Legacy of the First

Game Master Archae

A Kobold only survival Kingmaker style game, where the pc's must venture into unknown home brew lands.


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Male Dungeon Master Dungeon Master / 21 levels

OOC and group stuff here. any questions or announcements as well


Gunslinger 2 (pistolero) | AC 20 FF 14 T 17 | HP 23/23 | F 5 R 8 W 3 | Init: +5 | Perc: +8 W darkvision 60 | grit 3/3

Excited! My stats are ready to go.


Female LN Kobold U-Monk (Scaled Fist) 1 U-Rogue (Dark Lurker) 1 | HP: 19/23| AC: 19 (18 Tch, 15 Fl) | CMB: -1, CMD: 16 | F: +4, R: +7, W: +0 | Init: +4| Perc: +4 (darkvision 60ft) | Speed 30ft | Stunning Fist 1/1 | Ki points: N/A | Active conditions:

Kind of an important question that I only just now thought of. Does the feat "Deflect Arrows" work against firearms?


Gunslinger 2 (pistolero) | AC 20 FF 14 T 17 | HP 23/23 | F 5 R 8 W 3 | Init: +5 | Perc: +8 W darkvision 60 | grit 3/3

It does! It is an amazing feat that everyone who can use it should take!


Male Dungeon Master Dungeon Master / 21 levels

correct, it does


Female LN Kobold U-Monk (Scaled Fist) 1 U-Rogue (Dark Lurker) 1 | HP: 19/23| AC: 19 (18 Tch, 15 Fl) | CMB: -1, CMD: 16 | F: +4, R: +7, W: +0 | Init: +4| Perc: +4 (darkvision 60ft) | Speed 30ft | Stunning Fist 1/1 | Ki points: N/A | Active conditions:

Fantastic, I know some DMs say otherwise so I wanted to make sure.


Male Dungeon Master Dungeon Master / 21 levels

with everyone here, first story post will come in the morning


Warlock 2|HP 16/16|AC18/T15/FF14|Saves 2:7:4|CMD 13|Init 4|Percept +7 (lowlight, darkvision 60ft)|ER 5/Electric|Conditions: None
Skills:
Acro+8|Apr+7|Blf+3(7)|Clb-2|Crft(Alch) +8|Diplo+3(7)|Disg-1|EscA+7|Heal-1|Int-1|Kn(Arc) +7|Kn(eng) +7|Kn(loc) +7|Kn(nob) +7|Perc +7|Ride+3|SpllCrft+12|SM+5|Sth+14|Surv+1|Swim-2|UMD+7

How hierarchical is kobold society in this setting? Vraxiss is a noble and I plan to play him something like a 19th century British noble. How much defference would he usually expect?

Note I don't expect the PC's to actually give him any defference, feel free to treat him like the fool he is. :)


Male Dungeon Master Dungeon Master / 21 levels

kobolds are basically what you would expect from a Lawful Society.

If you're a Noble, you'd have some deference in regards to normal Kobolds. Basically it goes as follows

Council
Clan leaders, Military, Government Officials
Nobles
Merchants and Artisans
Civilians


Gunslinger 2 (pistolero) | AC 20 FF 14 T 17 | HP 23/23 | F 5 R 8 W 3 | Init: +5 | Perc: +8 W darkvision 60 | grit 3/3

Question: How do we want to do loot? I can make and link a spreadsheet that I often like for pbp loot, for example, if you want to put that link in the campaign info.


Male Dungeon Master Dungeon Master / 21 levels

Sure, if it's made i will post for anyone


Gunslinger 2 (pistolero) | AC 20 FF 14 T 17 | HP 23/23 | F 5 R 8 W 3 | Init: +5 | Perc: +8 W darkvision 60 | grit 3/3

Loot link


Warlock 2|HP 16/16|AC18/T15/FF14|Saves 2:7:4|CMD 13|Init 4|Percept +7 (lowlight, darkvision 60ft)|ER 5/Electric|Conditions: None
Skills:
Acro+8|Apr+7|Blf+3(7)|Clb-2|Crft(Alch) +8|Diplo+3(7)|Disg-1|EscA+7|Heal-1|Int-1|Kn(Arc) +7|Kn(eng) +7|Kn(loc) +7|Kn(nob) +7|Perc +7|Ride+3|SpllCrft+12|SM+5|Sth+14|Surv+1|Swim-2|UMD+7

I was planning on picking ups some knowledge's one I hit level 2. All I've got right now is engineering.


Female LN Kobold U-Monk (Scaled Fist) 1 U-Rogue (Dark Lurker) 1 | HP: 19/23| AC: 19 (18 Tch, 15 Fl) | CMB: -1, CMD: 16 | F: +4, R: +7, W: +0 | Init: +4| Perc: +4 (darkvision 60ft) | Speed 30ft | Stunning Fist 1/1 | Ki points: N/A | Active conditions:

I was going to grab my first rogue level at lvl 2. I'll have skill points to throw around then.


Male Dungeon Master Dungeon Master / 21 levels

update: Story continuation post between tonight and tomorrow.

If you don't have any knowledge skills i'll allow you to make a basic intelligence check, as you'll be using the library to research.

Skills will provide more specific information and locations of course if you have them

arcana will lead to a more Magicy area

Nature to a more natural, less civilized.

ect


Male Kobold, black-scale Alchemist (Vivisectionist/Beastmorph) 1|| HP: 20/20, AC: 17 (21 w/Mutagen) (FF: 13 [15 w/Mutagen] T: 15 (19 w/Mutagen) || Init: +4, Fort: +4 Ref: +6 Will: +1 || Per: +5

Would I be picking which skill to roll, or can I roll both?


Male Dungeon Master Dungeon Master / 21 levels

both


Warlock 2|HP 16/16|AC18/T15/FF14|Saves 2:7:4|CMD 13|Init 4|Percept +7 (lowlight, darkvision 60ft)|ER 5/Electric|Conditions: None
Skills:
Acro+8|Apr+7|Blf+3(7)|Clb-2|Crft(Alch) +8|Diplo+3(7)|Disg-1|EscA+7|Heal-1|Int-1|Kn(Arc) +7|Kn(eng) +7|Kn(loc) +7|Kn(nob) +7|Perc +7|Ride+3|SpllCrft+12|SM+5|Sth+14|Surv+1|Swim-2|UMD+7

So, we'll all roll every knowledge then and do a sum total of aids to the best check then? Which knowledges are applicable so we doing roll any more than necessary?


Male Dungeon Master Dungeon Master / 21 levels

Any other than engineering could apply reasonably, but a rank in the skill is required otherwise youre making a base Int Check

Each knowledge could potentially grant new information, If you want to aid you can. if not i'll allow separate rolls. State before hand though

Each knowledge or intelligence check rolled will be a undetermined amount of time spent researching that subject.


Warlock 2|HP 16/16|AC18/T15/FF14|Saves 2:7:4|CMD 13|Init 4|Percept +7 (lowlight, darkvision 60ft)|ER 5/Electric|Conditions: None
Skills:
Acro+8|Apr+7|Blf+3(7)|Clb-2|Crft(Alch) +8|Diplo+3(7)|Disg-1|EscA+7|Heal-1|Int-1|Kn(Arc) +7|Kn(eng) +7|Kn(loc) +7|Kn(nob) +7|Perc +7|Ride+3|SpllCrft+12|SM+5|Sth+14|Surv+1|Swim-2|UMD+7

So guys, what do you think? I'm favoring the bogs one because I sounds like it's a nice medium between ease of access, magic ability and natury stuff, after that it's a toss up between the magic one passed the dragons, or the Dungeoneering one cause it's close and tied to the Underlands which Vraxiss is from.


Gunslinger 2 (pistolero) | AC 20 FF 14 T 17 | HP 23/23 | F 5 R 8 W 3 | Init: +5 | Perc: +8 W darkvision 60 | grit 3/3

I think journey either to or through the Underlands would be a nice fit with Saassraa's background. But I'll certainly enjoy any of them!


Male Kobold, black-scale Alchemist (Vivisectionist/Beastmorph) 1|| HP: 20/20, AC: 17 (21 w/Mutagen) (FF: 13 [15 w/Mutagen] T: 15 (19 w/Mutagen) || Init: +4, Fort: +4 Ref: +6 Will: +1 || Per: +5

The arcana option gets us close to a place touched by the gods, so that might give us an interesting angle for our future shenanigans.

The Nature solution gets my vote though. We ought to find that underground path to bypass Nar'Voth.

I'm not sure what the Dungeoneering method is. An option for traveling routes? Or a destination like the other three?

Edit: Realized I made a mistake with Harkness' feats. He Has Healers Hands, but I misread the requirements as a rank in Arcana, not Planes. Can I swap a rank out from something else into Knowledge Planes? I'll probably remove the spellcraft rank. Can't do much with it on an Alchemist and it looks like Vraxiss has that covered.


Male Dungeon Master Dungeon Master / 21 levels

Go ahead Doctor

And the Dungeoneering roll wasn't really high enough for information so it was more you get basic information that The underground is vast and has a lot of Tunnels.


Warlock 2|HP 16/16|AC18/T15/FF14|Saves 2:7:4|CMD 13|Init 4|Percept +7 (lowlight, darkvision 60ft)|ER 5/Electric|Conditions: None
Skills:
Acro+8|Apr+7|Blf+3(7)|Clb-2|Crft(Alch) +8|Diplo+3(7)|Disg-1|EscA+7|Heal-1|Int-1|Kn(Arc) +7|Kn(eng) +7|Kn(loc) +7|Kn(nob) +7|Perc +7|Ride+3|SpllCrft+12|SM+5|Sth+14|Surv+1|Swim-2|UMD+7

Would the nature location provide a good source of alchemical ingredients? Vraxiss has training in craft alchemy and may take some of the vigilante talents that make that faster. I'm sure that the Doctor would be interested in such as he'll be better at that then Vraxiss.


Male Dungeon Master Dungeon Master / 21 levels

The Arcana or Nature Locations would provide ingredients for alchemy. Though Arcana would provide more for what it's worth, by virtue of leylines and being a more uninhabited area.

What this means for players? Well, Locations will come with certain benefits when forging the kingdom. Discounts on prices of certain things, more defenses, ect


Female LN Kobold U-Monk (Scaled Fist) 1 U-Rogue (Dark Lurker) 1 | HP: 19/23| AC: 19 (18 Tch, 15 Fl) | CMB: -1, CMD: 16 | F: +4, R: +7, W: +0 | Init: +4| Perc: +4 (darkvision 60ft) | Speed 30ft | Stunning Fist 1/1 | Ki points: N/A | Active conditions:

I like the idea of a magical kobold settlement. Crossing the swamps would probable be more to our talents than crossing the mountains.


Male Dungeon Master Dungeon Master / 21 levels

well whatever you all decide let me know and i'll post a narration for the travel and such/ or if anyone wants to shop in the Spire or anything.


Gunslinger 2 (pistolero) | AC 20 FF 14 T 17 | HP 23/23 | F 5 R 8 W 3 | Init: +5 | Perc: +8 W darkvision 60 | grit 3/3

We should decide quickly as we don't want to be guilty of making PBP drag. I advocate a rank-order voting system. Give your ranking of the options and I'll add up the points. The lowest total rank is our top choice."

My preferences:
1st: N
2nd: D
3rd: P
4th: A

Reminder of what the options were.

A. Arcana :
Between Vraxiss and the good doctor's work you're both able to trace and figure out several locations to the north of here where Leylines and magic would be incredibly strong, Coincidentally You're both able to determine this very location Would be deep in the mountains. you'd have to cross in and past the dragon territories or go by sea. This would put the group Quite close, if not in the Unknowns of the Windswept valley

N. Nature:
You're able to determine from reading various books, Maps, Bird migration patterns that there are suitable locations like beyond the Ocean or the Vast deadlands of Nar'voth.

The dead lands of NAr'voth would be dangerous to cross however and even more dangerous to send word back to the clan. Though a Cave path in the Underlands should exist... it could be worth the travel

P. Planes:

You know the magic of the world rather well and surmise that if you were to cross the Vast Bog that is Black Fens, you should find some Leylines strong Magics of Nature that the Fey might use to build their lands.

D. Dungeoneering:
You know that many of the Caverns of the Underland are well mapped and lead further beyond The Nine Kingdoms though not all are civilized. You could use those tunnels to get around and build the town near for easy Communication


Female LN Kobold U-Monk (Scaled Fist) 1 U-Rogue (Dark Lurker) 1 | HP: 19/23| AC: 19 (18 Tch, 15 Fl) | CMB: -1, CMD: 16 | F: +4, R: +7, W: +0 | Init: +4| Perc: +4 (darkvision 60ft) | Speed 30ft | Stunning Fist 1/1 | Ki points: N/A | Active conditions:

Good call

1. P
2. A
3. N
4. D


Warlock 2|HP 16/16|AC18/T15/FF14|Saves 2:7:4|CMD 13|Init 4|Percept +7 (lowlight, darkvision 60ft)|ER 5/Electric|Conditions: None
Skills:
Acro+8|Apr+7|Blf+3(7)|Clb-2|Crft(Alch) +8|Diplo+3(7)|Disg-1|EscA+7|Heal-1|Int-1|Kn(Arc) +7|Kn(eng) +7|Kn(loc) +7|Kn(nob) +7|Perc +7|Ride+3|SpllCrft+12|SM+5|Sth+14|Surv+1|Swim-2|UMD+7

1. N
2. A
3. P
4. D

:)


Male Kobold, black-scale Alchemist (Vivisectionist/Beastmorph) 1|| HP: 20/20, AC: 17 (21 w/Mutagen) (FF: 13 [15 w/Mutagen] T: 15 (19 w/Mutagen) || Init: +4, Fort: +4 Ref: +6 Will: +1 || Per: +5

1. N
2. A
3. P
4. D


Gunslinger 2 (pistolero) | AC 20 FF 14 T 17 | HP 23/23 | F 5 R 8 W 3 | Init: +5 | Perc: +8 W darkvision 60 | grit 3/3

Wyx? What do you say?


Male Dungeon Master Dungeon Master / 21 levels

Generally seem's like the Consensus is Nature, followed by Arcana in second.


Female LN Kobold U-Monk (Scaled Fist) 1 U-Rogue (Dark Lurker) 1 | HP: 19/23| AC: 19 (18 Tch, 15 Fl) | CMB: -1, CMD: 16 | F: +4, R: +7, W: +0 | Init: +4| Perc: +4 (darkvision 60ft) | Speed 30ft | Stunning Fist 1/1 | Ki points: N/A | Active conditions:

Sounds like nature has it. Let's go with that so we don't delay too long.


Warlock 2|HP 16/16|AC18/T15/FF14|Saves 2:7:4|CMD 13|Init 4|Percept +7 (lowlight, darkvision 60ft)|ER 5/Electric|Conditions: None
Skills:
Acro+8|Apr+7|Blf+3(7)|Clb-2|Crft(Alch) +8|Diplo+3(7)|Disg-1|EscA+7|Heal-1|Int-1|Kn(Arc) +7|Kn(eng) +7|Kn(loc) +7|Kn(nob) +7|Perc +7|Ride+3|SpllCrft+12|SM+5|Sth+14|Surv+1|Swim-2|UMD+7

If we don't get a pack animal that's fine, it was just a thought. We also might want to consider buys a tent for all of us, idk if anyone already has one or not. I do not.

Is there anything else we want to purchase as a group?


Male Dungeon Master Dungeon Master / 21 levels

as a small aside, if you all want to run a few small side quests, build some coin and recruitment before venturing off into the vast wilds, i'll allow a search.

Could help


Male Kobold, black-scale Alchemist (Vivisectionist/Beastmorph) 1|| HP: 20/20, AC: 17 (21 w/Mutagen) (FF: 13 [15 w/Mutagen] T: 15 (19 w/Mutagen) || Init: +4, Fort: +4 Ref: +6 Will: +1 || Per: +5

Well, I think it's settled, how much is a giant beetle? Preferably of the dung variety, but we're not picky.


Female LN Kobold U-Monk (Scaled Fist) 1 U-Rogue (Dark Lurker) 1 | HP: 19/23| AC: 19 (18 Tch, 15 Fl) | CMB: -1, CMD: 16 | F: +4, R: +7, W: +0 | Init: +4| Perc: +4 (darkvision 60ft) | Speed 30ft | Stunning Fist 1/1 | Ki points: N/A | Active conditions:

I've got 7 gold and some change to add in.


Male Kobold, black-scale Alchemist (Vivisectionist/Beastmorph) 1|| HP: 20/20, AC: 17 (21 w/Mutagen) (FF: 13 [15 w/Mutagen] T: 15 (19 w/Mutagen) || Init: +4, Fort: +4 Ref: +6 Will: +1 || Per: +5

I have ten


Gunslinger 2 (pistolero) | AC 20 FF 14 T 17 | HP 23/23 | F 5 R 8 W 3 | Init: +5 | Perc: +8 W darkvision 60 | grit 3/3

Ok I'm confused what we're doing right now and could use a clearer plot hook.


Male Dungeon Master Dungeon Master / 21 levels

well, i believe the general idea is preparation for the journey ahead. in order to build a city, you need craftsman, recruits and supplies. Essentially i think the group is going to do a few sidequests before setting out to build uo some funds and stuff.

To me that seems to be what was decided


Female LN Kobold U-Monk (Scaled Fist) 1 U-Rogue (Dark Lurker) 1 | HP: 19/23| AC: 19 (18 Tch, 15 Fl) | CMB: -1, CMD: 16 | F: +4, R: +7, W: +0 | Init: +4| Perc: +4 (darkvision 60ft) | Speed 30ft | Stunning Fist 1/1 | Ki points: N/A | Active conditions:

That was my impression as well. Ask around the city to establish some contacts and to build up some funds to make our initial expedition a bit more prepared than just going out on a whim.


Male Dungeon Master Dungeon Master / 21 levels

story post coming by tonight


Gunslinger 2 (pistolero) | AC 20 FF 14 T 17 | HP 23/23 | F 5 R 8 W 3 | Init: +5 | Perc: +8 W darkvision 60 | grit 3/3

Awesome! Can't wait to shoot some goblins and help some hatchlings.


Male Dungeon Master Dungeon Master / 21 levels

post incoming tonight, preparing the dungeon y'all about to enter


Gunslinger 2 (pistolero) | AC 20 FF 14 T 17 | HP 23/23 | F 5 R 8 W 3 | Init: +5 | Perc: +8 W darkvision 60 | grit 3/3

Huzzah for action!


Female LN Kobold U-Monk (Scaled Fist) 1 U-Rogue (Dark Lurker) 1 | HP: 19/23| AC: 19 (18 Tch, 15 Fl) | CMB: -1, CMD: 16 | F: +4, R: +7, W: +0 | Init: +4| Perc: +4 (darkvision 60ft) | Speed 30ft | Stunning Fist 1/1 | Ki points: N/A | Active conditions:

Huzzah indeed! Thanks for putting in the work.


Female LN Kobold U-Monk (Scaled Fist) 1 U-Rogue (Dark Lurker) 1 | HP: 19/23| AC: 19 (18 Tch, 15 Fl) | CMB: -1, CMD: 16 | F: +4, R: +7, W: +0 | Init: +4| Perc: +4 (darkvision 60ft) | Speed 30ft | Stunning Fist 1/1 | Ki points: N/A | Active conditions:

About that agile aomf, I'm going to take three levels of u-rogue to get Dex to damage. It's just going to take a little while to get there... that'll also give me some sneak attack damage. I took the dirty fighter trait to help mitigate no damage boost and a negative str mod for now.


Male Dungeon Master Dungeon Master / 21 levels

Good idea Agile amulet of mighty fists is big person loot, the rogue levels would probably come sooner unless the group can recruit an enchanter or crafter


Male Kobold, black-scale Alchemist (Vivisectionist/Beastmorph) 1|| HP: 20/20, AC: 17 (21 w/Mutagen) (FF: 13 [15 w/Mutagen] T: 15 (19 w/Mutagen) || Init: +4, Fort: +4 Ref: +6 Will: +1 || Per: +5

*Frowns in natural weapons*

I could probably make it work anyway in the short term. Sneak attack and extracts go a long way.

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