Kingmaker: Sovereigns of the Stolen Land (Inactive)

Game Master wehrpig


251 to 300 of 340 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

Yeah, ok, I recall that now, as long as the mechanical matches our loose agreement with the fey we have encountered..


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

Its a collective protectorate: the fey aid in the overall defense, but have relative autonomy in their own territories. Something like that...


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Pretty much. They fey help us, we help them in turn.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

So do we have a go ahead to expand?


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)
Larisa wrote:

Larisa looks over at Cinder, a pang of guilt running through her and over her face. "I'm sorry for running off like I did, if I'd kept my cool maybe you wouldn't have gotten so hurt. You nearly died Connor." ...

... By everything I hold dear, I swear you can always count on me to be at your side."

Connor puts his hand up to his cheek and takes a few breaths before he speaks.

"You are certainly a difficult woman to understand. Perhaps that's why I find myself so at a loss for the right words around you."

He glances away and licks his lips nervously, "The kingly thing to say is that I'd have done the same for anyone, but if I'm being honest with myself, I only went there because you might be in danger. I was ready to trade the boy's fate for the greater threat. But you, in your strange way of being equally caring and somehow detached, saw through to the heart of the matter. Less advice and more a dare to act, and while effective in the end ... it, ah, it seems to be an extremely indirect way of communication. Why can't you just talk to us?"

Connor's moment of confusion and vulnerability passes though, and he summons up the courage to harden his face and look the former marshall square in the eye, "I've never once doubted your courage or your efficacy in battle. I trust you with my life, by my side. It's when you aren't by my side that I have cause to question your decisions. That's the trust that's broken ... and I'm not quite ready to say it's healed. I need to see it."

He clears his throat and tries hard not to look away.


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

Yeah, I'm on board now with the expansion


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Alright, what horrible prize do we win Dm?


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Larisa keeps eye contact with Connor for a tense heartbeat before her eyes flick away. "I see." She murmurs, looking around the drake's lair at the rest of the party. "Everything I do I have done for the good of others." With a wistful look she glances back at Connor. "I can't promise to change that, but I do promise to try and think about the consequences of my actions."


Story Narrator

When you claim the Nixie Pond hex you note that the Theocracy border adjoins the hex to the north.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Done, man we really need to explore that territory. Also I added the bonus from our rivers and the event from last turn +4 Economy which adds us an extra 2 BP.

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

Maybe send a diplomat to the Theocracy to cement the boarder?


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

Sounds like a mafia-style encounter.


INACTIVE - GAME DIED

Yeah, I think any diplomat sent to negotiate with the Theocracy is probably on a suicide mission.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Yeah, pretty sure the staglord made his stance clear on his opinion of us. I don't think we're going to get anyone we send back, if we could come to a non violent solution then I'm game but I doubt it.

Does anyone have any suggestions about what we can be doing as a kingdom or any feedback on how what I'm doing with it? At the moment I kind of feel that I'm being left to my own devices and I'm okay with that but this is supposed to be everyone's kingdom and right now I don't real feel everyone is having a voice. If peps aren't too interested I'm down with that, building this has been my baby and I do think I'm doing a decent job all things concerned. I just don't want anyone to feel ignored when our characters have to live in the kingdom I'm building.

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

I was up on the rules for a while, but to tell the truth have given up. Others seemed better versed in them and they break down into a not too complex algorithm to grow and prosper. We seem to be on track with slight deviations for RP. We have expanded slightly faster than I might have but things seem to be going fine.


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

I just want to make sure the choices match the role play which it seems we (and by we, I totally mean you) are doing. I enjoy reading through what you write, so it's not going on deaf ears. Just haven't been responding, cuz "No issues, see?"


INACTIVE - GAME DIED

It feels like you've generally been making good decisions so I have no objections! I'm happy to continue to chime in from time to time, but really this is a system where putting our best foot forward is good, and it's way better to have everyone generally happy and chiming in occasionally, as opposed to everyone arguing about what to do next!


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Right o, time for another month.
Erastus 4712
Upkeep Phase

Treasury 28 BP
Stability Check DC 40: 1d20 + 40 ⇒ (13) + 40 = 53 Can't fail, +1BP
Treasury 29
Consumption time, -14BP ouch. At least we can afford it.
Treasury 15BP
Edict Phase
Claim Hex

Think we're good for now.
Terrain Improvements
Time to please Abadar again, we should probably build him a shrine.
Roads in the two hexes to the left and right of Leveton (-2BP) and the Hermit Woods (-2BP)
Treasury 11BP
Create and Improve Settlements
We should keep fortifying, two more sets of walls in New Hope and Leveton (-4BP). One more turn and we'll have finished the defenses. Not going to build a house to save some BP, with our high consumption frugality is a good trait.
Treasury 7BP
Issue Edict
I'm happy with our edicts.
Income Phase
Tax men do your thing, better this time please.
Economy: 1d20 + 36 ⇒ (16) + 36 = 52 That'll do tax men, that'll do. +17BP +5Income = +23BP Next turn.

Events
Event Check 75%: 1d100 ⇒ 82 Still no.


INACTIVE - GAME DIED

We savin' up for a stockyard in New Hope now, to get even more consumption reduction from the farms around it? Wait, no, already got those, guess we need to get more farms and fisheries!


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Built them all, if we want more then we must expand to the other side of the nalmarches or explore some of the hexes to our east.


INACTIVE - GAME DIED

There's that unexplored part of the woods just north of us past the Fangberries. If it's not part of the Theocracy it might be useful.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

I'm assuming the red line is what we know for certain to be the domain of the Theocracy.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Just thinking we need to send a diplomat to the kobolds, we left them in a precarious position after we killed the chief and put Mikmek in charge. I recall that the other Kobolds were not enthused by the change of leadership and I would not put it past the Theocracy to capitalize on that bad blood. Sure the previous chief was a butt but he did worship Apsu, who is a Lawful Good deity. Since we killed Sootscale it's possible the tribes' faith will be shaken and the Theocracy may use that to shift them to Yog-Sothoth.


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

Thought we did send a diplomatic team there. I asked Zeke to insert a mole into the team to communicate back with us, primarily in case the sort of thing you are talking about starts to hapoen.

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

How do we send a diplomat? Does it cost BP?


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

I agree with the others, I think you're doing a great job managing the kingdom expansion. As Veronica mentioned, it makes it a lot smoother with one person running it rather then us all bickering over small decisions. I'm happy to chime in with opinions from time-to-time.

That being said... if you're finding it to be a drag, then don't feel pressured into doing it all alone. DM mentioned we can handwave this side of the game if no one is engaged.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

It's not that it's a drag, I just want everyone to know I do want you guys to chime in anytime. I really enjoy this part of the game, I wasn't kidding when I said Civ-esque games are my favorite! Seriously, I have lost hours to Civ V and Stellaris.

In a way the party setting me projects and ideas is kinda like the random events you get in paradox games, I do love me some good events.


1 person marked this as a favorite.
F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Arodus 4712
Upkeep Phase

Treasury 30 BP
Stability Check DC40: 1d20 + 41 ⇒ (10) + 41 = 51 Can't fail +1BP
Treasury 31 BP
Consumption -14 BP.
Treasury 17BP
Edict Phase
Claim Hex

As much as I want to claim the blighted woods, for now we should build up a bit more and recover from our recent expansion.
Terrain Improvments
Last road for now in the Lizard folk fens (-2BP). That'll be enough for now, I would like to build a watch tower but would rather save BP for city construction.
Treasury 15BP
Create and Improve settlements
Last set of city walls, now our cities should be pretty defensible. Each now has a watchtower, a barracks and 4 sets of city walls. How happy are those who's walls already rise indeed. (-4BP) Also going to build a house in NH for the extra population (-3BP).
Treasury 8BP
Issue Edicts
For now we're good.
Income Phase
We really need a bardic college to come up with catchy war propaganda. Might make the citizens pay their taxes.
Economy: 1d20 + 36 ⇒ (18) + 36 = 54 Good. +23BP with the income BP.

Events
Event Check: 1d100 ⇒ 54Yes

Event Type: 1d100 ⇒ 4Good weather and roll again
Good Weather: Good weather raises spirits and productivity. Economy, Loyalty, and Productivity increase by 2 until the next Event phase.

Event Reroll: 1d100 ⇒ 97Bandit activity and roll again
Bandit Activity: Bandits are preying upon those who travel through your kingdom. Attempt a Stability check. If you succeed, your kingdom's defenses stop the bandits before they cause any harm. If you fail, the bandits reduce your kingdom's Treasury by 1d6 BP (each time you roll a 6, add the result to the total and roll again).
Stability check DC40: 1d20 + 41 ⇒ (7) + 41 = 48 Can't fail, silly bandits we're heavily militarized right now. Get dunked on.

Event Rereroll: 1d100 ⇒ 85Dangerous settlement event
Settlement 1-HN 2-Lvt: 1d2 ⇒ 1 New Hope.
Dangerous settlement event: 1d100 ⇒ 13Crop Failure
Crop Failure (Settlement): Pests, blight, and weather ruin the harvest in the settlement's hex and all adjacent hexes. Attempt two Stability checks. If both succeed, the problem is fixed before your kingdom takes any penalties from the event. If only one succeeds, affected farms reduce Consumption by 1 (instead of the normal reduction) in the next Upkeep phase. If neither succeeds, affected farms do not reduce Consumption at all in the next Upkeep phase.
Stability check DC40: 1d20 + 41 ⇒ (8) + 41 = 49
Stability check DC40: 1d20 + 41 ⇒ (19) + 41 = 60
Can't fail, kingdom logistics too stronk.

If it's okay with the DM here's how I'd like to fluff how the turn went down. As Arodus begins the rangers report that weather seems to take a turn for the better and the people of Connor's Barony breath easier hoping it is a good omen for things to come.
However hopes are seemingly dashed as reports from the rangers tell of ruthless bandits streaming across the Theocracy boarder, intent on raiding helpless travelers and farmers. The Knights of the Greenbelt are quick to respond, with assistance from the Greencloak Rangers the bandit parties are quickly intercepted and slain to the last man. All the while the people take refuge under the cover of the city walls, safely protected from the conflict.
Hope rises as word of the victory spreads, but is short lived as crops begin to wilt and die around the Capital. The people begin to grow nervous as the stockpiles are found to be infested with vermin, they whisper it is the work of evil forces. City officials from New Hope send riders to Leveton, it's farms have been reporting an overabundance of food following a successful harvest brought on by the good weather. In a feat of exemplary logistical planning facilitated by the extensive road network laid down by the Barony, excess food from farms all across the realm is brought to replace the spoiled crops.
The people are ecstatic at the efficiency of the kingdom, public trust in the foresight of it's leaders soars and support of the government reaches an all time high. Calls of excessive and reckless spending on costly infrastructure and militarization fall quiet or are ignored. When the taxmen come around the people give generously, confident it'll be gold well spent.


Story Narrator

Awesome Larisa! Love it.


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

Yes, very cool!

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

Liked it too!


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Rova 4712
Upkeep Phase

Treasury 31BP
Stability Check DC 40: 1d20 + 41 ⇒ (14) + 41 = 55 Can't fail +1BP
Treasury 32BP
Consumption -14BP
Treasury 18BP
Edict Phase
Claim Hex

Not keen on doing that just yet, we have more work do do internally.
Terrain Improvements
We've built pretty much everything I want to build, if anyone has any ideas let me know.
Create and Improve Settlements
Leveton needs an Inn (+1 Eco +1Loyalty -10BP) and a shop(+1 Eco -8BP). I'm planning of building up Leveton as an economic powerhouse city filled with markets, both as an homage to it's trading post origins and for the sweet sweet BP.
Treasury 0BP
Issue Edicts
We're fine for now.
Income Phase
Come on peons, I mean peasants! Kingdom needs it's dosh.
Economy: 1d20 + 40 ⇒ (9) + 40 = 49 +16BP +5Income = +21BP Not bad but with consumption it could be better. Though having the army is making me feel safer so it's a trade I can live with.

Events
Event Check 25%: 1d100 ⇒ 95 No.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Lamashan 4712
Upkeep Phase

Treasury 21BP
Stability Check DC40: 1d20 + 41 ⇒ (17) + 41 = 58 Cna't fail +1BP
Treasury 22BP
Consumption -14BP I cry every time I see that
Treasury 8BP
Edict Phase
Claim Hex

I want to improve out economy before we expand again, right now it would take several turns worth of Income to properly furnish any new hexes we acquire.
Terrain Improvements
While I would like some more watch towers we can't affor d them and we don't really need them.
Create and Improve Settlements
We need to improve our economy so might as well use this turn to build an extra shop in Leveton, every bit helps. (-8BP +1Eco)
Treasury 0BP
Issue Edicts
We're good.
Income Phase
Economy: 1d20 + 39 ⇒ (4) + 39 = 43 +14 BP +5 Income = +19BP, I guess it'll do.

Events
Event Check 75%: 1d100 ⇒ 19 Yes
Event Type: 1d100 ⇒ 78 Dangerous Settlement Event
Settlement 1-NH 2-LVT: 1d2 ⇒ 2 Leveton gets the fun
Dangerous Settlement Event: 1d100 ⇒ 17 Crop Failure, boring but manageable, we already know that we auto beat this event so I'm not going to bother rolling for it.


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

Excellent... I agree we should develop our current holdings before expanding further.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

So I just had an interesting idea. We're the good guys right, and we're also the leaders of a small kingdom that's under pressure from an evil force. Why don't we solve this issue the same way all other kingdoms do and hire a party of no good adventures?


INACTIVE - GAME DIED

Are there any parties of no-good adventurers out there who are up to this task? Sounds like we would by trying to hire someone above our level!

But we could always look at diplomatic solutions, like making an alliance with Nirmathas or something so that the theocracy has pressure on two fronts and doesn't want to risk a war.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Hey so just going to post something I sent to the DM here so every understands what's going on. I'm worried that the kingdom thread has raced far past the main thread.
Just put things into perspective the party was last in New Hope in Arodus (August) 4710 and have been out in the field for no more than a couple weeks max. From them it's still Arodus 4710.

The Kingdom encountered the Theocracy 17 months later in Abadius (January) 4712, it's now Lamashan (October) 4712 and the Kingdom has been in an uneasy peace with the Theocracy for 10 months.

There is just over 2 years worth of time dilation going on.

Our party knows that the Staglord is rallying people from the dreams Seres is getting but we don't know the extent of his reach.


Story Narrator

You're almost done with the second module. We'll resync the timelines at that point.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Awesome.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Neth 4712
Upkeep phase

Treasury 19BP
Stability check DC 40: 1d20 + 41 ⇒ (1) + 41 = 42 Can't fail +1 BP
Treasury 20BP
Consumption -14BP I mean, at least we make enough money to still come out net positive?
Treasury 6BP
Edict Phase
Claim Hex

Nope, we're good for now.
Terrain Improvements
Again we're still fine, maybe some watchtowers would be nice but they're a bit pricey right now.
Create and Improve Settlements
Alright, so because we built a Guildhall in New Hope we has a discount on a Trade Shop there. So we're going to build one (-5BP +1Eco +1Stability).
Treasury 1BP
Issue Edicts
Nothing to do here.
Income Phase
It that time again.
Economy: 1d20 + 40 ⇒ (5) + 40 = 45 A nice equal +15 BP +5 Income =+20BP next turn, respectable.

Events
Event check 25%: 1d100 ⇒ 6 Yes
Event Type: 1d100 ⇒ 33 Dangerous kingdom event
Dangerous kingdom event: 1d100 ⇒ 48 Improvement demand

Improvement Demand (hex): This event is identical to the building demand event, but the citizens want the construction or destruction of a terrain improvement in the hex.

The citizens demand a particular building be built (01—75) or demolished (76—100). Select the building type randomly from those available for the settlement. If the demand is not met by the next Event phase, Unrest increases by 1. Alternatively, you can suppress the citizens' demands and negate the event by succeeding at a Loyalty check, but this reduces Loyalty by 2 and increases Unrest by 1.

Citizen Demands: 1d100 ⇒ 6 Build

Okay DM so what to the people want to built and where?


Story Narrator

random roll: 1d70 + 1 ⇒ (66) + 1 = 67

The people demand a university!


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Sory Dm I should have been clearer about that. It needs to be a hex improvement that is possible to be built in a hex we control.


Story Narrator

random terrain improvement: 1d12 + 2 ⇒ (8) + 2 = 10 => mine

The spider caves is a suitable hex. As luck would have it there is a gold vein that runs through these caves, which will allow construction of a gold mine!


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

You don't say. That gives me a plan, build the mine then a foundry then a mint. That should provide the backbone for our kingdoms economic growth and once we start minting our own gold and currency that pretty much settles the legitimacy of our Kingdom.


Story Narrator

On a negative note, you have not yet cleared Candlemere Lake, so I'm going to rule that the fishery benefits there are suppressed until you do so - you may retcon that improvement if you want.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

I figured that the Candelmere Lake would be cleared in the two years difference? Time relative we didn't claim it for a couple years after the attack on the lizard folk.


Story Narrator

Perhaps, it's actually a very difficult encounter so you may not be able to clear it for a while.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Then I suppose we should make that our focus once the Trolls are dealt with. Does the gold in the Spider cave hex count as a resource?


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

We built the fishery in Candelemere lake on Gozran 4712 so that's our deadline.

Quick question DM do any of the other hexes contain resources?


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Just so the party is aware I've assigned commanders to our armies, after going over the list of notable bandits we recruited I've put the following in charge of the armies. If the DM could give their level/HD, CHA modifier and number of ranks in profession solider that'd be awesome.

Greencloak Rangers:
Ayles Megesen: Ayles is a soft-spoken man whose calm demeanor should not be taken for passivity. Ayles has of conflicted history of beating and torturing the enemies of the Stag Lord. He served as the Stag Lord's warden and jailer.

He has the type of ruthlessness to be leading a company of what are essentially spec-ops. I'll leave it up to the DM if he recruited his brother into the ranger corps.

Knights of the Greenbelt:
Falgrim Sneeg: Falgrim Sneeg is an older Varisian with graying hair and an unruly beard. A former mercenary, he possesses an unnerving calm in the face of violence.

An old grizzled merc who has the ability to remain clam in the heat of battle is just what we need at the head of our glorious cavalry charges to direct the men with discipline.

Defenders of the Hearth:
I put our General, Akiros, in charge of the largest part of our military. Given that this army represents the bulk of our forces and a substantial investment on our part it seems logical.

251 to 300 of 340 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Kingmaker: Sovereigns of the Stolen Land All Messageboards

Want to post a reply? Sign in.