Galahad's Kingmaker Expanded

Game Master Galahad0430


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Male Human Warpriest 2 | HP 15/15 | AC 17, T 13, FF 14 | Fort +4, Ref +3, Will +5 | Init +3 | Perception +2 | Blessings 3/3 | Fervor 4/4 | Spells:
1st-level:
6/6
Ivo Crownwheel wrote:
Alas, no, that was not in the job description. I do alchemy and toys?

Alchemy works. We've got some volatile alchemist's fire you might be able to do something with.

I look forward to having you join me on the shooty back line! The group needed a little more ranged support.

Sovereign Court

I will have a combat map up tomorrow. Going forward, I will have more maps and mosy future comvats will be mapped as well.


Female Half-Elf Investigator 2 | ♥️ 22/22 | AC: 16 (T: 12, F: 14 | CMB: +2, CMD: 15 | F: +3, R: +6, W: +4 (+2 vs Enchantments, +2 vs Charm, Compulsion)) | Init: +3 | Perc: +8, SM: +5 | Speed 30' | Inspiration 4/4

Looks like Meredith hasn't posted since around mid-December. Maybe time to check in with them?

Is Ivo coming in before the battle or after?


Male Gnome Unchained Rogue 2 | 17/17 HP | AC 17 T 14 FF 14 | Fort +3 Ref +7 Will +2 | Initiative +3 | Perception +9 (traps +10), low-light vision, trapfinding
Piret Kersna wrote:
Is Ivo coming in before the battle or after?

I too would like to know the answer to this query!

Sovereign Court

Ivo Crownwheel wrote:
Piret Kersna wrote:
Is Ivo coming in before the battle or after?
I too would like to know the answer to this query!

I still have not heard from Meredith, so I'm going to have Ivo participate in the battle.


Spellbreaker Relic Hunter Inquisitor (2) Wounds (0) HP (24) AC (17/11/16) Saves (6/1/6, roll twice mind effecting) CMD (16/20) Initiative (+4) Lvl 1 (5/5) Healer’s Hand (2/2) Transmutation (4/4) Conjuration (1/1)

I don't see Sven on the map. Am I expected to make an icon? If so, how do I go about doing it?

Sovereign Court

You should see your figure, they are outside the front gate. Make sure you scroll down on the map


Elenaril Oakspar Female Half-Elf Druid (Green Faith Initiate) 2: HP 21/21 : AC: 14, T: 12, FF: 12: Fort: +5 Reflex: +2 Will: +7 (+9 Enchantment) : Perception +5, Init +2 : Wooden fist 6/6 : Low light vision

To reiterate, nobody should be outside the fort. Once I cast entangle (40ft radius) everything outside the wall is going to become hostile terrain


Spellbreaker Relic Hunter Inquisitor (2) Wounds (0) HP (24) AC (17/11/16) Saves (6/1/6, roll twice mind effecting) CMD (16/20) Initiative (+4) Lvl 1 (5/5) Healer’s Hand (2/2) Transmutation (4/4) Conjuration (1/1)

Even when scrolling all the way down, I see everyone but Sven. If someone else can see him, please put him to the left of Piret.


Male Human Warpriest 2 | HP 15/15 | AC 17, T 13, FF 14 | Fort +4, Ref +3, Will +5 | Init +3 | Perception +2 | Blessings 3/3 | Fervor 4/4 | Spells:
1st-level:
6/6
Sven Langebukk wrote:
Even when scrolling all the way down, I see everyone but Sven. If someone else can see him, please put him to the left of Piret.

There you go!

By the way, GM, could you put the link to the Roll20 map in the Short Description for the campaign? That way it will appear at the top of every page, and we don't have to look for it on previous pages.

Sovereign Court

Ivo? We are waiting for you...

Sovereign Court

Stanislaw Medvyed wrote:
Sven Langebukk wrote:
Even when scrolling all the way down, I see everyone but Sven. If someone else can see him, please put him to the left of Piret.

There you go!

By the way, GM, could you put the link to the Roll20 map in the Short Description for the campaign? That way it will appear at the top of every page, and we don't have to look for it on previous pages.

I put the link in the Campaign Info Tab as requested.


Male Gnome Unchained Rogue 2 | 17/17 HP | AC 17 T 14 FF 14 | Fort +3 Ref +7 Will +2 | Initiative +3 | Perception +9 (traps +10), low-light vision, trapfinding

Ahh! I will check the gameplay tab again, but it didn't show any notifications. Did the fighting already start?

Sovereign Court

Go to the link in the Campaign Info tab. That links to the Roll20 site where the map is.

Sovereign Court

Oops, nvm, I see you placed yourself. Let's begin!


Male Human Warpriest 2 | HP 15/15 | AC 17, T 13, FF 14 | Fort +4, Ref +3, Will +5 | Init +3 | Perception +2 | Blessings 3/3 | Fervor 4/4 | Spells:
1st-level:
6/6

Don't forget that Bless is up, everyone, especially if you're in 50' of me!

Sovereign Court

Stanislaw Medvyed wrote:
Don't forget that Bless is up, everyone, especially if you're in 50' of me!

I am considering that everyone gathered for the casting first, so everyone should have Bless.


Male Human Warpriest 2 | HP 15/15 | AC 17, T 13, FF 14 | Fort +4, Ref +3, Will +5 | Init +3 | Perception +2 | Blessings 3/3 | Fervor 4/4 | Spells:
1st-level:
6/6

Did my attack hit Haps?


Spellbreaker Relic Hunter Inquisitor (2) Wounds (0) HP (24) AC (17/11/16) Saves (6/1/6, roll twice mind effecting) CMD (16/20) Initiative (+4) Lvl 1 (5/5) Healer’s Hand (2/2) Transmutation (4/4) Conjuration (1/1)

My original plan:

Pre-buff magic weapon
Use Legacy Weapon for another +1, and get human-bane

But the enemies were much quicker than anticipated. And it seems like the extra damage hasn't been worth losing a round of fighting. These bandits are more competent in closing the ground than expected!

Sovereign Court

Stanislaw Medvyed wrote:
Did my attack hit Haps?

Yes

Sovereign Court

Sven Langebukk wrote:

My original plan:

Pre-buff magic weapon
Use Legacy Weapon for another +1, and get human-bane

But the enemies were much quicker than anticipated. And it seems like the extra damage hasn't been worth losing a round of fighting. These bandits are more competent in closing the ground than expected!

It was difficult terrain, so half movement. That's why only the ones within 15' were able to attack, all the others had to double move.


Spellbreaker Relic Hunter Inquisitor (2) Wounds (0) HP (24) AC (17/11/16) Saves (6/1/6, roll twice mind effecting) CMD (16/20) Initiative (+4) Lvl 1 (5/5) Healer’s Hand (2/2) Transmutation (4/4) Conjuration (1/1)

Loot List:
Haps - MW studded leather armor
+1 cloak of resistance
MW long composite bow
MW lonsword

The rest - The other bandits have light armor and equipment varying in quality from poor to average. All told, you collect 250 gp in valuables.

A note about composte bows:
In my games they don't have STR ratings. Instead they are normal or mighty or magical.
Normal - add STR bonus up to +5 (+3 for small size weapons).
Mighty - add STR bonus up to +10 (+7 for small size wepoans).
Any STR bonus higher than those listed requires a magical bow.

Normal bows cost the listed price.
Mighty bows are 3x the listed price.

First of all, I love the rule on bows. That is an ease of life change.

Secondly: who wants what? I’ll add whatever isn’t taken to the loot list.


Male Human Warpriest 2 | HP 15/15 | AC 17, T 13, FF 14 | Fort +4, Ref +3, Will +5 | Init +3 | Perception +2 | Blessings 3/3 | Fervor 4/4 | Spells:
1st-level:
6/6

I would like the long bow, please.

Sovereign Court

Sven Langebukk wrote:


First of all, I love the rule on bows. That is an ease of life change.

Secondly: who wants what? I’ll add whatever isn’t taken to the loot list.

Thank you, I like to make it easy to use looted items. Having specific STR ratings for bows is both historically inaccurate abd needlessly restrictive.


Elenaril Oakspar Female Half-Elf Druid (Green Faith Initiate) 2: HP 21/21 : AC: 14, T: 12, FF: 12: Fort: +5 Reflex: +2 Will: +7 (+9 Enchantment) : Perception +5, Init +2 : Wooden fist 6/6 : Low light vision

Very cool.


Female Half-Elf Investigator 2 | ♥️ 22/22 | AC: 16 (T: 12, F: 14 | CMB: +2, CMD: 15 | F: +3, R: +6, W: +4 (+2 vs Enchantments, +2 vs Charm, Compulsion)) | Init: +3 | Perc: +8, SM: +5 | Speed 30' | Inspiration 4/4

Sorry about disappearing for a bit there. Last week was very busy at work. I also had a few unexpected things come up. Back to normal now.

Grand Lodge

Male Human Paladin (enforcer, shining knight) 2 | AC 16 T 11 FF 16 | Saves +7 +3 +6 | CMD 16 | HP 21/21 | Perception +0 | Smite Chaos 1/1 | Lay on hands 4/4

Hey, daughter is sick. I won't be able to post reliably until Monday.


Male Gnome Unchained Rogue 2 | 17/17 HP | AC 17 T 14 FF 14 | Fort +3 Ref +7 Will +2 | Initiative +3 | Perception +9 (traps +10), low-light vision, trapfinding

Two things:

1. Kingmaker has its own rules for exploring and mapping hexes. Not sure how that will interact with Piret's cartography skill. Normally you spend a day (or more, depending on how rugged the terrain is) to "explore" a hex, meaning you more or less have it mapped out and know what's in that area. (An overland hex in Kingmaker is 12 miles across.) Piret's ability gives a 2-mile-radius "chunk" in 10 minutes.

A little math:
A hex 12 miles across is just under 125 sq. mi.
A circle 2 miles in radius is ~12.5 sq. mi.

This is convenient, as it means that (roughly speaking) if Piret gets 10 circles with minimal overlap, that's about the size of one KM hex. It would take her 100 minutes (=1 hour 40 minutes) to do so, not including travel time from point to point.

If I were going to "eyeball it," I'd say that Piret's ability allows a party to map hexes in half the time. The party still has to travel around the hex and develop a distribution of circles that don't overlap, but the time savings of an expert cartographer should be significant.

DM's call, of course.

2. I worry that going after the bandit camp immediately may throw us into a fight for which we are not prepared. We don't have any way of knowing whether the adventure was made with the expectation of "PCs should explore for a while, gain a level, then do the encounter with the bandit camp" or "Players should go straight to the camp, catch them by surprise, then take their time exploring." So it's risky. We might show up and discover that the camp is, like, a 5th-level bandit wizard, a 4th-level fighter sergeant, and twenty 2nd-level warrior bandits. I just want to temper expectations. If we do head straight there, it would benefit us to do whatever reconnaissance we can before charging in.

Grand Lodge

Male Human Paladin (enforcer, shining knight) 2 | AC 16 T 11 FF 16 | Saves +7 +3 +6 | CMD 16 | HP 21/21 | Perception +0 | Smite Chaos 1/1 | Lay on hands 4/4
Ivo Crownwheel wrote:
2. I worry that going after the bandit camp immediately may throw us into a fight for which we are not prepared. We don't have any way of knowing whether the adventure was made with the expectation of "PCs should explore for a while, gain a level, then do the encounter with the bandit camp" or "Players should go straight to the camp, catch them by surprise, then take their time exploring." So it's risky. We might show up and discover that the camp is, like, a 5th-level bandit wizard, a 4th-level fighter sergeant, and twenty 2nd-level warrior bandits. I just want to temper expectations. If we do head straight there, it would benefit us to do whatever reconnaissance we can before charging in.

This point I think we can trust the GM to (de-)scale things appropriately. Maybe the AP itself has some rules in this regard.

Sovereign Court

Remember, this campaign only follows the basic outline of events from the published AP, much of the detail has been highly altered. Also, it is a fusion of the published AP and the Owlcat Games computer version.

Sovereign Court

As for Piret's cartography expertise, I am doing two things. First, as Ivo suggested, I am significantly reducing the time frames for hex exploration. Second, when issues of past encounters and information come up, I am removing, or greatly reducing, the chances of mistaken locations.

In addition, later in the campaign, after the founding of the barony, her completed maps will be of value and will help in the resolution of kingdom event (I'll probably assign a die roll modifier for events that happen in her mapped out locations).


Female Half-Elf Investigator 2 | ♥️ 22/22 | AC: 16 (T: 12, F: 14 | CMB: +2, CMD: 15 | F: +3, R: +6, W: +4 (+2 vs Enchantments, +2 vs Charm, Compulsion)) | Init: +3 | Perc: +8, SM: +5 | Speed 30' | Inspiration 4/4

Yeah, I don't think Piret's ability would replace hex exploration entirely. What it would give in this case is a 2 miles wide "ribbon" along the path we take to the bandit camp. What it could do is possibly give us insight into particular hexes in a general sense so we could make decisions on further exploring hexes based on something other than random chance.

But yeah, maybe it could speed up regular exploration like Ivo suggests.

Of course, regardless of any decisions about such things, Piret will want to do the mapping anyway. First, it's one of her RP hooks. Second, that's how she gets to use a bunch of skills adding inspiration without spending inspiration points.


Male Human Warpriest 2 | HP 15/15 | AC 17, T 13, FF 14 | Fort +4, Ref +3, Will +5 | Init +3 | Perception +2 | Blessings 3/3 | Fervor 4/4 | Spells:
1st-level:
6/6

Your concerns about going straight for the bandit camp are heard, and I do understand them.

My concern is that not going after the camp immediately results in either reinforcements coming to the camp, making the eventual fight harder, or else more bandit raids against Oleg's. The Trading Post is essentially our "home base" for this part of the AP - it's 5 days back to Restov to resupply if another bandit raid destroys it while we're exploring and trying to level up in preparation for a fight that may not be that hard. We only have 3 months, per Jamandi Aldori, to explore the area and defeat the Stag Lord. Losing Oleg's could make that time limit feel a lot tighter.

There's also the element of surprise. If, hypothetically, it takes them 3 days to get to Oleg's, 1 day to sack the Trading Post, and 3 days to get back, that means they'd be expected back a week after they left. Maybe the bandits in the camp think Haps and Co. are traveling slower than normal, so they don't think something's wrong for another 2 days. At that point, they get suspicious that something happened. If we get there within (hypothetically) 5 days, maybe their guard is more lax than it should be and it's easier to get the drop on them.

Just my thoughts on the matter.


Elenaril Oakspar Female Half-Elf Druid (Green Faith Initiate) 2: HP 21/21 : AC: 14, T: 12, FF: 12: Fort: +5 Reflex: +2 Will: +7 (+9 Enchantment) : Perception +5, Init +2 : Wooden fist 6/6 : Low light vision

That makes sense. Given the energy Haps was bringing when he left camp, I don't think anyone would be surprised if they spent a day or two sacking and pillaging the fort, I'm coming back a bit more slowly with all the spoils they'd be carrying. So I definitely say we'd have a few days before anybody thought anything was wrong.

Sovereign Court

Did anyone else have issues getting on lately? I kept getting the "502 Bad Gateway" message. This the first I've made it on sonce Saturday.


Male Gnome Unchained Rogue 2 | 17/17 HP | AC 17 T 14 FF 14 | Fort +3 Ref +7 Will +2 | Initiative +3 | Perception +9 (traps +10), low-light vision, trapfinding

Yeah, the site's been a little unreliable for the last couple days.

Sovereign Court

So, I found out the problem was my computer. It's fixed now. Sorry for the wait.


Female Half-Elf Investigator 2 | ♥️ 22/22 | AC: 16 (T: 12, F: 14 | CMB: +2, CMD: 15 | F: +3, R: +6, W: +4 (+2 vs Enchantments, +2 vs Charm, Compulsion)) | Init: +3 | Perc: +8, SM: +5 | Speed 30' | Inspiration 4/4

No worries. I hope the fix didn't break the bank.


Spellbreaker Relic Hunter Inquisitor (2) Wounds (0) HP (24) AC (17/11/16) Saves (6/1/6, roll twice mind effecting) CMD (16/20) Initiative (+4) Lvl 1 (5/5) Healer’s Hand (2/2) Transmutation (4/4) Conjuration (1/1)

Loot Thus Far

First Loot
* "A short difference off, you find two pack mules, obviously used by the bandits. Among the possessions and stored loot on the mules, you get 1280 gp in various coins and jewelry. The weapons and armor are servicable, but nothing special. The bandit leader had a +1 cloak of protection though."
* Meredith took the cloak. Someone should take it now that she isn't with us anymore

Loot List:
Haps - MW studded leather armor Elenaril should take this and upgrade her leather armor
+1 cloak of resistance
MW long composite bow Taken by Stanislaw
MW lonsword

The rest - The other bandits have light armor and equipment varying in quality from poor to average. All told, you collect 250 gp in valuables.

Total Loot

Assuming that the cloaks are claimed, Elenaril takes the armor, and the sword is sold (unless someone grabs it, it seems like a downgrade from most weapons currently) we will end up with 1388 gold.

My Suggestion

Ivo gets 1 of the cloaks of resistance +1. He only has +1 will saves, so this would really help him.

The other one is up for grabs. If nobody grabs it, Sven will (his will save is amazing, but his Ref save is horrible. It's useful, but I'm not dying for it).

Of the 1388 gold, I'd recommend splitting it between 5 of us (sans Ivo, as he came in at lvl 2 with WBL for a lvl 2 character). So 277.6 gold to everyone, and the loot sheet can be zeroed out.


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Female Half-Elf Investigator 2 | ♥️ 22/22 | AC: 16 (T: 12, F: 14 | CMB: +2, CMD: 15 | F: +3, R: +6, W: +4 (+2 vs Enchantments, +2 vs Charm, Compulsion)) | Init: +3 | Perc: +8, SM: +5 | Speed 30' | Inspiration 4/4

Sounds good to me. Thanks Sven!


Elenaril Oakspar Female Half-Elf Druid (Green Faith Initiate) 2: HP 21/21 : AC: 14, T: 12, FF: 12: Fort: +5 Reflex: +2 Will: +7 (+9 Enchantment) : Perception +5, Init +2 : Wooden fist 6/6 : Low light vision

Sounds good to me.


Male Gnome Unchained Rogue 2 | 17/17 HP | AC 17 T 14 FF 14 | Fort +3 Ref +7 Will +2 | Initiative +3 | Perception +9 (traps +10), low-light vision, trapfinding

A magic item? For ME?!?


Spellbreaker Relic Hunter Inquisitor (2) Wounds (0) HP (24) AC (17/11/16) Saves (6/1/6, roll twice mind effecting) CMD (16/20) Initiative (+4) Lvl 1 (5/5) Healer’s Hand (2/2) Transmutation (4/4) Conjuration (1/1)
Ivo Crownwheel wrote:
A magic item? For ME?!?

The cloak matches your eyes. So what choice do we have?


Male Gnome Unchained Rogue 2 | 17/17 HP | AC 17 T 14 FF 14 | Fort +3 Ref +7 Will +2 | Initiative +3 | Perception +9 (traps +10), low-light vision, trapfinding

It's so long! I'll have to hem it up. A lot.

Grand Lodge

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Male Human Paladin (enforcer, shining knight) 2 | AC 16 T 11 FF 16 | Saves +7 +3 +6 | CMD 16 | HP 21/21 | Perception +0 | Smite Chaos 1/1 | Lay on hands 4/4

Added the money. Thanks Sven for the breakdown!


Elenaril Oakspar Female Half-Elf Druid (Green Faith Initiate) 2: HP 21/21 : AC: 14, T: 12, FF: 12: Fort: +5 Reflex: +2 Will: +7 (+9 Enchantment) : Perception +5, Init +2 : Wooden fist 6/6 : Low light vision

Armor and gold recorded


Male Human Warpriest 2 | HP 15/15 | AC 17, T 13, FF 14 | Fort +4, Ref +3, Will +5 | Init +3 | Perception +2 | Blessings 3/3 | Fervor 4/4 | Spells:
1st-level:
6/6

Update made. Thank you Sven for doing the breakdown.


Spellbreaker Relic Hunter Inquisitor (2) Wounds (0) HP (24) AC (17/11/16) Saves (6/1/6, roll twice mind effecting) CMD (16/20) Initiative (+4) Lvl 1 (5/5) Healer’s Hand (2/2) Transmutation (4/4) Conjuration (1/1)

My pleasure, and I appreciate the...uhm...appreciation. :)


Male Gnome Unchained Rogue 2 | 17/17 HP | AC 17 T 14 FF 14 | Fort +3 Ref +7 Will +2 | Initiative +3 | Perception +9 (traps +10), low-light vision, trapfinding

This is one of the predictable hangups in almost every Kingmaker group, even though the charter explicitly says that you should execute bandits. Nobody ever wants to do that so they wind up arguing in circles because they also don't want to sit around and run a prison system instead of going adventuring.


Male Human Warpriest 2 | HP 15/15 | AC 17, T 13, FF 14 | Fort +4, Ref +3, Will +5 | Init +3 | Perception +2 | Blessings 3/3 | Fervor 4/4 | Spells:
1st-level:
6/6

I typically run my PF1 games such that if they don't have a name in the book, they're dead at 0 HP - can't stabilize them after the battle. I typically don't even consider stabilizing random enemies after fighting them as a player - I just assume they're dead and the GM isn't interested in having Bandit #3 come after us for revenge.

My issue with Ivo staying behind is that it will probably takes us 1 - 2 months out of game to reach the Thorn River camp and deal with it. That's 1 - 2 months of a player not being able to contribute, and that's a good way for a player to leave the game. Are you comfortable with that?

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