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DM Bloodgargler's Kingmaker

Game Master BinkyBo

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


1,101 to 1,140 of 1,140 << first < prev | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | next > last >>

Male Half Orc Oracle 2/ Barbarian (Invulnerable Rager) 2 HP 30/48 | AC:17 | T:13 | FF:16 | CMB: +5 | CMD:16 | Fort:+8| Ref:+2 | Will:+3| Init:+1 | Perc: +5 (Darkvision 60ft) | Speed 30

I'd say we might as well explore this hex before we head back. That way we won't have to come back until we are ready to deal with this tribe one way or another.

Qadira

Male Elf Rogue (Knife Master) 4:
stats:
HP:35/35 Speed:30 Init:12 AC:19 T:14 FF:15 Fort:3 Reflex:9 Will:3, 5 Acid Resistance, Lowlight

yep, explore hex


Downtime Gnome Sorceror (draconic) 4

We are planning on exploring. Kane wants adventure.


Camp in the woods, go back to gnomes' camp, or head out of the woods to camp?


Dwarf Transmuter 4 | AC 12 (14 w/MageArmor)/10/12 | HP 33/33 | F+4,R+2,W+5 | Init.+0 | Percept.+0 | SenseMotive +0

I'd be fine with camping in the woods.


Downtime Gnome Sorceror (draconic) 4

Campin out is fun!!


Dwarf Transmuter 4 | AC 12 (14 w/MageArmor)/10/12 | HP 33/33 | F+4,R+2,W+5 | Init.+0 | Percept.+0 | SenseMotive +0

That's what I was thinking. We can make s'mores!


I will put up the map in the morning.. ~10hours from now.
Feel free to make your own perception checks, and other rolls... (the ones I rolled for you are all used up) initiative if you haven't....


meh... missing some squares on the darkness area.

but illumination at the moment...

Environment light Twilight (dim light)

within 30' of campfire (normal light)
(within 35-60 one step less so dim light) I think?

soo area of Sonechka's darkness within 30' of campfire is dim light
outside of 30' from campfire is darkness.


Female Tiefling Witch (Winter Witch) 4 (HP 31/31 | AC:13 (17 w Mage Armor) | T:12 | FF:11 (15) | CMB: +2 | CMD:14 | Fort:+3 | Ref:+3 | Will:+4/+6 vs Illus | Init:+2 | Perc: +6 (See in Darkness) | Speed 30)

I'll go ahead and say I hate how complicated the light level rules are. I miss the days of 'the drow conjures up a bubble of pure blackness'. Oh, well.

It looks like Sonya's dark-bubble will be half Dim and half Dark, with her standing right on the edge of the Darkness half. Works for me.


Incidentally... I won't always ask for rolls in social situations.
I do roll NPC's bluffs and such against your passive sense motives and perceptions etc.
If you are concerned about me using a bad roll when you really didn't need one, you are always free to roll behind a spoiler and I'll be less tempted ;)

Your posts are great... I really enjoy it. (and they definitely have an effect - as far as they can.)
But.
This is what your enemy fears.
Diplomacy: 1d20 + 14 + 2 ⇒ (16) + 14 + 2 = 32
Can retry if failed
Diplomacy: 1d20 + 14 + 2 ⇒ (6) + 14 + 2 = 22


Four to five hours to get the Stagfall.
You can come back and finish exploration of this hex sometime over the next couple days - uneventful plains - no real gameplay time necessary.

I've updated the exploration map to include Ahn'gur'frok and the Foul King's locations. Exploration map


Dwarf Transmuter 4 | AC 12 (14 w/MageArmor)/10/12 | HP 33/33 | F+4,R+2,W+5 | Init.+0 | Percept.+0 | SenseMotive +0

Very impressed with your rhyming skill, DM. You outdid yourself with Barndoor.


heh thanks ... I had some of that already written for my face to face Kingmaker campaign and just had to adapt it.


Male Half Orc Oracle 2/ Barbarian (Invulnerable Rager) 2 HP 30/48 | AC:17 | T:13 | FF:16 | CMB: +5 | CMD:16 | Fort:+8| Ref:+2 | Will:+3| Init:+1 | Perc: +5 (Darkvision 60ft) | Speed 30

Adaptability is a must in any DM's bag of tricks. After all, players have an amazing ability to go of the rails and come up with things no DM had a right to expect them to do.


Female Tiefling Witch (Winter Witch) 4 (HP 31/31 | AC:13 (17 w Mage Armor) | T:12 | FF:11 (15) | CMB: +2 | CMD:14 | Fort:+3 | Ref:+3 | Will:+4/+6 vs Illus | Init:+2 | Perc: +6 (See in Darkness) | Speed 30)

As I said before, I've been amazed by your rhyming, DM. I wanted to do a similar thing with fey in one of my games- the PCs would be able tell they'd wandered into a crossover with First World when everybody they ran into was speaking in iambic pentameter- but had to drop it because it was just too much work. Very impressive work with Barndoor, DM.


re-posting Beldame riddle here for reference...
"Beldame's garden appears with the wolf which is no wolf at all,
and gone again into the mist with the song of nature's heralds call."
"That's nature... not a farm, if that is what you were thinking.
The ones you hear if you rise too soon, or were up all hours drinking."

"Divulged what I can to you. Not news? I'm not the one to blame.
If you go where you cannot see, that's where you'll find Beldame."


Male Half Orc Oracle 2/ Barbarian (Invulnerable Rager) 2 HP 30/48 | AC:17 | T:13 | FF:16 | CMB: +5 | CMD:16 | Fort:+8| Ref:+2 | Will:+3| Init:+1 | Perc: +5 (Darkvision 60ft) | Speed 30

Hmmm, they say that around midnight is the wolfs hour, and natures herald is probably a bird, maybe a rooster (possibly not a rooster since it said not a farm)
Most people don't see well in the night...but that's a time, not a location...


Male hp: 35/35; AC:16/14-ff16/14-tch10; F+4, R+3, W+4; Initiative 0, Perception +5

Never been good at riddles, any chance some performance skill could help with clarifying it?


Wait Norton... you are in Nihtscada's cell? If so can we make it the next night. No reason. I swear. Just for continuity. Too many things going on at once.

and sure, you may make rolls regarding the riddle. Your base perform skill is the highest thing I see possibly applicable.
Know(history) and (local) would be another option.


Dwarf Transmuter 4 | AC 12 (14 w/MageArmor)/10/12 | HP 33/33 | F+4,R+2,W+5 | Init.+0 | Percept.+0 | SenseMotive +0

Knowledge History 1d20 + 9 ⇒ (1) + 9 = 10 if anyone talks to Dolgrym about thinking more about the riddle.


Male hp: 35/35; AC:16/14-ff16/14-tch10; F+4, R+3, W+4; Initiative 0, Perception +5

Ok for next night.
Performance Oratory: 1d20 + 14 ⇒ (14) + 14 = 28
Kn History: 1d20 + 1 ⇒ (1) + 1 = 2
Kn Local: 1d20 + 5 ⇒ (13) + 5 = 18


Female Tiefling Witch (Winter Witch) 4 (HP 31/31 | AC:13 (17 w Mage Armor) | T:12 | FF:11 (15) | CMB: +2 | CMD:14 | Fort:+3 | Ref:+3 | Will:+4/+6 vs Illus | Init:+2 | Perc: +6 (See in Darkness) | Speed 30)

Know: History: 1d20 + 9 ⇒ (17) + 9 = 26
Know: Local: 1d20 + 6 ⇒ (18) + 6 = 24

She'll be thinking it over in the back of her mind until she or somebody else figures it out. Maybe we could get together and get some Aid Another bonuses on it.

It's good because it seems really vague. 'The wolf which is no wolf' could be anything from a werewolf (or a wolfwere- did those transition to PF?) to starvation (i.e.- 'the wolf at the door').

I agree that nature's heralds probably refers to a bird. Probably not a rooster because of the qualification, but there are lots of birds that sing in the morning or right before dawn (they've even collectively got a cool name, the dawn chorus).

But like you said, Green, it could be a time reference- her place could appear after midnight and disappear when the dawn chorus starts up. Which helps us find her, but we'd have to search to find the location and then stake it out until the house showed up at night.


I think it would be helpful to determine - here in discussion - how kingdom decision making will be done.

I had the assumption most issues tied directly to the kingdom would be up for vote. The specifics of how particular leadership roles would have more sway in certain issues... I hadn't really considered yet.


Male hp: 35/35; AC:16/14-ff16/14-tch10; F+4, R+3, W+4; Initiative 0, Perception +5

I think a Democratic process in every decisions it would stall the kingdom and the game.
I am for a role based system. For example: Furiel is the General, so he will decide about military intervention.
That is for good and for bad: succeed and your fame will raise, fail and see your authority revoked.


Downtime Gnome Sorceror (draconic) 4

I think we are at this form of government.

Oligarchy: A group of councilors, guild masters, aristocrats, and other wealthy and powerful individuals meet in council to lead the kingdom and direct its policies. Modifiers: Corruption +1, Law –1, Lore –1, Society +1

Early the druid and I wanted to take advantage of the offer to seell some captured weapons and start building economic buildings for the kingdom early, but Rogar opposed this. Without a consensus, we abandoned this plan.

When Green decided to ban slavery, we seem to have settled on the ruling council. We seem to require consensus on every major decision, so Furiel convened a ruling council to decide the issue on slavery.

We may need to do this again, as hunting the lands of the Foul King is another controversial topic.

Where the group goes next is up for discussion--we can scout or go directly to the magical garden.


Female Tiefling Witch (Winter Witch) 4 (HP 31/31 | AC:13 (17 w Mage Armor) | T:12 | FF:11 (15) | CMB: +2 | CMD:14 | Fort:+3 | Ref:+3 | Will:+4/+6 vs Illus | Init:+2 | Perc: +6 (See in Darkness) | Speed 30)

Council meetings for big decisions makes sense to me. Though it sounds like you guys were going for unanimous decisions rather than majority. I'd prefer majorities to make decisions; otherwise, as in the above example, one PC can stall things even if all the other PCs want to do something.

The problem is deciding what qualifies as a big decision. Our current problem- whether to go on a campaign to denude the Foul King's lands to starve his people- is a sticky issue because it potentially overlaps with other roles. It could potentially lead to war, the declaration of which should be a council vote and preempts any potential input from the Grand Diplomat. It could hurt regular folks (albeit regular folks outside our current boundaries)- which is the realm of the Councilor.

Hmm. Is overlapping with other PCs' realms of influence the thing that makes this issue important enough for a Council vote? If that's the case, then anything the Ruler wants to do will probably go in front of the Council. The Grand Diplomat could have a fair bit of autonomy unless he wanted to cede land (overlap with the Councilor, Warden, and Ruler) or enter into a mutual defense treaty (overlap with the General). The General could do a lot with training and positioning units within the kingdom but anything external would be up for a vote since it could interfere with the Grand Diplomat's responsibilities. The Magister could probably do whatever he wanted, within reason. The Spymaster could do a lot, as long as it was intended to stay under the radar; assassinations or thefts that were likely to make a big splash could interfere with the Grand Diplomat's duties.

I don't know what makes an issue important enough for a Council vote, honestly. Overlapping with another Councilor's job seems like a good guideline but I'm sure there are better ones that I'm not thinking of.

I'm also not sure how roles should come into it. Maybe the applicable role counts for 3 votes in council? That would require a strong agreement against whatever decision they want to make. Wait, how big is our council? I'm only counting PCs for the moment, so 6. For a total of 8 PC votes (1 each plus 2 bonus votes for the appropriate role), a role-holder couldn't get a majority by themselves and would only need 2 other PCs to vote with them to win a vote. Someone who isn't the appropriate role-holder, though, would need 4 PCs to agree with them to win a vote (assuming they can't get the role-holder to agree with them).

Sorry for the long-windedness, I'm just kind of thinking out loud here.


This is how I decide when to move the party on, turn left or right, etc...
A proposition by one, a confirmation from a second.
I give some time for an objection or new proposal. If there is one, I wait for what seems like (at least) a near consensus.

I like the bonus votes for matters within one's role.

Suggestion.

One proposes, second confirms.
If no opposition, it stands. (opposition = in gameplay or a "hey wait!" in discussion)

a vote (with 2 bonus votes from relevant role-bearer), would require opposition plus one.


Female Tiefling Witch (Winter Witch) 4 (HP 31/31 | AC:13 (17 w Mage Armor) | T:12 | FF:11 (15) | CMB: +2 | CMD:14 | Fort:+3 | Ref:+3 | Will:+4/+6 vs Illus | Init:+2 | Perc: +6 (See in Darkness) | Speed 30)

I like that. It's quick and simple.


Male Half Orc Oracle 2/ Barbarian (Invulnerable Rager) 2 HP 30/48 | AC:17 | T:13 | FF:16 | CMB: +5 | CMD:16 | Fort:+8| Ref:+2 | Will:+3| Init:+1 | Perc: +5 (Darkvision 60ft) | Speed 30

I like that idea too, it gives a reason to continue with the council meetings without diluting the roles each character chooses.
Naturally, some roles are more independent than others, like the spymaster and the royal enforcer.
The Diplomat and the General could be considered the left and right hand of the ruler, or the iron gauntlet and the silk glove, but the spymaster and the enforcer are meant to act pretty independently.

What I mean is, historically, both are tasked with finding and eliminating problems before the ruler has a chance to notice they exist and have to devote time towards decisions themselves.
Obviously that means they have the be all the more loyal.

Normally, a ruler is the only one with the power to declare or end wars, but once there is a war, the general has mostly free reign.

...
I'm not really saying anything that anybody didn't already know eh?


Dwarf Transmuter 4 | AC 12 (14 w/MageArmor)/10/12 | HP 33/33 | F+4,R+2,W+5 | Init.+0 | Percept.+0 | SenseMotive +0

That sounds good to me as well. I'm going to be a little sporadic on posting the next few days. Had an MVA this morning...I'm fine, but a bit sore, so it'll take me a bit to get back in the swing of things.

Qadira

Male Elf Rogue (Knife Master) 4:
stats:
HP:35/35 Speed:30 Init:12 AC:19 T:14 FF:15 Fort:3 Reflex:9 Will:3, 5 Acid Resistance, Lowlight

I'm going to have to drop out of Kingmaker. It is one of those games with hexcrawls, kingdom building or deep interaction with npcs. It is just not my style.


Okie doke I understand. Thanks for the post.


Downtime Gnome Sorceror (draconic) 4

Finally decided what to do with 27K value stone rather than use it for poison protection.


Sorry, I checked the gameplay for that... it is a cracked gamboge nodule.

worth 1500gp.


err... discussion rather


Sorry about that... I'd mentioned it since then as likely a drunken mistake on my part, but went back and realized I had mentioned it was cracked.

I am moving on to exploration.


Female Tiefling Witch (Winter Witch) 4 (HP 31/31 | AC:13 (17 w Mage Armor) | T:12 | FF:11 (15) | CMB: +2 | CMD:14 | Fort:+3 | Ref:+3 | Will:+4/+6 vs Illus | Init:+2 | Perc: +6 (See in Darkness) | Speed 30)

Can we establish as kind of a general action that when they're outdoors Sonechka has Glaza pretty much constantly flying an overwatch above the group? Glaza could fly down to report when it sees something interesting or it could just yell if it sees something dangerous. It seems like the logical thing to do when you've got a talking bird for a pet and you're worried about getting eaten by monsters in the grass.

This wouldn't work for heavy forest or caves, obviously, but should be fine in hills or grassland.


yep.


Gimme a few for the cellar door thing. Can't find Snowmold's stats.
(I'm so looking forward to this encounter ;))

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