Kingmaker: Sovereigns of the Stolen Land

Game Master wehrpig


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Story Narrator

In this section we will manage the kingdom event turns. We will sequentially step through each step of each phase and will allow ~2 days to resolve each step. This thread will only be for kingdom events - all party level exploration will be managed on the other campaign thread.


Female Skinwalker (Witchwolf) Cleric 6 | 35/35 HP | AC 16 T 11 FF 15 | Fort +6 Ref +3 Will +7 | Initiative +1 | Perception +5; low-light vision | Channel Energy 4/4 | Speak with Animals 8/8 rounds | Touch of Good 5/5

I am here!

The Exchange

M Half Elf Unchained Rogue 6 (Scout& Knifemaster) | HP19/51 | AC 19|, T 15, FF 13 | CMB +4 CMD 19 | F +4 R +10 W +3 (4 vs enchants) Immune to sleep| Init +6 | Perc +12/16 vs conversation or things hidden

I too am here.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 1; Init +5; Perception +11; AC: 17 T: 13 FF: 14; HP 39/39; F: +4 R: +4 W: +6; CMD 16; Heavy Crossbow +7 1D10 (19/20 x2) 120ft; Ammo 23/50; Deadly Aim -2/+4, Sneak Attack +1D6

I'm here!


Male Human Beast Rider Emissary 4 / Hunter 2 (HP: 59/59 // AC: 21 (23), T: 11, F: 20 // F: 8 R: 5 W: 4 // Init: +1, Per: +9 // Dip/Bluff/Intim: 11/6/7, Know (Nob/Geog): 7/3, Handle Animal: 11, Ride: 10 / MW Lance PA +9 (1d8+13, x3 on charge)
Resources:
  • Challenge (+2/+4): 1/2
  • Animal Aspect: 0/2
Cinder:
HP: 35/47 // AC: 21 (20), T: 11, F: 19 // F: 8 R: 7 W: 3 // Init: +2, Per: +6 // Bite +9 (1d4+6)/2 hoof +4/+4 (1d6+3)

Connor reporting.


Male Elf Fey Sorcerer 6 :: AC 12 :: Fort +2, Ref +4, Will +6 :: Per +3, Init +2

Hello


Story Narrator

Turn 1: Pharast 4710

Upkeep Phase: NA

Edict Phase, Step 1: Assign Leadership

From discussion:
Ruler: Connor
General: Akiros
High Priest: Veronica
Magister: Seres
Marshal: Larisa
Spymaster: Ezekial
Treasurer: Svetlana
Warden: Jax

Where do you want to put Aldarion and Cvetka?


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 1; Init +5; Perception +11; AC: 17 T: 13 FF: 14; HP 39/39; F: +4 R: +4 W: +6; CMD 16; Heavy Crossbow +7 1D10 (19/20 x2) 120ft; Ammo 23/50; Deadly Aim -2/+4, Sneak Attack +1D6

We should put Aldarion as a counselor and Cvetka as the Grand Diplomat


Male Elf Fey Sorcerer 6 :: AC 12 :: Fort +2, Ref +4, Will +6 :: Per +3, Init +2

Concur!


Male Human Beast Rider Emissary 4 / Hunter 2 (HP: 59/59 // AC: 21 (23), T: 11, F: 20 // F: 8 R: 5 W: 4 // Init: +1, Per: +9 // Dip/Bluff/Intim: 11/6/7, Know (Nob/Geog): 7/3, Handle Animal: 11, Ride: 10 / MW Lance PA +9 (1d8+13, x3 on charge)
Resources:
  • Challenge (+2/+4): 1/2
  • Animal Aspect: 0/2
Cinder:
HP: 35/47 // AC: 21 (20), T: 11, F: 19 // F: 8 R: 7 W: 3 // Init: +2, Per: +6 // Bite +9 (1d4+6)/2 hoof +4/+4 (1d6+3)

Make it so

-Posted with Wayfinder


Female Skinwalker (Witchwolf) Cleric 6 | 35/35 HP | AC 16 T 11 FF 15 | Fort +6 Ref +3 Will +7 | Initiative +1 | Perception +5; low-light vision | Channel Energy 4/4 | Speak with Animals 8/8 rounds | Touch of Good 5/5

Sold!


Story Narrator

Turn 1: Pharast 4710

Upkeep Phase: NA

Edict Phase, Step 2: Claim and Abandon Hexes

From discussion, the Stag Lord's fort will be the first hex claimed (-1 BP). Your kingdom boundary is marked on Roll 20.

Edict Phase, Step 3: Build Terrain Improvements

Do you want to build any terrain improvements on your hex? My understanding is that terrain improvements (farms, etc.) can be added to a settlement hex.

Edict Phase, Step 4: Create and Improve Settlements

You establish your first settlement and future capital city. What will the settlement be named?


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 1; Init +5; Perception +11; AC: 17 T: 13 FF: 14; HP 39/39; F: +4 R: +4 W: +6; CMD 16; Heavy Crossbow +7 1D10 (19/20 x2) 120ft; Ammo 23/50; Deadly Aim -2/+4, Sneak Attack +1D6

We were going to repair the fort since that's why we're using that tile, since we have two improvements we could also add a farm or fishery since they can share tiles.


Male Elf Fey Sorcerer 6 :: AC 12 :: Fort +2, Ref +4, Will +6 :: Per +3, Init +2
wehrpig wrote:
You establish your first settlement and future capital city. What will the settlement be named?

Stag's End?

Oathfort?
New Hope?

The Exchange

M Half Elf Unchained Rogue 6 (Scout& Knifemaster) | HP19/51 | AC 19|, T 15, FF 13 | CMB +4 CMD 19 | F +4 R +10 W +3 (4 vs enchants) Immune to sleep| Init +6 | Perc +12/16 vs conversation or things hidden

Edict Phase, Step 3: Build Terrain Improvements

II recommend we build a farm in our hex for two BP. This seems to be a great deal. If we could also build a fishery for 4 BP this turn I would be in favor of that.

Settlement Name. I like New Hope.

Edict Phase, Step 4: Create and Improve Settlements

I think we can build one improvement plus a house, right? So we either build a Mill for 6 or we repair the fort for 12.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 1; Init +5; Perception +11; AC: 17 T: 13 FF: 14; HP 39/39; F: +4 R: +4 W: +6; CMD 16; Heavy Crossbow +7 1D10 (19/20 x2) 120ft; Ammo 23/50; Deadly Aim -2/+4, Sneak Attack +1D6

I was under the impression that repairing the fort would count as a terrain improvement


Male Elf Fey Sorcerer 6 :: AC 12 :: Fort +2, Ref +4, Will +6 :: Per +3, Init +2

Start with the farm, fishery next round?

The Exchange

M Half Elf Unchained Rogue 6 (Scout& Knifemaster) | HP19/51 | AC 19|, T 15, FF 13 | CMB +4 CMD 19 | F +4 R +10 W +3 (4 vs enchants) Immune to sleep| Init +6 | Perc +12/16 vs conversation or things hidden

Seems like a settlement improvement to me.


Female Skinwalker (Witchwolf) Cleric 6 | 35/35 HP | AC 16 T 11 FF 15 | Fort +6 Ref +3 Will +7 | Initiative +1 | Perception +5; low-light vision | Channel Energy 4/4 | Speak with Animals 8/8 rounds | Touch of Good 5/5

A fort is a terrain improvement that, if you build a settlement there later, converts into a barracks and a stables.

The Exchange

M Half Elf Unchained Rogue 6 (Scout& Knifemaster) | HP19/51 | AC 19|, T 15, FF 13 | CMB +4 CMD 19 | F +4 R +10 W +3 (4 vs enchants) Immune to sleep| Init +6 | Perc +12/16 vs conversation or things hidden

Ok. And we can do two terrain improvements. So do we want to do the fort our first turn. If so, fort and farm. Else Farm and Fishery.


Story Narrator

Turn 1: Gozran 4710

Edict Phase, Step 3: Build Terrain Improvements

Fort and farm?

Edict Phase, Step 4: Create and Improve Settlements

Two votes for New Hope. Does anyone else have alternate city names they would prefer?

Edict Phase, Step 5: Create Army Units

NA

Edict Phase, Step 6: Issue Edicts

How will you set your holiday, promotion and taxation edicts?


Male Human Beast Rider Emissary 4 / Hunter 2 (HP: 59/59 // AC: 21 (23), T: 11, F: 20 // F: 8 R: 5 W: 4 // Init: +1, Per: +9 // Dip/Bluff/Intim: 11/6/7, Know (Nob/Geog): 7/3, Handle Animal: 11, Ride: 10 / MW Lance PA +9 (1d8+13, x3 on charge)
Resources:
  • Challenge (+2/+4): 1/2
  • Animal Aspect: 0/2
Cinder:
HP: 35/47 // AC: 21 (20), T: 11, F: 19 // F: 8 R: 7 W: 3 // Init: +2, Per: +6 // Bite +9 (1d4+6)/2 hoof +4/+4 (1d6+3)

New Hope, heh. Yup, that's perfect. Brings up some nice nostalgia for me

I agree with Fort and then farm

-Posted with Wayfinder


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 1; Init +5; Perception +11; AC: 17 T: 13 FF: 14; HP 39/39; F: +4 R: +4 W: +6; CMD 16; Heavy Crossbow +7 1D10 (19/20 x2) 120ft; Ammo 23/50; Deadly Aim -2/+4, Sneak Attack +1D6

Fort and farm sounds good, add one more vote for new hope.


Female Skinwalker (Witchwolf) Cleric 6 | 35/35 HP | AC 16 T 11 FF 15 | Fort +6 Ref +3 Will +7 | Initiative +1 | Perception +5; low-light vision | Channel Energy 4/4 | Speak with Animals 8/8 rounds | Touch of Good 5/5

Let's do that!

The Exchange

M Half Elf Unchained Rogue 6 (Scout& Knifemaster) | HP19/51 | AC 19|, T 15, FF 13 | CMB +4 CMD 19 | F +4 R +10 W +3 (4 vs enchants) Immune to sleep| Init +6 | Perc +12/16 vs conversation or things hidden

Can we also build a house? I recall from somewhere that you can always build a house each turn. Is that right?


Female Skinwalker (Witchwolf) Cleric 6 | 35/35 HP | AC 16 T 11 FF 15 | Fort +6 Ref +3 Will +7 | Initiative +1 | Perception +5; low-light vision | Channel Energy 4/4 | Speak with Animals 8/8 rounds | Touch of Good 5/5

Yes, there are four things you can always build as a bonus: House, Tenement, Noble Villa, or Mansion. By the numbers if you're going to build something here it's usually best to build Houses.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 1; Init +5; Perception +11; AC: 17 T: 13 FF: 14; HP 39/39; F: +4 R: +4 W: +6; CMD 16; Heavy Crossbow +7 1D10 (19/20 x2) 120ft; Ammo 23/50; Deadly Aim -2/+4, Sneak Attack +1D6

yup so we build a house and an inn or something to start us off.


Male Human Beast Rider Emissary 4 / Hunter 2 (HP: 59/59 // AC: 21 (23), T: 11, F: 20 // F: 8 R: 5 W: 4 // Init: +1, Per: +9 // Dip/Bluff/Intim: 11/6/7, Know (Nob/Geog): 7/3, Handle Animal: 11, Ride: 10 / MW Lance PA +9 (1d8+13, x3 on charge)
Resources:
  • Challenge (+2/+4): 1/2
  • Animal Aspect: 0/2
Cinder:
HP: 35/47 // AC: 21 (20), T: 11, F: 19 // F: 8 R: 7 W: 3 // Init: +2, Per: +6 // Bite +9 (1d4+6)/2 hoof +4/+4 (1d6+3)

Umm, hello -- noble villa for THIS guy!!

:)


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 1; Init +5; Perception +11; AC: 17 T: 13 FF: 14; HP 39/39; F: +4 R: +4 W: +6; CMD 16; Heavy Crossbow +7 1D10 (19/20 x2) 120ft; Ammo 23/50; Deadly Aim -2/+4, Sneak Attack +1D6

As king you're getting a castle one day, pretty sure that tops noble villa


Male Elf Fey Sorcerer 6 :: AC 12 :: Fort +2, Ref +4, Will +6 :: Per +3, Init +2

"King" is so pretentious... how about "High Warden" or something less associated with royal lineage etc.? Sheriff? Chancellor?

The Exchange

M Half Elf Unchained Rogue 6 (Scout& Knifemaster) | HP19/51 | AC 19|, T 15, FF 13 | CMB +4 CMD 19 | F +4 R +10 W +3 (4 vs enchants) Immune to sleep| Init +6 | Perc +12/16 vs conversation or things hidden

Protector. We can be a protectorate.


Male Human Beast Rider Emissary 4 / Hunter 2 (HP: 59/59 // AC: 21 (23), T: 11, F: 20 // F: 8 R: 5 W: 4 // Init: +1, Per: +9 // Dip/Bluff/Intim: 11/6/7, Know (Nob/Geog): 7/3, Handle Animal: 11, Ride: 10 / MW Lance PA +9 (1d8+13, x3 on charge)
Resources:
  • Challenge (+2/+4): 1/2
  • Animal Aspect: 0/2
Cinder:
HP: 35/47 // AC: 21 (20), T: 11, F: 19 // F: 8 R: 7 W: 3 // Init: +2, Per: +6 // Bite +9 (1d4+6)/2 hoof +4/+4 (1d6+3)

You can just call me "The" Connor. It's cool.

-Posted with Wayfinder


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 1; Init +5; Perception +11; AC: 17 T: 13 FF: 14; HP 39/39; F: +4 R: +4 W: +6; CMD 16; Heavy Crossbow +7 1D10 (19/20 x2) 120ft; Ammo 23/50; Deadly Aim -2/+4, Sneak Attack +1D6

Doesn't being a protectorate mean we're the one's being protected? Also last time a checked this AP is called kingmaker.

Or I suppose we could do the Andoran thing and become a democracy, that'd be neat.

The Exchange

M Half Elf Unchained Rogue 6 (Scout& Knifemaster) | HP19/51 | AC 19|, T 15, FF 13 | CMB +4 CMD 19 | F +4 R +10 W +3 (4 vs enchants) Immune to sleep| Init +6 | Perc +12/16 vs conversation or things hidden

No. A protectorate protects its people.

I don't really care that much. But it seems to me that to be a king you should already have a kingdom. So a King would be something down the road.


Story Narrator

Turn 1: Gozran 4710

Terraign improvement: Farm (2 BP), Fort (12 BP)
Settlement established: New Hope (1 BP)
Fort coverts to a barracks and stable
Treasury: 35 BP

Note, you can't improve a settlement the turn it is created, so the house will have to wait until next turn.

Edicts: Aggressive Promotion, No Taxation, No Holidays

Someone please make an economy check: 1d20 plus your economy (12) divided by three


Male Elf Fey Sorcerer 6 :: AC 12 :: Fort +2, Ref +4, Will +6 :: Per +3, Init +2

Economy: 1d20 + 12 ⇒ (18) + 12 = 30 /3 = 10


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 1; Init +5; Perception +11; AC: 17 T: 13 FF: 14; HP 39/39; F: +4 R: +4 W: +6; CMD 16; Heavy Crossbow +7 1D10 (19/20 x2) 120ft; Ammo 23/50; Deadly Aim -2/+4, Sneak Attack +1D6

That's probably as good as a roll as we could have got, woo us!


Story Narrator

Random Events: 1d100 ⇒ 30 (< 25 = event)

No events.

That completes the first turn.

Turn 2: Desnus 4710

Treasury: 45 BP

Someone please make a stability check.

Which hex will you claim next?


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 1; Init +5; Perception +11; AC: 17 T: 13 FF: 14; HP 39/39; F: +4 R: +4 W: +6; CMD 16; Heavy Crossbow +7 1D10 (19/20 x2) 120ft; Ammo 23/50; Deadly Aim -2/+4, Sneak Attack +1D6

Stability: 1d20 + 17 ⇒ (12) + 17 = 29
If I recall correctly there was a nice plains/river hex to the top left that was connected to our hex. We should claim that and put a farm and fishery in there. If possible we should also add a stockyard to our settlement, it should increase the consumption BP production of the farm and fishery by 1.


Male Elf Fey Sorcerer 6 :: AC 12 :: Fort +2, Ref +4, Will +6 :: Per +3, Init +2

Happy with claiming the cleared adjacent hex and building farm and/or fishery.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 1; Init +5; Perception +11; AC: 17 T: 13 FF: 14; HP 39/39; F: +4 R: +4 W: +6; CMD 16; Heavy Crossbow +7 1D10 (19/20 x2) 120ft; Ammo 23/50; Deadly Aim -2/+4, Sneak Attack +1D6

Well if we do build them it should pay for the consumption of the next few hexes by itself. There were roughly three plains/river hexes that I recall, if we built farms/fishers on them and positioned another settlement to build a second stockyard we should have strong enough economic base to smash our way through the early kingdom building stage of the game, maybe enough to support a professional army.

The Exchange

M Half Elf Unchained Rogue 6 (Scout& Knifemaster) | HP19/51 | AC 19|, T 15, FF 13 | CMB +4 CMD 19 | F +4 R +10 W +3 (4 vs enchants) Immune to sleep| Init +6 | Perc +12/16 vs conversation or things hidden

We built fort and farm in our first hex last time. Need to build fishery there this turn, right?

I'll have to go back and look at the math again, but I had convinced myself that it was not necessary to annex new hexes in the first few turns. Unsure if we should or not.


Female Skinwalker (Witchwolf) Cleric 6 | 35/35 HP | AC 16 T 11 FF 15 | Fort +6 Ref +3 Will +7 | Initiative +1 | Perception +5; low-light vision | Channel Energy 4/4 | Speak with Animals 8/8 rounds | Touch of Good 5/5

It's not entirely necessary, if you focus in on building up the first town. Remember, every new hex = +1 to Control DC for the kingdom's checks, so adding hexes can be risky.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 1; Init +5; Perception +11; AC: 17 T: 13 FF: 14; HP 39/39; F: +4 R: +4 W: +6; CMD 16; Heavy Crossbow +7 1D10 (19/20 x2) 120ft; Ammo 23/50; Deadly Aim -2/+4, Sneak Attack +1D6

While that's true we have a high stability at the moment and even if we only annex one hex and build a farm/fishery on it that's an extra 3 BP each turn not consumed by consumption. If we build a stockyard that bumps up to 5, with the farm in our main hex and if we build a fishery there as well we end up with 10 Consumption BP more than enough to pay for our edicts.

If we only annex one hex and then focus on building up our city we can save alot of BP in the long run.


Male Human Beast Rider Emissary 4 / Hunter 2 (HP: 59/59 // AC: 21 (23), T: 11, F: 20 // F: 8 R: 5 W: 4 // Init: +1, Per: +9 // Dip/Bluff/Intim: 11/6/7, Know (Nob/Geog): 7/3, Handle Animal: 11, Ride: 10 / MW Lance PA +9 (1d8+13, x3 on charge)
Resources:
  • Challenge (+2/+4): 1/2
  • Animal Aspect: 0/2
Cinder:
HP: 35/47 // AC: 21 (20), T: 11, F: 19 // F: 8 R: 7 W: 3 // Init: +2, Per: +6 // Bite +9 (1d4+6)/2 hoof +4/+4 (1d6+3)

I agree and I think there is something bold about claiming a slightly larger area .. 2 hexes total is probably fine for now, but it talks to staking ground and preparing for more settlers/colonists and a growing community.

-Posted with Wayfinder

The Exchange

M Half Elf Unchained Rogue 6 (Scout& Knifemaster) | HP19/51 | AC 19|, T 15, FF 13 | CMB +4 CMD 19 | F +4 R +10 W +3 (4 vs enchants) Immune to sleep| Init +6 | Perc +12/16 vs conversation or things hidden

Sounds good. Lets do it then.


Story Narrator

The wilderness map is back up on Roll 20. From Larisa's post, it sounds like you want to claim an adjacent hex. You have the choice of the river hex or the hex you just cleared (the fang berry thickets).


Female Skinwalker (Witchwolf) Cleric 6 | 35/35 HP | AC 16 T 11 FF 15 | Fort +6 Ref +3 Will +7 | Initiative +1 | Perception +5; low-light vision | Channel Energy 4/4 | Speak with Animals 8/8 rounds | Touch of Good 5/5

River. Personally I think if we're going to expand we should expand toward Oleg's so that we have a clear route to make a trail and eventually a road to the border (in the distant future).


Male Elf Fey Sorcerer 6 :: AC 12 :: Fort +2, Ref +4, Will +6 :: Per +3, Init +2

Concur! Let's secure our backyard before we expand too far into the unknown.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 1; Init +5; Perception +11; AC: 17 T: 13 FF: 14; HP 39/39; F: +4 R: +4 W: +6; CMD 16; Heavy Crossbow +7 1D10 (19/20 x2) 120ft; Ammo 23/50; Deadly Aim -2/+4, Sneak Attack +1D6

River hex for sure.

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