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Old 01-16-2012, 09:44 PM   Top  -  End  -  #1
Blisstake
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Default Kingmaker Part 2: Rivers Run Red

IC Thread 1
IC Thread 2
OOC Thread 1

Characters:

CharacterClassRaceAlignmentPlayer
Neila GaressBardHumanLGSelinia
Caelon IsmortPaladinHumanLGDrothmal
GothosOracle/BarbarianHalf-OrcCNDrK
Mallam BlackMagusHumanNBaaxie
Brohn RilosRangerHumanNGCleavon

Rest in Peace
Caur Delacroix

Inactive
Lanius Metsavend

Birthdays:
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Level 5
Experience: 4200/8000

Quests

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NPC Gallery
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Map
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Also, here are the rules for exploration. Each hex on the map is 12 miles across. The time it takes to travel through a hex depends on your party's speed (based on the slowest party member), and the hex's terrain, as described below. Fully exploring a hex takes much longer than simply passing through it.



Drothmal's Loot Table:
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Fun Stuff
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Old 01-16-2012, 09:45 PM   Top  -  End  -  #2
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Default Re: Kingmaker Part 2: Rivers Run Red

Kingdom Rules

Kingdom Statistics

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Edicts

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Special Resources

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Cities

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Old 01-16-2012, 09:47 PM   Top  -  End  -  #3
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Default Re: Kingmaker Part 2: Rivers Run Red

Arkendale:

Statistics
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Leaders
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Improvements Per Round
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Old 01-16-2012, 09:49 PM   Top  -  End  -  #4
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Default Re: Kingmaker Part 2: Rivers Run Red

Croixlight

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Old 01-16-2012, 11:18 PM   Top  -  End  -  #5
Drothmal
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Default Re: Kingmaker Part 2: Rivers Run Red

As always: Thank you, Blisstake

Since we are putting together all the useful info from the previous thread, here's the latest loot table
(needs to be formatted)

Trade prices
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Loot table by 5th of Gozran (revised)

Assumptions
-Gothos Scale mail is sold for 25gp, the new splint mail is bought for 160gp
-Caur's crossbow was bought for 28gp and sold for 17gp (net of -11)
- We have used 10 rations per day. We did kill those thylacines, but I don't think we ate them
- We end up selling the 400gp worth of art from the bandit's/Stag Lord's loot (though I was not sure what to do with the extra 2 silver stag amulets. I will assume that they are included in what we sell)
-I'm giving the Stag Lord's bow to Lanius and giving Caelon Lanius non-magical composite bow (DrK, let me know if Gothos wants it)
- We sell all Silver Stag amulets

Items we need to identify to sell or keep
-silver ring (price?)
-Note in Undercommon

Resources
17994gp acquired so far (4498.5 gp for each of the 4 remaining characters)
Silver Ring (Not magic)

Plot items
Case of liquor with 8 bottles of it (Not sure if they'll be any use in the future, but who knows?)
Note in Undercommon
Journal in Elven (Recently translated?)
Stag Lord's Note

Loot Distribution
Gothos: Potion of CLW, potion of Lesser Restoration, +1 Greataxe
Lanius: Masterwork handaxe, Boots of Elvenkind, +1 flaming arrows x6, +1 Composite Longbow (from Stag Lord)
Neila:-
Caelon: Composite-Longbow, potion of Lesser Restoration

Expenses
-Common goods: 106gp spent on rations
-Common goods: 750gp for CLW wand

Expendables
- 89 trail rations



Loot that used to belong to Caur (and my suggestions)
-wand of Magic Missile (CL3) I don't know how many charges were left in this
- Alchemist fire x1 (Neila)
- Spellbook (we should calculate how much this is worth, but I'd say to sell it)
- Scroll of fly (Neila)
- music box (keep as memento of fallen companion)

New Loot (and my suggestions)
Potion of Cure Moderate Wounds x4 (we sell 2 of these and let Caelon and Gothos each keep one for emergencies)
Potion of Lesser Restoration (Lanius or sell)
+1 Rapier (sell, unless Baxxie ends up making a magus that could use a Rapier)
+1 Studded leather (leaves chest bare), (Lanius)
Masterwork Longsword (sell)
Stag Helmet, (Lanius or sell)
Longbow (Gothos or sell)
Masterwork handaxe (sell)
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Old 01-16-2012, 11:51 PM   Top  -  End  -  #6
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Default Re: Kingmaker Part 2: Rivers Run Red

Clarification: The insightful shot ability of the Stag Helm only functions with ranged attacks.
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Old 01-17-2012, 01:35 AM   Top  -  End  -  #7
Selinia
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Default Re: Kingmaker Part 2: Rivers Run Red

Yay, new thread! So wonderful.

In other news, I'm personally of the opinion that we go ahead and keep all four of the CMW potions. They don't sell for that much, and the whole 'emergency potion' is something we all ought to have for when our healers aren't available. I think the utility is worth the couple hundred gold we might get, considering that we're sitting on a nice 12k now.

@DrK: I was under the impression that Caelon threw the Stag Lord's body in the river (and retrieved the axe) alone, in the evening of the same day we fought him, not two days later. Or am I missing something?
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Old 01-17-2012, 11:11 AM   Top  -  End  -  #8
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Default Re: Kingmaker Part 2: Rivers Run Red

I shall wear his clothing, use his bow, and rule from his castle. I am the Stag Lord Reborn! My Bow Shall Reign SUPREME!!!!!!!! MWAHAHAHAHAHAH!

Also, I would have gone with Caelon to dispose of the body. Just fyi
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Old 01-17-2012, 11:29 AM   Top  -  End  -  #9
Baxxie
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Default Re: Kingmaker Part 2: Rivers Run Red

http://www.dndsheets.net/view.php?id=29724

There goes Mallam Black. I still have to write his story, which I will do in a few hours. I have it readied in my mind, though, so no worries. The only obstacle is to write it. Also, I was unsure whether if magical items were allowed or not. If so, I may add some other stuff. Other than that, I am planning to spend most of the 6000 Bliistake(see what I did there? =P) gave me on scrolls.

Here, I made a list of the scrolls that I am looking forward to be purchasing. But there are two questions left! Will any of the 6000 stay after character creation if it is unused? And can I make my checks to add these scrolls to my spellbook and pay an extra scroll price for every failed check? If the answer to the latter is no, then I will have to attempt adding them through gameplay. Also, if magic items are allowed, I guess I will spend a bit more money, especially since I guess the 6000 Blisstake allowed me to spend will disapear after character creation.

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Also, if you guys could take a look at it to see if I made any mistakes, it would be pretty nice.

Last edited by Baxxie : 01-17-2012 at 02:20 PM.
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Old 01-17-2012, 11:31 AM   Top  -  End  -  #10
Baxxie
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Default Re: Kingmaker Part 2: Rivers Run Red

To make this post serve a purpose, I shall add another question. Where shall I join the party? That'd help me a lot with finishing the backstory.

* post roll count doesn't match database

Last edited by Baxxie : 01-17-2012 at 11:38 AM.
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Old 01-17-2012, 11:58 AM   Top  -  End  -  #11
Omeganaut
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Default Re: Kingmaker Part 2: Rivers Run Red

A few notes on your character Baxxie: Craft skills are taken for individual areas, and I didn't see that you specified one.
Quote:
Originally Posted by PFSRD
The most common Craft skills are alchemy, armor, baskets, books, bows, calligraphy, carpentry, cloth, clothing, glass, jewelry, leather, locks, paintings, pottery, sculptures, ships, shoes, stonemasonry, traps, and weapons.
Also, do you realize you picked the exact (exact) same languages as I have? Just curious. I'm interested in seeing your backstory, it seems like it will be neat.
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Old 01-17-2012, 11:59 AM   Top  -  End  -  #12
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Default Re: Kingmaker Part 2: Rivers Run Red

Baxxie, I've taken a very quick look at the CS and these are a few things I found

1) HP

HP(for magus)=8(first level)+5*3(average of a d8, rounded up) + CON*4 (+ 4 if you have HP as your favored class benefit)

looking at your sheet

hp=8+15+8+4=35

2) Armor: I'd suggest that you take a chain shirt over a leather armor

3) Skills: You put 4 ranks in craft, but did not specify what craft. Also, 4 ranks in craft might be too much. Maybe switching a few ranks for perception? (though that is just my opinion without knowing the character's history)

4) Feats: I only see PA. You should have 3 feats total. In my opinion, a good use of a feat for any magus (even more so one that has access to spell recall) is extra arcane pool. Weapon focus is also a very decent option since you'll use your weapon for spellstrike and other abilities. Another good feat is arcane strike, for which you qualify as a 2/3 caster and will allow you to always use your swift action for something useful

5) I don't see which Magus arcana you have picked

6) You are missing one language


And, of course, omeganaut points out half of the things as I write them
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Old 01-17-2012, 12:05 PM   Top  -  End  -  #13
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Default Re: Kingmaker Part 2: Rivers Run Red

We dont' need to worry too much about the specifics of who disposed of the Stag Lord's body. I just try to move things along quickly, and if you think your character would have done something specific go ahead and post about it.

-Baaxie

Your sheet looks good, expect I think his hp should be 35 (8 base, 15 from level ups, 8 from consistution, and 4 from favored class) The other thing is the most ranks you can have in a skill is your level - in other words, Mallam can't have more than 4 ranks in any individual skill at this point.

Edit: Hard-ninjad

As for joining, you have some leeway with that. He can join the group in Restov (if he's appointed by the Swordlords), seek them out as the kingdom is being established, or by another method if you can come up with one. This is something we can work out as a group, so if the rest of you have any suggestions...
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Old 01-17-2012, 02:02 PM   Top  -  End  -  #14
Baxxie
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Default Re: Kingmaker Part 2: Rivers Run Red

Quote:
Originally Posted by Blisstake View Post
We dont' need to worry too much about the specifics of who disposed of the Stag Lord's body. I just try to move things along quickly, and if you think your character would have done something specific go ahead and post about it.

-Baaxie

Your sheet looks good, expect I think his hp should be 35 (8 base, 15 from level ups, 8 from consistution, and 4 from favored class) The other thing is the most ranks you can have in a skill is your level - in other words, Mallam can't have more than 4 ranks in any individual skill at this point.

Edit: Hard-ninjad

As for joining, you have some leeway with that. He can join the group in Restov (if he's appointed by the Swordlords), seek them out as the kingdom is being established, or by another method if you can come up with one. This is something we can work out as a group, so if the rest of you have any suggestions...
Well, as I read, it said I could have ranks in my skills equal to my hit die. Looks like a mistake on my part with that, I will fix that. Also, in that case, I will be taking natural 10 on level 1 spells and go on to reroll for level 2 spell scrolls that have failed in my original post.

About feats; I thought I'd have only one.

About magus arcana; I was going to see about that.

About languages; I really didn't notice that, those were the best things that came to my mind since they seemed to be useful in the past and we were involved with fey. Also, Drothmal, my magus' starting intelligence was 17(modifier is +3), but got it changed to 18 at level 4.

Also, what to do with the money that is left-over from me preparing my character? Dump it, or keep it? Also, if we are going to dump it in case that money is not spent at creation, any suggestions about what I should be spending money on? Also, can I start with magic items as long as my finance allows me to? (If so, I will go about reading magic item rules on SRD a bit.)

Oh, of course, about hp; I forgot to add in Con hp bonus. =P

Just when I was about to post, I figured I should ask this too! Which languages do you guys suggest that I take? I'd like to avoid copying Lanius' language list to help and increase our overall party effectiveness the best way I can.

Edit: I will do necessary rerolls and put in backstory in a few hours.

Last edited by Baxxie : 01-17-2012 at 02:02 PM.
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Old 01-17-2012, 02:06 PM   Top  -  End  -  #15
Baxxie
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Default Re: Kingmaker Part 2: Rivers Run Red

Quote:
Originally Posted by Omeganaut View Post
A few notes on your character Baxxie: Craft skills are taken for individual areas, and I didn't see that you specified one
Of course, I'd like to hear your words on about which craft skill would be most benificial to the party.
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Old 01-17-2012, 02:11 PM   Top  -  End  -  #16
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Default Re: Kingmaker Part 2: Rivers Run Red

You get 1 feat at every odd level (so at 1 and 3 for you), as well as a bonus feat for being human. So you get three total. You get to keep any unspent money.
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Old 01-17-2012, 02:23 PM   Top  -  End  -  #17
Baxxie
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Default Re: Kingmaker Part 2: Rivers Run Red

Roll 1 for DC 22: (1d20+11)[29]
Roll 2 for DC 22: (1d20+11)[12]

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1 failed effective roll in this post and two failed rolls from previous posts. That equals to 3 wasted scrolls, meaning loss of 450 gp for me. I have 3550 gp left on me.

Last edited by Baxxie : 01-17-2012 at 02:25 PM.
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Old 01-17-2012, 03:18 PM   Top  -  End  -  #18
Drothmal
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Default Re: Kingmaker Part 2: Rivers Run Red

Quote:
About feats; I thought I'd have only one.

About magus arcana; I was going to see about that.

About languages; I really didn't notice that, those were the best things that came to my mind since they seemed to be useful in the past and we were involved with fey. Also, Drothmal, my magus' starting intelligence was 17(modifier is +3), but got it changed to 18 at level 4.

Just when I was about to post, I figured I should ask this too! Which languages do you guys suggest that I take? I'd like to avoid copying Lanius' language list to help and increase our overall party effectiveness the best way I can.
General advice: Look up "walter's guide to the Magus". It's a bit too much optimization for my taste, but it has a very clear description of the basic spells, arcana and feats that would work well for a magus

Now, to specifics

1) As Blisstake clarified, you get 3 feats. I think PA is a great idea, and if Neila will be taking the craft wondrous feat, you can do whatever you want with them. I've mentioned a couple ideas before, but the guide is really useful for this

2) I actually don't know a lot of arcanas (the magus I play is an archetype that doesn't get the arcana until lvl 6), but it'd seem that arcane accuracy is the most cost effective ability

3) Languages: Afaik, you gain both Skill points and languages retroactively when your int mod changes, no matter what. Alternatively, with the same point buy, you could have started with INT 18 (16+2 racial) and use the level 4 boost for your STR (15 to 16)

4) Well, we seem to have a note in undercommon from the mites that we have never been able to translate. Just throwing that up there

5) I'm not sure what are your rolls for. If it is to copy spells into the spellbook, the DC should be lower

From the SRD
A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty school. If the check succeeds, the wizard understands the spell and can copy it into his spellbook (see Writing a New Spell into a Spellbook). The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment.

If the check fails, the wizard cannot understand or copy the spell. He cannot attempt to learn or copy that spell again until one week has passed. If the spell was from a scroll, a failed Spellcraft check does not cause the spell to vanish.

So I guess I'm confused about the reason for the spellcraft rolls
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Old 01-17-2012, 03:26 PM   Top  -  End  -  #19
Baxxie
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Default Re: Kingmaker Part 2: Rivers Run Red

Quote:
Originally Posted by Drothmal View Post
General advice: Look up "walter's guide to the Magus". It's a bit too much optimization for my taste, but it has a very clear description of the basic spells, arcana and feats that would work well for a magus

Now, to specifics

1) As Blisstake clarified, you get 3 feats. I think PA is a great idea, and if Neila will be taking the craft wondrous feat, you can do whatever you want with them. I've mentioned a couple ideas before, but the guide is really useful for this

2) I actually don't know a lot of arcanas (the magus I play is an archetype that doesn't get the arcana until lvl 6), but it'd seem that arcane accuracy is the most cost effective ability

3) Languages: Afaik, you gain both Skill points and languages retroactively when your int mod changes, no matter what. Alternatively, with the same point buy, you could have started with INT 18 (16+2 racial) and use the level 4 boost for your STR (15 to 16)

4) Well, we seem to have a note in undercommon from the mites that we have never been able to translate. Just throwing that up there

5) I'm not sure what are your rolls for. If it is to copy spells into the spellbook, the DC should be lower

From the SRD
A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty school. If the check succeeds, the wizard understands the spell and can copy it into his spellbook (see Writing a New Spell into a Spellbook). The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment.

If the check fails, the wizard cannot understand or copy the spell. He cannot attempt to learn or copy that spell again until one week has passed. If the spell was from a scroll, a failed Spellcraft check does not cause the spell to vanish.

So I guess I'm confused about the reason for the spellcraft rolls
You are right, you are right! Shameful enough, I was looking at something else. Either ways, with 4 ranks in, 4 intelligence modifier and 3 misc modifier for it being a class skill, my spellcraft checks have +11 bonus. Taking a natural 10 should let me copy any spell from scrolls, then. Well, this means that I'll have 4000 gp. Also, I will work on languages in a bit and write the backstory and finish up the stuff.

Edit: Also, which craftry do you guys think we most will need? It seems I will be going for alchemy, if no one has any better ideas. Because we don't really stop to purchase potions, so it looks like a nice thing to have. Lets us not waste our two main fighters turns' to do healings on us.

Last edited by Baxxie : 01-17-2012 at 04:42 PM.
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Old 01-17-2012, 05:15 PM   Top  -  End  -  #20
Baxxie
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Default Re: Kingmaker Part 2: Rivers Run Red

I added in the story. My sheet should now be complete. I hope I didn't do any mistakes with skill points. [2+4 x 4 + 4(for being human, I think I get +1 skill point per level)]

For joining in, we could say that he decided to face his fears once again to let them go away, and the group is just lucky to run into Mallam in Restov. He would basically ask them to join in.

Also, if you are wondering what I mean by "facing his fears to let them go away," he is an adventurer with a past that still haunts him every night. I made him a man with an adventuring past, because he starts at level 4. I hope you enjoy the story, in case you read it. But if you don't, that is basically all the story is trying to tell.
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Old 01-17-2012, 06:35 PM   Top  -  End  -  #21
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Default Re: Kingmaker Part 2: Rivers Run Red

Looks good Baaxie. I'll give your sheet another look later to make sure everything adds up, and think about how to introduce him to the party.

Also, for anyone interested, I opened recruitment for Rise of the Runelords
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Old 01-18-2012, 01:52 AM   Top  -  End  -  #22
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Default Re: Kingmaker Part 2: Rivers Run Red

I'll be updating this either tonight or tomorrow, with you arriving in Restov. Feel free to post whatever you'd like in the meantime.
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Old 01-18-2012, 03:11 AM   Top  -  End  -  #23
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Default Re: Kingmaker Part 2: Rivers Run Red

Oh, that reminds me: what are your characters' birthdays? Since this campaign takes place over a significant amount of time, I thought it might be fun to see when your characters' ages actually increase. And don't worry, I won't be applying age category penalties or anything.
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Old 01-18-2012, 07:00 AM   Top  -  End  -  #24
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Default Re: Kingmaker Part 2: Rivers Run Red

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Oh, that reminds me: what are your characters' birthdays? Since this campaign takes place over a significant amount of time, I thought it might be fun to see when your characters' ages actually increase. And don't worry, I won't be applying age category penalties or anything.
Sounds like a pretty cool idea, but looking at the backstory I have come up with for Mallam, I think it is plausible to say that he can remember only the month and year he was born in, not the day.

Also, this reminds me, where could I get to see a full list of months that we use in our IC Calendar?

Edit: @Blisstake; Hey, since they had his stagthinghelmet, wouldn't it be enough to confirm Stag Lord's death? =P

Also, about being introduced to the party; Mallam could just happen to offer a drink to Akiros.

Last edited by Baxxie : 01-18-2012 at 07:08 AM.
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Old 01-18-2012, 01:02 PM   Top  -  End  -  #25
Drothmal
Ogre in the Playground
 
 
Join Date: Jun 2009
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Default Re: Kingmaker Part 2: Rivers Run Red

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Originally Posted by Blisstake View Post
Oh, that reminds me: what are your characters' birthdays? Since this campaign takes place over a significant amount of time, I thought it might be fun to see when your characters' ages actually increase. And don't worry, I won't be applying age category penalties or anything.
Birthday: 6th day of the fourth month of a year (which might or might not be my b-day in real life)

@Baxxie and DrK: Is it me or you guys like Akiros more than Caelon?

If this keeps going, I'm going to be very sad
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Old 01-18-2012, 01:29 PM   Top  -  End  -  #26
Blisstake
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Join Date: Mar 2011
Default Re: Kingmaker Part 2: Rivers Run Red

Oh, yeah, the months

Abadius (January) - Winter
Calistril (February) - Winter
Pharast (March) - Spring
Gozran (April) - Spring
Desnus (May) - Spring
Serenith (June) - Summer
Erastus (July) - Summer
Arodus (July) - Summer
Rova (September) - Fall
Lamashan (October) - Fall
Neth (November) - Fall
Kuthona (December) - Winter

Edit: That means Caelon's birthday was the day after you took out the Stag Lord
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Old 01-18-2012, 01:33 PM   Top  -  End  -  #27
Drothmal
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Join Date: Jun 2009
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Default Re: Kingmaker Part 2: Rivers Run Red

Hehehe, that natural 20 was a great birthday present

I'll change the age in the CS!!! That is so awesome and helps so much with character immersion!

I bet that neither Akiros nor Caelon would have brought the subject up
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Old 01-18-2012, 02:11 PM   Top  -  End  -  #28
DrK
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Join Date: Jul 2011
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Default Re: Kingmaker Part 2: Rivers Run Red

Quote:
Originally Posted by Drothmal View Post
Birthday: 6th day of the fourth month of a year (which might or might not be my b-day in real life)

@Baxxie and DrK: Is it me or you guys like Akiros more than Caelon?

If this keeps going, I'm going to be very sad
He likes Caelon just fine don't you worry. Just has more in common with big brother.

Birthday would have been 3rd Pharast. So will update his age. Plus you all owe me a cake

I forgot to subscribe to the thread so was a bit slow in catching up.
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Old 01-18-2012, 02:34 PM   Top  -  End  -  #29
Baxxie
Barbarian in the Playground
 
 
Join Date: Jul 2011
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Default Re: Kingmaker Part 2: Rivers Run Red

So, how should we go with Mallam's introduction? If possible, he could run into a dialogue with Akiros and offer him a drink right now or tomorrow, both work fine.
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Old 01-18-2012, 02:46 PM   Top  -  End  -  #30
Blisstake
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Default Re: Kingmaker Part 2: Rivers Run Red

Yeah, I think introducing him at the tavern would be pretty good.
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