn't involved in the campaign...)


Male Human Cavalier 1; Init +0; Per +0; AC 17/10 T/17 FF; HP 13/13; F +4, R +0, W +2

Okay, I would offer the saddle of my horse to Isla in case she didn't want to walk too much. If she wouldn't I would offer a lift to Geliglee first then anybody else next. That or we could ride the horse in shifts, I don't really mind. I just have to be honorable and merciful. I also have the Inexorable Authority trait so if I have a legal right to stop bandits I can gain bonuses to intimidating bandits.


Male Human Bard 1

I knew I was forgetting something Here is the charter: https://drive.google.com/file/d/0B6KKmU1RVnDUa0hJR1hlUVZJeUU/view?usp=shari ng

So yes Calum you get bonuses


Gnome Wizard {Shadow} HP 9 | AC 12 FF 10 T 12 | F+2, R+1, W+1 (+2 Ill, fear,desp) | Init +5, Perc +0 | Dark 60'

Gelliglee has a riding dog.


Male Human (Ulfen) Ranger 1, Hp 13/13; Fort: +5, Reflex +4 Will +1; AC 17,

I assume we could have purchased enough trail rations to make the journey ahead of time? I'll deduct appropriate gold if so


Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

@Calum: Isla would probably be too embarrassed/guilty to take the horse at first...but would probably gladly be accepting the ride by the end of the journey.


Male Human Bard 1
Brandt Oluffson wrote:
I assume we could have purchased enough trail rations to make the journey ahead of time? I'll deduct appropriate gold if so

Yes feel free to do so.


Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

@Nalys: Do you think we would be able to get the link to the charter added to either the top of the page or campaign info for convenience?

Also, we might want to consider handing the campaign ownership over to Brass, so he has a little more freedom to add what he needs, when he needs it.


NG Male Human (taldan) Druid1 Init +2; AC15, Touch12, FF15, CMD12; hp 9/9; Fort +3, Ref +2, Will +5; Perception: +4
Casts:
at will - light, purify food and drink, stabilize; 1st goodberry [x], entangle [x]

Yes, of course. I'll do that.

Feel free to post here, if you'd like something to be saved/updated in campaign tab.

I don't mind to give campaign ownership to Brass, if he'd like, but I don't know how to do that. Probably, he need to contact someone at Paizo's team.


Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

Thanks!

Regarding the handovers, here are the instructions that I found:

Paizo wrote:

If you are the GM for a play-by-post campaign but didn't start the thread, please email community@paizo.com.

We need:

•A link to your profile page (click on your name at the top where it says "Welcome, your name!"
•A link to the gameplay and discussion threads for the campaigns you have inherited.

Just copy and paste these links from the address bar in your browser, please.

So I think you're right.

It's no big deal, I just thought I'd put it out there since it might make things easier.


Male Human Cavalier 1; Init +0; Per +0; AC 17/10 T/17 FF; HP 13/13; F +4, R +0, W +2

I kind of wish we had a sorceress named Lina with us for all the bandit killing.


NG Male Human (taldan) Druid1 Init +2; AC15, Touch12, FF15, CMD12; hp 9/9; Fort +3, Ref +2, Will +5; Perception: +4
Casts:
at will - light, purify food and drink, stabilize; 1st goodberry [x], entangle [x]

Dear friends,

Today I'm leaving for 4 day vacation in area of unknown Internet availability.
I'll be back November, 1st.
Sorry for possible delays in my answers during that time.


NG Male Human (taldan) Druid1 Init +2; AC15, Touch12, FF15, CMD12; hp 9/9; Fort +3, Ref +2, Will +5; Perception: +4
Casts:
at will - light, purify food and drink, stabilize; 1st goodberry [x], entangle [x]

@GM, several questions about Goodberry cast:
1) According to description of Goodberry requires "freshly picked berries". It's Calistril now, which is basically equals February. Can druid find any freshly-picked berries or cast is invalid?
2) Cast transmutes a berry infusing it with magical power. Is it possible to keep a berry in your mouth during fight scene and eat it as soon as you get first blow, to stop bleeding? I'm ready to ignore +1 hp effect of berry, if it could be used as immediate reaction on getting smashed.
3) Cast duration is 1 day/level. Means, if I go now to field looking for berries and cast it before midnight, I can perform my 1-hour meditation in morning, with first light of the sun and have other 2 spells memorized for next day?

Several questions about animal companion.
Seara have limited Intelligence and trick called "Seek". I'd like to use her as "Scout" - send her up to sky and about half a mile circle around fort, so she return to me as soon as she detects any human or horse.
1) What DC would it for me, to make her perform this trick in morning?
2) How it will affect, if I cast "speak with animals" (or ask gnome to do that)...
3) There is no DC for "Hide" trick as well, so how can I make her hide behind something or I can use "Stay" for that?

Sorry for amount of questions, I'm playing Druid first time in my 12+ years of RPG.

@Party, I made an assumption on our tactical placing and stuff. Feel free to correct me if you would like to do it otherwise.


Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

Not sure about the other stuff, or how Brass wants to rule it...

...but regarding Handle Animal...I believe it's normally a DC 10 to get an animal to perform a trick it knows (DC 12 is that animal is injured). To "push" an animal to perform a trick it doesn't know is a DC 25. The DC is the same regardless of the trick...but it is entirely GM discretion how certain tricks are translated by the animal.

Regarding placement. Isla would probably be on the wall to the left of the gate, if allowed. Otherwise she would try and hide behind the gate.


Male Human Bard 1

I'm saying yes for the Goodberry, and the DC is 10 as you are using the seek trick.


Male Human Bard 1

Do you guys have roll20 accounts?


Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

Yeah, I have one. I won't be able to access it a lot of the time though, because I tend to post from work...and I know they don't support mobile unless you have a paid account.


NG Male Human (taldan) Druid1 Init +2; AC15, Touch12, FF15, CMD12; hp 9/9; Fort +3, Ref +2, Will +5; Perception: +4
Casts:
at will - light, purify food and drink, stabilize; 1st goodberry [x], entangle [x]

I do have roll20 paid account, but since I post from work it is firewalled as well. Could we just use google docs for maps?


Gnome Wizard {Shadow} HP 9 | AC 12 FF 10 T 12 | F+2, R+1, W+1 (+2 Ill, fear,desp) | Init +5, Perc +0 | Dark 60'

Yes, I have roll20 and can't move my icon on your map.


Male Human (Ulfen) Ranger 1, Hp 13/13; Fort: +5, Reflex +4 Will +1; AC 17,

I do, but can't post from work there also.

Sorry :(


Male Human Bard 1

Edited the map now anyone with the link can edit, and I already resolved the problem I was having so the roll20 thing doesn't matter.


Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

Regarding initiative, are we going to go in exact order or are we going to be doing the initiative block method, where anyone within that block can post?


Male Human Bard 1

Oh yeah I meant to talk about this earlier but In order to speed up like many GM's here in the forums I plan to go with combat by blocks:

Block 1 (Players 1,2,3)

Block 2 (Bandits 1,2,3)

Block 3 (Players 4,5)

Block 2 (Bandit Leader)

Players inside the same block act by posting order. I will be rolling average initiative for enemies and normal for you guys.

Mind you that up there is an example, I just used bandits because it's the most common enemy in this campaign. This combat is nearly certainly going to be Players => Bandits


Male Human (Ulfen) Ranger 1, Hp 13/13; Fort: +5, Reflex +4 Will +1; AC 17,

Hey just dropping a quick note - I'll be offline until tomorrow evening. I wish I had time to respond!


Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

Oh, I didn't have time to add this disclaimer last night, but I did want to mention it, since I know it can be hard to read tone without a face to face component.

Isla may be pissed, but on my end as a player, there are no hard feelings nor attempts to actually offend.


Gnome Wizard {Shadow} HP 9 | AC 12 FF 10 T 12 | F+2, R+1, W+1 (+2 Ill, fear,desp) | Init +5, Perc +0 | Dark 60'

No worries... Gelliglee is a bit of a manipulator, and in this case he was trying to get a rise.


Male Human (Ulfen) Ranger 1, Hp 13/13; Fort: +5, Reflex +4 Will +1; AC 17,

This thing still on?


Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

I'm still around and watching for new posts, lol.

Not sure what happened to Brass Legionary. He has stopped posting in the other game we are both in too...


NG Male Human (taldan) Druid1 Init +2; AC15, Touch12, FF15, CMD12; hp 9/9; Fort +3, Ref +2, Will +5; Perception: +4
Casts:
at will - light, purify food and drink, stabilize; 1st goodberry [x], entangle [x]

Let's wait.. Sometimes life happens. I am pretty busy in office now and I glad that it's not me blocking you, friends. Still checking thread every morning and evening.

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