Kingmaker: Blood for Blood!

Game Master BloodWolven

Tomb!

Current fight Map.

Blood for Blood - Baron's Courtroom

Map of Fort Drelev

Elkheart

The Greenwatch Wardens

Varnhold

Tomb Map

Varnhold Map.

Bounties!!


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@Jorrast, don't squeeze the shaman! ;)


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Male Chelaxian Ranger 8 (AC:21[T:12 FF:19] | HP: 79/79 40/71 (0NL) | F+9*, R+8, W+5 | Init: +2* |Perc: +14*)
Zsófia Dobós wrote:
@Jorrast, don't squeeze the shaman! ;)

As a proud Gen Xer, I approve of this joke.


F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+12, Ref+10, Will+16, AC 22/T15/FF19 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark

It is lost on me. What do you refer to?


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There was a series of Charmin toilet tissue commercials in the '70s where Mr. Whipple would tell ladies not to squeeze the Charmin. I can't find the first ones, but here's an example.


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Well it looks like Eris and Jacques will be retiring from the game. You guys are just posting so much, I love it!


Male Kitsune Sylvan Trickster Rogue / Monk | HP: 38/68 | AC: 25 T:25, FF:15 | Init: +10 | Fort +12, Ref +14, Will +8 | CMB +13; CMD 27 | Ki Pool: 4/7 | Acrobatics+18, Appraise+12, Bluff+13, Disable Device+17, Escape Artist+13, Fly+8, Know-Local+16, Know-Nature+15, Linguistics+14, Perception+14, Sense Motive+15, Stealth+16/+26 | Cantrip: Detect Magic Temporary effect: Barkskin +3 AC

@Alice. I played a Shaman in a game several years ago. Cast Thorny Entangle on enemy about 200 feet away. Our "cavalry" ignored my warning and charged the enemy that were struggling to get out of the entanglement. They got pissed at me when the thorns fired at them even though I told them the range!


F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+12, Ref+10, Will+16, AC 22/T15/FF19 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark

Hehehe. Oh that sounds hilarious. :)


Male Kitsune Sylvan Trickster Rogue / Monk | HP: 38/68 | AC: 25 T:25, FF:15 | Init: +10 | Fort +12, Ref +14, Will +8 | CMB +13; CMD 27 | Ki Pool: 4/7 | Acrobatics+18, Appraise+12, Bluff+13, Disable Device+17, Escape Artist+13, Fly+8, Know-Local+16, Know-Nature+15, Linguistics+14, Perception+14, Sense Motive+15, Stealth+16/+26 | Cantrip: Detect Magic Temporary effect: Barkskin +3 AC

Yep! I told them that they should listen to their 'casters' when the spell attacks on the enemy are being explained.
"Don't engage the enemy in melee while the wizard is casting his fireball on them!"
"But you're not a wizard...."
"OK. Feel free to engage the enemy in melee while I cast a fireball on them!" Cause YES a Shaman can cast a fireball too!


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

Back on Saturday GM Wolf posted this in a spoiler. He mentioned that there were still 6 defenses we could raise to help. I did not see this at the time I knew Quince had the lyre and could build quite a bit.

GM Wolf wrote:

Archers on the Bridge: The Tatzlford Bridge has high railings that could be fortified further to provide cover—a row of archers on this bridge could devastate an armymarching along the river bank. Offense +2, Defense +1.

Barricades: Using lumber, trees, barrels, wagons, rubbish, and some sharpened poles, all of the open gaps in the city wall could be fortified with barricades to prevent easy entry into the village. Offense +0, Defense +3.

Magical Defenses: None of the locals think of using magic to defend Tatzlford, but if PC spellcasters volunteer to use large area-effect spells to defend the village, the town’s Offense and Defense could be significantly increased. In order to utilize magical defenses, a PC must cast one area-effect spell each phase of the battle—the results of the spell are largely irrelevant (but you should certainly be descriptive in telling the PCs how fireballs and entangles and cones of cold affect the attackers). Magical defenses do not add directly to Tatzlford’s Offense or Defense, but each round they are used, add a modifier equal to the level of the spell used in that phase to the PCs’ rolls for attacks and defense. Snipers on Rooftops/in the Trees: By placing a few snipers on rooftops or in trees, archers can make pinpoint strikes against the army’s leaders or particularly effective soldiers. Offense +3, Defense +0.

Traps in the Woods: Setting a number of quickly built traps in the woods can not only help to slow the enemy troops’ advance through the woods, but can
actually injure some of them before they actually reach the village. Offense +1, Defense +2.

Trenches: Digging trenches in key locations along the village perimeter can help to delay the approach of the aggressors. Offense +0, Defense +3.

Using Local Wildlife: By using skills like wild empathy or spells like charm animal or speak with animals, both Latricia and Loy (and perhaps some PCs) can recruit several local wild animals to aid them in striking at the aggressors. Offense +3, Defense +0.


Quince Medvyed wrote:
Back on Saturday GM Wolf posted this in a spoiler. He mentioned that there were still 6 defenses we could raise to help. I did not see this at the time I knew Quince had the lyre and could build quite a bit.

I was thinking while many of us are going out to strike at the army directly, we can set traps in the forest. GM, what do you need from us besides the declaration that we are setting up one of these defenses?


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Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

I like the harassing plan.

I reposed those simply because that seemed to be what he was putting up as options.


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Male Kitsune Sylvan Trickster Rogue / Monk | HP: 38/68 | AC: 25 T:25, FF:15 | Init: +10 | Fort +12, Ref +14, Will +8 | CMB +13; CMD 27 | Ki Pool: 4/7 | Acrobatics+18, Appraise+12, Bluff+13, Disable Device+17, Escape Artist+13, Fly+8, Know-Local+16, Know-Nature+15, Linguistics+14, Perception+14, Sense Motive+15, Stealth+16/+26 | Cantrip: Detect Magic Temporary effect: Barkskin +3 AC

I like the harassing plan too. But I think the idea is to set up the defense of the town before leaving and going out to meet/destroy the enemy. It's the difference of thinking army vs army and team of powerful characters vs a group of monsters.

Also, the town probably wouldn't feel very good about our arriving, hearing that an army is approaching, and then we all leave. What happens if we "miss" the approaching army? They destroy the town and all we can do is come back, kill them and try to re-build the town.

One question though: Do we have "a few hours"? or "two days" to prepare? Possible typo in the post with that information? Two days makes more sense for setting up the defenses listed. Then we can have any stealthy flyers that we have go take a quick look for the approaching army, and the TEAM set up to ambush them....


Interesting - I had thought 'we' were also meant to be the harassment. Given that the additional forces we have are all normal, while the modifiers will help them, they will push all of us over the top.

Now that Kendryl has the aricorp, I had intended him to bring them in as the snipers, because they can also be moved to new sniping positions rather than being rendered ineffective when the enemy has passed. But I had always intended for Kendryl to be the sky-bait as well.

This has war of attrition written all over it


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

I think it can be a both and situation. We are players who will contribute but we are also leaders of forces and have allies in play as well.

Though an air corps raid on camped army would also be a great thing. Its been a year and I have not given the GM my wishes list yet, but wands of fly, invisibility, fireball, and wall of fire are all under the gp price limit to wishes.

;)


Sorry folks first days of school have been crazy and time consuming. I hope to catchup today.


Female Human Barb (Inv.) 7/ Fighter (Unbreakable)1/ Druid 8 | 130/130 HP : Raging 162/177| AC 27 T 14 FF 25 | Fort +16 (+19) Ref +9 (+10) Will +9 (+11)| Initiative +2 | Perception +12, Survival +15| Rage 2/24* |DR 3/-, DR 6/ Non-lethal|Cold Res 3 Current effects: Ironskin (8 mins), Rage, Enlarged (8 mins)

Wall of fire will be a great tool to funnel the enemy. Fireball or even flaming sphere in an area previously soaked in oil could be devastating.


Quince Medvyed wrote:

I think it can be a both and situation. We are players who will contribute but we are also leaders of forces and have allies in play as well.

Though an air corps raid on camped army would also be a great thing. Its been a year and I have not given the GM my wishes list yet, but wands of fly, invisibility, fireball, and wall of fire are all under the gp price limit to wishes.

;)

I still have several wishes left also - I will play around with Wands of Magic Missle at higher CLs


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Ok folks you have me tonight, well sort of. I am cleaning my house, doing chores, and packing for the weekend. We are off to Packwood and Randal area for the flea markets, internet might be choppy. I plan on posting when I can but with no wifi, we will see.


Female Human Barb (Inv.) 7/ Fighter (Unbreakable)1/ Druid 8 | 130/130 HP : Raging 162/177| AC 27 T 14 FF 25 | Fort +16 (+19) Ref +9 (+10) Will +9 (+11)| Initiative +2 | Perception +12, Survival +15| Rage 2/24* |DR 3/-, DR 6/ Non-lethal|Cold Res 3 Current effects: Ironskin (8 mins), Rage, Enlarged (8 mins)

So the elk theme leaves me with a dilemma from when I eventually get to go gestalt. I plan on going Goliath druid, with casting primarily being self buffs (bull's strength, barkskin, bear's endurance,ironskin etc) to boost me physically...even scarier when I can wild shape giant form and I also gain Enlarge self from the start.

That being said I have to choose between the great stuff that comes with the available domains (strength, ferocity, growth, rage)

Or

Getting a Megaloceros right out the gate (who I can use enlarge on even though it isn't a humanoid, meaning I can be a large barbarian riding a huge absolute wrecking machine). Basically the Shadowfax of Elk

On a side note if there was a kingdom role I would be going for it would be Royal enforcer or Royal champion or something along those lines


F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+12, Ref+10, Will+16, AC 22/T15/FF19 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark
Ulricha the Unkillable wrote:
On a side note if there was a kingdom role I would be going for it would be Royal enforcer or Royal champion or something along those lines

Given Alice's mental stats, she'd make a fit for roles focusing on intelligence or wisdom.


F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+12, Ref+10, Will+16, AC 22/T15/FF19 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark

GM, just for purposes of planning ahead for later levels, for whether i will put my PrC levels on the main side, or the gestalt side.

I've heard the AP leaves the PCs at 17-ish, upon completion. And this may still be early to inquire about, but would you have plans to do something to get PCs to level 20?


Male Elf CN Gestalt Druid (Nature Fang) / Shifter (Mooncaller) 7| 30ft speed | HP: 62/62| AC: 26/21/22|Init: +5|Perc: +14|Fort: +13|Ref: +15|Will: +16|CMB: +9 CMD: 22|C.LB +1:+11;1d8+3|Q.Staff: +9;1d6+3|Claws: +11;1d6+4|
Skills:
Acro:+14| App:+3|Bluff:+0|Clim:+6|Diplo:+0|Disg:+0|E.A:+4|Fly:+8|H.A:+5|Heal:+10|Inti :+0|K.Nat:+13|K.Geo+13|K.Pla:+6|K/Loc:+4|Ling:+10|Ride:+4|SM:+6|Sleight:+10 |Spell:+13|Stealth:+14|Sur:+14|UMD:+0|

This shifter/druid is still around but recovering from Nerve flareups along my pelvis and legs.

So I'll be less active for now.


Male Chelaxian Ranger 8 (AC:21[T:12 FF:19] | HP: 79/79 40/71 (0NL) | F+9*, R+8, W+5 | Init: +2* |Perc: +14*)

Apologies! Was out of town for the holiday weekend. I'm back and ready to kick some invader butts!


We might get to level 20 but that is a l9ng road ahead!

Thanks for checking in Lykan, I hope it gets better soon!

As you can see I am back and working on catching back up.


Okay double checking:
Who is working on preparations for the coming battle with tazylford, what are you doing, and how long will it take?

Who went with Jorne and Quimce? As you can tell the group should easily be assembled by the end of the next day even as you work on preparations.


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Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

I wasn't aware we had gone somewhere.

I have no idea what lamp Jorne is talking about. I mean I know Sulvanii has a lamp but I don't understand how it could be an answer to his question.


F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+12, Ref+10, Will+16, AC 22/T15/FF19 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark

Alice will be working in Tazylford.

She'll primarily use the entanglement versions, devided over the phases.
She has a crossbow and remaining spells for backup.


Quince Medvyed wrote:

I wasn't aware we had gone somewhere.

I have no idea what lamp Jorne is talking about. I mean I know Sulvanii has a lamp but I don't understand how it could be an answer to his question.

All of sudden people were getting Elks.

I have no idea where they were going or why there's a brigade.


Male
Skills:
Percep +13|Diplo +29(+30)|Fly +21|Heal +16|Perf. (string) +27|Perf. (sing, dance) +21|SM +13|Acro +21|Bluff +27|UMD +14
Special:
Smite Evil (Su) 4/day (+8 att., +8 dmg. [+16 to outsider with the evil subtype, an evil-aligned dragon, or an undead creature], +8 deflection bonus to AC|LoH 12/12x/day, 4d6|Channel Energy 4d6 (uses two LoHs)
Vitals:
HP 43/77|AC 23 (T 12, FF 21)|F: 16, R: 14, W: 15|Int: +5|Immune: Disease|Resist 10 (acid, cold, electricity)|DR 5/magic|SR 19|+4 racial vs poison

Umm. It looked like the majority of the forces were going to meet the bandits in the forest, so Xandarian came with. I thought with the exception of the catfolk helping the archers, everyone else came. If the party needs the caydenite paladin on that bridge, he'll be there.


Male Chelaxian Ranger 8 (AC:21[T:12 FF:19] | HP: 79/79 40/71 (0NL) | F+9*, R+8, W+5 | Init: +2* |Perc: +14*)

Vandomir is in the column heading out.


Zsófia and Chizzlall (and Rumbles) followed Quince to the rendezvous.


Female Catfolk Fighter 7

Tyranna, not realizing that everyone else had left, has just been setting up her single sniper. She'll be very confused when she goes to look for everyone else and finds none of them.


Male Kitsune Sylvan Trickster Rogue / Monk | HP: 38/68 | AC: 25 T:25, FF:15 | Init: +10 | Fort +12, Ref +14, Will +8 | CMB +13; CMD 27 | Ki Pool: 4/7 | Acrobatics+18, Appraise+12, Bluff+13, Disable Device+17, Escape Artist+13, Fly+8, Know-Local+16, Know-Nature+15, Linguistics+14, Perception+14, Sense Motive+15, Stealth+16/+26 | Cantrip: Detect Magic Temporary effect: Barkskin +3 AC

I had posted that I was working with anyone else that would help to set up barricades. But then it seemed like the entire party was leaving to catch the enemy before they even got here? so I went with them....


Female Human Barb (Inv.) 7/ Fighter (Unbreakable)1/ Druid 8 | 130/130 HP : Raging 162/177| AC 27 T 14 FF 25 | Fort +16 (+19) Ref +9 (+10) Will +9 (+11)| Initiative +2 | Perception +12, Survival +15| Rage 2/24* |DR 3/-, DR 6/ Non-lethal|Cold Res 3 Current effects: Ironskin (8 mins), Rage, Enlarged (8 mins)

Yeah. This has been complete chaos so far. Not really sure who's doing what, where, with all the cross posting and different little groups forming. Just kind of following along until it makes sense.


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Male Chelaxian Ranger 8 (AC:21[T:12 FF:19] | HP: 79/79 40/71 (0NL) | F+9*, R+8, W+5 | Init: +2* |Perc: +14*)
Ulricha the Unkillable wrote:
Yeah. This has been complete chaos so far. Not really sure who's doing what, where, with all the cross posting and different little groups forming. Just kind of following along until it makes sense.

Not unexpected though, right? 15+ PCs will create some chaos.


Male non rage hp 80/82 AC 24/21/14 Fort: 11 Reflex 7 Will complicated CMD 25 level 1 spells 1/3 Half Orc Blood conduit 6/Fractured mind 1 Rage hp 94/96 AC 21/18/12 Fort: 13 Reflex 6Will complicated CMD 24

Yeap, Hot Dog is just going to trod towards the battlefield :).


Vitals:
HP: 171_ AC: 32 _ T: 20 _FF: -_ Perception +18_Sense Motive +13_Init: +6_Fort: +17_Ref: +15_Will: +12 CMB+15_Bull Rush +2 CMD: 33 / 35_Speed: 50
Skills:
Acro +20_Bluff+12_Climb+16_DD+13_Dip+17_Disg+12_EscArt+15_HA+12_Intim +16 _K (dung) +11 _ K (his, loc, nob)+12 Ling +12_Dance +13_ Ride +12_ SoH +11_ Stea +14 _Surv +9 _UMD +16_Swim+16
Quince Medvyed wrote:

I wasn't aware we had gone somewhere.

I have no idea what lamp Jorne is talking about. I mean I know Sulvanii has a lamp but I don't understand how it could be an answer to his question.

Sorry I was implying using the lamp to summon Sulvanii. Even Jorne and some of the Council members don't know the whole story.

I thought I had led us out into the forest.

Jorne Fyrestone Stavian wrote:
He nods to Quince and whispers a few words to him. The words are obvious as he approaches your group, "I am going to head out to scout and to bring the pain to these invaders before they can even get near to the town. Hot Dog I know you are on board and likely Ulricha. Anyone else want to join this little strike team?!"

And...

Jorne Fyrestone Stavian wrote:
With a good portion of the mercenary brigade following him, he takes to a large elk and gracefully mounts with a jump.
GM Wolf wrote:
After a few hours of travel Jorne slows down his elk and walks it slowly into a meadow. At the center of the meadow is a large orange glowing crystal. Obviously drawing his attention.


Ok so Alice and Tyrrana are still 'in Tazylford' as the rest followed Jorne and Quince.

How long does your lyre of building work? In other words how much time do you need for the lyre?

---
Are we good with the movement above or do we need to recon?


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Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12
GM Wolf wrote:

Ok so Alice and Tyrrana are still 'in Tazylford' as the rest followed Jorne and Quince.

How long does your lyre of building work? In other words how much time do you need for the lyre?

---
Are we good with the movement above or do we need to recon?

30 Minutes is 3 days of 100 people working. After an hour and each hour after I need to make a check to keep going. I rolled for 3 hours.

At the time we seemed to be on a they are coming to us footing. But I don't think that spending some hours of prep in the city necessarily breaks the narrative happening. I assumed that during that time people were looking over the town and getting a feel for the defenses. If the army is a day or more away. We had plenty of time.


Yes indeed, so the main mercenary brigade can head out a little after 1, putting in a half days work before heading out.


On a side note I am looking for interest in a post apocalyptic zombie outbreak game. Nothing is solid yet looking for players and you will help me develop what we plan to do!

Here is the link if you are interested!


Male Elf CN Gestalt Druid (Nature Fang) / Shifter (Mooncaller) 7| 30ft speed | HP: 62/62| AC: 26/21/22|Init: +5|Perc: +14|Fort: +13|Ref: +15|Will: +16|CMB: +9 CMD: 22|C.LB +1:+11;1d8+3|Q.Staff: +9;1d6+3|Claws: +11;1d6+4|
Skills:
Acro:+14| App:+3|Bluff:+0|Clim:+6|Diplo:+0|Disg:+0|E.A:+4|Fly:+8|H.A:+5|Heal:+10|Inti :+0|K.Nat:+13|K.Geo+13|K.Pla:+6|K/Loc:+4|Ling:+10|Ride:+4|SM:+6|Sleight:+10 |Spell:+13|Stealth:+14|Sur:+14|UMD:+0|

Am diagnosed with Hyper tension.
Also some concerns as X- Ray picked up a white spot on the upper area of my left lung.
Sone giddiness as I stand and walk. Nothing if I Sit down or remain still.

Bouncing in and out of hospitals is making me more tired then One would expect.
So. Apologies to all my games.


Lykàn Delĩss wrote:

Am diagnosed with Hyper tension.

Also some concerns as X- Ray picked up a white spot on the upper area of my left lung.
Sone giddiness as I stand and walk. Nothing if I Sit down or remain still.

Bouncing in and out of hospitals is making me more tired then One would expect.
So. Apologies to all my games.

Very very best of luck & health to you, this isn't easy, and I know.

Thankfully though, hyper tension is super treatable once they find the right medications for you; in my case, it ended up being 3 of them, but they really do help. I've had respiratory issues as well :(

Wishing you the best Lykan!


Take it easily and heal up, the game will be here when you get back!


F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+12, Ref+10, Will+16, AC 22/T15/FF19 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark

Best of health to you. Take care and rest up.


Female Human Barb (Inv.) 7/ Fighter (Unbreakable)1/ Druid 8 | 130/130 HP : Raging 162/177| AC 27 T 14 FF 25 | Fort +16 (+19) Ref +9 (+10) Will +9 (+11)| Initiative +2 | Perception +12, Survival +15| Rage 2/24* |DR 3/-, DR 6/ Non-lethal|Cold Res 3 Current effects: Ironskin (8 mins), Rage, Enlarged (8 mins)

So is the main group that was scouting out in the tunnels now?


Some of us are-- feel free to say you joined us if you want to!


Yup, I think Quince stayed behind but I could be wrong.


Female Human Barb (Inv.) 7/ Fighter (Unbreakable)1/ Druid 8 | 130/130 HP : Raging 162/177| AC 27 T 14 FF 25 | Fort +16 (+19) Ref +9 (+10) Will +9 (+11)| Initiative +2 | Perception +12, Survival +15| Rage 2/24* |DR 3/-, DR 6/ Non-lethal|Cold Res 3 Current effects: Ironskin (8 mins), Rage, Enlarged (8 mins)

Okay.


So will Ulricha join the others in the tunnel? Speak with Jorne? Or What?

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