Kingmaker: Stolen Lands of the Shining

Game Master BloodWolven

Here are the rules...to Create a Nation
Ruling a Kingdom
Building a City

Resources and loot.
NPCs, please check and add info.

Stolenlands map, Thanks to Tristan and Quince!

Kingdom Stats
More Accurate Kingdom Stats

Warden's Fight!


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Male Kitsune
Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

I am hunkering down for Hurricane MATTHEW. Will likely lose power. It looks like it will be north of us but still gonna be ablowin.


Angeus Swashbuckler 1 HP 12/12 AC:16/T: 13/FF: 13 Perception +3 Initative +3 F:+2 R:+5 W:+0 CMB:+1 CMD:14/11FF Speed:30( 20 wearing backpack)

Stay safe!


Half-Elven Male Adult Fighter Archer 8|Life Oracle (Warsighted) 8 | HP:106/106 | AC:27 | T:17 | FF:23 | Low-Light Vision | Perception:(+20) | Initiative:+10 | F:+14 | R:+13 | W:+13 | CMB:+9 | CMD:36 | Speed:30 | V.Channel:8/8 | MF:7/7 | Spells:@/8/8/7/4
Skills:
Climb:+5 | Craft (weap):+4 | Diplo:+7 | H.Animal:+8 | Know.(nature, religion):+8 | Prof (soldier):+6 | Ride:+8 | S.Motive:+7 | S.Craft:+8 | Stealth:+7 | Surv:+7 | Swim:+5(+4 Str,+6 Dex,+2 Int,+2 Wis,+3 Cha)

Sorry all, really busy at work and home. I am hoping to post Friday or some time this weekend. In fact, it is 12:35 am and I am installing one million dollar network system. My data center engineers are replacing a bad fiber cable so I am posting this while I have time.


2,400 xp for the scythe tree...
Stalker and Saren were there but did not help much. XP goes to your main group.
Angeus, Quince, Tristan, Kevros, Katrina: 2,400/5 = 480 xp each.


Male Kitsune
Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

So I just realized that Tiressia is the dryad the fey were brining us to all along I had forgotten the name. For some reason I thought we happened on another dryad.

That means her grove is in Hex 27.
North on the map is the upper left corner rather than the top edge so is west to the ruins 26 or 34? Hence the hermitage south would be 34 or 33?

If you want to give me edit power I can try to keep it updated.


adjusted so you can edit.

https://docs.google.com/drawings/d/1NAe5r8zz9otGkruKt9L0bQfo_oKJ6gV1qenekey pOWE/edit?usp=sharing


Half-Elven Male Adult Fighter Archer 8|Life Oracle (Warsighted) 8 | HP:106/106 | AC:27 | T:17 | FF:23 | Low-Light Vision | Perception:(+20) | Initiative:+10 | F:+14 | R:+13 | W:+13 | CMB:+9 | CMD:36 | Speed:30 | V.Channel:8/8 | MF:7/7 | Spells:@/8/8/7/4
Skills:
Climb:+5 | Craft (weap):+4 | Diplo:+7 | H.Animal:+8 | Know.(nature, religion):+8 | Prof (soldier):+6 | Ride:+8 | S.Motive:+7 | S.Craft:+8 | Stealth:+7 | Surv:+7 | Swim:+5(+4 Str,+6 Dex,+2 Int,+2 Wis,+3 Cha)

From The Best Computer Role Playing Game Ever At This Time!

The Wolven Storm by Emma Hiddleston (Loki's sister)

I love this one too ...

The Fields of Ard Skellig


Both are awesome!!!


Half-Elven Male Adult Fighter Archer 8|Life Oracle (Warsighted) 8 | HP:106/106 | AC:27 | T:17 | FF:23 | Low-Light Vision | Perception:(+20) | Initiative:+10 | F:+14 | R:+13 | W:+13 | CMB:+9 | CMD:36 | Speed:30 | V.Channel:8/8 | MF:7/7 | Spells:@/8/8/7/4
Skills:
Climb:+5 | Craft (weap):+4 | Diplo:+7 | H.Animal:+8 | Know.(nature, religion):+8 | Prof (soldier):+6 | Ride:+8 | S.Motive:+7 | S.Craft:+8 | Stealth:+7 | Surv:+7 | Swim:+5(+4 Str,+6 Dex,+2 Int,+2 Wis,+3 Cha)

I will post at the latest 11/10/2016 PM night, I am in training and finding it difficult posting a meaningful post.


Male Kitsune
Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

I am having internet trouble it will make posting difficult.


Male Kitsune
Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

Internet is back!

Quince Medvyed wrote:

That means her grove is in Hex 27.

North on the map is the upper left corner rather than the top edge so is west to the ruins 26 or 34? Hence the hermitage south would be 34 or 33?

Is there a direct answer here or is that part of the mystery?


Male Kitsune
Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

Are we in a mood to go direct back to Oleg's or exploring our way back.

I am looking at the map and we have not visited; 28, 29, 23, 22 and 10. All are on a meandering path back skipping either 10 or 22 could make it semi straight home?


Male Kitsune
Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

I updated the map and the legend. Iadded tips for locations we have rumors on.


Sorry guys I have had a really bad cold that has knocked me out. I should get back to posting tomorrow.


male
Stats:
HP:54/54, AC:25/T:15/FF:21, Perception:+11, Initiative:+8(+12), F:+9/R:+9/W:+9, CMB:+11, CMD:25, Speed:30/20
Skills:
Handle Animal+10,Sense Motive+12,Perception+11,Stealth+11,Survival+11(+15track),Ride+11,K.Nature+5 ,Acrobatics+9,Heal+7,K.Geography+5,K.Dungeneering+5,Climb+12,Swim+12,Intimi date +8

I would prefer we explore our way back. Just bring it up in character.


GM notes:
A DELICATE SITUATION (CR 5; STANDARD)

The river makes a sharp bend here, widening into a deep pool

dotted with lily pads and fringed with waving reeds. Several freshly

felled trees lie beside their stumps on the shore of the pool, their

crowns dangling in the water among fading tendrils of mist.

A band of freelance loggers under the leadership of a man

named Corax recently decided to harvest a grove of coachwood

trees in this glade, unaware that a nixie sorceress lives in the

pool. The nixie, Melianse, did not take kindly to the loggers

despoiling her home and unsuccessfully attempted to scare

them off with ghost sound and obscuring mist. When that tactic

failed, Melianse charmed two of the lumberjacks, who now

stand guard in front of her pool. Since both men are good

workers, Corax has resisted the urge to fight through his one-
time employees, but he is fast losing patience with the nixie

and fears the blow to his reputation in his men’s eyes if he

dithers much longer. The two groups are now in a standoff,

with neither willing to make the next move.

Creatures: When the PCs arrive on the scene, Corax

and his men stand angrily near the felled trees, about 30

feet from the pool. The two charmed loggers stand facing

them, right at the water’s edge. Melianse floats in the center

of the pool with only her head above water; she remains

about 20 feet from the shore, out of the loggers’ reach, and

silently observes their response.

As soon as he notices the PCs, Corax sees them as

potential allies. He quickly hails them and explains the

situation in a gruff voice liberally laced with profanities,

claiming that the nixie attacked his men unprovoked and

complaining bitterly about how hard it is for “a decent

man to make a living with all of these damnable fairies in

the woods.” Melianse responds calmly to this accusation,

claiming that she politely asked the loggers to leave at

first but was forced to charm two of them afer Corax

threatened to hang her from the nearest tree “to drip

dry.” She adds that the trees felled by the loggers had been

growing next to the pool for over 200 years and deserved a

far better fate than serving as “some grubby peasant’s slop

table.” Both Corax and Melianse appeal to the PCs for help.

The conversation soon devolves into more accusations,

rebuttals, and shouted insults.

Unless action is taken by the PCs to defuse the situation,

Corax soon loses patience and orders his men to subdue

their charmed colleagues and attack the nixie. Melianse

responds by ordering the charmed loggers to defend her

pool while she targets Corax with her spells. See their

individual tactics below for how the battle plays out.

If the PCs want to defuse the situation, they must

negotiate an accord between the two parties. But first, the

two leaders (Corax and Melianse), both of whom are angry,

must be calmed down and convinced to talk. Diplomacy or

Intimidate checks might work (both Corax and Melianse

are considered unfriendly at the start of the encounter), or

spells such as calm emotions can be used (although if they

fail, both sides might be spurred to attack the PCs). Once

the two have agreed to negotiate, both must be satisfied

with the result. Corax wants his lumber and demands

that Melianse free his two charmed men freed from her

influence. Melianse wants the loggers to leave her glade

and provide reparation for the trees they’ve already felled.

Obviously, there is no single correct answer to appease

everyone; reward players who come up with creative

solutions as long as both groups get something out of

the negotiations. One possible solution is to provide the

loggers with another source of lumber. A successful DC

20 Knowledge (nature) check recalls an untouched grove

of coachwood trees 10 miles to the north, near the old

tatzlwyrm den, which the lumberjacks can freely harvest if

shown the way to the grove. For her part, Melianse releases

the two charmed loggers if the men leave and replace

the five trees they’ve cut down (see the Quest: Replacing

Melianse’s Trees sidebar).


c:

Corax CR 3

XP 800

Male human ranger 4

CN Medium humanoid

Init +3; Senses Perception +8

DEFENSE

AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)

hp 30 (4d10+8)

Fort +6, Ref +7, Will +2

OFFENSE

Speed 30 f.

Melee mwk cold iron handaxe +7 (1d6+2/×3)

Ranged mwk composite longbow +9 (1d8+2/×3)

Special Attacks favored enemy (fey +2), hunter’s bond

(companions)

Ranger Spells Prepared (CL 1st; concentration +2)

1st—resist energy

TACTICS

During Combat Corax casts resist energy (cold) against Melianse

on the first round of combat. He then uses hunter’s bond to

grant half his favored enemy bonus (+1) to his men against

Melianse while he shoots at her with his longbow or hurls

alchemist’s fire. Against the PCs, Corax orders his men to

surround their opponents and quaffs his potion of bull’s

strength. He focuses his attacks on a lightly armored PC,

hoping to gain a hostage to use for negotiation.

Morale Corax is full of swagger, but he has no desire to give up

his life for lumber in a forest full of it. If reduced to 15 hit points

or fewer, he retreats (surrendering if necessary), vowing to

practice his trade “some place where the damned fairies don’t

run the show!”

STATISTICS

Str 15, Dex 16, Con 14, Int 10, Wis 12, Cha 8

Base Atk +4; CMB +6; CMD 19

Feats Endurance, Point Blank Shot, Power Attack, Rapid Shot,

Weapon Focus (composite longbow)

Skills Climb +9, Handle Animal +6, Intimidate +6, Knowledge

(geography) +7, Knowledge (nature) +7, Perception +8, Stealth

+10, Survival +8

Languages Common

SQ favored terrain (forest +2), track +2, wild empathy +3

Combat Gear alchemist’s fire (2), potion of bull’s strength, potion of

cure light wounds; Other Gear +1 studded leather, masterwork

cold iron woodsman’s axe, masterwork composite longbow

with 20 cold iron arrows, 17 gp


d:

Angry Loggers (6) CR 1/3

XP 135 each

Male human warrior 1

N Medium humanoid

Init +0; Senses Perception +0

DEFENSE

AC 12, touch 10, flat-footed 12 (+2 armor)

hp 10 each (1d10+5)

Fort +3, Ref +0, Will +0

OFFENSE

Speed 30 f.

Melee handaxe +3 (1d6+3/×3)

TACTICS

During Combat The loggers are unimaginative combatants but

know enough to try to surround foes to flank them.

Morale The loggers flee if Corax is killed or if four of their number

are slain.

STATISTICS

Str 15, Dex 11, Con 12, Int 9, Wis 10, Cha 8

Base Atk +1; CMB +3; CMD 13

Feats Athletic, Toughness

Skills Climb +8, Intimidate +3, Swim +4

Languages Common

Gear leather armor, handaxe, saw, 4 sp


e:

Charmed Loggers (2) CR 1/3

hp 10 each (see above)

TACTICS

During Combat The charmed loggers defend Melianse as best they

can. Against the other loggers, they try to grapple and subdue,

but they attack anyone else (such as the PCs) who approaches

the nixie.

Morale Completely smitten, the charmed loggers fight to the

death to protect Melianse.


f:

Melianse CR 4

XP 1,200

Female nixie sorcerer 5 (Pathfinder Bonus Bestiary 15)

N Small fey (aquatic)

Init +5; Senses low-light vision; Perception +9

DEFENSE

AC 18, touch 18, flat-footed 12 (+1 deflection, +5 Dex, +1 dodge,

+1 size)

hp 43 (7d6+19)

Fort +3, Ref +9, Will +7

DR 5/cold iron; Resist cold 10; SR 12

OFFENSE

Speed 20 f., swim 30 f.

Melee short sword +9 (1d4–2/19–20)

Ranged light crossbow +9 (1d6–2/19–20)

Racial Spell-Like Abilities (CL 12th; concentration +19)

3/day—charm person (DC 18)

1/day—water breathing

Sorcerer Spell-Like Abilities (CL 5th; concentration +12)

10/day—elemental ray

Sorcerer Spells Known (CL 5th; concentration +12)

2nd (6)—blur, daze monster (DC 19), scorching ray (cold damage)

1st (8)—burning hands (DC 18, cold damage), hypnotism (DC 18)

mage armor, magic missile, obscuring mist

0 (At will)—dancing lights, detect magic, ghost sound (DC 17)

message, ray of frost, read magic

Bloodline Elemental (water)

TACTICS

Before Combat Melianse casts mage armor every day.

During Combat Melianse casts blur on the first round of combat,

and casts grease from her wand on the shore if anyone

approaches her pool. She focuses most of her attacks on Corax,

hoping that if she removes their leader, the other loggers will

run away. Against the PCs, she attacks the obvious leader (if

any) or the most dangerous-looking character for the same

reason. She targets spellcasters with magic missile to disrupt

their spells.

Morale When reduced to 15 hit points or fewer, Melianse uses

her last charm person to charm one of her opponents, casts

water breathing on that person, and retreats beneath the

pool, bringing her new “friend” to use as a hostage for future

negotiation.

STATISTICS

Str 6, Dex 20, Con 15, Int 14, Wis 10, Cha 24

Base Atk +3; CMB +0; CMD 17

Feats Alertness, Dodge, Eschew Materials, Weapon Finesse,

Weapon Focus (ray)

Skills Bluff +14, Craf (basketweaving) +9, Escape Artist +12,

Fly +0, Perception +9, Perform (Sing) +14, Sense Motive +9,

Spellcraf +9, Stealth +16, Swim +13

Languages Aquan, Common, Sylvan

SQ amphibious, bloodline arcana, wild empathy +15

Combat Gear wand of grease (29 charges); Other Gear light

crossbow with 10 bolts, short sword, ring of protection +1

-


g:

QUEST

REPLACING

MELIANSEμS

TREES

The PCs must replace five trees that have been cut down in

the prime of their lives.

Source: Melianse the nixie, area B.

Task: Melianse doesn’t care how the PCs replace the five

trees, nor does she care what kind of trees they replace the

felled ones with. She simply wants five trees back to help

restore the “balance” of her home.

Completion: The easiest solution to this quest involves

gathering five tree feather tokens and placing them near the

sites of the five felled trees. If the PCs don’t think of this,

the nixie can suggest it, recommending they contact the

dryad to the northwest—Melianse knows she has a few

of these feather tokens but suspects that the dryad wants a

favor done before she hands them over (Melianse doesn’t

know about the scythe tree problem facing the dryad).

Alternatively, the PCs could simply purchase five of these

feather tokens from a merchant in a city.

Reward: Not only does Melianse agree to release the

two charmed lumberjacks from her control, she gladly

agrees to keep an eye out along the Greenbelt’s rivers

for any trouble or rumors of danger, increasing the PCs’

national Stability by 2.


Are we waiting on me? Are you heading straight to the temple or exploring the rest of the hex first?


1 person marked this as a favorite.
Angeus Swashbuckler 1 HP 12/12 AC:16/T: 13/FF: 13 Perception +3 Initative +3 F:+2 R:+5 W:+0 CMB:+1 CMD:14/11FF Speed:30( 20 wearing backpack)

Merry Christmas , everyone!
Enjoy your family, food, friends and fun!


1 person marked this as a favorite.

Merry Christmas! May your holidays be filled with love and cheer!


Angeus Swashbuckler 1 HP 12/12 AC:16/T: 13/FF: 13 Perception +3 Initative +3 F:+2 R:+5 W:+0 CMB:+1 CMD:14/11FF Speed:30( 20 wearing backpack)

Happy New Year, Everyone!
May all your endeavours in the new annum go enormously well!


Half-Elven Male Adult Fighter Archer 8|Life Oracle (Warsighted) 8 | HP:106/106 | AC:27 | T:17 | FF:23 | Low-Light Vision | Perception:(+20) | Initiative:+10 | F:+14 | R:+13 | W:+13 | CMB:+9 | CMD:36 | Speed:30 | V.Channel:8/8 | MF:7/7 | Spells:@/8/8/7/4
Skills:
Climb:+5 | Craft (weap):+4 | Diplo:+7 | H.Animal:+8 | Know.(nature, religion):+8 | Prof (soldier):+6 | Ride:+8 | S.Motive:+7 | S.Craft:+8 | Stealth:+7 | Surv:+7 | Swim:+5(+4 Str,+6 Dex,+2 Int,+2 Wis,+3 Cha)

Happy New Year Everyone! I apologize for my long absence, my Christmas Vacation was far from the easy going time off originally planned which involved extra doctor visits and a fire that I had to put out with a garden hose or the house was next with no time to call 911. Everything should be calm for me to start posting regularly again starting tomorrow, Monday (1/2/17).


Here are the rules...
I will be making a link at the top and some spoilers in the campaign info. If I need to change anything or if you want to edit anything please go ahead.

I will add the pictures later in a document on google for creation of cities.


male
Stats:
HP:54/54, AC:25/T:15/FF:21, Perception:+11, Initiative:+8(+12), F:+9/R:+9/W:+9, CMB:+11, CMD:25, Speed:30/20
Skills:
Handle Animal+10,Sense Motive+12,Perception+11,Stealth+11,Survival+11(+15track),Ride+11,K.Nature+5 ,Acrobatics+9,Heal+7,K.Geography+5,K.Dungeneering+5,Climb+12,Swim+12,Intimi date +8

I would suggest cutting out the XP. Just level us when appropriate as you have been. We shouldn't be doing stuff to game the system.


male
Stats:
HP:54/54, AC:25/T:15/FF:21, Perception:+11, Initiative:+8(+12), F:+9/R:+9/W:+9, CMB:+11, CMD:25, Speed:30/20
Skills:
Handle Animal+10,Sense Motive+12,Perception+11,Stealth+11,Survival+11(+15track),Ride+11,K.Nature+5 ,Acrobatics+9,Heal+7,K.Geography+5,K.Dungeneering+5,Climb+12,Swim+12,Intimi date +8

So lets start with the positions that have Vacancy Penalties:

Ruler: Must be filled, I suggest Quince or Angeus. Katrina has the highest Cha, but is an NPC, the rules should be a PC. Quince and Angeus have the same cha, and can eventually get married and rule together when we have enough NPC's to fill roles. +4 to Any

Councilor: Angeus or Quince, whoever does not rule +4 Loyalty

General: Saren +6 Stability

Grand Diplomat: I suggest the fey the Grigg and was it a Faerie Dragon? Quince or Angeus make sense but as diplomat you may have to go do things opposite the party so an NPC makes sense. +? Stability

High Priest: Myself +3 Stability

Magister: Katrina +6 Economy

Marshal: Kevros +4 Economy

Spymaster: Stalker +4 to Any (usually Economy)

Treasurer: Oleg +? to Economy

Warden: Akiros +5 Loyalty

I assume we will be LG, or LN Kingdom so +2 Economy, and then +2 to Loyalty or Stability.

Loyalty:+9
Stability:+9(+ what ever the fey or whoever the diplomat ends up being adds)
Economy: +12 (+ Oleg, Also up to +8 more from Spymaster and ruler)

What do you guys think?


Half-Elven Male Adult Fighter Archer 8|Life Oracle (Warsighted) 8 | HP:106/106 | AC:27 | T:17 | FF:23 | Low-Light Vision | Perception:(+20) | Initiative:+10 | F:+14 | R:+13 | W:+13 | CMB:+9 | CMD:36 | Speed:30 | V.Channel:8/8 | MF:7/7 | Spells:@/8/8/7/4
Skills:
Climb:+5 | Craft (weap):+4 | Diplo:+7 | H.Animal:+8 | Know.(nature, religion):+8 | Prof (soldier):+6 | Ride:+8 | S.Motive:+7 | S.Craft:+8 | Stealth:+7 | Surv:+7 | Swim:+5(+4 Str,+6 Dex,+2 Int,+2 Wis,+3 Cha)

Rulers: Us on a round table but even better because we are all rulers instead of a King and his knights. Because at the end of the day, the King is still in charge no matter what shape you have as your table.

Councilor: Katrina (Because of her Kindness and Knowledge)

General: Captain Kesten Goress

Grand Diplomat: Grigg unless he does not want the role.

High Priest: Jhod

Magister (Head Mage): The Faerie Dragon unless he does not want the position. Nothing better than a magical being in charge of magic no matter how mischievous they are.

Marshal: Saren

Spymaster: Hands down Stalker

Treasurer: Oleg and Svetlana

Warden: Akiros


Male Kitsune
Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

So reading through the rules I have a number of questions. Sirry this is my first time through Kingmaker or rping through the creation of a kingdom.

My tenure as King of the Crimson throne in Korvosa was mostly epilogue to our run through Curse of the Crimson throne;)

1st Question- The rules seem to remove roleplaying from the calculation. Meaning if we chose an alignment based on our hope to pump our economy and loyalties (LG) it ignores actually understanding the river kingdoms the people who already have chosen to live here. When you read the River kingdoms freedoms it flies in the face of a lawful nation being able to gain loyalty from its people. Be as good as you want but an abundance of law squashes the river freedoms. Now rejecting the river freedoms might be our goal or at least the ones that seem to promote banditry. This is just an example. But I wonder if the substance (How we role play) of our attempts to rule are subservient to system mastery (how we run the kingdom numbers).

2nd Question- I haven't played through kingmaker before. Shouldn't roles go to PC before NPC? Katrina at this point I would say is a special case in that she while is a NPC pretty much is an integral part of the mix. Diplomat suggests diplomatic mission which might be a good call to separate from the actual party. Is there a reason for positions like general to split from the party?


Half-Elven Male Adult Fighter Archer 8|Life Oracle (Warsighted) 8 | HP:106/106 | AC:27 | T:17 | FF:23 | Low-Light Vision | Perception:(+20) | Initiative:+10 | F:+14 | R:+13 | W:+13 | CMB:+9 | CMD:36 | Speed:30 | V.Channel:8/8 | MF:7/7 | Spells:@/8/8/7/4
Skills:
Climb:+5 | Craft (weap):+4 | Diplo:+7 | H.Animal:+8 | Know.(nature, religion):+8 | Prof (soldier):+6 | Ride:+8 | S.Motive:+7 | S.Craft:+8 | Stealth:+7 | Surv:+7 | Swim:+5(+4 Str,+6 Dex,+2 Int,+2 Wis,+3 Cha)

1. The calculation is only to make things easier and I kind of don't like that because it does remove the role playing and customization of the city or stronghold.

2. This is why I placed all of us as rulers and the rest of the lesser positions went to NPCs.


male
Stats:
HP:54/54, AC:25/T:15/FF:21, Perception:+11, Initiative:+8(+12), F:+9/R:+9/W:+9, CMB:+11, CMD:25, Speed:30/20
Skills:
Handle Animal+10,Sense Motive+12,Perception+11,Stealth+11,Survival+11(+15track),Ride+11,K.Nature+5 ,Acrobatics+9,Heal+7,K.Geography+5,K.Dungeneering+5,Climb+12,Swim+12,Intimi date +8

I have played through and ran this system a few times. You can't go with what makes sense. You have to game it or the kingdom will fall. Stability and Economy are a must. If you fail stability then you gain unrest, if you fail economy you don't get money. These two should / need to be at the upper curve near the Control DC or the kingdom with fail. The DC starts at a 22 So if we follow what I put fourth, have the ruler and spymaster go to stability and set a promotion edict of Token then we will only fail on a 1. At the start of month 2. We should spend the first couple months building buildings that increase economy as it will be 50/50 on month 1, If we are a LN kingdom then we can move the ruler or spymaster to economy and have stability at a +19 and Economy at +16 for month 1

The best course of Action is to start at the ruined castle:
The Stag Lord’s Fort: Located at the heart of the Greenbelt on a defensible hill near a plentiful source of water, fishing, and trade, the Stag Lord’s Fort may be the single best place to place a capital city. The fort itself gives the PCs a head start on building a castle, halving the initial cost of such a structure. In addition, if the PCs make this site their capital city, their nation gains a +1 bonus on Economy, Loyalty, and Stability due to its centralized location and ease of defense.

Not only does it give +1 to all 3 scores, we can start with a Castle for 27BP and get another +2 to all scores. Olegs is 5 hexes away and we can expand to it to start as we have explored that path and there is a mine in there. A castle also halves the cost of a town hall which provides a +1 to all scores which I suggest for month 2.

I propose Turn 1/Month 1

Edict: Install Leadership
Holiday: 1, Loyalty +1, Consumption +1 (Founders Day)
Promotion: Token: Stability +1, Consumption +1
Tax: None: Loyalty +1

Claim Hex: Stag Lord Fort 1BP
Prep Hex: 1BP
Found Settlement: Naming: Elkshield, Elkheart you Erasti peeps should like those. This will be the capital for Kingdom name I suggest Green Shield.

Terrain Improvement: Farm, and Roads: Farm 2BP, Road 2BP (double because of water and bridge cost)

Building: Castle 27BP, House: we can build 1 free (Free Action not BP) each turn. I suggest waiting till month 2 as the house lowers Unrest.

So We spend 33BP, Leaving the Treasure with 17BP and have starting Values of:

L: +14
S: +15 (This Still Needs the Fey score added assuming they take the Job)
E: +15 (This still needs Olegs score added)

So now we have two +4's one from the ruler and one from Spymaster: Assuming Oleg and the Fey are at least +2, we can have it where we can't fail the economy or stability check for month 2, Then if we get a new hex month 2 and build the town hall we will keep pace with the control DC and not fail. I have been in games where we have failed the economy check 3 months in a row and stability as well as our unrest just climes. I certainly am in favor of military type buildings once we have a stable economy and kingdom.

Income: Hopefully we will hit a 30 and earn 10BP or so.

So for start of month 2: 17BP +Income from Month 1, Consumption 4 (-2 for Farm).

Opinions?


male
Stats:
HP:54/54, AC:25/T:15/FF:21, Perception:+11, Initiative:+8(+12), F:+9/R:+9/W:+9, CMB:+11, CMD:25, Speed:30/20
Skills:
Handle Animal+10,Sense Motive+12,Perception+11,Stealth+11,Survival+11(+15track),Ride+11,K.Nature+5 ,Acrobatics+9,Heal+7,K.Geography+5,K.Dungeneering+5,Climb+12,Swim+12,Intimi date +8

Quince:

When I have played through: (only kingmaker once, but my buddy GM likes kingdom building so we have used it 3 or 4 times) The Alignment is the will you wish the people to live by. The people of the stolen lands I would think to be Chaotic/Neutral with Good/Neutral tendencies. I think we all worship LG deities so making the kingdom Lawful and showing the people they can live in a lawful kingdom without loosing their freedom would be the RP side. Making the Kingdom Neutral makes it a little more open to all.

Now when we have played there has never been one king/queen/ruler, though there is only one person with the title. We rule as a committee behind closed castle doors but the people still have one ruler. Every position is important, and that is why they all have ability scores associated with them and jobs. The king can not rule alone. Or his kingdom will fall.


Half-Elven Male Adult Fighter Archer 8|Life Oracle (Warsighted) 8 | HP:106/106 | AC:27 | T:17 | FF:23 | Low-Light Vision | Perception:(+20) | Initiative:+10 | F:+14 | R:+13 | W:+13 | CMB:+9 | CMD:36 | Speed:30 | V.Channel:8/8 | MF:7/7 | Spells:@/8/8/7/4
Skills:
Climb:+5 | Craft (weap):+4 | Diplo:+7 | H.Animal:+8 | Know.(nature, religion):+8 | Prof (soldier):+6 | Ride:+8 | S.Motive:+7 | S.Craft:+8 | Stealth:+7 | Surv:+7 | Swim:+5(+4 Str,+6 Dex,+2 Int,+2 Wis,+3 Cha)

BLAH! I don't like this at all. This is a mistake playing Kingdom ruling like this.


male
Stats:
HP:54/54, AC:25/T:15/FF:21, Perception:+11, Initiative:+8(+12), F:+9/R:+9/W:+9, CMB:+11, CMD:25, Speed:30/20
Skills:
Handle Animal+10,Sense Motive+12,Perception+11,Stealth+11,Survival+11(+15track),Ride+11,K.Nature+5 ,Acrobatics+9,Heal+7,K.Geography+5,K.Dungeneering+5,Climb+12,Swim+12,Intimi date +8

Its the game you signed up for.

Wolf has accommodated us by allowing gestalt, you can't go asking him to go all custom and making up stuff when Paizo has a set of rules for it and part of the campaign.


Male Kitsune
Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

I see Tristan's point though I find it disheartening. Not to ignore the numbers but going solely by the numbers ignores what we know of the region, defies our own characters and so on.

For instance alignment seems a no brainer we are a decidedly GOOD group from behavior and on paper. Our driving motivation will be decidedly good. We are split on law and chaos and many of our current allies are chaotic. It seems weird to rule away from the concerns of our most devoted subjects. Further the region itself is very much a libertarian or even anarchy in its focus. Meaning it seems strange that the adoption of picking a lawful alignment isn't objected to by current residents and set us up for unrest because we do not slow walk them from a lawless to a government that grants freedom but restrains violence and injustice.

Now I could be misunderstanding things and our personality is separate from the kingdom we aim to rule. Meaning the crazy mix of settlers, indigenous people others has a personality if its own. Good rules might find a themselves the rulers of an evil populace.

****

As for where we start a castle or city. We granted the monks the Stag Lords fort. If their monastery is to be our castle does that mean evicting them? Perhaps that is a good hex but we would need to figure a sight close to the monastery or evict them. I think in character most would be against eviction.

I wonder if circumstantial bonuses factor in. For instance we gain a bonus to loyalty for not evicting a group. This takes the sting out of losing build points. Or perhaps the monks are endeared to us because we honor our agreement that they offer themselves as laborers for the initial construction. This respects Role Playing choices and provides benefit from making consistent character choices.


male
Stats:
HP:54/54, AC:25/T:15/FF:21, Perception:+11, Initiative:+8(+12), F:+9/R:+9/W:+9, CMB:+11, CMD:25, Speed:30/20
Skills:
Handle Animal+10,Sense Motive+12,Perception+11,Stealth+11,Survival+11(+15track),Ride+11,K.Nature+5 ,Acrobatics+9,Heal+7,K.Geography+5,K.Dungeneering+5,Climb+12,Swim+12,Intimi date +8

The stolen lands have very few people the population ting is kind of an abstract thing, most of the people coming to settle will be from Brevoy and other surrounding area, as this land was uninhabited and filled with banditry.

The stag fort was not the monks temple. we agreed to let them stay there and search for their temple. No reason they can't stay. We could even build them a monastery there in a few months if they like.


Male Kitsune
Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12
Tristan Morgan wrote:

The stolen lands have very few people the population ting is kind of an abstract thing, most of the people coming to settle will be from Brevoy and other surrounding area, as this land was uninhabited and filled with banditry.

The stag fort was not the monks temple. we agreed to let them stay there and search for their temple. No reason they can't stay. We could even build them a monastery there in a few months if they like.

That makes sense.

Is the fort a better choice than the Temple of Erastil where we are now?

Holy fricken crap huge post of several hours work lost. Apparently saving it to the clip board only saved part of it. grrrrrrr.


Half-Elven Male Adult Fighter Archer 8|Life Oracle (Warsighted) 8 | HP:106/106 | AC:27 | T:17 | FF:23 | Low-Light Vision | Perception:(+20) | Initiative:+10 | F:+14 | R:+13 | W:+13 | CMB:+9 | CMD:36 | Speed:30 | V.Channel:8/8 | MF:7/7 | Spells:@/8/8/7/4
Skills:
Climb:+5 | Craft (weap):+4 | Diplo:+7 | H.Animal:+8 | Know.(nature, religion):+8 | Prof (soldier):+6 | Ride:+8 | S.Motive:+7 | S.Craft:+8 | Stealth:+7 | Surv:+7 | Swim:+5(+4 Str,+6 Dex,+2 Int,+2 Wis,+3 Cha)

Oleg's first, then Stag Fort.

The temple would be bad from a religious and deity point of view.

And strategically speaking, #38 may be better depending on the island in the middle.


male
Stats:
HP:54/54, AC:25/T:15/FF:21, Perception:+11, Initiative:+8(+12), F:+9/R:+9/W:+9, CMB:+11, CMD:25, Speed:30/20
Skills:
Handle Animal+10,Sense Motive+12,Perception+11,Stealth+11,Survival+11(+15track),Ride+11,K.Nature+5 ,Acrobatics+9,Heal+7,K.Geography+5,K.Dungeneering+5,Climb+12,Swim+12,Intimi date +8

Stag fort first, provides bonus, central to kingdom, has water for people and industry, halves the construction of a castle. Natural defenses for when attacked.


Male Kitsune
Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

I need to go to the movies with the kids but I have a great proposal for our government layout in keeping with much of what we have discussed. Hopefully I can get it to consideration before the interwebs kill it.


Save, save, and save some more Quince, I kick myself each time I forget to save and the post gets eaten.

This is my first kingdom build and I dont have time to make a different set of rules. I will let you guys choose how you start and make decisions.


Male Kitsune
Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

I think if we talk honestly here about what's good for the numbers we can make the story work.


Male Kitsune
Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

I propose that we continue acting as a council and that the roles for running a kingdom simply become offices within the existing Greenwatch Wardens. We simply need to elect from with the Greenwatch a chairperson or "Lord Commander of the Greenwatch" to be the head of state.

I can't see us a Lawful group. I see our team somewhat split on those lines but our numerous NPCs that have acted very loyal to us so far are of a chaotic bent. So I think we would likely be Neutral Good. This would lose the bonus to Economy but would either give us +4 to Loyalty (CG) or split the bonus between Loyalty and Stability at +2 each (NG).

As for who should be the ruler. I think Tristan has a handle stat wise that Angeus or Quince should be the ruler. Angeus is displaying a bit of Fey aspect and she is from Southern Brevoy. So she is very close to being native to the Greenbelt. This might show us a "close to nature" kingdom and endear us to commoners and locals. Quince has the benefit and baggage of being a Medvyed. The Swordlords might think it wise to have someone with an aristocratic name. It might invite settlers and connections to the Medvyed region that might be good or bad. Quince is not necessarily the highest rank Medvyed so there could be some family intrigue in addition to normal political intrigues. Quince has a similar "close to nature" vibe being a follower of Erastil but coming from his family and their business as a timber company he brings a view on nature as a resource to serve the community.


Angeus Swashbuckler 1 HP 12/12 AC:16/T: 13/FF: 13 Perception +3 Initative +3 F:+2 R:+5 W:+0 CMB:+1 CMD:14/11FF Speed:30( 20 wearing backpack)

Sorry for the delay, been a busy week.

I'll be honest I haven't had a chance to read up on the mechanics of the whole country building system.

However, I know I don't want the system to dicate our character's actions. It should be the reverse. Our characters know nothing about ruling and less about how to build a country.

The status of our nascent nation should be very uncertain at the beginning....as it should.

Tristan your suggestion, while good for illuminating the different ways our choices will affect the country, is so meta it makes my head hurt :)

The very idea that our characters would be able to figure out exactly the right people for the right jobs, where to build, etc just explodes any immersion for me right there.

That said, it sounds like the system forces some mechanical decisions on us. Let's try , as Quince is doing, to ground our decisions in what and who our characters are and not so much on the mechanical benefit.

Just my two or three cents...


Half-Elven Male Adult Fighter Archer 8|Life Oracle (Warsighted) 8 | HP:106/106 | AC:27 | T:17 | FF:23 | Low-Light Vision | Perception:(+20) | Initiative:+10 | F:+14 | R:+13 | W:+13 | CMB:+9 | CMD:36 | Speed:30 | V.Channel:8/8 | MF:7/7 | Spells:@/8/8/7/4
Skills:
Climb:+5 | Craft (weap):+4 | Diplo:+7 | H.Animal:+8 | Know.(nature, religion):+8 | Prof (soldier):+6 | Ride:+8 | S.Motive:+7 | S.Craft:+8 | Stealth:+7 | Surv:+7 | Swim:+5(+4 Str,+6 Dex,+2 Int,+2 Wis,+3 Cha)
GM Wolf wrote:

...

This is my first kingdom build and I dont have time to make a different set of rules. I will let you guys choose how you start and make decisions.

That's fine, I was surprised. I'll go with it as long as the Role Playing does not diminished. Can we make small adjustments to the rules to fit our group better as Quince is posting above?


Male Kitsune
Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

Here are a few thoughts I had. I didn't narrow it down because I wanted to seem what Angeus or Kevros thought.

Councilor- Wis or Cha- Quince, Angeus, or Katrina NPC if the Fey are in play this might be a good spot for The Dryad. The other fey might be too flighty. Even if they have the stats for it.

General- Str or Cha- Kevros he has military experience in his background and assuming we are local heroes he fits the bill. Tristan has a bigger requisite stat. NPC Saren has the stats for it but he doesn't seem a hero and Quince doesn't trust him. Too big a post for him.

Grand Diplomat- Int or Cha- Quince, Angeus, or Katrina if Fey are willing that is an interesting thing. Sending an exotic magical creature as a diplomat has a really cool feel. Though this is very likely the Grig or Faerie Dragon right. The Dryad is not going on any trips.

High Priest- Wis or Cha- Every PC but Angeus has an interest in character here and Katrina stats favor Quince, and Katrina. Tristan expressed an interest.

Magister- Int or Cha- Quince would enjoy this position but councilor, high priest or ruler might be more likely. Angeus could do it stat wise. I don't know Alkron's stats nor have we spent much time with him but he is a wizard and

Marshal- Dex or Wis- Kevros is the stat fix but Tristan seems the tracking I hunt my quarry to the ends of the earth vibe I hear contingent in the word Marshal

Royal Assassin- Str or Dex- Angeus would be a good fit for this NPC Saren seems a good call.

Spymaster- Dex or Int- Angeus or Stalker heavy votes so far for Stalker

Treasurer- Int or Wis- ? Oleg I am not sure wants the job. He objected when Quince suggested his outpost becoming a city so I think he is a looking for a simple life.

Warden- Str or Con-PC Tristan has the stats if for some reason Kevros is not hitting another position he fits it RP wise. NPC Saren, or Akiros have good stats Kesten is already doing this job.

Thoughts?


Male Kitsune
Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

As for the system itself. I think it looks more meta centric in the abstract.

As I started trying to assign people it was very easy for me to see personality as well. The hardest for me is Kevros already feels like a general but the stat doesn't favor him.


Half-Elven Male Adult Fighter Archer 8|Life Oracle (Warsighted) 8 | HP:106/106 | AC:27 | T:17 | FF:23 | Low-Light Vision | Perception:(+20) | Initiative:+10 | F:+14 | R:+13 | W:+13 | CMB:+9 | CMD:36 | Speed:30 | V.Channel:8/8 | MF:7/7 | Spells:@/8/8/7/4
Skills:
Climb:+5 | Craft (weap):+4 | Diplo:+7 | H.Animal:+8 | Know.(nature, religion):+8 | Prof (soldier):+6 | Ride:+8 | S.Motive:+7 | S.Craft:+8 | Stealth:+7 | Surv:+7 | Swim:+5(+4 Str,+6 Dex,+2 Int,+2 Wis,+3 Cha)
Quince Medvyed wrote:

As for the system itself. I think it looks more meta centric in the abstract.

As I started trying to assign people it was very easy for me to see personality as well. The hardest for me is Kevros already feels like a general but the stat doesn't favor him.

Exactly, Tristan fits the role of Marshal better than Kevros and Kevros fits General more so than Tristan.

True Rulers: The Wardens

Apparent Ruler: Quince and Angeus (your characters should tie the knot or pretend to be just like it is an illusion of who the rulers are).

Councilor: Grigg/Dryad

General: Kevros (adjust his stats equal to Tristan's to only fill the role.)

Grand Diplomat: Katrina because of her kindness and beauty.

High Priest: Jhod unless he does something to get the boot.

Magister: Faerie Dragon/Alkron

Marshal: Tristan (Adjust Tristan's stat to fill only the role)

Royal Assassin: Saren

Spymaster: Stalker

Treasurer: Oleg and/or Svetlana

Warden: Kesten

To be honest, Kevros will only accept Ruler, General, or High Priest.


male
Stats:
HP:54/54, AC:25/T:15/FF:21, Perception:+11, Initiative:+8(+12), F:+9/R:+9/W:+9, CMB:+11, CMD:25, Speed:30/20
Skills:
Handle Animal+10,Sense Motive+12,Perception+11,Stealth+11,Survival+11(+15track),Ride+11,K.Nature+5 ,Acrobatics+9,Heal+7,K.Geography+5,K.Dungeneering+5,Climb+12,Swim+12,Intimi date +8

Angeus I agree, but this is PbP and some things are left out. My GM when this was ran in the home setting gave the governing document along with the charter. An official this is what you need in place to start a kingdom from the Sword Lords.

The whole system is very meta and a mini game in itself. It is quite terrible for PbP in my opinion. Trying to RP it too much and the game is killed. We are approaching the end of book one, well Wolf kind of blended the end of book one and beginning of two together. The big difference is we have 12 months of downtime/kingdom building coming. It took my table top group two sessions to do all 12 months and that was with planning in between games. As said the system is very meta and mini game. By the time we are RP'ing in it we are a year old. Now those 12 months have exploration and stuff as well, but we can't go far as the positions of rule require us to be there for I think a minimum a week a month. Another reason to be centrally located. So we need a plan and outline.

Saren is very much a hero/general he rides a dragon. You will want him at the head of the Army as we the PC's will be doing missions while the army fights. General leads the army and advises the rulers on strategy but it is the rulers/us that still decide about the army, An NPC fits this role fine. I put myself as high priest strictly on stats. Honestly Tristan would be best as Warden as he protects the leaders and the settlements. Akiros would be best at Marshal as he was once a paladin and has a sense of law and justice.


Half-Elven Male Adult Fighter Archer 8|Life Oracle (Warsighted) 8 | HP:106/106 | AC:27 | T:17 | FF:23 | Low-Light Vision | Perception:(+20) | Initiative:+10 | F:+14 | R:+13 | W:+13 | CMB:+9 | CMD:36 | Speed:30 | V.Channel:8/8 | MF:7/7 | Spells:@/8/8/7/4
Skills:
Climb:+5 | Craft (weap):+4 | Diplo:+7 | H.Animal:+8 | Know.(nature, religion):+8 | Prof (soldier):+6 | Ride:+8 | S.Motive:+7 | S.Craft:+8 | Stealth:+7 | Surv:+7 | Swim:+5(+4 Str,+6 Dex,+2 Int,+2 Wis,+3 Cha)

For the meta mini game, let's go with Tristan's proposal but for the sake of role playing, let's have a separate role list or give us fake stats so we can take those roles?


Male Kitsune
Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

I understand the PBP issue its been 4 years and we hit 2nd charter.

What roles should we as PCs avoid or is learning that part of the fun.
Perhaps my head is not in the right space for this game but a number of our NPS seem suspect. Saren sometimes seems unnaturally blood thirsty. Alkron is obviously at least at the time extremely self serving.

Akiros is a CN fallen paladin.

Sure those are the NPCs we have met but I was under the impression we should stack the roles with PCs.

If we pick an NPC general. Won't the Marshal need to chase crooks some other time won't the mageister and the diplomat need to be at trade talks?


Male Kitsune
Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

So after thinking and hearing from ya'll. I would propose the following:

Warden- Kevros- This would be the "1st Warden" Position the Kingdom rules call for "responsible for defense." For the purposes of our Role Playing this would be national defense. The general- Saren would answer to him. This deals with the stat problem without changing the rules and fits the RP.

Royal Assassin- Tristan- "Hand of Justice" our resident relentless pursuer veng . . . Justice. Whatever NPC we pick to be the Marshal will answer to him. Its up to you Tristan you are decidedly the chase the quarry to hell and back that fits being a marshal but the Assassin is the "executioner." Totally seeing this as a "Top Cop" position.

Councilor- (Angeus thinks none of us have a clue on how to run a country so she don't want the job (or do you?).) Quince should be the Councilor. The Grand Diplomat- Grig and Magister- Alkron if he is interested can answer to him.

Ruler- Duchess Angeus "Mistress of the Watch" terrified of responsibility lets make her the Grand Nagis.

High Priest- Katrina she's a priestess . . . And she has a huge Cha. Jhod the priest can manage the Temple of the Stag as he agreed.

Spymaster- Stalker 'nuff said.

Treasurer- ??? It would be good to give Oleg a spot, if he wants it. Otherwise we need to figure something out. Quince with everyone's approval might inquire back home someone that can be trusted.


Male Kitsune
Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

Here is the first political cartoon appearing in Restov newspapers after they meet our blue haired queen her grig envoy and assorted tree-huggery that our group exudes.

Duchess Angeus Court

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