The Once & Future KingMaker

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:HP:26 (0):0Stat Dam:Init+4:Perception:+8:AC:18(+4Dex,+4Mage armour):Fort +3,Ref+7,Will+5 Theme song

Through out the chilly season Sunset sees to the needs of her Neice, her critters, her hearth and her neighbors (In kidn of that order)

Using her skills Sunset is happy to make potions and cures for folks if they bring the items involved with their brewing and such. (Basically only asking a copper over the 'make' price of "Cure Light Wounds" potions and such. Though DM's adjudication is always respected)

Alchemy:"Take Ten"= 17

Sunset's skills with hammer and tools is also used to help repair items both about her hearth and others who might need such.

She also spends some time dabbling with intricacies of her own devising.....

Craft(blacksmith):1d20 + 3 ⇒ (14) + 3 = 17
Craft(mechanical):1d20 + 3 ⇒ (14) + 3 = 17
Craft(weapons):1d20 + 4 ⇒ (20) + 4 = 24
Diplomacy:1d20 + 6 ⇒ (8) + 6 = 14
Heal:1d20 + 4 ⇒ (6) + 4 = 10
Knowledge(engineering):1d20 + 5 ⇒ (14) + 5 = 19
Knowledge(local):1d20 + 5 ⇒ (1) + 5 = 6
Perception:1d20 + 7 ⇒ (12) + 7 = 19
Spellcraft:1d20 + 5 ⇒ (8) + 5 = 13

(^_^)

Come the spring thaw Sunset's eyes begin to wander towards the distant, unknown horizon.


Male Human Cleric of Iomedae 5 ac:19/11/18 hp: 42/42 f/r/w: 5/2/7 Perception +3 Init: +1 Channel 3/8

Justinian takes time to craft the letter to the Swordlords. In it, he tries to stress the importance of having the two states as a buffer to the northeast. he paints the alliances as a strategic benefit: with the woods of the Narlmarches guarding the west, and the mites/kobolds guarding the east, leaving Stagland to expand without interruption for the near future.

Take 10 +11 gives me a 21 Diplomacy for the letter.

Then Justinian gets to work along parallel paths. First, he reaches out to the kobolds and the mites, introducing himself and trying to get a feel for for their attitudes about Stagland's expansion.

Diplomacy mites: 1d20 + 11 ⇒ (3) + 11 = 14
Diplomacy kobolds: 1d20 + 11 ⇒ (10) + 11 = 21

The nature of the fey is a problem for Justinian. He'd dealt with demons before, but this is something new.

Next, he continues to gage the people of Stagland, especially with the growing population of kobolds.

Diplomacy: Gather Info: 1d20 + 11 ⇒ (11) + 11 = 22


hp 55/55 | AC 21, [23] touch 14 [16], flat-footed 15 [17] [SoF 3 mins] (+6 armor, +4 Dex, +1 Trait) | F +11 R +11, W +10 | Resist cold 5, electricity 5, fire 5 | CMB +5; CMD 16
Loot and Event Sheet:
Init +0; Senses DarkV 60 ft; Perception +6
Mods:
Melee (L) +1 bastard sword[/i] [dice]1d20+7 [/dice] ([dice]2d8+4 [/dice]/19-20) Ranged mwk composite longbow [dice]1d20+5 [/dice] [dice]1d8+2 [/dice]
Quote:

For the next month of kingdom building. Vote your plan???:

Claim hex C11? Plains (1bp, +1 consumption, +1 control DC)

Build a Shop? (-8 bp, +1 Economy ) (May not have enough BP to build shop and mine)

(Only to two of the following options can be done per month.)
Build a mine in D10? (-6bp, +2 Econ, +2BP) double normal benefits due to gold resource in hex.
Farm in D10 (-4 bp, -2 consumption)
Farm in C11 if claimed this turn (-2 bp, -2 consumption)
Build a road E9? (-3bp, +1/4 econ, +1/8 )

Seraph's Vote

Instead of a Shop, Perhaps a Dance Hall (Or Bath House since they don't give that option but lets be imaginative. Brothels/Dance Halls are places that provide service. A Bathhouse does the same, in a way. | -4 BP +1 Eco

Build Mine @ D10 | -6 BP +2 Eco

Build Farm @ C11 | -2 BP -2 Consumption

If enough BP is left: Build Road @ E9 | -3 BP +1/4 Eco +1.8

BP Total Cost 12 - 15

For Bathhouse (Dance Hall), Mine, Farm and Road

_____________________________________________________________________

Month 5 Abadius

The coming of Abadius sparked a change in Seraph's demeanor, as the cold and darkness started to lessen more. So did her hardened attitude. Unlike the masses she hadn't felt the bitterness of winters touch. Her body burned hotter then most and in her darkened mood she felt like a walking inferno.

However as Winter slowly begins to erode she begins to involve herself more with the politics. Finally voicing an opinion on things in relation to kingdom. Especially with how tight the kingdoms funds were, which made her think of what would improve their financial situation and the peoples hygiene.

Among these decisions she was still working on a gift, albeit late, for the appointment of Ambassador Doran. It took her far too long to find something befitting a man of martial caliber. Something that would offend him either.

Personal email to you GM Glyn

Rolls:
1d20 + 5 ⇒ (20) + 5 = 25
1d20 + 5 ⇒ (7) + 5 = 12
1d20 + 5 ⇒ (17) + 5 = 22
1d20 + 5 ⇒ (16) + 5 = 21

It took time to make however it wasn't something she was unused to doing, seeing as she was good with her hands. Especially since fire didn't affect her as much as others...


Half Elf Hunter/Rogue 5/1| HP 61/61| AC 18 (20) T 12 FF 16 (18)| Fo +6 Re +8 Wi +4| Init +3| Percep +16| Spells: Lvl 2: 2/3; Lvl 1: 5/5

I almost forgot that I needed a Make Whole spell for the magical scimitar we found. Can Jhod cast it for me? Otherwise I'm just a poor noble and will have to wait.

==========================================================================
Torod is all about the road. He can get behind your plan, Seraph, if you are willing to have the shop be the conditional build rather than the road.

Grand Lodge

Menace Under Otari map | Icons: ◆◇↺

(Note if you make rolls to aid the kingdom's checks that takes 2 weeks of you time each month. Kingdom job takes 1 week leaving one 1 week to do other things like day job or craft.)"

Votes:
Sunset: claim hex, mine, road
Torod: Hex C11, Mine, Road, Farm C11
Seraph: Bathhouse, Mine, Farm C11, if enough Road.

For the Month of Abadius (1/1/4711)
Aid rolls I have for Abadius:
Seaph diplomacy 18 vs DC10 to aid stability+2
Doran k(nobility) 8 vs DC10 no aid
Kindome rolls I have left to use:
Doran 12
Asta 11
Seraph 17

Sunset works around her farm seeing to the needs of her critters, family and neighbors. Are the Craft skill rolls for personal use, Day job, or other?

The new Grand Diplomat Justinian Doran works hard, taking his job seriously. His letter to the Swordlords is received favorably.

The mites keep to themselves so it is difficult to learn how they feel. Doran does receive a message from the Mites complaining about trespassers from Stagland wandering into their land from time to time despite the clear signs to keep out.

Justinian learns more from the Kobolds. They are more welcoming seeing that they are prospering between having the treaty with the human kingdom and the same people clearing out all the bad monsters nearby.

Stagland people seem to be happy for now, some few do see the growing population of the kobolds as a future problem if not put in check.

Kingdom Build month Abadius:
With the extra work put in by Seaph the kingdom of Stagland if more stable and productive. Stability check vs 25: 12 Doran + 18 stability + 2 aids = 32 pass

Consumption: Is near balanced between farm output and kingdom demand costing 1 BP.

The kingdom of stagland is very peaceful with no unrest.

The plains hex C11 is claimed (-1bp, +1 consumption, +1 control DC) and shortly thereafter people start farming it for the kingdom (-2bp, -2 consumption).

The kingdome setups up mining operations on the gold vain they had discovered in hex DC10 (-6bp, +2 Econ, +2BP) double normal benefits due to gold resource in hex.

Unfortunately with only 3bp left in the treasury there is not enough to build a bathhouse. With two terrain improvement projects already in the works the road will have to wait as well.

Near the end of the month taxes come in and they are better than last month.
Income Check: 11 Astr + 18 econ +0 aid = 29 / 3 = 9 + 2 mine = +11 BP +1 stable check

Kingdom Event if <75: 1d100 ⇒ 4
Kingdom Event: 1d100 ⇒ 18
Beneficial kingdom event (Table 4—8): 1d100 ⇒ 43 Food Surplus!

The Kingdom of Stagland produce an unexpected windfall! Winter crops of tubers and nuts. In the next Upkeep phase, the kingdom's Consumption is halved (but returns to normal on the next turn) +3 consumption.

Aid checks for next month of kingdom building:

Seaph diplomacy 18 vs DC10 to aid stability+2
Doran Sense Motive 16 vs DC10 to aid Stability+2

Kingdom status for Abadius: treasury has 15BP, 18 econ, 14 Loy, 18 Stability, 0 consumption, +2 income, 0 unrest, Control DC26. +3 consumption surplus for 1 month.


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Female Human Winter Witch 6; Init +2; Senses Perception +3; AC 16 (+2 Dex., +4 mage armour); hp 59/46; Fort +4; Ref +4; Will +7

When the complaints come in about people wandering onto Mite land, Asta takes quick action. She issues warnings that the Mites are sovereign within their borders, and are therefore entitled to demand tithes from anyone who crosses their borders -- or to punish anyone who harms their interests.

Asta clearly enjoys the cold of winter. She is frequently seen going out for rides and walks, leaving her boots and socks behind as often as not, and even if she is not accompanied by her loyal Knight and some Outriders, she always has a flock of ravens nearby.
The Witch Queen makes a point of visiting families blessed with growing children, both human and Kobold. She offers to test the young for an inclination for arcane magic, with a prospect of becoming her apprentices when they are ready to learn.

As soon as the mining operation has been set up, Asta convenes the Council, making very certain to invite Mikmek.

"We had discussed this before Justinian and Sunset joined us," she says. "The Sootscales are masterful miners, and their population is burgeoning. Now that the gold mine is open, we might consider again the opportunities offered by letting them join in with the operation and found a secondary settlement there. Productivity would likely skyrocket, which would do both of our treasuries a world of good."


:HP:26 (0):0Stat Dam:Init+4:Perception:+8:AC:18(+4Dex,+4Mage armour):Fort +3,Ref+7,Will+5 Theme song
GM Glyn wrote:
Sunset works around her farm seeing to the needs of her critters, family and neighbors. Are the Craft skill rolls for personal use, Day job, or other?

Skill checks are for both. Keeping farm and critters in check/healthy an' helping neighbors who might be needin' things. As indicated Sunset will be charging nothing more'n a few coppers over 'makeing' price fer healing potions an' such. With people bringing in the ingredients as way of off setting price if possible. A healthy citizen is a happy citizen. (^_^)

When the council is convened Sunset attends wearing her normal/usual attire, though as always leaves her hat resting on the back of her chair or some other convenient place. She nods nod smiles politely in passing greetings towards all those others invited as well. Listening thoughtfully to Asta's words Sunset nods.

"Aye, seems a right thing t'do." She agrees.

"Though... tha' lil' folks might need a visit from some one of tha' right faith ta' be explainin' some .... deeper... options t'wards their...um.. family... size issues, it might be seemin'." The half-elf lass adds though she has to search for words to explain her feelings.

If she too has heard about the Mites.

"We might be payin' fer better indicators about tha' Mites borders t'boot. Is one thing fer people ta' be takin' check of other people's fences. When tha' folks is of a different persuasion? Their signs might be jus' a tad strange t' folks way of reckoning." She points out.

"I'd be thinkin' twice about passin' a stick with some fethers an' bone on it... Other folks? They'd more'n likely just take tha' stick fer kindlin' an' keep movin' on."


Female Human Winter Witch 6; Init +2; Senses Perception +3; AC 16 (+2 Dex., +4 mage armour); hp 59/46; Fort +4; Ref +4; Will +7

"There's a river between us and them, unless my memory fails me," Asta says in a dry tone of voice. "We had the settlers told so when they arrived, didn't we?"


hp 55/55 | AC 21, [23] touch 14 [16], flat-footed 15 [17] [SoF 3 mins] (+6 armor, +4 Dex, +1 Trait) | F +11 R +11, W +10 | Resist cold 5, electricity 5, fire 5 | CMB +5; CMD 16
Loot and Event Sheet:
Init +0; Senses DarkV 60 ft; Perception +6
Mods:
Melee (L) +1 bastard sword[/i] [dice]1d20+7 [/dice] ([dice]2d8+4 [/dice]/19-20) Ranged mwk composite longbow [dice]1d20+5 [/dice] [dice]1d8+2 [/dice]

Maybe this month you can get that shop built Torod. ;) But I am totally with forming roads, we need to improve travel and ensure the land is carved out the way we see fit.

Seraph is normally by Asta's side or not far from being able to aid her if needed. Though her growing responsibilities and burdens of command left her with only the night to guard her Queen unless needing to specifically accompany her.

"Kobolds for mining is an excellent idea, however I suggest we have strong hands available for the heavy lifting. Human, dwarf and perhaps lizardfolk if we can recruit them. That is if Lord Mikmek and yourself agrees to it."

At mentioning of the border dispute.

"My Liege if I may, Indeed we had, though it doesn't prevent those from Oleg in the north to wander southward into mite lands by mistake." She asks for a map and indicates the edges of the mite territory. "I assume not all of them can read or carry the sense to mind signs made by Mites as Sunset so aptly put it and second the idea of a more definitive border. Perhaps a low wall or fence can be erected between the edges of our territories and a no bypassing the law decreed to ensure borders are not abused or ignored. Mayhap during road construction towards Oleg's. Though I am unsure what it would cost to do so..." Being the General she was more then aware of the strain placed on the kingdoms treasury in these delicate times.

Grand Lodge

Menace Under Otari map | Icons: ◆◇↺

You mean a fey cross set of sticks with feathers and stones tied in a web isn't the universal sign for keep out?


Half Elf Hunter/Rogue 5/1| HP 61/61| AC 18 (20) T 12 FF 16 (18)| Fo +6 Re +8 Wi +4| Init +3| Percep +16| Spells: Lvl 2: 2/3; Lvl 1: 5/5

"Queen Asta" Torod never addresses Asta as such. He must really want something. "Queen Asta, are you sure that the mines are the best place to locate your second settlement?" And that your is usually an our. "While I am in full agreement that the area of the mines should be fully developed, I believe that should wait for a later time. This council currently has plans to build a road to the trade fort and some preliminary work is already underway for a settlement there." He presents some drafts and paperwork as proof. The discerning eye might note that most of it was requested by him with some by others of the council, though surprisingly little by Oleg or Svetlana. Ok. These are, in fact, his plans rather than the council's.

"My Queen, you may recall that the trade fort was our first home here in the Stolen Lands. And the Trueguards were not only allies, but our first and most ardent of friends. So much so that their positions on your council were not even a decision to be made. And you lean on Svetlana's advice more than any other's in all the land. I took some license there. Oleg's Trade fort is already a well known landmark in these lands and it is the first place trade will come through for your kingdom."

Torod tries to enlist allies in his plans. "As your Marshal, I advise that the trade fort would make an ideal location for a defensible settlement to protect your northern border. I believe General Seraph would agree with that. With the South Rostland Road already going through there, it would make a good place for trade to funnel into your kingdom. Would that be correct honored Treasurer?

He then returns to trying to convince Asta. "Nearly every member of your council has called the trade fort home. Not only does it deserve the honor, but it was practically built for the purpose of being the first extension of your Kingdom. Of Stagland."

Torod is finished and is about to sit, but suddenly stands back up straight. "Also, if we... you continue on with the plan as it is outlined, the settlement will be completed enough so that the Trueguards can welcome their addition in their new home." Torod bows to Queen Asta deeper than he normally would and sits.

Grand Lodge

Menace Under Otari map | Icons: ◆◇↺

Aid checks for next month of kingdom building:

Seaph diplomacy 18 vs DC10 to aid stability+2
Doran Sense Motive 16 vs DC10 to aid Stability+2
Kingdom rolls I have left to use:
Seraph 17

Kingdom status for Abadius: treasury has 14BP, 18 econ, 14 Loy, 18 Stability, 0 consumption, +2 income, 0 unrest, Control DC26. +3 consumption surplus for 1 month.

Votes for kingdom building for the month of Calistril (2/1/4711)

Claim Oleg’s hex B10 Plains (1bp, 1 consumption, +1 control DC)
If you create a new settlement (1bp cost) at Oleg’s then his place counts as a free shop, stable or fort.

Roads for Hill hex is 3 bp needed in E9, D10
Roads for Plains is 1 bp needed in C11, B10 (if claimed)

Bathhouse was suggested (4bp, +1 econ, +1 Loy, +1 unrest)
House (3bp, -1 unrest)

Other suggestions.

Both Oleg and Svetlana are in favor of having a road connecting Oleg's trading post with the Kingdom.


Half Elf Hunter/Rogue 5/1| HP 61/61| AC 18 (20) T 12 FF 16 (18)| Fo +6 Re +8 Wi +4| Init +3| Percep +16| Spells: Lvl 2: 2/3; Lvl 1: 5/5
Torod wrote:
I almost forgot that I needed a Make Whole spell for the magical scimitar we found. Can Jhod cast it for me? Otherwise I'm just a poor noble and will have to wait.

Did you miss this GM?

What do Oleg and Svetlana think of having their trade fort become our next settlement.

I'm surprised at just how much I'm into the kingdom building stuff.

Oleg's should be used as a free fort. When we do make it a settlement, the fort will become a stable (+1 economy, +1 loyalty, +500gp base value) and a barracks (-1 unrest, +2 defense, +1 law).


:HP:26 (0):0Stat Dam:Init+4:Perception:+8:AC:18(+4Dex,+4Mage armour):Fort +3,Ref+7,Will+5 Theme song
Torod wrote:
I'm surprised at just how much I'm into the kingdom building stuff.

(^_^)

Sunset nods at Torod's display of paper work and enthusiasm.

"Aye, seems like a good idea..."


Half Elf Hunter/Rogue 5/1| HP 61/61| AC 18 (20) T 12 FF 16 (18)| Fo +6 Re +8 Wi +4| Init +3| Percep +16| Spells: Lvl 2: 2/3; Lvl 1: 5/5

Sense Motive: 1d20 + 4 ⇒ (9) + 4 = 13 to aid Loyalty.

Claim Oleg’s hex B10. Oleg's becomes a fort.
Build new settlement in B10. The fort that was Oleg's becomes a barracks and a stables.

Build house in B10 (needed for stable)

Build road in E9 and D10.

Build Bathhouse in Stag Fort


Half Elf Hunter/Rogue 5/1| HP 61/61| AC 18 (20) T 12 FF 16 (18)| Fo +6 Re +8 Wi +4| Init +3| Percep +16| Spells: Lvl 2: 2/3; Lvl 1: 5/5

Torod begins making preparations for the group's next excursion. This time, he's thinking they should go by boat. Something that can travel the Tuskwater as well as the Gudrin River.

Grand Lodge

Menace Under Otari map | Icons: ◆◇↺

Yes, I missed the question about Make whole spell. Yes the spell is on the 2nd level cleric list so Jhoh can cast it for a small donation to Erastil of 60gp. You should have enough coins from the reward for kill the Worg that I posted and no one commented on. "1200gp to be divided among the four five PCs."

When Torod inquires about how Oleg and Svetlana think of having their trade fort become our next settlement.

Svetlana cheerfully replies "It would be great to have more people and families around. I really miss having a settlement near after Oleg and I moved to the old fort outpost. It will be like having a little Greenhart at Oleg's Outpost!"

Oleg grumbles "I'm a simple man and like a quite life. Sure having a settlement would make things easier and my trading post will benefit from the extra coming and goings, but I'll miss the quite solitude."

Do I have a second vote for Torod's Plan. To finish the road to Oleg's looks like it will take another month or two. Putting you to spring for more adventuring?"

A local herbalist puts up a wanted poster (added to the other on the kingdom info tab)

Shamble Sap:

Task: Shambling mounds aren’t as common in the
Greenbelt as they are in Hooktongue Slough, but
they’re not unheard of. A local herbalist has found
that the sap of a shambling mound works wonders
for cultivating certain medicinal herbs, and asks
for one shambling mound’s worth of sap.
Completion: Deliver the sap to the herbalist.
Reward: The herbalist can pay 600 gp for the sap,
along with 3 potions of cure moderate wounds.


Male Human Cleric of Iomedae 5 ac:19/11/18 hp: 42/42 f/r/w: 5/2/7 Perception +3 Init: +1 Channel 3/8

Justinian is satisfied with the response from Restov. It's Asta's statements about mites and kobolds that concern him. It's really the perception that she sides with the humanoids rather her own people that worries him.

Perception is everything.

When Torod speaks, Justinian backs him wholly. "Indeed, my Lady, Oleg's would be the best location for a new settlement. Good farmland, simple access, and a good trade road from Restov. All excellent benefits."


Half Elf Hunter/Rogue 5/1| HP 61/61| AC 18 (20) T 12 FF 16 (18)| Fo +6 Re +8 Wi +4| Init +3| Percep +16| Spells: Lvl 2: 2/3; Lvl 1: 5/5

Ohh! Not so poor after all. Torod gives 100gp and another 100gp in tithes.


hp 55/55 | AC 21, [23] touch 14 [16], flat-footed 15 [17] [SoF 3 mins] (+6 armor, +4 Dex, +1 Trait) | F +11 R +11, W +10 | Resist cold 5, electricity 5, fire 5 | CMB +5; CMD 16
Loot and Event Sheet:
Init +0; Senses DarkV 60 ft; Perception +6
Mods:
Melee (L) +1 bastard sword[/i] [dice]1d20+7 [/dice] ([dice]2d8+4 [/dice]/19-20) Ranged mwk composite longbow [dice]1d20+5 [/dice] [dice]1d8+2 [/dice]

will add the 240 GP to my inventory :)

Kingdom Votes
Diplomacy for +2 to stability: 1d20 + 9 ⇒ (2) + 9 = 11

Quote:

Kingdom status for Abadius: treasury has 14BP, 18 econ, 14 Loy, 18 Stability, 0 consumption, +2 income, 0 unrest, Control DC26. +3 consumption surplus for 1 month.

Votes for kingdom building for the month of Calistril (2/1/4711)

Claim Oleg’s hex B10 Plains (1bp, 1 consumption, +1 control DC)
If you create a new settlement (1bp cost) at Oleg’s then his place counts as a free shop, stable or fort.

Roads for Hill hex is 3 bp needed in E9, D10
Roads for Plains is 1 bp needed in C11, B10 (if claimed)

Bathhouse was suggested (4bp, +1 econ, +1 Loy, +1 unrest)
House (3bp, -1 unrest)

Seraph Seconds Torods plan

_________________________________________________________________

Seraph considers carefully, considering the benefits and when she finds nothing to dissaude her from the appeal of a defensive structure up north she weighs in. Looking to Asta she adds to the suggestion. "It's hard to debate against this idea, the mine is newly established but a defensive line between ourselves and Brevoy is needed. As well as a guarded trade route, a fort would allow for regular patrols between destinations and housing for soldiers as well. We could offer to protect merchants along our patrol routes as well for added economic benefit if desired."

Indicating the map then. "Once the fort is established we can claim the lands east and west along the southern border of Brevoy and erect a low barrier to indicate the borders between Mite and Sootscale territories and our own. Especially during the construction of the road between ourselves and Trueguard Fort."

From there she agrees with Torod's plan, the establishment of a roadway was paramount for stable trade, settler foot traffic and adequate patrols two and from. The Bathhouse made her smile, a place that beauty could be appreciated was something that made her dedication to Arshea easier as well. A small chapel for the Order of the Swan had been needed but keeping the population healthy was a necessary asset.

Torod At the suggestion of the boat for the next expedition she nods in agreement. "So are we planning to scout to the west of the Tuskwater lake then? Once we circumvent the flooding river in our way by boat?"

Grand Lodge

Menace Under Otari map | Icons: ◆◇↺

Aid rolls I have for Calistril:
Seaph diplomacy 18 vs DC10 to aid stability+2
Doran Sense Motive 16 vs DC10 to aid Stability+2
Torod Sense Motive 13 vs DC10 to aid Loyalty+2
Kingdom rolls I have left to use:
Seraph 17

Kingdom Build month Calistril:
With the extra work put in by Seaph and Doran the kingdom of Stagland if more stable and productive. Stability check vs 25: 17 Seraph + 18 stability + 4 aids = 39 pass

Consumption: the kingdom has a surplus of food which more than offsets any consumption demand.

The kingdom of stagland has a little unrest with the construction of a Bath house, but it is balanced out by the calming influence of more housing.

Olegs’ trading post in the plains hex B10 is claimed (-1bp, +1 consumption, +1 control DC) and and shortly thereafter it is turned into a town where Olegs place service as a barracks and stables. House is build as well.
The road project to connect Greenhart to Olegs gets extended two more hexs.

Near the end of the month taxes come in and they are better than last month.
1d20 ⇒ 12
Income Check: 12 Gm + 21 econ +0 aid = 33 / 3 = 11 + 2 mine = +13 BP +1 stable check

event check: 1d100 ⇒ 93 None.

Kingdom status for Calistril: treasury has 15BP, 21 econ, 18 Loy, 18 Stability, 0 consumption, +2 income, 0 unrest, Control DC28.

Groups discusses plan to use a boat to help explore the greenway.

Interested, Kesten the Warden inquires further into the boat ”What type of boat are you looking for? Most common around here is a keelboat. Also are any of you an experienced sailor? So are you looking to buy and hire a crew or hire out a boat and crew for the duration?”


Half Elf Hunter/Rogue 5/1| HP 61/61| AC 18 (20) T 12 FF 16 (18)| Fo +6 Re +8 Wi +4| Init +3| Percep +16| Spells: Lvl 2: 2/3; Lvl 1: 5/5

Torod will ask the other councilors if any of them are experienced at sailing. "I need one capable of carrying- let's see, five plus horses and a leopard, maybe 4 guards... supplies for the exploration, and, of course the crew itself. Are keelboats large enough for that? And, for now, I want to hire a boat and crew. If this goes well, though, I could very well be in the market to purchase."


:HP:26 (0):0Stat Dam:Init+4:Perception:+8:AC:18(+4Dex,+4Mage armour):Fort +3,Ref+7,Will+5 Theme song

Sunset points out that Fluff is more economical when it comes to 'Taking up space'.

(^_^)


Half Elf Hunter/Rogue 5/1| HP 61/61| AC 18 (20) T 12 FF 16 (18)| Fo +6 Re +8 Wi +4| Init +3| Percep +16| Spells: Lvl 2: 2/3; Lvl 1: 5/5

@Seraph: "I thought we could finish mapping to the east first as a trial run of exploring by river. I assume we would need to spend time away from the boat, but don't know how much. I figure packing for a boat trip would be different than packing for a ride."


hp 55/55 | AC 21, [23] touch 14 [16], flat-footed 15 [17] [SoF 3 mins] (+6 armor, +4 Dex, +1 Trait) | F +11 R +11, W +10 | Resist cold 5, electricity 5, fire 5 | CMB +5; CMD 16
Loot and Event Sheet:
Init +0; Senses DarkV 60 ft; Perception +6
Mods:
Melee (L) +1 bastard sword[/i] [dice]1d20+7 [/dice] ([dice]2d8+4 [/dice]/19-20) Ranged mwk composite longbow [dice]1d20+5 [/dice] [dice]1d8+2 [/dice]

@Torod She nods at his explanation. "I see, it would make moving what we find easier as well. Let me know if you need funds, I would like to contribute." She tapped the side of her cheek as she calculated moves in light of the ships aid, or ships, when it came to the kingdom's defense.

Troop movements, boat patrols, all these can be assessed while I aid in exploring the river ways with the others. Perhaps even further exploration of the lake would be possible. "Sadly though I am not a sailor." Though I can learn.


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:HP:26 (0):0Stat Dam:Init+4:Perception:+8:AC:18(+4Dex,+4Mage armour):Fort +3,Ref+7,Will+5 Theme song

Sunset moves to join the discussion unfolding about boats. She nods to Torod, Seraph and others.

"Aye, no sailor be I neither. Though I bin travelin' far an' seen me plenty a ocean but, oft as not, as just a simple deck hand bein' more shown which ropes t pull more'n anything learnin', like." Sunset admits though, as her thoughts drift back into her past a smile does grace her features.

"Now... on me travels I did meet a lass...." The thoughts now bringing a chuckle,

"She'd be havin' tha' finer folks here 'bouts in right canaptions with her ways an' antics." And Sunset indicates the more 'Lawful' members of their group/gathering.

" 'Native'I believe tha' term would be ta' describe her. Fer a while I did have a hankerin' t' sail off an' find them islands she were oft talkin' about as home." Sunset shakes her head, smike growing rueful. "But them true salts would look it me right askance. 'Crazy' an' 'Daft' be least of tha' epithets ta' grace my way of thinkin' about such things from 'em at tha' time. " Sunset shrugs,

"S'pose we can but hope ta' findin' crew an' hands, hey?" She offers to every one.

"So, just how hard is it ta' come by a boat here abouts, any-who?"


Female Human Winter Witch 6; Init +2; Senses Perception +3; AC 16 (+2 Dex., +4 mage armour); hp 59/46; Fort +4; Ref +4; Will +7

"I'm not a sailor, either, so we'll definitely need a crew," Asta says. "Should we look into the opportunities offered by shipbuilding?"


:HP:26 (0):0Stat Dam:Init+4:Perception:+8:AC:18(+4Dex,+4Mage armour):Fort +3,Ref+7,Will+5 Theme song

Sunset nods, "Aye, that's a fine body of water out yonder to sail across." She indicates the lake which, currently, stretches off the map.

Grand Lodge

Menace Under Otari map | Icons: ◆◇↺

Torod continues the discussion with Warden Kesten about using a ship to help explore the kingdom describing what would be needed.

Kesten nods as he listens then offers his advice ”Some of the rivers are shallow in places like natual fords. A keelboat usually has a low draft, I know of two boats that might be open to hire that ply the rivers. One is the River Queen it’s big enough for you and your horses, but not much more. It has some sort of mechanical engine powering a paddle wheel. The other is larger traditional keelboat run by Bloodtusk. It may not look pretty but it will get you there and back. If your interested, I can put you in touch with the Captains and you can strike an agreement. I expect they try to charge you expedition rates ten to thirty gold a day.”

Kingdom building: It will probably take 2 more months to complete the road to Olegs. You’ll need two roads and a farm to balance out the consumption. Also whatever else you want to build during that time upto 2 city buildings, 2 houses, and 1 other terrain improvement. Or if you're ready to explore more let me know.


hp 55/55 | AC 21, [23] touch 14 [16], flat-footed 15 [17] [SoF 3 mins] (+6 armor, +4 Dex, +1 Trait) | F +11 R +11, W +10 | Resist cold 5, electricity 5, fire 5 | CMB +5; CMD 16
Loot and Event Sheet:
Init +0; Senses DarkV 60 ft; Perception +6
Mods:
Melee (L) +1 bastard sword[/i] [dice]1d20+7 [/dice] ([dice]2d8+4 [/dice]/19-20) Ranged mwk composite longbow [dice]1d20+5 [/dice] [dice]1d8+2 [/dice]

Calistril 2/1/4177

She listened to the continued discussion about ships and smiled at Sunset's story as she was enjoying the accent very much. When Sunset indicated her and others in the story she was somewhat confused but her tail tip twitched regardless. As Asta and Sunset's discussion evolved she weighed in. "It would be important both economically and strategically to build ships. For fishing, shipping and defense from bombardment from the lake side. Though, do we plan on building a drydock to manufacture our own ships or just a pier for ships we purchased until we can afford a larger Waterfront?"

Kingdom Building:

Quote:

Kingdom Build month Calistril:

With the extra work put in by Seraph and Doran the kingdom of Stagland is more stable and productive. Stability check vs 25: 17 Seraph + 18 stability + 4 aids = 39 pass

Consumption: the kingdom has a surplus of food which more than offsets any consumption demand.

The kingdom of stagland has a little unrest with the construction of a Bath house, but it is balanced out by the calming influence of more housing.

Olegs’ trading post in the plains hex B10 is claimed (-1bp, +1 consumption, +1 control DC) and and shortly thereafter it is turned into a town where Olegs place service as a barracks and stables. House is build as well.
The road project to connect Greenhart to Olegs gets extended two more hexs.

Near the end of the month taxes come in and they are better than last month.
1d20 ⇒ 12
Income Check: 12 Gm + 21 econ +0 aid = 33 / 3 = 11 + 2 mine = +13 BP +1 stable check

event check: 1d100 ⇒ 93 None.

Kingdom status for Calistril: treasury has 15BP, 21 econ, 18 Loy, 18 Stability, 0 consumption, +2 income, 0 unrest, Control DC28.

Kingdom building: It will probably take 2 more months to complete the road to Olegs. You’ll need two roads and a farm to balance out the consumption. Also whatever else you want to build during that time upto 2 city buildings, 2 houses, and 1 other terrain improvement

The unrest from the bath house being built was of little concern, the people would understand the service once it was established. When the minds and attitudes changed it would be no different then common necessities in time.

Diplomacy - Request her followers: 1d20 + 9 ⇒ (15) + 9 = 24

She impressed upon her gathering to insinuate themselves into taking over the workings of the bath house. Subtly making it a place of Arshea which in turn would make the upkeep of the place paramount to her followers. Dedicated people kept things clean, a clean bath house was less likely to turn out disease and thus faith in Arshea could be maintained without possible aggression. Eventually she'd have to invest in a full time priest so that people had access to healing for free, which might lead to donations.

With the bathhouse's creation completed she continued to invest her time in the kingdom's improvements. Of which the road was paramount, a connection to the fort and a more stable route was needed. For both trade and regular patrol's.

"Let us continue to build roads to Oleg's fort and continue to establish farms along the way. Roads for Plains (C11) is 1 bp +2 BP for Farm (C11). The Establishment of a shop would give locals a general store and attract craftsmen, hopefully. Shop 8 BP, Eco +1, Upgrades to Luxury Store, Market and the claiming of the fangberry thicket could lead to our first vineyard in the kingdom. 1 bp to claim hex (F8) and the remaining funds could be used to purchase a vessel perhaps?"

She considers for a moment before adding. "If not it can be used next month for the construction of the remaining roads and perhaps a pier for our vessel."

TL;DR
Roads for Plains (C11) is 1 bp +2 BP for Farm (C11)
Shop 8 BP, Eco +1, Upgrades to Luxury Store, Market
1 bp to claim hex (F8)

Total Cost15 - 1 - 2 - 8 BP - 1 = 5 BP remaining to purchase a ship?

Next month Suggestion
Pier 16 bp
Vineyard 3 bpIf possible to build when we claim the Hex then build it in the previous month instead
Road 1 bp

Pier 16 bp - Kingdom Economy +1, Stability +1:

Limit Adjacent to water district border

Upgrade to Waterfront

Special Base value +1,000 gp

Settlement Crime +1

Warehouses and workshops for docking ships and handling cargo and passengers.

Waterfront 90 BP, Upgrade from Pier 74 BP, 4 Lots, Kingdom Economy +4:

Discount Black Market, Guildhall, Market, Pier

Limit Adjacent to water district border, 1 per settlement

Upgrade From Pier

Special Base value +4,000 gp; halves Loyalty penalty for Taxation edicts

Magic Items 2 minor wondrous items, 1 medium wondrous item, 1 major wondrous item

Settlement Productivity +2

A port for waterborne arrival and departure, with facilities for shipping and shipbuilding.


hp 55/55 | AC 21, [23] touch 14 [16], flat-footed 15 [17] [SoF 3 mins] (+6 armor, +4 Dex, +1 Trait) | F +11 R +11, W +10 | Resist cold 5, electricity 5, fire 5 | CMB +5; CMD 16
Loot and Event Sheet:
Init +0; Senses DarkV 60 ft; Perception +6
Mods:
Melee (L) +1 bastard sword[/i] [dice]1d20+7 [/dice] ([dice]2d8+4 [/dice]/19-20) Ranged mwk composite longbow [dice]1d20+5 [/dice] [dice]1d8+2 [/dice]

Next two months of Kingdom rolls/aid checks if we decide to do two more months.

Diplomacy VS DC 10 check to Aid Stability by +2
Diplomacy: 1d20 + 9 ⇒ (8) + 9 = 17
Diplomacy: 1d20 + 9 ⇒ (6) + 9 = 15

Let me know if any kingdom rolls are needed from me.


Half Elf Hunter/Rogue 5/1| HP 61/61| AC 18 (20) T 12 FF 16 (18)| Fo +6 Re +8 Wi +4| Init +3| Percep +16| Spells: Lvl 2: 2/3; Lvl 1: 5/5

Torod means to be exploring early in the month of Pharast. It should only be a short jaunt. Four days or so. "Yes. Please arrange a meeting with them. I'll see if any of the others wish to be included."


Female Human Winter Witch 6; Init +2; Senses Perception +3; AC 16 (+2 Dex., +4 mage armour); hp 59/46; Fort +4; Ref +4; Will +7

Is there any budget for building a shrine to Sivanah / Witch academy?


hp 55/55 | AC 21, [23] touch 14 [16], flat-footed 15 [17] [SoF 3 mins] (+6 armor, +4 Dex, +1 Trait) | F +11 R +11, W +10 | Resist cold 5, electricity 5, fire 5 | CMB +5; CMD 16
Loot and Event Sheet:
Init +0; Senses DarkV 60 ft; Perception +6
Mods:
Melee (L) +1 bastard sword[/i] [dice]1d20+7 [/dice] ([dice]2d8+4 [/dice]/19-20) Ranged mwk composite longbow [dice]1d20+5 [/dice] [dice]1d8+2 [/dice]

Asta We could easily build a shrine instead of the pier or even the Shop this turn, which even with a basic eco roll we should be able to afford. Up to you. ;3


Female Human Winter Witch 6; Init +2; Senses Perception +3; AC 16 (+2 Dex., +4 mage armour); hp 59/46; Fort +4; Ref +4; Will +7

Hmmm.... No. Go ahead with the pier. We need stability and prosperity before luxuries.


Half Elf Hunter/Rogue 5/1| HP 61/61| AC 18 (20) T 12 FF 16 (18)| Fo +6 Re +8 Wi +4| Init +3| Percep +16| Spells: Lvl 2: 2/3; Lvl 1: 5/5

We can save a bit so that we can build a shrine next month.

Grand Lodge

Menace Under Otari map | Icons: ◆◇↺

Seraph impresses upon her followers to not shock the locals at the bath house. “Keep it clean?”

Torod and Seraph continue to discuss a kingdom development plan for the coming months.

kingdom Aid rolls:

Seraph Diplomacy VS DC 10 check to Aid Stability by +2
Diplomacy: 1d20 + 9 ⇒ (8) + 9 = 17
Diplomacy: 1d20 + 9 ⇒ (6) + 9 = 15

Torod request that Kesten arrange a meeting for keelboat services in Pharast. Kesten nods, ”I’ll see to arrange a meeting.”

Asta inquires about a shrine to Sivanah or witch academy. Seraph and Torod work to add it to the development plan.

* Need another set of unmodified D20 kingdom rolls one from each of the PCs please.
* If anyone wants to add Aid rolls for the next two months, now is good.
* Also, do we have a proposed build plan and any seconds?”


:HP:26 (0):0Stat Dam:Init+4:Perception:+8:AC:18(+4Dex,+4Mage armour):Fort +3,Ref+7,Will+5 Theme song

Diplomacy:1d20 + 5 ⇒ (12) + 5 = 17


hp 55/55 | AC 21, [23] touch 14 [16], flat-footed 15 [17] [SoF 3 mins] (+6 armor, +4 Dex, +1 Trait) | F +11 R +11, W +10 | Resist cold 5, electricity 5, fire 5 | CMB +5; CMD 16
Loot and Event Sheet:
Init +0; Senses DarkV 60 ft; Perception +6
Mods:
Melee (L) +1 bastard sword[/i] [dice]1d20+7 [/dice] ([dice]2d8+4 [/dice]/19-20) Ranged mwk composite longbow [dice]1d20+5 [/dice] [dice]1d8+2 [/dice]

GM Glyn:

Exactly. ;)

Seraph is trying to be subtle in creating a place for her followers and her goddess in the community. However she is only focusing on the aspects that will lead to less friction, Freedom, Physical Beauty, Liberation and Good. All of which a bathhouse provides. Unlike what others may assume she hasn't taught her followers the Sexual side of Arshea's belief's, focusing solely on improvement on everyday living and happiness at this time. Especially as it doesn't fit her own profile at this time. Hence he rdour mood after the conflict with Torod, which has added to her more subtle movements.

So by making the bathhouse a center to the group she is also ensuring the upkeep and cleanliness of it stays above par, if not excellent, like any possible shrine would be. Thus fulfilling some of Arshea's area's of concern without backlash from more conservative gods and their followers.

Since Leadership isn't a option I am trying to make my Diplo rolls / Order of the Swan use to a minimum. More like a Religion in the background sort of thing. Because I don't want to cause you more work.

The whole reason the group exists is to: Improve the happiness in the community, to provide council as needed for those struggling in the community and to supply Seraph with information if something negative is occurring beyond the Order's control. Seraph is bound to ensure Asta succeeds in her endeavors, or risks being sickened due to her Legalistic Mystery if she even flirts with failure or going against their covenant. So the creation of the group was necessary in Seraph's eyes and was part of the reason the Inn was one of the first things built.

If I ever overstep let me know, but I think with them being at the Bathhouse and among the community that is the extent of her control over the group. I would like to post from time to time for Conversion rolls if that is an applicable subsystem you use. On d20pfsrd you can find it under cleric in a separate table called Converting NPCs and Cohorts to Your Faith.

If not; then I will just use the RP side of it solely and leave the Order even more in the background.

Up to you, if it seems like a headache then we can leave it as. They maintain the bathhouse, it's a secret shrine to Arshea and from time to time Seraph/I will donate to beautify the structure. Mingle with her followers during a bath and keep the faith strong in town. Until the day comes that it isn't so secret anymore but by then the community won't be so apt to ostracize a helpful group that provides a useful service.

You can expect her to suggest another Bathhouse in each of the cities, thus growing the faith and her network of informants and support to the kingdom.

Rolls for diplomacy aid checks above GM Glyn do I need to re roll them?
Unmodified kingdom roll if needed: 1d20 ⇒ 12

Seraph remains optimistic in the improvements in town and focuses on increasing the economic outlook and offsetting the consumption, especially since she planned on offering up ideas for a small army and naval unit. Which would increase draw on the treasury and costs significantly to equip. A needed step soon to ligitmize the strength of the kingdom to those that threaten it.

I will post more once Pharast starts or we go traveling.

We could use BP to purchase the ship and crews since it is in support to the kingdom.


Female Human Winter Witch 6; Init +2; Senses Perception +3; AC 16 (+2 Dex., +4 mage armour); hp 59/46; Fort +4; Ref +4; Will +7

Kingdom roll 1d20 ⇒ 11

GM Glyn:
Did Asta find any good candidates for training in the Witchly arts?


Half Elf Hunter/Rogue 5/1| HP 61/61| AC 18 (20) T 12 FF 16 (18)| Fo +6 Re +8 Wi +4| Init +3| Percep +16| Spells: Lvl 2: 2/3; Lvl 1: 5/5

Proposed by Seraph:
Build Roads in Hex C11 (plains) 1 bp
Build Farm in Hex C11 2 BP
Build Shop in Greenhart 8 BP
Claim Hex F8 1 bp

There were some reservations about claiming F8. We discussed it but I don't recall where we landed on that. According to our treaty, the kobolds gain ownership of the fangberries, but its location is within our borders. I suggested we develop the land as normal and skin it as us gaining benefit from trade with the kobolds.

Grand Lodge

Menace Under Otari map | Icons: ◆◇↺

kingdom Aid & rolls:

Seraph Diplomacy: 1d20 + 9 ⇒ (8) + 9 = 17 VS DC 10 check to Aid Stability by +2
Seraph Diplomacy: 1d20 + 9 ⇒ (6) + 9 = 15 VS DC 10 check to Aid Stability by +2
Kingdom Rolls
Sunset 12
Seraph 12
Asta 11
Torod 13
Doran 11

Seraph:

Looking through the rules for Converting NPCs, they are designed for Converting individuals one at a time. Which is a lot more detailed than I want to get into. Really need some mass Convert rules, where you can try to sway a percent of the population, but then there would be other religions try to sway the convertible people to their god. Let me think about Holy Conversion further.

Asta:

Other than Imiria, Asta can find a few initiates willing to train as witches, but they have no power yet.

Still some discussion about naming the new town Olegton and/or Trueguard. As well as building a Dock.

Torod summarizes Seraph’s development proposal and is in favor of claiming the fangberries for the kingdom.
Build Roads in Hex C11 (plains) 1 bp
Build Farm in Hex C11 2 BP
Build Shop in Greenhart 8 BP
Claim Hex F8 1 bp


Female Human Winter Witch 6; Init +2; Senses Perception +3; AC 16 (+2 Dex., +4 mage armour); hp 59/46; Fort +4; Ref +4; Will +7

We should just talk to Mikmek about the fangberries and make a mutually beneficial arrangement....


hp 55/55 | AC 21, [23] touch 14 [16], flat-footed 15 [17] [SoF 3 mins] (+6 armor, +4 Dex, +1 Trait) | F +11 R +11, W +10 | Resist cold 5, electricity 5, fire 5 | CMB +5; CMD 16
Loot and Event Sheet:
Init +0; Senses DarkV 60 ft; Perception +6
Mods:
Melee (L) +1 bastard sword[/i] [dice]1d20+7 [/dice] ([dice]2d8+4 [/dice]/19-20) Ranged mwk composite longbow [dice]1d20+5 [/dice] [dice]1d8+2 [/dice]

I forgot about the Fangberries / Kobold Agreement. We could make it the site of the Kobold Embassy, though at the Kobolds expense and build a kobold run brewery if they build a vineyard. Talk about mutual benefits between races. ;3

With that in mind, I will mend my above kingdom suggestion in bold below.

TL;DR
Roads for Plains (C11) is 1 bp +2 BP for Farm (C11)
Shop 8 BP, Eco +1, Upgrades to Luxury Store, Market
1 bp to claim hex(G7)

"I forgot myself in the idea of expanding the kingdom's options and since the Fangberries is an undecided point, we should secure the river borders up to the frog ponds then. That way settlers will know where we currently limit our kingdom expansion, aside from the northern road, and give us the ability to float supplies down river to Greenhart. We could allow the Kobolds to setup a small vineyard as an extension of good relations."

Amended. ;3


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:HP:26 (0):0Stat Dam:Init+4:Perception:+8:AC:18(+4Dex,+4Mage armour):Fort +3,Ref+7,Will+5 Theme song

*Nods* "Sounds like a plan."

Grand Lodge

Menace Under Otari map | Icons: ◆◇↺

Can't claim G7 yet, while it has been partially explored it has not been cleared yet. On map hexes with an "X" in the bottom center of the hex have been cleared.

There is also a Moonradish patch in C9, but then the Kobolds like Moonradishes too! Probably more than Fangberries.

Also, Torod suggested at some point Noble Villa at half cost due to the castle. The villa would open up half cost for luxury store and exotic Artisan

Mikmek is very busy doing Kobold embassy stuff, but for you guys he can make time to meet.


hp 55/55 | AC 21, [23] touch 14 [16], flat-footed 15 [17] [SoF 3 mins] (+6 armor, +4 Dex, +1 Trait) | F +11 R +11, W +10 | Resist cold 5, electricity 5, fire 5 | CMB +5; CMD 16
Loot and Event Sheet:
Init +0; Senses DarkV 60 ft; Perception +6
Mods:
Melee (L) +1 bastard sword[/i] [dice]1d20+7 [/dice] ([dice]2d8+4 [/dice]/19-20) Ranged mwk composite longbow [dice]1d20+5 [/dice] [dice]1d8+2 [/dice]

Thank you for that, ^^; So hrmm. I've done enough rampant posting. Someone else suggest something. XD lol


Half Elf Hunter/Rogue 5/1| HP 61/61| AC 18 (20) T 12 FF 16 (18)| Fo +6 Re +8 Wi +4| Init +3| Percep +16| Spells: Lvl 2: 2/3; Lvl 1: 5/5

There's still a lot of area for us to claim.
- A11 and A13 with the South Rostland Road
- B12 with Bokken's Hut
- C9 with Moon Radish Patch (Svetlana would love this)
- D8 with Thorn River Camp used by bandits and now by Torod
- D12 with the forgotten stash
- B8, C13, E7, G11 hexes with nothing of note in them

It shows we have explored H12 and H14. I thought we didn't finish those due to not being able to cross the river. That's why I had the idea of using a river boat in our explorations.

Can we get to exploring soon?


hp 55/55 | AC 21, [23] touch 14 [16], flat-footed 15 [17] [SoF 3 mins] (+6 armor, +4 Dex, +1 Trait) | F +11 R +11, W +10 | Resist cold 5, electricity 5, fire 5 | CMB +5; CMD 16
Loot and Event Sheet:
Init +0; Senses DarkV 60 ft; Perception +6
Mods:
Melee (L) +1 bastard sword[/i] [dice]1d20+7 [/dice] ([dice]2d8+4 [/dice]/19-20) Ranged mwk composite longbow [dice]1d20+5 [/dice] [dice]1d8+2 [/dice]

Alrighty then let's claim D8 :3 and get on with the show.

I thought the Moon Radish Patch was a no go too?


:HP:26 (0):0Stat Dam:Init+4:Perception:+8:AC:18(+4Dex,+4Mage armour):Fort +3,Ref+7,Will+5 Theme song

It's in debate? We're talkin' to them's whut's known about the patch longest?

Aye! Wagons HO!

(^_^)

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