Here Be Tryants: A Kingmaker saga.

Game Master Joy


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Male Tiefling Slayer 6 | AC 19 (20), T 14, FF 15 16 | Fort +7, Ref +10, Will +4 | HP 50/50 | Init +4 | Perception +12, darkvision | Insightful Strike 1/day

You know, it might not be a bad idea to put the giant out with our fey jailer - after all, he'll be out of the emissaries' sight, and we can provide a little extra security.


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Yeah, I like that idea. Having him in town will eventually be problematic.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Stop eating people's horses!


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Did we ever decide if anyone was going to take the Blue Dragonhide Breastplate and Heavy Shield? I think it's worth giving the shield to Radomir even if he almost never uses it. And Andrea can take the breastplate. It's magical, so equal to the +1 she already has, and better if she ever wants to make it resist electricity.

Oh, and I think Finnegan took the sickle with human bane? If so, go ahead and mark that on your sheet and I'll take it off the loot sheet. I think, beside that, wee just have some trinkets to sell off, so unless people really need gold we can hold off on selling anything for now. (Unless it's personal stuff like switching out old gear for new gear, which you can probably do on your own.)


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

I already have a +1 Breastplate I believe. We will no doubt need another Infermal Healing wand.


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)
Andrea1 wrote:
I already have a +1 Breastplate I believe. We will no doubt need another Infermal Healing wand.

Yeah, but the dragonhide breatplate is better. It's the same protection now, but if you ever want to put resist energy on it, that will cost much less. So it's a strict improvement in the long run...unless you don't like blue.

Oh, and we have a second Infernal Healing wand. Alexander is holding on to it at the moment. But we can switch any time. It's got 49 charges since he used one on Andrea in that last fight where she got knocked out.


Male Tiefling Slayer 6 | AC 19 (20), T 14, FF 15 16 | Fort +7, Ref +10, Will +4 | HP 50/50 | Init +4 | Perception +12, darkvision | Insightful Strike 1/day

I’d like to sell my +1 composite longbow (+2 Str), since the new one is superior in every way.

I have the human bane sickle in my inventory, but I’m on my phone. Could someone delete it off the sheet for me?


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

No problem. Will do!


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Oh, and Alexander is going to grab the ring of spell knowledge, for now. Having access to entangle should prove useful.


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Scroll and casting of entangle paid for.

And Alexander will finally get around to buying some "royal clothes"! :)
Maybe some royal clothes that are appropriate for a frontier barony though.


male Human Cavalier 6 | HP: 28/59| AC: 25/14/24/23 | Init: +4 | Perc: +11(+13 v surprise)| F:+9 / R: +4 / W: +3 (+4 vs fear/compulsion) | Sentence 4/4 |Circuit:150 mi from keep

alrigh, Radomir will take the shield +1


You all may go ahead and level up to 6 while we are still in town.

Also, the map has been updated with all the areas that have been explored.


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

hit points: 1d8 ⇒ 8
Class Abilities:
Attract Rats: At 6th level, the animal speaker can use bardic performance to summon 1d3 rat swarms; they remain as long as he continues performing. At 11th level, he summons 2d3 swarms instead of 1d3 and the swarms have the advanced creature simple template. At 17th level, the number of swarms he summons increases to 3d3. This ability replaces suggestion.
Versatile Performance (percussion)
BAB: +1
Saves: +1 Fort, +1 Ref, +1 Will
Spells per day: +1 2nd-level spell
Spells known: +1 2nd-level spell - Gallant Inspiration
Skills: 6+2 Int Mod+1 Favored Class
Acrobatics +1
Knowledge (local) +1
Knowledge (dungeoneering)+1
Knowledge (geography) +1
Perform (Oratory) +1
Perform (Percussion) +1
Spellcraft +1
Stealth +1
Use Magic Device +1


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Now that Alexander has Handle Animal trained, he'd like to buy a raven and start teaching it "tricks". He'll start with the Servant package if we have a week of free time. He can take 1 on the DC to train. ;)

The goal is to eventually have a dozen or so ravens as scouts, spies, and message deliverers. And maybe an owl to scout, since they're significantly better. They will not, under any circumstance, be used for combat. Though we might need to find a way to get Othniel and Eduard access to speak with animals regularly.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Will level when able. Guess we will go all Game of Thrones now with ravens.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Level 6

HP: 1d8 ⇒ 4=5
Bab +1
All Saves +1
+1 2nd/3rd level spell
+1 Bluff,Diplomacy,Perception,Sense Motive,Know-Nobility


Male Tiefling (of half-elven descent) Gestalt Magus (Staff Magus)/Warpriest 3

5 HP
BAB +1
Saves +1/+1/+1
Danger Sense +1
Rogue Talents: Combat Trick, Bonus Feat (1 from level advancement, 1 from FCB)
+1 Acrobatics, Disable Device, Perception, UMD, Bluff, Diplomacy, Disguise, Escape Artist, Intimidate, Sense Motive


Ravens are two gold a piece. I'm sure you can afford all that you want, though you may want to designate a place to keep them.


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

For now he'll start with one raven and one owl (10gp) and build up from there when he has more time for training.


Male Tiefling Slayer 6 | AC 19 (20), T 14, FF 15 16 | Fort +7, Ref +10, Will +4 | HP 50/50 | Init +4 | Perception +12, darkvision | Insightful Strike 1/day

HP: 1d10 ⇒ 3=6

HP: +7
BAB: +6/+1
Fort: +1
Ref: +1
Will: +1
Slayer Talent (Ranger Combat Style (Archery, Manyshot)
Sneak Attack +2d6

Skills - 10 skill points
Acrobatics: +1
Intimidate: +1
Knowledge (dungeoneering): +1
Knowledge (geography): +2
Perception: +1
Ride: +1
Sense Motive: +1
Stealth: +1
Survival: +1

Selling +1 composite longbow (+2 Str) for 1300, then buying another efficient quiver, and replenishing arrow stock (currently have 60 normal, 40 cold iron, 20 blunt).

I'm then going to spend 10 gp on a Soldier's Uniform (as opposed to the normal 1 gp) to purchase what is essentially a uniform made of better material and clearly tailored to the wearer, instead of generic.


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

So, when we're coming up on a kingdom turn and should probably talk about expansion. I think we should claim (06,06) and (05,06). Then build a road/bridge on (05,06), a road on (11,00) in the cavern, and a farm on (06,06). That'll all cost 14BP.

For buildings I think we should go with a Stable in Voronakholm (10BP), where we'll build a stockyard later on. And a Tannery in Novyi Svet (6BP) because it seems like the right place to put one. That should leave us with 4BP.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Sounds good to me


Now that you're meeting the neighbors, I will start putting up some info on them under the campaign tab.


male Human Cavalier 6 | HP: 28/59| AC: 25/14/24/23 | Init: +4 | Perc: +11(+13 v surprise)| F:+9 / R: +4 / W: +3 (+4 vs fear/compulsion) | Sentence 4/4 |Circuit:150 mi from keep

Updated character:
Hp +9 (average+ con + favored)
saves each go up by 1
add a whole 3 skill points: perception, intimidate, knowledge (planes)
BAB: +6/+1 (woot)
Feat: Cornugon smash


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Are we planning on using the treaty rules from the Kingdom building? If so the "treaty" edict seems like a good plan. And maybe the Trade route edict eventually, but at the moment it wouldn't be a huge benefit.

We could *probably* get a favorable economic treaty going, which would be great. And finally get us some Infamy in the process. :P


Right now, yes,I'll be using the treaty rules from there. I haven't come across any better ones yet.


Sorry ab it the bland posts this week. I’ve been pulling all-nighters at school to get my kids ready for competition and my Brian is a bit fried


Male Tiefling Slayer 6 | AC 19 (20), T 14, FF 15 16 | Fort +7, Ref +10, Will +4 | HP 50/50 | Init +4 | Perception +12, darkvision | Insightful Strike 1/day

Ummm....who would we send to be a Diplomat for them? We got any NPCs that will fit that bill?


male Human Cavalier 6 | HP: 28/59| AC: 25/14/24/23 | Init: +4 | Perc: +11(+13 v surprise)| F:+9 / R: +4 / W: +3 (+4 vs fear/compulsion) | Sentence 4/4 |Circuit:150 mi from keep

Radomir!!


Male Tiefling Slayer 6 | AC 19 (20), T 14, FF 15 16 | Fort +7, Ref +10, Will +4 | HP 50/50 | Init +4 | Perception +12, darkvision | Insightful Strike 1/day

That's nearly as good an idea as sending me! Brilliant, sir Knight!


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Svetlana is seems is rather chetty.

Hm..Do we have a list of all the positions filled now?


List of Current Council Members:

Ruler = Alexander Orlovsky
Warden = Radomir Shax
Grand Diplomat = Svetlana Leveton
Councilor = Andrea
Marshal = Finnegan Rook
High Priest = Jhod Kavken
Treasurer = Oleg
Spymaster = Eduard Petrov
General = Kesten Garess
Magister = Tartuk
Royal Enforcer = Othniel Laurentius

No position is set in stone of course. Someone may choose to vacate a position for any reason or a majority could vote one out of office or if you are feeling particularly evil, you could even arrange for an assassination though that might affect stability.

If there are any other named NPCs you enjoyed, you could always nominate one of those for a new position or you may search for a new NPC to be created for the purpose of you molding them into a diplomat. Svetlana may have assistants willing to fit the position.

Svetlana herself would be unwilling to go without Oleg and their child. That would be something that would be obvious to everyone.


Male Tiefling Slayer 6 | AC 19 (20), T 14, FF 15 16 | Fort +7, Ref +10, Will +4 | HP 50/50 | Init +4 | Perception +12, darkvision | Insightful Strike 1/day

I will be traveling to see family this weekend, and only on mobile. Bot me if necessary.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

SO we would be losing Oleg and Svetlana. Hmm


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Yeah, I expect that we'll be sending off a lot of diplomats/ambassadors, so she'll be the one to pick them, not actually go herself.


male Human Cavalier 6 | HP: 28/59| AC: 25/14/24/23 | Init: +4 | Perc: +11(+13 v surprise)| F:+9 / R: +4 / W: +3 (+4 vs fear/compulsion) | Sentence 4/4 |Circuit:150 mi from keep

I'm going to be off-island and away from reliable internet until Sunday. Please bot me as needed


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

well I think the meeting with the other kingdom has run it's course unless someone else has something to say?


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Bump


male Human Cavalier 6 | HP: 28/59| AC: 25/14/24/23 | Init: +4 | Perc: +11(+13 v surprise)| F:+9 / R: +4 / W: +3 (+4 vs fear/compulsion) | Sentence 4/4 |Circuit:150 mi from keep

i'm back

but, Radomir is going to stay silent because i have a feeling he'll just screw up any progress people have made.


Longer than intended break after the holidays and a really sucky sinus infection.


Alright, time for those ingame monthly check for your city.

Any plans on your purchases for your kingdom?


Male Tiefling Slayer 6 | AC 19 (20), T 14, FF 15 16 | Fort +7, Ref +10, Will +4 | HP 50/50 | Init +4 | Perception +12, darkvision | Insightful Strike 1/day

I'm thinking stuff that's useful for Stability and Loyalty. We seem a little weak in those areas. What do you guys think?


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Agree, BROTHELS!


Male Tiefling Slayer 6 | AC 19 (20), T 14, FF 15 16 | Fort +7, Ref +10, Will +4 | HP 50/50 | Init +4 | Perception +12, darkvision | Insightful Strike 1/day

Are we using Kingmaker or Ultimate Campaign rules? UCam got rid of "Brothels" and replaced them with "Dance Halls".


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Oh surrre they are dance halls


We are using the Ultimate Campaign rules for this.


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Turn 14 Upkeep Phase:
1. Stability Check: DC 35, roll is at +31
2. Pay Consumption: Consumption 0
3. Fill Vacant Magic Item Slots: Two minor wondrous items
4. Modify Unrest: 0

Stability: 1d20 + 31 ⇒ (13) + 31 = 44 Success!

Recommendations for Spending:
Claim (04,06): 1BP
Claim (06,06): 1BP
Road/Bridge (05,06): 4BP
Road/Bridge (04,06): 4BP
Farm (06,06): 4BP

Buildings:
Stable in Voronakholm 10BP
Mill in Voronakholm 6BP

This gives us +2 Economy, +1 Stability, +1 Loyalty and the ability to pick up a Stockyard in Voronakholm eventually, which we'll want. We're actually not bad on Stability. The goal is to be within 5 of the DC and we're there. And if we dip below, I can always switch Alexander to providing Stability instead of Economy. Loyalty we need within 10 of the DC and it's right on the edge of that. We could afford to bring that up a bit.

We should also try for a Diplomatic Edict: treaty with the other country. It would cost 1d4 BP (which we conveniently would have left over) and take three Diplomacy checks. Followed by Alexander making a series of opposed checks with the other country's ruler. (In which we might be able to pick up some Infamy finally!)

I think the DC for the Diplomacy check will be:
Diplomacy DC: 10+ Infamy (0)+ Size (3)+ Alignment Difference (5 or 15)+ treaty (0)+attitude (0)- Fame (2)

So, depending on the alignment difference, it's either a 16 or 26 Diplomacy DC.

Diplomacy: 1d20 + 21 ⇒ (19) + 21 = 40
Diplomacy: 1d20 + 21 ⇒ (9) + 21 = 30
Diplomacy: 1d20 + 21 ⇒ (13) + 21 = 34
All successes on whatever DC it was. :)


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Those sounds good, perhaps a shrine to the other country's deity as a sign of good will.


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Maybe. Though we should probably put up a Shrine to Erastil and Abaddar first. :P


male Human Cavalier 6 | HP: 28/59| AC: 25/14/24/23 | Init: +4 | Perc: +11(+13 v surprise)| F:+9 / R: +4 / W: +3 (+4 vs fear/compulsion) | Sentence 4/4 |Circuit:150 mi from keep

i agree we shoudl probably do things to make our nation stable and loyal.

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