Kingmaker - Taming the Stolen Lands by DM DoctorEvil

Game Master DM DoctorEvil

Stolen Lands Hex Map

Thorn River Camp

Teela's Updated Loot Tracker


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Noted on the spoilers. I am always up for constructive criticism. Thought it might give more verisimilitude to the game, but not at the expense of playability given the format. Happy to keep spoilers for true secrets or to Graham's point, when the party is separated.


Alvis, I put down 50 bolts in total.


I will be traveling Sunday to Friday next week. I plan to take my DMing gear along, and should be able to post, though don't be surprised if I miss a day or two along the way. Might even be able to squeeze in more than one post per day, if you are up for it.

Sovereign Court

AC 18 (19) | HP 17/18 | F+5 R+7 W+4

I'll be traveling Saturday afternoon through Tuesday, too. I can generally post here from my phone, but if we're in combat, someone may need to move my token for me if I need to post before evening.


Even blind and irritated by lice, an ogre warrior is a tough enemy at this level. He gets a bit of a stat bump for a 6 man party against him, but that first shot was brutal, even blinded. Sorry Alvis! Wish you luck on recovery checks.


Versatile Human Fortune-Teller Bard | HP 24 | AC 18 | F4; R7; W7 | Perc +7 | Speed: 25 ft | Bard DC 18 | Exploration: Search | ◆ ◇ ↶

But teacher, what about homework?

Just a note, Alvis should be moved in initiative to a slot just before Gromog, and should be at dying 2, since it was a critical hit.

The first point is moot, since there's only one enemy on the map, but putting it there for future encounters.

I'm more specifically trying to point out the dying 2

Unless you have house rules on this specific case?

I also wanted to ask how do you rule on critical hit damage. Do you want us to double the dice how you did here and then add modifiers doubled, or do we roll standard damage with modifiers and then double that?

Suppose a character has dx die weapon (no runes and no lethal, deadly, or other messing-with-the-amount-of-dice traits), should we roll crit damage like this:

(1dx + modifiers) * 2

or like this:

2dx + (modifiers * 2)


Versatile Human Fortune-Teller Bard | HP 24 | AC 18 | F4; R7; W7 | Perc +7 | Speed: 25 ft | Bard DC 18 | Exploration: Search | ◆ ◇ ↶

Oh, and an extra question. For purposes of my turn, I need a clarification on this.

Targets

Quote:
Some spells restrict you to willing targets. A player can declare their character a willing or unwilling target at any time, regardless of turn order or their character's condition (such as when a character is paralyzed, unconscious, or even dead).

Are we using these rules? Just confirming, because it's very counter-intuitive.


Male AC 19 | 21, Fort +9, Ref +4, Will +9 HP 32/32 Perception +7 Cleric (WP) 2/Speed 15 feet

WOW! First critical damage and a death blow to boot. Oh well, Alvis was trying to prove himself, good on courage, failed wisdom check clearly. I read the rules the same way as Teela. Note there is a revision to how wounded condition applies to recovery checks in the Player Core errata.

Doesn't apply yet but may soon.

Pages 411: The text for the wounded condition was changed for consistency, but became consistent with the wrong piece of text. This would lead to much deadlier encounters! The following changes should ensure that death and dying works the way we intended.

In the Recovery Checks degrees of success, remove all instances of "(plus your wounded condition, if any)"; that's both in the failure and critical failure entries.
Under Taking Damage, remove the final sentence that reads, "If you have the wounded condition, remember to add the value of your wounded condition to your dying value." This reminder should only apply to when you gain the dying condition after getting knocked out.

Sovereign Court

AC 18 (19) | HP 17/18 | F+5 R+7 W+4

When you have someone with the ability to heal (e.g., Teela) who acts before your recovery check, it is better practice to wait for that than to roll your stabilize check early. For example, if you had rolled a critical fail, you would be Dead (barring Die Hard).

@DM: Was the information on the debuffs supposed to be the result of my Recall Knowledge on the ogre?


Tееla wrote:

But teacher, what about homework?

Just a note, Alvis should be moved in initiative to a slot just before Gromog, and should be at dying 2, since it was a critical hit.

The first point is moot, since there's only one enemy on the map, but putting it there for future encounters.

I'm more specifically trying to point out the dying 2

Unless you have house rules on this specific case?

I also wanted to ask how do you rule on critical hit damage. Do you want us to double the dice how you did here and then add modifiers doubled, or do we roll standard damage with modifiers and then double that?

Suppose a character has dx die weapon (no runes and no lethal, deadly, or other messing-with-the-amount-of-dice traits), should we roll crit damage like this:

(1dx + modifiers) * 2

or like this:

2dx + (modifiers * 2)

Think you are right about Dying 2, I could not find that rule in the new remastered core but maybe I just missed it.

Likely the damage should be (1dx + modifiers) * 2 going forward, though the rules seem to allow both. Let's use the above convention going forward.

And yes, you are right about initiative order as well. Thanks for the assists.


Fenric Lodovka wrote:
@DM: Was the information on the debuffs supposed to be the result of my Recall Knowledge on the ogre?

Yes, there is not much more to know about ogres. Is there something specific you'd prefer to know in the future?

Sovereign Court

AC 18 (19) | HP 17/18 | F+5 R+7 W+4

In the absence of something important--resistances, weaknesses, immunities--I'll always take knowing which save is lowest (both for maneuvers and my allied spellcasters).


Male AC 19 | 21, Fort +9, Ref +4, Will +9 HP 32/32 Perception +7 Cleric (WP) 2/Speed 15 feet

Not a problem, I know you have a lot on your place DM.

Archive of Nethys Knocked out rules

In my copy of the Player Core PDF the knocked out rules are on page 410 as the Archives say. Hope that helps.


Fenric Lodovka wrote:
In the absence of something important--resistances, weaknesses, immunities--I'll always take knowing which save is lowest (both for maneuvers and my allied spellcasters).

Noted. Gromog's worst save is Reflex, FYI. If I post stats like that, it will typically be in flavor text rather than rules text from now on.


Alvis Naylamahal wrote:

Not a problem, I know you have a lot on your place DM.

Archive of Nethys Knocked out rules

In my copy of the Player Core PDF the knocked out rules are on page 410 as the Archives say. Hope that helps.

Got it, thanks!


Creature in the Library - Post Combat Summary

Wounds
Graham 18/19 hp
Teela 15/16 hp
Fenric 17/18 hp
Alvis 7/21 hp

Conditions
Alvis: Wounded 1

Resources Used
Teela: 1 1st lvl spell used

Treasure Gainedp
none so far

Experience Point total
60xp for this encounter. 270xp cumulative total.


Female CG Human Rogue 1| HP 18/18| AC: 18| Fort: +5; Ref: +9; Will: +6 | Init: +0 | Per +6 | Stealth +7 |Intimidate +5 | Spd 25 ft. | Hero Points: 1| ◆ ↺ ◇

Hi all, I live in FL so experiencing a power outage due to Hurricane Milton. My posting will be sporadic.


Half-Elf Ftr2 | HP: 30/30 | AC: 19 | Fort: +7, Refl: +9, Will: +4 | Perc (E): +6 (low-light vision) | Speed 25 | Default exploration: Search | Focus points: -- | Hero Points: 0/3 | Conditions: . |
Selina Aldaeth wrote:
Hi all, I live in FL so experiencing a power outage due to Hurricane Milton. My posting will be sporadic.

Good luck, and hope things are as good as can be on your end!


Versatile Human Fortune-Teller Bard | HP 24 | AC 18 | F4; R7; W7 | Perc +7 | Speed: 25 ft | Bard DC 18 | Exploration: Search | ◆ ◇ ↶

Stay safe!


Selina Aldaeth wrote:
Hi all, I live in FL so experiencing a power outage due to Hurricane Milton. My posting will be sporadic.

I will bot you for now. Let us know when you are back to normal operations. Stay safe.

Sovereign Court

AC 18 (19) | HP 17/18 | F+5 R+7 W+4

Indicating potential frustration. Discussion raised in Discord.

Sovereign Court

AC 18 (19) | HP 17/18 | F+5 R+7 W+4

Discussion in progress. Teela's action interrupted with permission.


Glad it is getting worked out.


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Female CG Human Rogue 1| HP 18/18| AC: 18| Fort: +5; Ref: +9; Will: +6 | Init: +0 | Per +6 | Stealth +7 |Intimidate +5 | Spd 25 ft. | Hero Points: 1| ◆ ↺ ◇

I've got power back, so back to regular posting.

Sovereign Court

AC 18 (19) | HP 17/18 | F+5 R+7 W+4

Yay!


Female CG Human Rogue 1| HP 18/18| AC: 18| Fort: +5; Ref: +9; Will: +6 | Init: +0 | Per +6 | Stealth +7 |Intimidate +5 | Spd 25 ft. | Hero Points: 1| ◆ ↺ ◇

I missed the whole Standard Operating Procedures debate, but my opinion is that we should advance SWAT-like, clearing one room at a time, be it in a manor or a dungeon, leaving a path for retreat, if necessary. As for the stealing, Selina is not a normal rogue. She resorted to stealing and the rogue class to support herself financially enough to attend dueling school/academy. She wants to make a name for herself as an Aldori duelist - will take that archetype at 2nd level. She does not steal for the sake of stealing or to enrich herself. However, she s no moral compunctions about taking items off fallen foes and allies if it will serve the herself and the party. Just my 2 cents.


Male AC 19 | 21, Fort +9, Ref +4, Will +9 HP 32/32 Perception +7 Cleric (WP) 2/Speed 15 feet

Letting everyone know about some plans that will impact my post rates for a bit.

On Oct. 22-23, guests will be over that may limit my posts. From Oct 23-28 I'll be out of town very unlikely that any post will happen in that time. Fom Oct 29-Nov first more guests, may also limit posts to some extent. Back to normal after that.


Thanks for the heads up. Will bot you for combat healing situations if the delay is long


Versatile Human Fortune-Teller Bard | HP 24 | AC 18 | F4; R7; W7 | Perc +7 | Speed: 25 ft | Bard DC 18 | Exploration: Search | ◆ ◇ ↶
DM DoctorEvil wrote:
"I vill take vhat you ovver, vithout killinG you, but you cannot pass this door unless you provide more healinG, ja?"

Was that in Taldane?


Yes, the giant is speaking in heavily accented Common (Taldane).


Female human sorcerer 2 | HP: 22 | AC: 15 | F: +5 R: +5 W: +7 | Speed: 25' | Perception: +5 | Hero Points: 2

GM I think Fenric had said he was previously checking the other doors after the double doors.


I may have missed that, but I know Selina was going to look at the southern door also, we just hadn't gotten that far.

Sovereign Court

AC 18 (19) | HP 17/18 | F+5 R+7 W+4

I apologize. I had hoped to at least carry on through the manor, but I will excuse myself from the table now. Thank you, DM DoctorEvil, for picking up the table and my fellow players for sticking with the campaign after the original GM departed. If you would do me the favor of inactivating my aliases in the campaign, I would appreciate it.


Male AC 19 | 21, Fort +9, Ref +4, Will +9 HP 32/32 Perception +7 Cleric (WP) 2/Speed 15 feet

Sorry to see you go, I wish you didn't the rivalry for leadership was entertaining. Some rattling on the second takeoff for this campaign is to be expected. If you felt the pace needed some picking up, I do believe I am contributed to that. I can look to play things faster if that would help.


Female CG Human Rogue 1| HP 18/18| AC: 18| Fort: +5; Ref: +9; Will: +6 | Init: +0 | Per +6 | Stealth +7 |Intimidate +5 | Spd 25 ft. | Hero Points: 1| ◆ ↺ ◇

Sorry to see you go, Fenric. Be well.


Female human sorcerer 2 | HP: 22 | AC: 15 | F: +5 R: +5 W: +7 | Speed: 25' | Perception: +5 | Hero Points: 2

Sorry to see you leave, Blake, I was looking forward to building a working dynamic between Tessa and Fenric.


Half-Elf Ftr2 | HP: 30/30 | AC: 19 | Fort: +7, Refl: +9, Will: +4 | Perc (E): +6 (low-light vision) | Speed 25 | Default exploration: Search | Focus points: -- | Hero Points: 0/3 | Conditions: . |

Bummed out that you've needed to leave, Fenric. Peace.


Male AC 19 | 21, Fort +9, Ref +4, Will +9 HP 32/32 Perception +7 Cleric (WP) 2/Speed 15 feet

I'm leaving tomorrow for another state, unlikely to post till late Sun or sometime Monday. Good Luck!


Fenric Lodovka wrote:
I apologize. I had hoped to at least carry on through the manor, but I will excuse myself from the table now. Thank you, DM DoctorEvil, for picking up the table and my fellow players for sticking with the campaign after the original GM departed. If you would do me the favor of inactivating my aliases in the campaign, I would appreciate it.

Character and player are deactivated. Perhaps I'm the only one who doesn't know what prompted this, but thanks for the heads up prior to departure. I enjoyed Fenric during our time together.


Versatile Human Fortune-Teller Bard | HP 24 | AC 18 | F4; R7; W7 | Perc +7 | Speed: 25 ft | Bard DC 18 | Exploration: Search | ◆ ◇ ↶

Damn. Sorry to see you leave, man. Wishing you luck in the future.


Versatile Human Fortune-Teller Bard | HP 24 | AC 18 | F4; R7; W7 | Perc +7 | Speed: 25 ft | Bard DC 18 | Exploration: Search | ◆ ◇ ↶

GM, quick question.

Would you allow me to use Telekinetic projectile not as picking up random pebble and items, but instead forming and launching ice (icicles for piercing, hail stones for bludgeoning, and shards of ice for slashing)? Just for flavour. It changes nothing mechanically, since it's still physical damage.

Step 2 on my sub-zero cosplay attempt.

Thank you!


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Female human sorcerer 2 | HP: 22 | AC: 15 | F: +5 R: +5 W: +7 | Speed: 25' | Perception: +5 | Hero Points: 2

Before Tessa puts her next post up, could I get a clarification on the giant situation?

Do we as players need to escort the NPCs back to their rooms or are you handwaving that and letting them safely traverse and return? We're trying to decide whether we need to sit here and wait, accompany them or are safe to move on without worrying about the giant.

If the giant is still going to be a threat and a problem after all the time we've used to heal, rest and prep, I think we'll escort the NPCs (and fenric) back. If we don't need to worry about that and can safely move on, we'll do so and move west.


I have been politely signaling that you don't need to worry about them, and that they are unlikely to help you in any real way. But don't want to tell you how to play it. You can go back and help them fight if you have a mind to. The chaotic neutral (if alignment were still a thing) nature of 2 of the 3 of them means they just aren't that interested in saving the princess.


Female human sorcerer 2 | HP: 22 | AC: 15 | F: +5 R: +5 W: +7 | Speed: 25' | Perception: +5 | Hero Points: 2

I thought so, I just wanted to double-check. I didn't want to push the party onward and cause a slaughter behind us because I interpreted your signals. Thanks, we're ready to move west.


I think you should be fine to proceed with 5 PCs for the rest of the adventure (it was written with 4 in mind) but if you feel like adding a recruit, having them join from the Great Hall is a reasonably good place.

Let me know if you have questions about the Quest concepts. Think they are pretty straightforward, at least until we start talking about Kingdom XPs.


Male AC 19 | 21, Fort +9, Ref +4, Will +9 HP 32/32 Perception +7 Cleric (WP) 2/Speed 15 feet

I'm back, still have a guest but should be able to do some posting. I'd like a resolution to Thark and Fenric's departure. It always bothered me that when a player leaves the character disappears and is never remarked on again. Maybe Thark and Fenric show up with the other survivors and volunteer to hold the door and later join this household or something while the rest of us get charters and go off to the adventure?


You can go back and look for all of them, but the Lady is in danger, and the Manor is on fire. Now might not be the time...


Female human sorcerer 2 | HP: 22 | AC: 15 | F: +5 R: +5 W: +7 | Speed: 25' | Perception: +5 | Hero Points: 2

Apologies for my absence. I have bronchitis and have been sick for a bit. I'm hoping to be back on my feet this weekend.


Hope you feel better soon.


Sorry to miss you yesterday. I was at an election party and that took a bit out of me by the time the night was over.

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