DM Bloodgargler's Kingmaker (Inactive)

Game Master BinkyBo

{Kingdom Tracking Sheet} {Downtime} {NPC list} {District Grid}


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Male hp: 45/45; AC:17/14-ff16/14-tch10; F+7, R+4, W+5; Initiative 0, Perception +5

For a starter I was thinking something like this

Kingmaker Calendar

If you start building something with the downtime system you can mark there the steps as well to keep track of when things happen.

I still have a few weeks of hectic work, then I should be able to set thins a little better.


Male hp: 45/45; AC:17/14-ff16/14-tch10; F+7, R+4, W+5; Initiative 0, Perception +5
DM Bloodgargler wrote:


I will ask if you are ready to move on (fast forward). Once I get 2 "I'm ready"s, I will wait a day for someone to say they are not ready.
I will then fast forward to whatever event is remaining for the month.

What do you mean by fast forward? If we intend to explore the six hexes around the castle you give us the hex description?

Do we have to tell you our plans for the entire month?


I'm talking mostly about later as we go on.
After you get done what you want... I don't want you to feel we need to go through every day.


Downtime Gnome Sorceror (draconic) 5

I was thinking we would spend two weeks in the kingdom and two weeks exploring.

With horses we can do a plains hex in a day. More difficult terrain may take longer.

With two weeks in the kingdom, we can span two jobs, or spend a week on kingdom duties and a week on our holdings.

Furiel just needed a single day to generate the magic capital to build his magic repository. Then he was hoping to go exploring and secure the area around the fort with the group. After two weeks of exploring, some of our personal buildings should be done.

Anyway, let me know if we can span two jobs. A one week commitment is needed to fill a job. I would think a two week commitment could fill two jobs. Green and Norton can spend a half a week each to fill the ruler position as their modifiers are the same. As a king and queen each get to use their modifiers, maybe they could each spend a week to simulate co-ruling for now.

Haven't heard anything on the foundry and 4 smith building plan. Ta De Win was opposed because of stability, but the smiths add to stability too. Dwarven guests should like smithies.

Smithy 6 BP, 1 Lot

Kingdom Economy +1, Stability +1

The workshop of an armorsmith, blacksmith, weaponsmith, or other craftsman who works with metal.


{HP 32/32 | AC17 T12 FF13 CMD17 | F/R/W 5/3/8 | Init +2 Per +11/13 SM+4} Female Human Druid 3 {Kingdom} {NPCs} {Downtime}

Hmm, not sure what I was thinking now, but yea they do increase economy and stability and are fairly cheap.

The other issues I had (and apparently didn't express) was the idea of just building the same thing over and over. Mechanically it's a good idea, but thematically it's not so much. I'm okay with it if everyone else is, I just like to diversify a bit for RP purposes.


Downtime Gnome Sorceror (draconic) 5
Furiel wrote:

Although I like the mill after the castle, I have another suggestion--foundry and smiths. The foundry provides a solid boost in economy and discounts on our smiths. If we can connect to a mine, it pays off even more by basically doubling the value of the mine.

turn 2 foundry (16bp) +2 econ
turn 3 blacksmith (1/2 off=3bp) +1 econ
turn 4 armorsmith (1/2 off=3bp) +1 econ
turn 5 weaponsmith (1/2 off=3bp) +1 econ

With a solid push to economy we can drop the waterfront (of Green's dream) followed by the 1/2 price guildhall when we have the BPs accumulated.

Smiths are generic. That is why I wanted to build different kinds.


Male hp: 45/45; AC:17/14-ff16/14-tch10; F+7, R+4, W+5; Initiative 0, Perception +5

I was going through the loot we found before coming here.
I marked the sellable items with an "X" on column K, that gives me a total of 6094.8 gp, plus there is some loot (from the cart outside the fort and those from the fort itself) of which I lost track, I think we took a 20 in Appraise but can't find the post detailing the amount.

I think the crates Chawdair brought were converted into Building Points for the kingdom.

BTW if no one is opposed I would cash in and delete the stuff sold. Then we can have a look at the many magical items we have and we can decide what to do with that. Most of it I think is redundant, and can be sold as well.


The gems and jewelry were worth 2500g
the other trade goods are worth a total of 5000g


Male Human (Ulfen) Skald Lvl 1 HP 10/10 | AC:16 | T:14 | FF:13 | CMB: +5 | CMD:15 | Fort:+2| Ref:+4 | Will:+1| Init:+2 | Perc: +3 | Speed 30 | Raging song 6/6 |

It's good to make money to build our kingdom, but the rulers need money for some bling too.


{HP 32/32 | AC17 T12 FF13 CMD17 | F/R/W 5/3/8 | Init +2 Per +11/13 SM+4} Female Human Druid 3 {Kingdom} {NPCs} {Downtime}
Bregor Rowain wrote:
It's good to make money to build our kingdom, but the rulers need money for some bling too.

hmmm, druish bling. So Goldwood instead of Ironwood armor?


Male Human (Ulfen) Skald Lvl 1 HP 10/10 | AC:16 | T:14 | FF:13 | CMB: +5 | CMD:15 | Fort:+2| Ref:+4 | Will:+1| Init:+2 | Perc: +3 | Speed 30 | Raging song 6/6 |

Of course, and with silver acorns too match.


Male hp: 45/45; AC:17/14-ff16/14-tch10; F+7, R+4, W+5; Initiative 0, Perception +5

The kingdom is built through Build Points, we can convert gp into bp and back, but I reckon is not a good exchange rate. Therefore I would keep the two separate.

My counts gives 14893.8 gp if we sell non magical stuff, if by tomorrow nobody says nothing I'm going to clear those lines so we can check the magical equipment.


I hope you guys don't mind that I'm not contributing very much to the building discussion. I'm still getting acclimated. Besides, Merick is fine with just doing what the rest of you are doing.

-Posted with Wayfinder


{HP 32/32 | AC17 T12 FF13 CMD17 | F/R/W 5/3/8 | Init +2 Per +11/13 SM+4} Female Human Druid 3 {Kingdom} {NPCs} {Downtime}

I'm fine with selling everything you have listed as sell.

A few things that seem off though (just as much for others to update as to mention).

I believe Furiel had claimed a few items not marked as his. The spellbook (which you have marked as sold), the blue shimmering cloak, the wand of pyrotechnics, bracers of armor +1.

Green - Stag Lord Helmet I believe Green has it at this point.

Ta - I have the +1 leaf armor, so I don't need the +1 leather armor. Also we discussed the +1 living steel breastplate not counting as metal so I could wear it, which I haven't flipped over to yet but think I will probably when we start exploring again.


Sounds good Norton

No problem hanging back on that for now, Merick. Makes sense in game right now. (not that that should keep you from posting thoughts if you have something to propose) But once your character finds his stride, I hope we will be able to come up with something suitable for him.


Ooops.. I thought ghost touch was a +2 enchant for armor...
Those two armors studded leather and breastplate are actually +2 Deathless then, not ghost touch...


please take a moment to go through Norton's loot list >Loot spreadsheet<
Thanks again for taking the time to do this Norton.
I have also posted a link on the Campaign Info page.


Male Human (Ulfen) Skald Lvl 1 HP 10/10 | AC:16 | T:14 | FF:13 | CMB: +5 | CMD:15 | Fort:+2| Ref:+4 | Will:+1| Init:+2 | Perc: +3 | Speed 30 | Raging song 6/6 |

I'm debating claiming one of the earthbreakers for Green, but...it's a little TOO stereotype for me, a big barbarian with a big hammer? Seen it a million times.


{HP 32/32 | AC17 T12 FF13 CMD17 | F/R/W 5/3/8 | Init +2 Per +11/13 SM+4} Female Human Druid 3 {Kingdom} {NPCs} {Downtime}
Bregor Rowain wrote:
I'm debating claiming one of the earthbreakers for Green, but...it's a little TOO stereotype for me, a big barbarian with a big hammer? Seen it a million times.

That's only because it's awesome!


I'm certainly interested in the breastplate. It's equal to my chainmail, but with more bonus, and deathless wouldn't hurt, either. I don't know how you divide everything up, though, so Im not picky.

-Posted with Wayfinder


{HP 32/32 | AC17 T12 FF13 CMD17 | F/R/W 5/3/8 | Init +2 Per +11/13 SM+4} Female Human Druid 3 {Kingdom} {NPCs} {Downtime}
Merick the Defender wrote:

I'm certainly interested in the breastplate. It's equal to my chainmail, but with more bonus, and deathless wouldn't hurt, either. I don't know how you divide everything up, though, so Im not picky.

-Posted with Wayfinder

I personally don't have any issues with it, but then I can't use it. Norton or Green would be the ones who need to chime in on it.


Male Human (Ulfen) Skald Lvl 1 HP 10/10 | AC:16 | T:14 | FF:13 | CMB: +5 | CMD:15 | Fort:+2| Ref:+4 | Will:+1| Init:+2 | Perc: +3 | Speed 30 | Raging song 6/6 |

I'm ok with passing, The Green Man will end up in a full plate eventually, but it's a long way there.
Not ready to go up to medium yet, but I'd like one of those Studded leather armors with Deathless quality.


Downtime Gnome Sorceror (draconic) 5

I will take the bag of holding as it almost 10x my encumbrance.

The spell book we can sell. The rod of threatening illusions should get 1500gp (full value =3000gp).

Heartseeking longsword is nice, but no one uses it. We can sell it.

Let us give Merick the bag of endless caltrops--handy for a fighter

Let us each keep a feather token to send messages.

If Merick doesn't mind, I'll construct him a fighter appropriate set of rooms to make a fighter guild hall he can run.


{HP 32/32 | AC17 T12 FF13 CMD17 | F/R/W 5/3/8 | Init +2 Per +11/13 SM+4} Female Human Druid 3 {Kingdom} {NPCs} {Downtime}

Might want to watch your encumbrance Furiel. Didn't realize you had a 5 strength. That bag puts you into medium by itself.

On some of that other equipment, what about building up some of our NPCs? That sword would bring in about 4k, or we could use it to reward Kesten for a job well done thus far, earn us some loyalty from him. I don't know what everyone else's wealth looks like, but I'm not exactly hurting considering level 4, and I think it might be a nice gesture to some of those who have helped us thus far. And I saw a few other possibilities there. We're going to have two armories, let's put one of them to use for us. Or maybe consider building a vault?


Male Human (Ulfen) Skald Lvl 1 HP 10/10 | AC:16 | T:14 | FF:13 | CMB: +5 | CMD:15 | Fort:+2| Ref:+4 | Will:+1| Init:+2 | Perc: +3 | Speed 30 | Raging song 6/6 |

Good point, in general, I find that Npc's tend to take as much room as you let them. And I think at least some of those we already have might be major players in the future.


{HP 32/32 | AC17 T12 FF13 CMD17 | F/R/W 5/3/8 | Init +2 Per +11/13 SM+4} Female Human Druid 3 {Kingdom} {NPCs} {Downtime}

Actually, that does lead me to another thought we may want to consider for the future (not necessarily in character). If we're eventually going to become the royalty/nobility, we may want to consider the possibility of other nobility rising. Sometimes a title can mean just as much as a physical reward, as long as we use it sparingly. Just a thought for us to consider. Having a unified idea would be helpful.


Ta'de-win of the Gale wrote:
Sometimes a title can mean just as much as a physical reward, as long as we use it sparingly.

That is essentially what the title Associate Producer in movie credits is for...


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Male Human (Ulfen) Skald Lvl 1 HP 10/10 | AC:16 | T:14 | FF:13 | CMB: +5 | CMD:15 | Fort:+2| Ref:+4 | Will:+1| Init:+2 | Perc: +3 | Speed 30 | Raging song 6/6 |

Well, if I understand it, the title the regent holds is based around the size of the kingdom.
But a Baron has the right to title other people, often these titles are real nobility but not hereditary, and often they might be relatively minor but still allow the holder a degree of respect.
A Baron might make someone "Lord of the crossing" where the Crossing is little more than one particular bridge, but it still counts as nobility.
And after that person death, the title would revert to the kingdom.
Essentially a very cheap way to reward loyal subjects.

And of course, there is the whole Squire thing, all you need is to form a knightly order, and then it is possibly to squire promising people into it, essentially making them the lowest form of nobility.


I definitely like the bag of caltrops. And a fighters guild sounds like a perfect fit. "The Peacekeepers" maybe. Dedicated to the protection and well-being of every citizen in our fine nation.

-Posted with Wayfinder


Sure... a type of citizen militia maybe?

Or some relocatable unit of forces which could be embedded long-term to protect civilians on hostile borders...


Downtime Gnome Sorceror (draconic) 5

I had lots of fun with a PC game called majesty.

Fighters guilds were very important.


Male Human (Ulfen) Skald Lvl 1 HP 10/10 | AC:16 | T:14 | FF:13 | CMB: +5 | CMD:15 | Fort:+2| Ref:+4 | Will:+1| Init:+2 | Perc: +3 | Speed 30 | Raging song 6/6 |

Better a fighters guild than an adventurers guild.
"Hero, your health is low, watch that."


OK... ready to say goodnight in game, and get up to explore? Spend a day wrapping up stuff, and explore the next day?


Downtime Gnome Sorceror (draconic) 5

Yes, ready to start our exploring. Starting with plains to more easily construct another farm.

Started Merick's fighter's guild with a bunks, lodging, bar, and courtyard.

Merick can use profession soldier (@ +7) to earn influence, labor, and goods doing skilled work in town.


Well, as the warden(presumably), I think internal affairs are supposed to be my thing. I'm envisioning a place where folks can come and get educated on self defense, train to be in our increase rank in the military or militia, or move up the guild into a special force of justice that patrols our lands to supplement and assist the local police forces. So, part community college, part police academy, part guild, part special forces. Maybe I'm getting ahead of myself... I'll put together some specifics later.

-Posted with Wayfinder


Male hp: 45/45; AC:17/14-ff16/14-tch10; F+7, R+4, W+5; Initiative 0, Perception +5

------LOOT & NPCs--------

I updated the loot sheet, still some items to sort out but is quite reduced.

Giving some items to the npc is a great idea! Roleplaying wise we show them we care and they are not just cannonfodder, gaming wise thay are stronger and more helpful.
In this regard I set a new column in the spreadsheet where I wrote the names of a few NPCs that can benefit from items that are not yet allocated. It is just a proposal, and a couple of items are even stronger than the weapon we have ourselves.

I'm also tinkering with the npc spreadsheet, trying to put as much information we could in a suitable way.

Another thing is: we can give back things that already belonged to the npcs, like the gnomish twist cloth and other stuff. Only problem I can't recollect to whom those things belonged.

Norton will stick with the light armor for now, because the heavier ones don't go along with his casting things. Some Mithral would be great in that regard.

The leaf armor is still marked as unidentified.

---------KINGDOM----------

Noble titles are great, but right now a little pretentious, let's the kingdom grow and that could definitely be a exchange currency.

Smithies are good, especially because we have some Cold Iron and Adamant we can convert to useful things (and don't forget there is a living steel source somewhere nearby)

I have a question about the Downtime & Kingdom management mashup. In the kingdom we can build a defined number of buildings, +1 house, each month, with downtime we can start building businesses as soon as we have resources. These buildings will count or not against the kingdom limit? and if not, will they still be counted for the kingdom benefits and districts?
For the party it would be a great, but I fear it would unbalance the game.

---------ROLE PLAYING---------

A few things I don't want to forget before I can post again

Besides exploring, in the next few days, Norton will be concerned with:

- talking to Errol, as soon as he gets back from Oleg's. All in all his swear was to Rogar, he should follow him, unless Rogar has lifted him from the burden (I don't remember that, it may have already happened)

- taking care of the Nihtscada issue (and the other prisoners that should return with Errol and Kressle). They left 2 days ago right? so should be back in 2/3 days?

- start planning for the celebration at the fort: for example, when I remember correctly, there was a giant boar around that people would like to get rid of, and going on a hunt to have some game cooked would be nice.


loot and Npcs

I will look through the list for items that belonged to now redeemed bandits.
The leaf armor is +1

Kingdom

Your own personal holdings will not count toward the limit of new construction. I have a few ideas of how to keep a soft cap on the number of personal holdings, or diminishing returns of their share of the kingdom benefits.
To start I would like to try to just see what happens, and if I think things are getting unbalanced I will first try to deal with it in game.

Role Playing

all sounds good... lets go!


Merick .. that sounds good. You may have as much involvement as you care to in the curriculum and intended outcome of graduates.
You could start with just a classroom (two weeks to construct)... but would eventually need the following...
1 Armory, 1 Bath, 1 Bedroom, 1 Bell Tower, 1 Book
Repository, 2 Classrooms, 1 Common Room,
1 Courtyard, 1 Dojo, 1 Infirmary, 1 Kitchen,
1 Lavatory, 1 Lodging, 1 Offices, 1 Scriptorium, 1 Storage, (1 War Room and 1 Cell only if involved in civil defense)

If you were to add elite troop training, the cost and size would be about half again as much. (Non-elite but specialized training would be less of an increase)


That all sounds good. As you can see in the gameplay thread, Merick (and I) is not sure how much money we have to throw around, nor how valuable hired help would be at this point. Do we have combined funds for that sort of thing? Either easy, I want the soldier/scribe, even if I'm paying for him out of pocket.

-Posted with Wayfinder


Restov is giving you 50BP to start your kingdom. The 120 squares of rooms ignore the cost to create, and more often than not, the earnings. You still receive the listed benefits (ie scriptorium counts as masterwork artisan tools for writing)
Outside of the castle... If something is for the Kingdom, it will need to be decided by the group (or one given the power to decide through a leadership role), and will fall under the Kingdom system and Build Points (BP).

This is separate from the personal projects. I want people to be able to start a little something without needing others' input.
For that, we use the downtime system.
Each player gets 30Goods 5Influence 20labor 1magic

Cost to build...
6 goods, 1 Influence, 6 Labor for a Classroom (2 weeks build time)
7 goods, 1 Influence, 7 labor for a training facility (two weeks build time)

With an academy - once it is complete, you may wish to sell it to the kingdom, and then it would add to the kingdom's benefits.

Right now, there is a limit on construction... You can only "spend" 4 capital because there aren't enough workers. (nothing more than 4goods, 4Influence, etc..)

Once the people from southern Brevoy reach the fort (out of character knowledge... it will be the 7th of this month.. 5 days from now.), you will have enough people to be considered a Village in game terms. At that time you can spend up to 10 of each capital.


Ah, all is clear now. Thanks for taking the time to explain. So, I'm hiring Droman no matter what because, in character, Merick needs someone with some administrative skills, but, what's the mechanical benefit for hiring him right now?

-Posted with Wayfinder


nothing... don't hire him yet.


Got it. I was getting kingdom and downtime rules confused. Everything makes much more sense now. As a general rule, Merick won't involve himself in higher kingdom planning beyond what is pertinent to his role as warden. It's a bit over his head. For downtime, his focus will be on his guild/academy/warden program. I'll be hiring someone smarter as soon as it's appropriate to make up for Merick's lack of planning skills.

So we have 5 days of downtime right now with a capital spending limit of 4, if I understand correctly and the discussion with the dwarves is regarding kingdom building, not downtime. Right?

-Posted with Wayfinder


correct.


Downtime Gnome Sorceror (draconic) 5

For Merrick I started 4 rooms to begin the guild.

Bunks, lodging, bar, courtyard[for drill]

We should be able to add later.

If think we hire all the managers to start next month.

We will need them.

Plan was for one day of downtime then exploration.
Days spent with no buildings will be less productive.


Downtime Gnome Sorceror (draconic) 5

I checked the loot spreadsheet again.

We had a necklace of fireballs. Furiel gets +1 per die, so he added that to the list. The slippers of air walk are nice, he will take them if no one wants them, as he feels they are better than getting the money.

Anyway, don't cut Furiel in for any gold as he has taken two more magic items. I am not a big fan of selling potentially encounter changing items like the slippers, which can walk over a pit or avoid any ground based trap.


When I started this PBP, I was not planning on using paizo maps. That is why the charter map looks the way it does. I have since discovered pretty much every Kingmaker PBP uses the paizo stolen lands map.

If it is alright with you players, I would like to start using that map. I will adjust it to the alterations I've made and plan to make, but I see more and more headaches moving forward if I don't make the change.


{HP 32/32 | AC17 T12 FF13 CMD17 | F/R/W 5/3/8 | Init +2 Per +11/13 SM+4} Female Human Druid 3 {Kingdom} {NPCs} {Downtime}

I'd be fine with whichever you find easiest to use, DM.


Male Human (Ulfen) Skald Lvl 1 HP 10/10 | AC:16 | T:14 | FF:13 | CMB: +5 | CMD:15 | Fort:+2| Ref:+4 | Will:+1| Init:+2 | Perc: +3 | Speed 30 | Raging song 6/6 |

Haven't even looked at it yet, so I wouldn't know the differance, heh.


Male hp: 45/45; AC:17/14-ff16/14-tch10; F+7, R+4, W+5; Initiative 0, Perception +5

Fine with me whatever the choice

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