Lords of Themselves: A Kingmaker Adventure Path.

Game Master Red Ramage

GM Red Ramage officiates the wanderings and epic deeds of a party of cute badasses... and an elf.


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Grand Lodge

Kingmaker World Map Encounter Map Lords of Themselves Kingdom Tracker

Kingdom Turn: Erastus 4710

Upkeep Phase

stability check DC 22: 1d20 + 17 ⇒ (18) + 17 = 35
stability check passed. Unrest decreased by 1. New unrest = 0

Paying consumption: 1 bp subtracted from treasury (already accounted for before we broke off to do the kobold trade)

Edict Phase

Please indicate to me your consensus on

1)Which hex to claim
2)What hex improvements to build
3)What settlement improvements to build
4)Army raising

You pay for these acquisitions before your income roll.

Income Phase

income:

1d20 + 23 ⇒ (10) + 23 = 33/3 = 11 bp added to treasury


Male Elf Wizard (Shadowcaster) (Conjuration Specialist) (Teleportation) 6
Stats:
AC 14 18 MA | Touch AC 14 | FF 14 |15 temp HP 37/37 | Int +4 | Perception +7 | Fort +4; Ref +8; Will +6; (+2 vs. Enchantment Spells/Effects) | Sense Motive -1

Turn 2

1) Claiming the hex to the west of Haven.
2) Building a farm improvement in the Haven hex (if we can build more than 1 farm per hex)
3) I believe it was to build a mill, and a house in Haven.
4) I believe we would go with a small army of level 3 warriors who we would put into reserve right away, so we only have to pay the cost 1 per month instead of 1 per week. They will cost 1 BP per month we keep them in reserve.

This is what I think we agreed on and if it isn't than those are my votes for what to do.


Inactive
Kivan Corsan wrote:

Turn 2

1) Claiming the hex to the west of Haven.
2) Building a farm improvement in the Haven hex (if we can build more than 1 farm per hex)
3) I believe it was to build a mill, and a house in Haven.
4) I believe we would go with a small army of level 3 warriors who we would put into reserve right away, so we only have to pay the cost 1 per month instead of 1 per week. They will cost 1 BP per month we keep them in reserve.

This is what I think we agreed on and if it isn't than those are my votes for what to do.

1) I vote for claiming the hex northeast of Haven.

2) Ramage ruled 1 farm per hex. So we should build a farm in the new hex.
3) Agree
4) Agree


Loot Table || Knife Master 6 || Perc +8 | AC 23++ / T 16++ / FF XX | HP 49/49 | Saves F +3/R +10/W +2
Maja Weatherseed wrote:
Kivan Corsan wrote:

Turn 2

1) Claiming the hex to the west of Haven.
2) Building a farm improvement in the Haven hex (if we can build more than 1 farm per hex)
3) I believe it was to build a mill, and a house in Haven.
4) I believe we would go with a small army of level 3 warriors who we would put into reserve right away, so we only have to pay the cost 1 per month instead of 1 per week. They will cost 1 BP per month we keep them in reserve.

1) I vote for claiming the hex northeast of Haven.

2) Ramage ruled 1 farm per hex. So we should build a farm in the new hex.
3) Agree
4) Agree

1) I'm going with Maja, since claiming west leaves us with another hex too close to the unknown border, which we should explore immediately, by the way.

2) Farm in the new hex sounds fine.
3) Agreed.
4) Sure, why not?


Male Elf Wizard (Shadowcaster) (Conjuration Specialist) (Teleportation) 6
Stats:
AC 14 18 MA | Touch AC 14 | FF 14 |15 temp HP 37/37 | Int +4 | Perception +7 | Fort +4; Ref +8; Will +6; (+2 vs. Enchantment Spells/Effects) | Sense Motive -1

Alright I will go with the hex to the northeast as Maja and Pretty have said.


F Human Fighter 4/Monk 1/Aldori Swordlord 1 | AC:22 T:15 FF:17 | HP: 24/54 | Init: +4 (+6 when holding aldori sword) | Perception: +5 | Fort:+8; Ref: +9; Will:+6 (+1 vs fear)

Northeast is my vote as well.

Agree with building a farm in the new hex, and a mill in the existing one.

We get to build a house and another building if we want to: "The first House, Mansion, Noble Villa, or Tenement your kingdom builds each turn does not count against this number."

So how about a house and a barracks (to house the army when it arrives).

Idris is definitely in favor of the army.


Male Half-elf Hunter 6
Milo:
HP: 30 | AC 21, T13, FF 18 | Init +5 | Perception +13 (low light vision) | F +7, R +9, W +5 (+9 vs enchantment)
Nix:
HP: 54 | AC 22, T13, FF 19 | Init +3 | Perception +5 (low light vision, scent) | F +7, R+8, W +3 (+4 vs enchantment)

1) Northeast

2) farm and/or mill are good

3) agree, house

4) Army of L3 warriors is good. It looks like we can only equip them with ranged weapons (costs 2BP, increases consumption by 1, gives unit capability to make ranged attacks)- all other army upgrades require us to have certain buildings, like a smithy, military academy, etc. according to the Army Resources section.


Male Elf Wizard (Shadowcaster) (Conjuration Specialist) (Teleportation) 6
Stats:
AC 14 18 MA | Touch AC 14 | FF 14 |15 temp HP 37/37 | Int +4 | Perception +7 | Fort +4; Ref +8; Will +6; (+2 vs. Enchantment Spells/Effects) | Sense Motive -1

If we build the mill then we won't be able to build a barracks as the mill will be the 1 building per turn besides the free housing that can be built once per turn right now. I suggest against building a barracks this turn as the reason we're getting a Small sized army is that our Watchtower building can be used to house them.


F Human Fighter 4/Monk 1/Aldori Swordlord 1 | AC:22 T:15 FF:17 | HP: 24/54 | Init: +4 (+6 when holding aldori sword) | Perception: +5 | Fort:+8; Ref: +9; Will:+6 (+1 vs fear)

I thought that a mill was a terrain improvement rather than a settlement building. I guess I got it confused with a sawmill. That said, shouldn't we have a barracks ready by the time Kesten gets back with his troops?


Male Elf Wizard (Shadowcaster) (Conjuration Specialist) (Teleportation) 6
Stats:
AC 14 18 MA | Touch AC 14 | FF 14 |15 temp HP 37/37 | Int +4 | Perception +7 | Fort +4; Ref +8; Will +6; (+2 vs. Enchantment Spells/Effects) | Sense Motive -1

Seeing as the watchtower can hold a small army in reserve I think it counts kinda like a really small barracks for the troops. That being said I think the next buildings we consider building on turn 3 should be either a barracks, or an inn.

Grand Lodge

Kingmaker World Map Encounter Map Lords of Themselves Kingdom Tracker

Kivan is correct, the "watchtower" improvement that you've applied to your keep will suffice to house your troops. I'm out of time tonight (negotiating a lease) but tomorrow I'll process the turn with northeast hex, farm, mill, army, and anything else you decide in the interim.


Inactive

@Sera - glad the surgery went well!

Grand Lodge

Kingmaker World Map Encounter Map Lords of Themselves Kingdom Tracker

hex claimed: S6 (-1BP)

Note that S6 has a river running through it, and will be counted as a "river" hex for the purposes of bonus economy and stability, as S7 will be.

terrain improvement chosen: Farm in S6 (-2BP)
terrain improvement chosen: n/a

the Mill is actually a settlement building. A sawmill requires forest or jungle. I'm working on more stuff to use for terrain improvements as this list will get exhausted quickly. I'm also working on icons to drop onto the world map to readily identify what's been built in each hex. Milo's player is going to work on the city map.

Settlement building chosen: House (-3BP) (does not count against limit)
Settlement building chosen: Mill (-6BP)

army raised: 50 level 3 fighters (CR1, consumption 1)

Mikmek becomes Royal Engineer (adds int to econ)

1d100 ⇒ 30
1d100 ⇒ 60
1d100 ⇒ 13

State whatever you'd like to accomplish the rest of this month as your character and we'll move on to the next month. You can find all the mats you need for the magical items you'd like to craft, within reason. A 100,000 gp diamond will take some finding, but a well-made amulet or masterwork sword is easily found.


Loot Table || Knife Master 6 || Perc +8 | AC 23++ / T 16++ / FF XX | HP 49/49 | Saves F +3/R +10/W +2

Who'll lead us to the unknown? Who will dare brave the untamed lands even further and bring us a Roc egg? Pretty will follow.


F Human Fighter 4/Monk 1/Aldori Swordlord 1 | AC:22 T:15 FF:17 | HP: 24/54 | Init: +4 (+6 when holding aldori sword) | Perception: +5 | Fort:+8; Ref: +9; Will:+6 (+1 vs fear)

Idris will drill with the five recruits she found in Restov, getting them into shape as her special Marshall's service. If Bara will join her, she'll have her teach them any special training that the half-orc learned as a daggermark trainee.


Inactive

Maja is interested in Pretty's idea to chase down the Roc egg(s).

With dreams of building inroads with the kobolds, Maja starts to practice some basic Draconic phrases with Mikmek, Idris, Pretty and Sera!


Male Elf Wizard (Shadowcaster) (Conjuration Specialist) (Teleportation) 6
Stats:
AC 14 18 MA | Touch AC 14 | FF 14 |15 temp HP 37/37 | Int +4 | Perception +7 | Fort +4; Ref +8; Will +6; (+2 vs. Enchantment Spells/Effects) | Sense Motive -1

@Sera: I'm glad that everything is all right.

@Ramage: Oh boy does Kivan have a lot he'll be trying to do.
1) Sell his gloves of storing at Restov since they aren't really helpful right now, and he has other gloves for that slot.
2) Craft for the party (including making a circlet of persuasion for himself).
3) Spread the word about necromancers being accepted in Haven
4) Try and find wizards to trade spells with to obtain the following spells. Kivan will offer a spell level for spell level trade (If Kivan doesn't find it all in one month then he'll keep searching for these spells each month).

What Kivan's trying to find:

1st: Infernal Healing, Mount, Comprehend Languages, Discern Next of Kin (why this is a spell I'll never know, but it's awesome), See Alignment, Memorize Page, Floating Disk, Magic Aura, Ventriloquism, Crafter's Fortune, Emblazon Crest, Magic Weapon
2nd: Book Ward, Resist Energy, Acid Arrow, Make Whole, Spider Climb
3rd: Each Magic Circle against (Good, Evil, Law, Chaos), Protection from Energy, Stinking Cloud, Haste, Shrink Item
1040 GP total to scribe all these spells into his spellbook if they trade.

What Kivan has to Offer:

1st: Grease, Color Spray, Mage Armor, Unseen Servant, Silent Image, Enlarge Person, Alarm, Reduce Person, Charm Person, Identify, Cause Fear, Shield
2nd: Minor Image, Detect Thoughts, Invisibility, Glitterdust, Mirror Image, Blood Transcription, False Life, Ghoul Touch, Unshakable Chill, Command Undead, Hidden Knowledge, Cat's Grace, Whip of Spiders
3rd: Fly, Deep Slumber, Excruciating Deformation, Dispel Magic, Slow, Summon Monster III, Tounges
4th: Summon Monster IV

5) Get Mikmek's help in crafting a proper wizard's study underneath Kivan's home.
6) Kivan will lead the party to the unknown to find that nest.


Male Half-elf Hunter 6
Milo:
HP: 30 | AC 21, T13, FF 18 | Init +5 | Perception +13 (low light vision) | F +7, R +9, W +5 (+9 vs enchantment)
Nix:
HP: 54 | AC 22, T13, FF 19 | Init +3 | Perception +5 (low light vision, scent) | F +7, R+8, W +3 (+4 vs enchantment)

Sera, I'm glad to hear you are doing well!

Milo has several things to do. I will write something up in character when I get back from traveling for work on Friday. I'll also update the map over the weekend!

1) Milo will lead (or scout/navigate as Kivan leads the group through the wilderness) to the roc nest.

2) Discussion about the kobolds' status in the community as Sera mentioned

3) Milo spends time training Nix for some odd situations this month during down time. For example, being able to properly make use of buff spells like haste, fly, or any other fancy things that a wolf hasn't encountered before and might not immediately understand when they are cast in combat.

4) With Kesten out of town, Milo will assist Idris with the training of the new recruits and train any folks who might be interested in keeping watch at night, and basic archery.

4) Kivan - in terms of crafting, Milo can cast Magic Fang for the amulet of natural armor. I think this happened before when another PC knew the spell needed for crafting an item and was able to assist Kivan in crafting. If not, I'll subtract the funds for the scroll for Kivan out of Milo's pocket.


F Human Fighter 4/Monk 1/Aldori Swordlord 1 | AC:22 T:15 FF:17 | HP: 24/54 | Init: +4 (+6 when holding aldori sword) | Perception: +5 | Fort:+8; Ref: +9; Will:+6 (+1 vs fear)

Idris could find the glove of storing to be useful. Being able to draw a weapon as a free action would save her a feat (quickdraw).


Male Elf Wizard (Shadowcaster) (Conjuration Specialist) (Teleportation) 6
Stats:
AC 14 18 MA | Touch AC 14 | FF 14 |15 temp HP 37/37 | Int +4 | Perception +7 | Fort +4; Ref +8; Will +6; (+2 vs. Enchantment Spells/Effects) | Sense Motive -1

@Milo: Don't worry Kivan can ignore the spell by adding +5 to the DC to make the amulet, but casting the spell would speed up the crafting. So basically if you want to help feel free, but if you don't want to then it's no biggie.

@Idris: It's nice, but it's 5000 gp which is a huge chunk of Kivan's WBL for right now, but if you want it feel free.


Loot Table || Knife Master 6 || Perc +8 | AC 23++ / T 16++ / FF XX | HP 49/49 | Saves F +3/R +10/W +2

Pretty does not have much to do right now. It depends on what the rest of the party want to do.

@Guys are you thinking about going to Restov? Or is Kivan going alone?

Pretty will follow who is going to the wild, since there's not much to do in town right now. As soon as she's back she will update herself on the gossip around town, obtaining information from the good citizens. She specially checks the newcomers, studying their activities once in a while, usually in a stealthy way.

@Red have you taken a look at the unchained rogue, btw?

Grand Lodge

Kingmaker World Map Encounter Map Lords of Themselves Kingdom Tracker

I must apologize for my absence. My grandfather has reached the end of his road and I was called out of state to help settle affairs. My grandmother is not physically capable and requires an assisted living apartment now, and this past week I was helping to move her and her belongings, clean their old house, and help out family stuff.

The dust is settled and I'm back home. I'm sorry for not giving notice, but internet games took a sharp backseat for a few days. Thanks for bearing with me.

I have not looked at the unchained rogue, I will as soon as I have a moment


Loot Table || Knife Master 6 || Perc +8 | AC 23++ / T 16++ / FF XX | HP 49/49 | Saves F +3/R +10/W +2

Sorry to hear that. Welcome back. Let's put this in order once again!


F Human Fighter 4/Monk 1/Aldori Swordlord 1 | AC:22 T:15 FF:17 | HP: 24/54 | Init: +4 (+6 when holding aldori sword) | Perception: +5 | Fort:+8; Ref: +9; Will:+6 (+1 vs fear)

I understand, and my condolences for your loss.


Male Elf Wizard (Shadowcaster) (Conjuration Specialist) (Teleportation) 6
Stats:
AC 14 18 MA | Touch AC 14 | FF 14 |15 temp HP 37/37 | Int +4 | Perception +7 | Fort +4; Ref +8; Will +6; (+2 vs. Enchantment Spells/Effects) | Sense Motive -1

I'm sorry to hear that.


Male Half-elf Hunter 6
Milo:
HP: 30 | AC 21, T13, FF 18 | Init +5 | Perception +13 (low light vision) | F +7, R +9, W +5 (+9 vs enchantment)
Nix:
HP: 54 | AC 22, T13, FF 19 | Init +3 | Perception +5 (low light vision, scent) | F +7, R+8, W +3 (+4 vs enchantment)

Whoops, missed a little bit in my post, so making sure it is clear here. Basically, Milo wants to find out if the turtle is dangerous to humanoids. If it friendly, he wants to convince it to continue eating fish and leaving people alone. If turns out to be aggressive, then we all know what to do!


Inactive

I think we're on the same page. We're happy as long as it doesn't eat people.


Loot Table || Knife Master 6 || Perc +8 | AC 23++ / T 16++ / FF XX | HP 49/49 | Saves F +3/R +10/W +2

Oh my god, you're certainly the most extremist separatist ever! Not a single rank in religion at level 6?

Holy Erastil, even Pretty has a rank in religion!


Loot Table || Knife Master 6 || Perc +8 | AC 23++ / T 16++ / FF XX | HP 49/49 | Saves F +3/R +10/W +2

Never mind about the second attack, I forgot I moved... So the first attack was +2 than that, and ignore the second.


F Human Fighter 4/Monk 1/Aldori Swordlord 1 | AC:22 T:15 FF:17 | HP: 24/54 | Init: +4 (+6 when holding aldori sword) | Perception: +5 | Fort:+8; Ref: +9; Will:+6 (+1 vs fear)

I think you could do two attacks if you had the items in your hands already, but otherwise it would be a move action to draw both of them if they're stored in a bandolier or belt-loop or something, like drawing a weapon, as two-weapon fighting lets you draw two weapons in the same motion as a single weapon. If they're in your pack, it would be a move action per item.


Male Half-elf Hunter 6
Milo:
HP: 30 | AC 21, T13, FF 18 | Init +5 | Perception +13 (low light vision) | F +7, R +9, W +5 (+9 vs enchantment)
Nix:
HP: 54 | AC 22, T13, FF 19 | Init +3 | Perception +5 (low light vision, scent) | F +7, R+8, W +3 (+4 vs enchantment)

based on the tendriculous stats as written, Nix escaped with a 25 vs its 24, so it would be attempting to grapple her again, rather than swallowing whole. Which is correct? Red, I posted twice in the story, relevant post is copied below.

Quote:

Thanks, Sera! For some reason, when I previewed my dice rolls, I thought I saw a lower number.

Nix writhes in the mushroom's mouth, twisting in an attempt to free herself. If she is able to do so, she whirls around, ready to tear at the whirling tentacles and defend her master.

Nix CMB to escape grapple: 1d20 + 8 ⇒ (17) + 8 = 25

-Posted with Wayfinder

Grand Lodge

Kingmaker World Map Encounter Map Lords of Themselves Kingdom Tracker

The foe you're facing has the advanced template. I linked the standard version in lieu of wtiting out the stuff your characters would know

Grand Lodge

Kingmaker World Map Encounter Map Lords of Themselves Kingdom Tracker

sorry for the delay - the site was down last night when I tried to post. If I'm trying to get a message to you and paizo is down, I'll post it as the first slide in the encounter maps.


Male Half-elf Hunter 6
Milo:
HP: 30 | AC 21, T13, FF 18 | Init +5 | Perception +13 (low light vision) | F +7, R +9, W +5 (+9 vs enchantment)
Nix:
HP: 54 | AC 22, T13, FF 19 | Init +3 | Perception +5 (low light vision, scent) | F +7, R+8, W +3 (+4 vs enchantment)

To Sera's question, Milo previously rolled as below to investigate the tracks. Red mentioned they were humanoid-ish, so I rolled dungeoneering to identify them.

survival: 1d20 + 11 ⇒ (14) + 11 = 25
kn. dungeoneering: 1d20 + 4 ⇒ (18) + 4 = 22


Inactive

Is it just me, or did anyone else lose the tab that shows all of one's ongoing campaigns?


F Human Fighter 4/Monk 1/Aldori Swordlord 1 | AC:22 T:15 FF:17 | HP: 24/54 | Init: +4 (+6 when holding aldori sword) | Perception: +5 | Fort:+8; Ref: +9; Will:+6 (+1 vs fear)

Yes, it's something they're working on fixing.

-Posted with Wayfinder


Loot Table || Knife Master 6 || Perc +8 | AC 23++ / T 16++ / FF XX | HP 49/49 | Saves F +3/R +10/W +2

I've never used that, so I cannot say...

Grand Lodge

Kingmaker World Map Encounter Map Lords of Themselves Kingdom Tracker

I'm going to be out of the country this week with no way to post. I'll be back monday the 13th


Inactive

Cool. Hope it's a fun trip, Red!


Loot Table || Knife Master 6 || Perc +8 | AC 23++ / T 16++ / FF XX | HP 49/49 | Saves F +3/R +10/W +2

Hey, enjoy!

Grand Lodge

Kingmaker World Map Encounter Map Lords of Themselves Kingdom Tracker

sorry for the delay, had to deal with crap that piled up in my absence. Back and on schedule again!


Loot Table || Knife Master 6 || Perc +8 | AC 23++ / T 16++ / FF XX | HP 49/49 | Saves F +3/R +10/W +2

Glad you're back!

Grand Lodge

Kingmaker World Map Encounter Map Lords of Themselves Kingdom Tracker

I'm so sorry for my absence. You know when they say don't drink the local water? I drank the local water. I'll spare you the details, but IV fluids aren't fun, kids. I've been flat on my back recovering. I'm better now. Posting resumes.


Male Elf Wizard (Shadowcaster) (Conjuration Specialist) (Teleportation) 6
Stats:
AC 14 18 MA | Touch AC 14 | FF 14 |15 temp HP 37/37 | Int +4 | Perception +7 | Fort +4; Ref +8; Will +6; (+2 vs. Enchantment Spells/Effects) | Sense Motive -1

No problem Red. I'm glad to hear that you're alright.


Inactive

So sorry to hear that, Red! I'm glad to hear that you're better.


Female Human Sorceress (Draconic) 2 |HP 16/16|F +2 R +2 W +3 (+1 vs Fey)|AC 16 T 12 FF 14 (Mage Armor) |Speed 30'|Resist Acid 5||CMB +3/CMD 15| HP 16|F +2 R +2 W +3 (+1 vs Fey)|Base AC 12 T 12 FF 10|Initiative +2|Concentration +6 (+10 to CD)|Perc +5 , Bluff +4, Diplo +4, Hnd An +4, Intimidate +8, Know(Arcana) +6, Ride +2, Spellcraft +6, UMD +8, |
Spells Used:
First level: 0 of 5 | Second level: 0 of 8 | Third level: 0 of 5 | BW: Used

Soo... am I the only one worried that Pretty might have just made herself permanently evil? o_O


Loot Table || Knife Master 6 || Perc +8 | AC 23++ / T 16++ / FF XX | HP 49/49 | Saves F +3/R +10/W +2

You mean she wasn't??

Mua ha ha ha ha!!! You know nothing, Sera Copper!


Male Elf Wizard (Shadowcaster) (Conjuration Specialist) (Teleportation) 6
Stats:
AC 14 18 MA | Touch AC 14 | FF 14 |15 temp HP 37/37 | Int +4 | Perception +7 | Fort +4; Ref +8; Will +6; (+2 vs. Enchantment Spells/Effects) | Sense Motive -1

I see this as resolving in one of two ways.

1) It's just a phase and she'll get over it eventually

2) It's permanent and I can finally have an ally for Emperor Stag Elf Lord Magister!

Grand Lodge

Kingmaker World Map Encounter Map Lords of Themselves Kingdom Tracker

this next post is taking awhile to write. It'll be up tomorrow. Sorry for the delay


Loot Table || Knife Master 6 || Perc +8 | AC 23++ / T 16++ / FF XX | HP 49/49 | Saves F +3/R +10/W +2

Oh my god!

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