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Old 06-06-2012, 04:00 PM   Top  -  End  -  #61
Blisstake
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Default Re: AA's Kingmaker Part I: The Stolen Lands

Oh, and I'm going to roll here, and post later, so I can have a good idea whether I hit or not.

(1d20+6)[22]
(1d8+7)[9]
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Old 06-06-2012, 05:48 PM   Top  -  End  -  #62
Leviathan
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Default Re: AA's Kingmaker Part I: The Stolen Lands

Heh, Aldrin does like his ear-piercing scream. Of course, the way Zinovia is going, she'll be burning hands lady soon.

(For those not understanding these strange names and references, Blisstake and RocketMan both play in a Curse of the Crimson Throne game I run).
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Old 06-06-2012, 05:50 PM   Top  -  End  -  #63
Oh My God
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Default Re: AA's Kingmaker Part I: The Stolen Lands

(1d6)[5] for the channeling.

In jokes are fun. Those characters look fun, too (despite the Oracle looking completely sick; even at level 6, a primary stat above 22 seems gross).

Last edited by Oh My God : 06-06-2012 at 07:31 PM.
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Old 06-06-2012, 10:11 PM   Top  -  End  -  #64
Blisstake
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Default Re: AA's Kingmaker Part I: The Stolen Lands

I do love a good old prisoner dilemma.
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Old 06-06-2012, 10:13 PM   Top  -  End  -  #65
ApatheticAbacus
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Default Re: AA's Kingmaker Part I: The Stolen Lands

Muahahaha! So do I It's a great way to practice finding compromise between sides.
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Old 06-06-2012, 10:15 PM   Top  -  End  -  #66
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Default Re: AA's Kingmaker Part I: The Stolen Lands

But not The Prisoner's Dilemma

I feel like we're going to end up killing him. I've never seen a Kingmaker group do that before!
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Old 06-06-2012, 10:33 PM   Top  -  End  -  #67
Oh My God
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Default Re: AA's Kingmaker Part I: The Stolen Lands

I'm feel like my character is pointless and out of place.
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Old 06-06-2012, 10:33 PM   Top  -  End  -  #68
Leviathan
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Default Re: AA's Kingmaker Part I: The Stolen Lands

Naw, I think the people who advocate killing him don't have any personal stake in it. For them, it's just efficiency, not morality. And generally speaking, people who believe a course of action is moral will fight harder for it. As we've seen in the IC thread just now
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Old 06-06-2012, 10:35 PM   Top  -  End  -  #69
ApatheticAbacus
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Default Re: AA's Kingmaker Part I: The Stolen Lands

Quote:
Originally Posted by Oh My God View Post
I'm feel like my character is pointless and out of place.
I don't see this at all. I think Estanos has been really good with this scene
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Old 06-06-2012, 10:38 PM   Top  -  End  -  #70
Oh My God
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Default Re: AA's Kingmaker Part I: The Stolen Lands

He's been bypassed for talking to the prisoner, has two evil party mates who are going to constantly be disagreeing with him, and his healing and protection were unneeded for the combat.
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Old 06-06-2012, 10:40 PM   Top  -  End  -  #71
Winterfell
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Default Re: AA's Kingmaker Part I: The Stolen Lands

You can most certainly join in talking to the prisoner. My impression was we were deciding between death or imprisonment for him, and that this issue was by no means resolved.
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Old 06-06-2012, 10:44 PM   Top  -  End  -  #72
Oh My God
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Default Re: AA's Kingmaker Part I: The Stolen Lands

One would -hope- that the execution/imprisonment 'discussion' would not be continued in dialogue with the -prisoner-, since that would essentially ruin any attempts at diplomacy and make the point moot. The conversation with the prisoner is, at its heart, about 1) obtaining information and 2) determining repentance.

The whole execution/imprisonment 'discussion' is probably over, in any event.
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Old 06-06-2012, 10:44 PM   Top  -  End  -  #73
ApatheticAbacus
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Default Re: AA's Kingmaker Part I: The Stolen Lands

Without Estanos' buffs and healing, Viktor likely would have been very close to death. Sometimes it's hard to be as visible as killing things, but he is playing an important role in combat.

As to the prisoner, you're welcome to talk to him. The issue of killing him hasn't been resolved, but RocketMan decided to wake him up, so he's awake. I'd imagine that after people having finished interrogating him, the talk will go back to what to do with him in the long run.

As to evil companions, they were the ones who backed down on this issue, and we've already seen that there can be agreement between sides (to defend Oleg's Post, for example).

Last edited by ApatheticAbacus : 06-06-2012 at 10:45 PM.
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Old 06-08-2012, 07:11 AM   Top  -  End  -  #74
Leviathan
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Default Re: AA's Kingmaker Part I: The Stolen Lands

So how much EXP did we get for that fight? And for that matter, how are we keeping track of it? On our sheets, or will you do a tracker, AA?
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Old 06-08-2012, 09:11 AM   Top  -  End  -  #75
ApatheticAbacus
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Default Re: AA's Kingmaker Part I: The Stolen Lands

Oh, right, good catch. I'll put a tracker in the first post.

Also, time to talk exploration!

Basically, if you turn your attention to the map of the Greenbelt in my OP, you'll see that it is made up of hexes, each given an alphanumeric.

To travel through the Greenbelt, you move through these hexes. You can either simply walk through them, or you can explore. Your Charter demands that you explore them, but going through without doing so is faster.

When you explore a square, I'll uncover it on the map and you'll be able to see the terrain there for yourself. Walking through merely gets you whatever description I give of it. As well, by exploring a hex you'll come across points of interest that are, well, interesting. Oh and you'll get 25 XP per hex explored.

What I'd like from you guys for exploration is that you have a 10+ hex route planned out whenever you start to go exploring. That will make things go really fast. In fact, it would be a good idea to get an OOC discussion about your first route going now while we continue the wondrous RP in the IC thread.

According to the captive bandit's directions, the Thorne River camp should be in hex D4, so you can take that into account in your planning.

Also, if you're curious about speed:


Last edited by ApatheticAbacus : 06-08-2012 at 09:17 AM.
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Old 06-08-2012, 11:09 AM   Top  -  End  -  #76
RocketMan
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Default Re: AA's Kingmaker Part I: The Stolen Lands

My suggestion for routes is as follows:

From Oleg's Post, first explore D3, then go to D4 and kill the bandits there, then explore that hex.

After than, I'd recommend returning to Oleg's Post to deal with a) any prisoners or b) any unspent money, before leaving and exploring F2 -> G2 -> G3 -> F3 -> E4 -> F4 -> G4. That will give us a neat and tidy almost-quarter of the map explored before we venture further south and west from Oleg's Post.
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Old 06-08-2012, 01:50 PM   Top  -  End  -  #77
Leviathan
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Default Re: AA's Kingmaker Part I: The Stolen Lands

I concur with RocketMan's route proposal. It sounds good to me.
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Old 06-08-2012, 02:23 PM   Top  -  End  -  #78
Blisstake
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Default Re: AA's Kingmaker Part I: The Stolen Lands

I disagree. I would just pass through D3, and explore it on the way back to give the bandits less time to prepare.
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Old 06-08-2012, 02:26 PM   Top  -  End  -  #79
Leviathan
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Default Re: AA's Kingmaker Part I: The Stolen Lands

That's true. All other things being equal, probably better to go after the bandit camp fast and then come back slow.
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Old 06-08-2012, 02:59 PM   Top  -  End  -  #80
RocketMan
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Default Re: AA's Kingmaker Part I: The Stolen Lands

Sure, that makes sense. The amended route is thus: move through D3, move through D4 to bandit camp, explore D4 -> D3 -> Return to Oleg's -> explore F2 -> G2 -> G3 -> F3 -> E4 -> F4 -> G4.
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Old 06-08-2012, 03:09 PM   Top  -  End  -  #81
Blisstake
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Default Re: AA's Kingmaker Part I: The Stolen Lands

I can dig it.
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Old 06-08-2012, 03:25 PM   Top  -  End  -  #82
ApatheticAbacus
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Default Re: AA's Kingmaker Part I: The Stolen Lands

Good stuff. Sounds like we have two things to get resolved, but the route question seems nailed down pretty well unless Winterfell or OMG have amendments.

Still have to figure out your tactics for the bandit camp, though. That's getting hammered out IC, but I thought it might be helpful just to lay out what's been proposed.

A: Attack in daylight (Viktor's plan).
B: Stealth-kill as many as possible at night, then charge if necessary (Tireas's plan)
C: Stealth-kill as many as possible at night, then retreat and deal with the rest at daylight (Zinovia's plan).

I'm not sure how different Zinovia and Tireas' actually are, and I hope I'm interpreting them right, because they're awfully similar. I think the only difference is that one has the whole group going in at night to attack, and the other pulls out and waits for the sun. But I could be wrong about that.
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Old 06-08-2012, 04:44 PM   Top  -  End  -  #83
Winterfell
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Default Re: AA's Kingmaker Part I: The Stolen Lands

I'm fine with the proposed route. IC, Viktor support plan A, but OOC I'm also quite okay with plan C.
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Old 06-08-2012, 10:05 PM   Top  -  End  -  #84
ApatheticAbacus
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Default Re: AA's Kingmaker Part I: The Stolen Lands

Hey Leviathan, how is it that you make maps in your game? Right now my spreadsheet is meeting with limited success. Succeeding at ugliness though.
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Old 06-08-2012, 10:38 PM   Top  -  End  -  #85
Leviathan
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Default Re: AA's Kingmaker Part I: The Stolen Lands

I use AppleWorks on my mac (it comes with the mac, so you'll have it). Just make a table and then highlight squares of it and colour them with the sidebar. Use the shape tools to make everything else, and you're done. Really straightforwards and easy to make.
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Old 06-09-2012, 07:02 AM   Top  -  End  -  #86
RocketMan
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Default Re: AA's Kingmaker Part I: The Stolen Lands

Rolling OOC to confirm the IC crit on Attack #2:

(1d20+4)[6]

If that confirms, damage:

(2d6+2)[11] + 2 = 13 (but I'm pretty sure that didn't confirm )
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Last edited by RocketMan : 06-09-2012 at 07:02 AM.
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Old 06-09-2012, 11:49 AM   Top  -  End  -  #87
Blisstake
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Default Re: AA's Kingmaker Part I: The Stolen Lands

Would it be at all plausible to climb the rope without him realizing I'm there until I'm at least halfway up?
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Old 06-09-2012, 03:36 PM   Top  -  End  -  #88
ApatheticAbacus
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Default Re: AA's Kingmaker Part I: The Stolen Lands

Yeah, for sure. It'll need a stealth check, so the guard will have a chance of discovering you. But totally a legit action.

And poor RocketMan, not critting

Last edited by ApatheticAbacus : 06-09-2012 at 03:37 PM.
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Old 06-09-2012, 03:51 PM   Top  -  End  -  #89
Blisstake
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Default Re: AA's Kingmaker Part I: The Stolen Lands

All right, I figure the rope is easy enough to climb without a check? (Tireas has a +4 if a check is needed)

Stealth: 16, if a 10 can be taken.
Otherwise: (1d20+6)[17]
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Old 06-09-2012, 03:57 PM   Top  -  End  -  #90
Blisstake
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Default Re: AA's Kingmaker Part I: The Stolen Lands

Possible crit, not that I think it matters:

(1d20+4)[7]
(1d4+4)[6] extra damage.
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