Vampire

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66 posts. Alias of Jubal Breakbottle.


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Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

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Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

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Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

Addressing the chief and Tarka, Urzan asks, "Will there be a retaliation party to pursue the goblins? They could learn their pathways and potentially kill any slow wounded gobs."


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

bump


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

When combat feels over, Urzan sheathes his mighty weapon that decapitated two goblins. Without any particular direction, he sets out to extinguish fires, review the damage to the village, and help any wounded. The question of why would they attack nags at the back of his mind. If he hears Tarka calling to head to visit the daughter of Splitscale, Urzan runs to join her.


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

Perception: 1d20 + 6 ⇒ (7) + 6 = 13

Urzan wipes the gore from his Terbutje on the headless goblin and looks around trying to decide the next priority: fire-fighting or pursuit.


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

Round 5

Urzan keeps smiling and says, "where you going?" He steps up flourishing his Terbutje and swings from left to right.

5 ft step forward
Masterwork Small Terbutje, steel cold iron: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
if hit, damage: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

PM them. Tarka is on line frequently.

Cheers


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

@GM, would you please put the link to the map in the campaign info tab header or in your Class line of your GM profile, so we can easily find it.

Round 3

Urzan smiles and says, "next." He flourishes his Terbutje and swings from left to right.

Masterwork Small Terbutje, steel cold iron: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21
if hit, damage: 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

Did Urzan hit with a 25? If yes, then the goblin in front has taken 13 damage! If no, it has taken 4 damage. Does it look wounded? Does it look different than a normal goblin?

Urzan twirls his Terbutje and backswings from right to left attempting to remove the goblin's bloody head.

Masterwork Small Terbutje, steel cold iron: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
to confirm threat: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
if hit, damage: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10
if critical, more damage: 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

Block initiative would probably be better considering the wide range of posting time zones.


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

Urzan steps forward onto the rope bridge and sweeps his Terbutje from left to right attempting to remove the goblin's bloody head.

Masterwork Small Terbutje, steel cold iron: 1d20 + 8 ⇒ (17) + 8 = 25
if hit, damage: 1d6 + 4 ⇒ (5) + 4 = 9


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

Urzan cocks his head at the shriek and giggle and says, "Chief, with respect, something is happening outside." He then turns and heads outside drawing his Terbutje before he exits the chief's hut.


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

Initiative rolls
[dice=Garrlak]1d20+1[/dice
[dice=Klyx ]1d20+3[/dice
[dice=Neemer]1d20+7[/dice
[dice=Tarka]1d20+5[/dice
[dice=Uzan]1d20+4[/dice

Perception rolls
[dice=Garrlak]1d20+3[/dice
[dice=Klyx ]1d20+7[/dice
[dice=Neemer]1d20+8[/dice
[dice=Tarka]1d20+4[/dice
[dice=Uzan]1d20+6[/dice


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

Perception: 1d20 + 6 ⇒ (9) + 6 = 15


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

"Chief, do you have any other things of Splitscale? Otherwise, we should speak to Maika next. Right Tarka?" Urzan suggests and asks.


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

Can you give us a digest of what we already know of those topics (the tribe, Splitscale, and the Facemunchers)? Maybe with DC checks of Know (local).

Urzan looks around at the group and asks some obvious questions, "Who was the last to see Splitscale and when was that?"


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

Urzan returns Neemer's uncomfortable smile with bewilderment and follows the group inside. He performs the proper respects to the chief and hopeful father-in-law...


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

Urzan frowns at Garrlak when he bumps into him but leaves the situation at that. Garrlak is known to be slow-witted and easily enraged, so Urzan does not provoke him on the doorstep to the chief.


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

Urzan returns the bitter looks with bewilderment. He watches the robed kobolds leave and stands up. Slapping the dirt from his hands and claws, "Guess it's our turn. Tarka, do you want to lead?" Urzan asks and stands ready to follow her inside.


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

Urzan is a lean, black-scaled kobold with a bone-pierced snout. He wears a chain shirt, buckler and fancy backpack that he pillaged from a dead gnome. Across his body, he shoulders a multi-pocketed belt with hangers for his cold iron Terbutje, shortspear and dagger.

He squats near the chief's hut drawing shapes in the dirt with a claw. When Tarka arrives, he tries not to stare and mumbles, "Hi Tarka."


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

Please toggle the inactive campaign switch.

thanks


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

hello?

I'm going camping until this Sunday if this game restarts


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

Round 2

Now that his called dino is obvious, Urzan calms the rest of the dinos

He casts Calm Animal on two not called or calmed, which involves more arm-waving and making shushing noises. He gets out his training harness.

Calm Animals # of HD affected: 2d4 + 4 ⇒ (3, 4) + 4 = 11

Call Animal 30 minutes of 4 hours

Calm Animal round 2 of 40 on 2 of them.
Calm Animal round 1 of 40 on 2 of them.

Both Urzan's animal companions are set to defending Urzan.


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

Round 1

Urzan calmly says to his companions, "The one I called approaches within 5 feet of me. No one threaten. I try to calm them."

He casts Calm Animal on the group, which involves some arm-waving and making shushing noises.

Calm Animals # of HD affected: 2d4 + 4 ⇒ (1, 4) + 4 = 9

Call Animal 30 minutes of 4 hours

Calm Animal round 1 of 40 on 2 of them.

Both Urzan's animal companions are set to defending Urzan.


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

Urzan nods and casts Call Animal specifying a Deinonychus. The spell involves some waving of arms and making Deinonychus-mating noises.

Call Animal round 1 of 2,400 duration.


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

No problems with canon deviation.

Would appreciate a bit more structure/transparency/simplification to the kingdom building. I'm a bit lost right now. Meaning, a short post to propose what we plan to do next month. We discuss over a set period of RL time, say 24 hours. Then consensus acts. Finishing with a short post summary of the turn results.

But if it's too much work or not valuable to others, I'm ok staying lost. Urzan wouldn't care too much anyway.

cheers


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

Urzan frowns at Azrin and does not reply.


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

Urzan was conflicted at the ceremony. The amount of people in close quarters unnerved him, while the sense of community thrilled him. He kept to himself feeling the pilgrims not unlike the animals of whom he cares.

The next day, Urzan double-checks the pen where he will store and train his newly captured dinosaur. Then, he leads the group through the jungle stopping to address his fellow dino hunters.

"Here is plan. I call dinosaur. When he calmly approaches me, do not interfere. I charm dinosaur, and we return to Azlantis. If angry animals arrive, I calm them before you attack. Understand? Second question. Which dinosaur? Deinonychus is good at guarding," he motions to the dinosaur with the feathers next to him. "Or Pteranodon is flying mount to travel above jungle."


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

Busy dad tonight. Posts tomorrow.


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

We can get as many dinos as you want. But the bottleneck is trainers. 1 trainer & 1 dino = 3 weeks riding or 4 weeks for guarding. Unless the GM wants to relax that.

Having a barracks of untrained dinosaurs sounds unsafe.

cheers


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

What's this egg thing? Urzan will call a dinosaur. Then, hit it with Wartrain Mount. Ride it back to Azlantis, and put it into a prepared pen to train later. If things get squirrelly, he'll cast Calm Animals on any extra animals that show up.

cheers


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

I'm back. Let the dinosaur hunting begin! I'll config my spells. Who's going with me?


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision
Azrin wrote:

I'll take that deal.

Urzan, let me know when you're done.

Huh? I'm at a conference out of the country until late Sunday. I'll be able to post well on Monday.

cheers


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

Captain

Dino hunting is not much drama. Urzan uses Call Animal and Wartrain Mount and done. The Wartrain mount wears off, but by then they are in a pen with a harness getting trained.

cheers


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision
Azrin wrote:
I have a rank in Handle Animal, but with a +0 bonus I'm not sure how much I could help.

You can borrow my training glove until you buy your own for 100 gp and take 10 to train a Riding dinosaur. Urzan can train a Riding dinosaur without the glove, so we could train 2 in 3 weeks.

Also, Alamander and Urzan can create masterwork weapons and armor with the cash using the spell to "bless" them.


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

Depending on time allowances per month, Urzan will start calling and training animals for the cause. Obviously, if he can recruit other trainers, it increases his throughput.

The first batch would be some pteranodons trained for riding. Each one would take 3 weeks to prepare. They would allow us to travel 40 miles per day, as opposed to x1/4 speed through trackless jungle or x3/4 speed on a jungle trail. They would allow messengers and PCs to more easily reach neighbors or markets to negotiate or place orders.

The next batch would be guard dinosaurs. They take four weeks. There are many useful ones.


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

As a devil's advocate, zero knowledge (religion) represents ignorance in anything other than Acavna dogma.


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

Capt, how much time do we have to spend per month on personal projects?


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

Urzan posted his personal project in the Gameplay thread.

I agree with Andrezi. The pilgrims can't cast spells. They will take us seriously if we tell them. We don't need a coronation until we're ready for an Edict for a festival. No big deal.


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

I thought the hex with our settlement counted as a hex, no? The city is technically a small part of the larger hex, right?


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

Don't we get a terrain improvement for our 1 hex, too? For a sawmill?


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

Captain, you've offered a house rule to transform jungle into plains for farms. Why not play it RAW? It would force us to build fisheries (because we have that river near us) and sawmills instead of farms to really demonstrate why empires are not built in jungles.

My first building pick is an Everflowing Spring at the Cathedral for 5 BP and Sawmill terrain improvement for 3 BP.


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

Over the next few days, Urzan patrols the frontier. While doing his continuous circles of the temple, he tries to meet all of the pilgrims. He is looking for anyone who has the skill or desire to learn how to handle animals, like his two constant dinosaur companions. Urzan expresses a desire to harness the animals of the jungle to work for the temple as labor, guards, hunters, mounts, or soldiers. Unfortunately, it takes many weeks to train them into their role, so he is looking for recruits to join him in his endeavor.


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

Urzan will call Wilhelm, chief, regardless of his title, unless under significant social pressure of the moment.

Azlantis is cool.

Why not call the first city Azlantis, too. Like the Roman (Rome) Empire?

Is there anything more that we need to decide before we go exploring hexes?


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

The Overlord’s Guide to Kingdom Building provides this selective guidance:

In the early game you are limited by the amount of BP income you receive per month. Therefore you should buy buildings that give the most stat bonuses for the least amount of BP. This typically lasts until you have between 25 and 50 hexes in your kingdom and several cities or city districts.

Economy and Stability you need every month. Loyalty you need infrequently unless you are at war. Ideally we want them all within 2 of our Command DC and never fail a roll (except on a natural one which is always a fail). You likely won’t have that luxury until you enter the middle game. The kingdom building rules and initial BP set up are designed so that you have to take some risks and thereby generate adventure. Of course you may not want to totally eliminate risk, just reduce it to your required level of fun.

At the outset get the statistics in order: Economy first, Stability second and Loyalty last. At this point Economy and Stability are likely within five of your Command DC and Loyalty within ten. Adjust leader bonuses accordingly to achieve this. At this level you will fail perhaps one in four Economy or Stability rolls and one in two Loyalty rolls.

As you expand aim to get Economy as high as you can while keeping Stability within 5 of your Command DC and Loyalty within 10 of your command DC. Once you hit the middle game these will all rise above command DC in a few months. Until then these targets will limit your expansion capability.

The best build options change as the game progresses. In the early game when you are struggling to expand and keep your stats at target levels you should focus on the most economical choices for increasing your kingdom stats. These are listed below, most economical first:
1. Grassland Farm – the cheapest build to support consumption and to support level 1-3 Promotion and Festivals Edicts
2. Hill Farm – still great value though not as good as Grassland farms
3. Caster’s Tower (1 off) – build one at the start of the game to get the BP flowing
4. Black Market and 2 houses (1 per city district after the first) – the income generator of choice
5. Edicts level 1-3: Promotion and Festivals - supported by farms
6. Monument – the cheapest build to get Loyalty fast - you may need a couple of these to get Loyalty under control though Brothels and Libraries are better alternatives as they provide Economy.
7. Dump – the cheapest build to get both Loyalty and Stability - generally you should steer away from this as it doesn’t provide Economy, though it can be useful when things go wrong.
8. Roads – the cheapest build to get Economy and Stability
9. Brothel and House – the cheapest build to get Economy and Loyalty
10. Library – cheap Economy and Loyalty
11. Mill/Smith/Tannery – cheap Economy and Stability

Following these guidelines should get you through the first 25 or so hexes until you establish your second city district. Probably expanding at an average rate of 1 hex per month during that time.

Key point: In the early game you are limited both by BP income and by being able to keep stats within target ranges. Therefore the early game goal is to minimize BP per stat point with the focus primarily on Economy.


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

Alamander, Why are you stopping the conversation? Are we moving it here?

Captain, What other things must we decide before exploring?


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision
Andrezi Neiros wrote:
Btw I'm not sure u're aware of this Urzan, but Andrezi has an animal companion ape, so that killing of apes part might be problematic in future party relations :D

I didn't know, but Andrezi has learned to keep it away from Urzan who has a deep hatred for apes.

cheers


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

"Urzan follow chief."


Male Kobold fighter HP: 16/17 | Panache 1/1
Stats:
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision

We should discuss priorities. A coronation is a party requiring resources.

For the record, I agree with Capt. Urzan would make a boss marshal both in personality and Wisdom score.

cheers

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