Of Kings and Commoners - Medvyed Campaign

Game Master KingmakerDM

Map of Sorcerer and Forge.

Initiative:
Cormyn
Extra-planar beasties
Logan
Halcyon
Biggle



Home for all OOC discussion for this campaign.

Glad to have everyone!


Hey King!

Looking at everyone that's checked in we have:

Richard Foxworthy - Wizard
Cormyn "Steelnote" Ribiera - Bard
Mark Talbot - Mutagen Warrior
Andrea - Cleric

Since we're balanced overall and only missing a 'stealthly/scout/survivalist' Do you want me to change my concept to fit that hole? I'm sure I could come up with something.

Let me know and I'll make up something new to fit no problem!


Welcome everyone! First post is up in the gameplay thread. We can do some rp'ng in the tavern until Richard has his Oracle ready.

Looking forward to getting going!


Sorry everyone, just noticed that I didn't make the link shareable at first. I have changed that, the new link should allow you to see and edit the presentation.

Sorry about that.


Hey everyone, wanted to give you an idea of items that could be made into weapons or otherwise useful in the tavern. You will still take a -4 penalty to hit when using any of these improvised weapons.

Antlered Defense - the skull and antlers on the wall can be used as a shield if wielded with both hands. Grants +1 to AC.

Other chairs and Wooden Trays can be used as shields in the off-hand. They grant +1 to AC as well.

Tables can be overturned to provide Cover. Moving through an overturned table is considered difficult terrain.

Battering Cask - grabbing one of the heavy casks in both hands can smash it upon a foe. In addition to damage from the hit there is a chance of blinding the creature for 1 round. Dmg: 1d8 + str.

Benches - grab a bench in both hands and crush your foe. Dmg: 1d8 + str.

Booze missile - hurling a bottle of spirits at your enemy, spraying volatile booze everywhere. Has range increment of 10 feet. Also has chance of blinding opponent for 1 round. Also can then be lighted inflicting fire damage. Dmg: 1d6 + fire dmg.

Bottle knife - break a bottle and slash at your enemy with the razor sharp edge. Dmg: 1d6 + str.

Chair Smash - grab a chair in both hands and swing it at your foe. Chair has chance to break when inflicting damage. Dmg: 1d8 + Str.

Fiery Cudgel - grab a burning log from the fireplace and threaten foe with fiery club. Dmg: 1d6 + Str + fire dmg.

Oil Lamp Burn - grabbing a nearby oil lamp, you hurl it at your enemy as a fiery bomb. Range increment of 10 feet. Dmg: 1d4 + Fire dmg.

Platter Discus - grabbing a pewter platter from a nearby table, you fling it at your enemy. Range increment of 10 feet. Dmg: 1d4.

Tankard Toss - you throw a tankard at your enemy. Dmg: 1d4.

So, have fun with each of these that you need. There is plenty around for you to use.


Male Dwarf Cleric 1
Stats:
HP: 11, Initiative: +1, Perception: +3, Sense motive: +7, AC: 19 (T: 11, FF: 18), CMD: 14, Fort: 5, Refl: 1, Will: 5

Ill certainly be looking to use these, its a proper dwarven thing to do in a tavern scuffle. However, you say everything has the -4 improvised weapon penalty. Does this include Logans new chair leg club?


Logan Alriksson wrote:


Ill certainly be looking to use these, its a proper dwarven thing to do in a tavern scuffle. However, you say everything has the -4 improvised weapon penalty. Does this include Logans new chair leg club?

Yes, all improvised weapons have the -4 penalty to hit.


Male Dwarf Cleric 1
Stats:
HP: 11, Initiative: +1, Perception: +3, Sense motive: +7, AC: 19 (T: 11, FF: 18), CMD: 14, Fort: 5, Refl: 1, Will: 5

But...whats the difference between one piece of wood and another in being a club? Its not even like the club in the weapons list is somehow a carefully made weapon, its free!


Well, I think the thought is that even though a club is free, it is still something that has been modified or specifically selected because it is usable as a weapon. So, for a club, I tend to think about some piece of wood that is probably thinner on the end you hold but thicker at the head where you bash people. A broken chair leg isn't designed in any way to be a weapon.

The second thing is that with a club there is the assumption that the user is proficient with it. By definition you can't be proficient with improvised weapons without the feat Improved Weapon Mastery. So, you are being penalized for using something that isn't designed to be a weapon and you have never used it as a weapon before or have any training in it.

Now, if you all begin to have problems hitting these buggers because of the penalty I might be persuaded to drop it to -2 or so... :)


Male Dwarf Cleric 1
Stats:
HP: 11, Initiative: +1, Perception: +3, Sense motive: +7, AC: 19 (T: 11, FF: 18), CMD: 14, Fort: 5, Refl: 1, Will: 5

Well my hit ratio is going to be 25% against AC 15.


Good thing they aren't AC 15. :)


Sorry everyone, been crazy busy at work. Have a project due tomorrow. Will try and update tonight, if not, tomorrow. Thanks.


Hey everyone, very sorry for this but because of changes in my job and issues to deal with in RL, I'm going to have to step away from the game. I apologize for not being able to complete this journey together. Best of luck to you all.


Male Dwarf Cleric 1
Stats:
HP: 11, Initiative: +1, Perception: +3, Sense motive: +7, AC: 19 (T: 11, FF: 18), CMD: 14, Fort: 5, Refl: 1, Will: 5

Better early than later on, good on you for making the decision now. No worries.


Male Half-Elf Bard 1 | AC 18/13/15 | HP 11/11 | F +2, R +5, W +2 (+2 vs. enchantments) | CMB +0, CMD 13 | Init +3 | Perc +6 |

Oh, didn't see that before I posted...Good luck and hopefully real life treats you well. I've been having some problems with it myself lately.

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