(5) MDT's Revivified Kingmaker (Inactive)

Game Master mdt

Kingdom Map

Wanted Posters:

WOOD DRAKE SIGHTED!
Rumors of a dragon haunting the southern Narlmarches are probably (hopefully) overstated. The evidence indicates that the source of the rumors is merely a forest drake. In any event, it’s killing folks and needs to be put down. One lone eye witness who lived long enough to return with the tale described it as a lumbering beast with wood and leaves for hide. A reward has been offered by House Kalnath.

IN SEARCH OF TROLL BLOOD!
Upon belief and intent, Myrania the Alchemist seeks Troll's Blood for testing as a catalyst in creation of healing potions. A reward, in potions of the choice of the bringer of this rare substance, will be given by Myrania within 30 days of delivery of the blood. At least one wineskin full of troll's blood required for reward.

ANIMAL ATTACKS! HOWLS OF MADNESS?
Rumor of a wolf like creature have long been heard of in the Kamelands. Stories vary as to whether it is a worg, a dire wolf, or something worse. Bandits and hunters have, for years, told of it's madness inducing howls and blood lust. With the increase of citizens into the Greenbelt, it is necessary to root out this beast to make the citizens safe. A reward for the creature's head is offered by House Malvanna.

SHAMBLING SAP NEEDED!
Myrania the Alchemist requires one small cask of shambling mound sap. This will require a fully grown shambling mound to supply. While the shambling mounds are common in Hecktongue Slough, they are rarer in the Greenbelt. A reward of gold and curative potions is offered for the first group to return with a cask of sap.

MAPS

Current Encounter


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Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Everyone please check in as needed and dot the gameplay thread as needed.


M Human HP 64/64 AC 21, T 11, FF 20/ Fort+8 Ref +2 Will+2 +2 vs fear.

DOT


Male Max HP 38
Stats:
AC/Touch/Flat: 19/13/17 | Fort/Ref/Will +5/+4/+9 | Init +2 | CMD 17
Druid of Erastil 7
Skills:
Bluff 2, Climb 3/5, Perception 22, Sense Motive 4, Stealth 15, Swim 3/5, Kn(Geo/Nature) 8, Profession (Cartographer) 8, Survival 14

Noted!


male human psychic (amnesiac) 7/investigator (questioner) 1 | hp 71/71 | AC 18, touch 11, ff 18, CMD 14 |Fort +6, Ref +6, Will +10 | Perc +13, Init +1 | 1st 7/8, 2nd 8/8, 3rd 4/5, PP 3/5, insp. 6/6, DH 7/8

Dot.


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

OK, there it is. Guess it takes more than a period to dot a thread. Thanks, MDT.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Might be an issue of minimum post size : )


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

@16 Days

During the 16 days of 'skip-time', it seems prudent that we would be able to use Share Memory via both Dareon and myself so that everyone would gain a decent understanding of what transpired, both with the hag and the troll.

In addition, it seems as if our plan to catch the hag by misinformation wasn't fruitful - but we tried.

Roan doesn't seem to be around anymore. Should we try to PM him and/or write some sort of explanation? Perhaps send him abroad as an envoy to gather support and/or keep an eye on our centaur-hating neighbour?

In addition, it seems as if a good way to set the scene again is to meet at Wil's and once again make (brief) plans on our future. I suggest looking into some troll killing techniques as well as hag-proofing our more important institutions. Additionally, we need to know more about the kobold and centaur situation.

-----------------------

@mdt - One more thing that happened! In preparation for level 7 and the leadership feat (which many have expressed interest in) we have started to slowly introduce cohorts. For example, I believe Dante's daughter is currently gracing us with a visit. Just so you know if you see unfamiliar aliases in the old threads.

Also - It feels courteous to check again that the leadership feat is something you are willing to run.

And that you are okay with the cohorts showing up before we actually have the feat (but they will mostly just say hi).


male human psychic (amnesiac) 7/investigator (questioner) 1 | hp 71/71 | AC 18, touch 11, ff 18, CMD 14 |Fort +6, Ref +6, Will +10 | Perc +13, Init +1 | 1st 7/8, 2nd 8/8, 3rd 4/5, PP 3/5, insp. 6/6, DH 7/8

Indeed. Given the request the day prior, Dareon can potentially prepare share memory nine times per day.

I would also be down for a meeting again at Wilhelm's manor. Dareon has a few ideas but few solutions to the troll problem - his opposition to Evocation makes Dareon a terrible battle-mage and little-suited to killing trolls. I mean, he can acid splash every round to deactivate their regeneration... Dareon CAN, however, help a LOT with the hag problem. His divination focus is very helpful.

Next level I might have to order a scroll of wall of fire. Conjuration fills a lot of my holes...

Also, is it a terrible idea to split the party? We need most of the party around to deal with the trolls. Numbers is power. However, Dareon can help a lot as an envoy, and is pretty capable of taking care of himself and traveling at speed. So...we could send Dareon to the centaurs? He speaks Sylvan and Giant and has a high Diplomacy score.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Yes, leadership/cohorts are still fine.


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

So far as Roan goes I sent a PM a few months ago and got no response. I checked a few of his aliases and I don't see him posting at all. Bummer. :) Given the above, I believe our current count is at 7, which is 1 shy of a convenient number to split up. That may be a non-issue with a bunch of cohorts running around.

Our current list:

Anastacia
Dante
Dareon
Felicia Shimmerscales
Fhârn
Rowan
Wilhelm


male human psychic (amnesiac) 7/investigator (questioner) 1 | hp 71/71 | AC 18, touch 11, ff 18, CMD 14 |Fort +6, Ref +6, Will +10 | Perc +13, Init +1 | 1st 7/8, 2nd 8/8, 3rd 4/5, PP 3/5, insp. 6/6, DH 7/8

We could do the profane 6-and-1.

I was suggesting that Dareon go alone. I could bring someone's cohort or two, I suppose, as well. If that's okay.

I could also take Leadership and bring along my own cohort XD Not that's really a plan. I want Craft Construct so that I can just start building little servitors.

Can anyone think of a way to get it without meeting prerequisites? Can I re-train my "eye for talent" racial feature into the bonus feat that's the regular feature? I don't have a companion creature anymore to apply it to.


Male Max HP 38
Stats:
AC/Touch/Flat: 19/13/17 | Fort/Ref/Will +5/+4/+9 | Init +2 | CMD 17
Druid of Erastil 7
Skills:
Bluff 2, Climb 3/5, Perception 22, Sense Motive 4, Stealth 15, Swim 3/5, Kn(Geo/Nature) 8, Profession (Cartographer) 8, Survival 14

If the hag isn't causing much of an issue anymore then Rowan could accompany Dareon on his diplomacy quest and provide a lot of versatility.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Yeah, 5-2 sounds alot better. No fun going anywhere alone, is there :)?

And, while not constructs, these guys make adorable minions. Perfect if you have some time to spend with a druid !

edit: Behold: their glory!

edit2: The Leaf Leshys for example might be handy for scouting out the forest : )


male human psychic (amnesiac) 7/investigator (questioner) 1 | hp 71/71 | AC 18, touch 11, ff 18, CMD 14 |Fort +6, Ref +6, Will +10 | Perc +13, Init +1 | 1st 7/8, 2nd 8/8, 3rd 4/5, PP 3/5, insp. 6/6, DH 7/8

Wow, that's a nice find :D Thanks. I might actually be able to make use of those, especially with adding druid spells to my spell list.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

(You could just ask Rowan to cast them for you or help pen some scrolls. I'm not sure if "Magic Stone" is the best spell to pick if one only gets a small number of druid spells ^^)

The Leaf Leshys are described as kinda 'fake militaristic' with their twig-weapon drills and such, so I was thinking of making one of those somehow and then have it wander off to Dante's drills. Just to see what happens :P


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

I think I'd rather recruit an 8th to bring it up to two groups of four honestly. I don't really like 5/2, even if the the 2 has cohorts. Primarily because it makes it hard to keep things in sync time wise in game. Two people will post and resolve more often than 5, and then the 2 end up sitting around when it's time to bring the two groups together again. We kind of saw that when Fharn and Sanita went off, we got a ton of stuff done, way more than the other groups, and then kind of had to wait around a bit for everyone to catch up. We even got some extra adventures because the GM admitted he needed to slow us down.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Hmm. True!

But that pirate ship was really neat : )


male human psychic (amnesiac) 7/investigator (questioner) 1 | hp 71/71 | AC 18, touch 11, ff 18, CMD 14 |Fort +6, Ref +6, Will +10 | Perc +13, Init +1 | 1st 7/8, 2nd 8/8, 3rd 4/5, PP 3/5, insp. 6/6, DH 7/8

Can I advocate for not recruiting another? At a certain point, it gets a little bit awkward to continue introducing new people into the thread, especially with a party size and age like this one. Not only that, but allowing more unconventional adventuring methods can be fun! Even though Fharn and Sanita got a lot more gaming in than the others because there were only two of them, it was an awesome experience, right? I read it, it was really cool!

Also, having a smaller party doesn't necessarily mean that they get more done...maybe it means that they get to elaborate more on it.

Also, about my racial feature? I'd just re-train to Magical Aptitude.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Perhaps just a 4-3 split then, if we are even going to do that?

Recruiting another once again when we just started to get things back on track seems like more trouble then we need : )


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

I'm fine with 4/3, just don't want 5/2 or worse 6/1.


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

I'm flexible, but am inclined to think that recruiting number 8 isn't a terrible idea. If we do so, though, I'd vote we wait until we're running more smoothly again.

Also, we're due to start the Gozran year 2 kingdom building. I can handle all the mechanical tracking and stuff. I'd assume we've kept our militia up and running (all 500 of them...) and that would cost 4 BP for those 2 weeks. Alternatively, our garrison can hold our army in reserve for the month and that takes up only 2 BP for the rest of the month. Go to reserve? If we do, there is no additional cost for us.

As far as what to do, I think we need to build in the Stag Lord's fort. This is what our kingdom is looking like right now. I'd say we should claim B18 and D20 (we can claim 2 hexes per turn now). We can start preparing G19 (Stag Lord's Fort) for its new settlement. That'll be ready next month and will cost 2BP. We can then get a farm on B18 and a Quarry on D20 for 2 and 6 respectively. That leaves us with either 33 or 29 depending on if we put the army in reserve. Income would be ((1d20 + 35)/3) + 7 bp which averages 22 BP. We'd have plenty to immediately get a castle in our new settlement (half cost).

Our capitol city, Zatoksta, in all its glory.

Kingdom right now:

Domierov
CN Size 14 Kingdom
Control DC 36
--------------------
Statistics
--------------------
Economy 35; Loyalty 30; Stability 32
Consumption -1; Income Modifier 7; Unrest 0; Unrest/Turn 0
Fame 4; Infamy 0
--------------------
Leadership
--------------------
Ruler Baron Wilhelm Orlovsky
Councilor Felicia Shimmerscales
General Dante Skyborn
Grand Diplomat Lanya Beladon Medvyed
High Priest Anastacia Sotrmwing
Magister Dareon Lebeda
Marshal Rowan
Royal Enforcer Vacant
Spymaster Roan
Treasurer Fhârn
Warden Vors
--------------------
Hexes
--------------------
Gold Mine Hills (D19 - Hills southwest of Zatoksta)
Improvements Mine, Road
Greenlands hills (F18 - North of Stag Lord's fort)
Improvements Quarry, Road
Greenlands hills (E20 - Mite hills north of Sootscales)
Improvements Mine, Road
Greenslands Hills (D20 - South of Zatoksta)
Improvements Quarry
Norther Greenlands (B18 - Northwest of Zatoksta)
Improvements Farm
Northern Greenlands (C20 - South of Zatoksta)
Improvements Farm, Road
Northern Greenlands (A19 - North of Zatoksta)
Improvements Farm, Road
Northern Greenlands (A20 - Northeast of Zatoksta)
Improvements Farm, Road
Northern Greenlands (B20 - East of Zatoksta (Bokken's))
Improvements Farm, Road
Northern Greenlands (A21 - Northeast of Zatoksta)
Improvements Farm, Road
Sootscale Caves (F20 - East of Stag Lord's)
Improvements Mine, Road with Bridges
Stag Lord's Fort (G19 - Along Tuskwater lake)
Improvements Fishery, Road
Thorn River Crossing (E19 - Northeast of Stag Lord's fort)
Improvements Quarry, Road with Bridges
Zatoksta - Formerly Oleg's (B19 - Along South Restov Road)
Improvements Farm, Road
--------------------
Settlements
--------------------
Stag Lord's Fort
CN Village
Corruption +0; Crime +1; Law +0; Lore +1; Productivity +0; Society +0
Danger +0
Demographics
Population 0
Marketplace
Base Value
0 gp; Purchase Limit 2,500 gp; Spellcasting 3rd
Minor Items —; Medium Items —; Major Items —

Zatoksta - Formerly Oleg's
CN Large Town
Corruption +2; Crime +2; Law +0; Lore +3; Productivity +1; Society +2
Danger +0
Demographics
Population 5000
Marketplace
Base Value
1,500 gp; Purchase Limit 10,000 gp; Spellcasting 5th
Minor Items 1 ring, wand, or wondrous item; 1 potion, scroll, or wondrous item; Medium Items —; Major Items —
Buildings: Dance Hall, Exotic Artisan, Garrison, Granary, House, House, House, Inn, Jail, Library, Noble Villa, Shrine, Stable, Stockyard, Tavern
--------------------
Diplomatic Agreements
--------------------
Restov Embassy, Treaty +8 (Unbalanced against you)
--------------------
Armies
--------------------
- Domierov Defense Force - XP 1200
N Medium army of human (kellid) (Fighter 1)
hp 1; ACR 4; Morale +5 (Flexible Tactics: +5 to change tactics during battle.)
DV 14; OM +4
Speed 2 Hex; Consumption 2 BP

Dante Skyborn
Charisma Modifier 2
Leadership 11
Profession (soldier) ranks 6
Commander Boons Flexible Tactics, Loyalty


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

How convenient, the jail is right next to the 'dance hall'. ;)


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

And the tavern. ;)


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Sorry everyone, I had a family emergency Friday afternoon. And then another one Sunday morning. I'm a bit shellshocked. I may be a bit spotty this week on posting.

Also, I'm fine with waiting to recruit up to 8, especially with things just getting started again.

Whatever two groups you'd like to break up into, is fine. And yes, I'd noticed that people were two higher in level than suggested, I can modify.

I would suggest that Dareon be in the group that uses the other thread, as he has control of that thread and can add things to it without having to switch owners (again!) on it. I'll just post links in the discussion or game thread when they need to be put in the top.

If you guys want to do the second year kingdom stuff before we get back to adventure, now is a good time to do it, otherwise, I'm going to assume the adventuring starts now for book 3.


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

I'm assuming you mean book 2? I was just thinking we'd do this month to keep things together. If we end up mustering armies and stuff, it'll throw off my calculations pretty badly.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Yeah, sorry, the current book. River runs red.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

It seems a bit weird to run another entire year of kingdom building right off the bat since we have so many delicate tasks to deal with : )

-----------

Sorry to hear about your family!


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

Just noticed that I misread that. Sorry to hear about the family emergencies, mdt. I hope everything is well for you and yours. Take your time returning, as there's no rush.

---

So, assuming I don't hear any other negative feedback tomorrow, I'll proceed with Gozran Year 2 kingdom building. I value any commentary on my suggested course of action.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Go for it!


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

Ok, doing kingdom building for Gozran, Year 2:

Upkeep phase:
1.) Stability:
Stability check (DC 33): 1d20 + 31 ⇒ (12) + 31 = 43
No unrest and there's nothing to reduce so +1 BP (46 BP).
2.) Consumption: Put army in reserve so we pay 2 BP for the month (44 BP).
3.) No magic item slots.
4.) No unrest to modify.

Edict phase:
1.) Assign leadership (no change).
2.) Claim 2 hexes (B18 and D20) for 2 bp (42 bp).
3.) Build a farm/road in B18 and a quarry in D20. (33 BP)
4.) Prepare G19 for settlement next month. (31 BP)
5/6.) No new army or edict changes.

Income phase:
1.) No withdrawl.
2.) No deposits.
3.) No items for sale.
4.) Collect taxes:
Economy check (DC 36): 1d20 + 35 ⇒ (12) + 35 = 47 / 3 = 15 + 7 misc income + 31 treasury = 53 bp

Event phase:
1.) No event last month. Rolling for one:

Event chance (0-24 = no event): 1d100 ⇒ 13

Kingdom stats at the end of the month:

Domierov
CN Size 14 Kingdom
Control DC 36
--------------------
Statistics
--------------------
Economy 35; Loyalty 30; Stability 32
Consumption -1; Income Modifier 7; Unrest 0; Unrest/Turn 0
Fame 4; Infamy 0
--------------------
Leadership
--------------------
Ruler Baron Wilhelm Orlovsky
Councilor Felicia Shimmerscales
General Dante Skyborn
Grand Diplomat Lanya Beladon Medvyed
High Priest Anastacia Sotrmwing
Magister Dareon Lebeda
Marshal Rowan
Royal Enforcer Vacant
Spymaster Roan
Treasurer Fhârn
Warden Vors
--------------------
Hexes
--------------------
Gold Mine Hills (D19 - Hills southwest of Zatoksta)
Improvements Mine, Road
Greenlands hills (F18 - North of Stag Lord's fort)
Improvements Quarry, Road
Greenlands hills (E20 - Mite hills north of Sootscales)
Improvements Mine, Road
Greenlands hills (D20 - South of Zatoksta)
Improvements Quarry
Northern Greenlands (C20 - South of Zatoksta)
Improvements Farm, Road
Northern Greenlands (A19 - North of Zatoksta)
Improvements Farm, Road
Northern Greenlands (A20 - Northeast of Zatoksta)
Improvements Farm, Road
Northern Greenlands (B20 - East of Zatoksta (Bokken's))
Improvements Farm, Road
Northern Greenlands (A21 - Northeast of Zatoksta)
Improvements Farm, Road
Northern Greenlands (B18 - Northwest of Zatoksta)
Improvements Farm, Road
Sootscale Caves (F20 - East of Stag Lord's)
Improvements Mine, Road with Bridges
Stag Lord's Fort (G19 - Along Tuskwater lake)
Improvements Fishery, Road
Thorn River Crossing (E19 - Northeast of Stag Lord's fort)
Improvements Quarry, Road with Bridges
Zatoksta - Formerly Oleg's (B19 - Along South Restov Road)
Improvements Farm, Road
--------------------
Settlements
--------------------
Stag Lord's Fort
CN Village
Corruption +0; Crime +1; Law +0; Lore +1; Productivity +0; Society +0
Danger +0
Demographics
Population 0
Marketplace
Base Value
0 gp; Purchase Limit 2,500 gp; Spellcasting 3rd
Minor Items —; Medium Items —; Major Items —

Zatoksta - Formerly Oleg's
CN Large Town
Corruption +2; Crime +2; Law +0; Lore +3; Productivity +1; Society +2
Danger +0
Demographics
Population 5000
Marketplace
Base Value
1,500 gp; Purchase Limit 10,000 gp; Spellcasting 5th
Minor Items 1 ring, wand, or wondrous item; 1 potion, scroll, or wondrous item; Medium Items —; Major Items —
Buildings: Dance Hall, Exotic Artisan, Garrison, Granary, House, House, House, Inn, Jail, Library, Noble Villa, Shrine, Stable, Stockyard, Tavern
--------------------
Diplomatic Agreements
--------------------
Restov Embassy, Treaty +8 (Unbalanced against you)
--------------------
Armies
--------------------
Domierov Defense Force (reserve) XP 1200
N Medium army of human (kellid) (Fighter 1)
hp 1; ACR 4; Morale +5 (Flexible Tactics: +5 to change tactics during battle.)
DV 14; OM +4
Speed 2 Hex; Consumption 2 BP

Dante Skyborn
Charisma Modifier 2
Leadership 11
Profession (soldier) ranks 6
Commander Boons Flexible Tactics, Loyalty


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Sorry everyone, we're on break until after christmas. I've been sick for a week, bronchitus. Doctor gave me a z-pak (alergic to penicilin) and it's wiping me out. I'll be dragging bottom for at least 3 more days, and that takes us to X-Mas, so we're on break until next week. Sorry, collapsed last night and slept all day Saturday.


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

No worries, MDT. I hope you feel better soon. Have a happy holidays! :)


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

+1 to Wil's statement. Focus on getting better and your family and the holidays : )

And happy holidays to the rest of you too!


male human psychic (amnesiac) 7/investigator (questioner) 1 | hp 71/71 | AC 18, touch 11, ff 18, CMD 14 |Fort +6, Ref +6, Will +10 | Perc +13, Init +1 | 1st 7/8, 2nd 8/8, 3rd 4/5, PP 3/5, insp. 6/6, DH 7/8

I wish you the greatest luck in your Christmastime expansions, military campaigns and diplomacy missions against your family and friends.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Why thank you - just as I was planning on playing some civ 4 with my brother ...^^

--------

Merry christmas/have a nice day! : )


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

Merry Christmas, happy holidays and a joyous new year to all, by decree of the Baron! :)


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

Just wanted to check in and say that I hope you're feeling better, MDT. Happy new year folks!


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Yep, feeling better, somewhat.

Ok, I'm up to start now. What would you like to do, group? I'm assuming split up into two parties? What do you need from me before going forward? Post what you want to check on before heading out (I'll supply information via NPCs).


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

Glad to hear you're feeling a bit better. Here's to hoping you feel fully better soon. :)

I had a few questions in my last IC post that require NPC answers. One was a question for Roan about anything further about the centaurs. I'll probably also want to have him send some more scouts out to see what we can find out there. The other question was if Lanya would serve as ambassador to the Sootscales (with honor guard implied to be provided by Dante/Vors).

We'll be splitting into two groups and exploring for what should be about 2.5 to 3 weeks which brings us into Desnus. I've outlined my proposed paths on our kingdom map. Group 1 consists of Dareon, Dante, Felix and Anastacia and they'll explore the blue tiles on the map. Group 2 consists of Wilhelm, Rowan and Fharn and they'll explore the orange tiles.

I think that's all I had. I'll probably designate Roan as steward in my absence. If anyone else has thoughts/concerns with the above, post it here and we can hash it out. :) The group composition seemed like it went over ok.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Order of spying seems good! And the proposed groups works for me too : )

I see nothing wrong with the exploration parts. It is good that we start in the soothscale end of things, so we can check by again. Perhaps even negotiate some way to *prove* our good intentions. We'll see ... : )

Note: I'm a bit preoccupied today and like two more days. I'll try to get an IC post up asap but I can't promise anything !


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Not hearing a lot of feedback from players (Other than Wilhelm and Fharn). I'm assuming it's the holidays?

I'll hold off a couple of more days before posting anything to give people a chance to post and get back from holiday trips.


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

That was my assumption too. Give everyone through the weekend and then start everything up then? I think things will get better when we're into a bit of action. Nothing invigorates posting like breaking heads. :)


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

*Crack!*

"Well spoken, my liege!"


Male Max HP 38
Stats:
AC/Touch/Flat: 19/13/17 | Fort/Ref/Will +5/+4/+9 | Init +2 | CMD 17
Druid of Erastil 7
Skills:
Bluff 2, Climb 3/5, Perception 22, Sense Motive 4, Stealth 15, Swim 3/5, Kn(Geo/Nature) 8, Profession (Cartographer) 8, Survival 14

"Aye! I'll drink to that!"

Hope everyone had a great holiday!


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

Posting a reply later, just wanted to add that you can do whichever method you prefer, MDT. Leinanthan can probably also transfer the old game to your control if you prefer that route. Just let let us know what you want to do. :)

Magic items crafting has been ongoing for a year and a month, more or less. It was also synced to WBL OR whatever you had after last adventures, whichever was better. Presumably any crafting that was WIP is now done.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

I think most went with the wbl sync - and using (all) that money simply to craft feels a little dirty to me :P

---

I have a pair of meaty reports due the 8th - so for now Fhârn will just go by anything that happens quietly (except being slightly offended over the notion he would let his stuff rust!).


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

One question before I get started, did anyone collect the Tatzlwyrm bounty, or is that still outstanding?


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

I'm fairly sure that we haven't had that one back yet. We've just done the monstrous boar, the berries and the bandit stuff. We also recovered Svetlana's ring, I believe.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Ok, sorry, it's throwing me for a bit of a loop, it seems about half of book 2 was left out before book 3 started. That means a bunch of stuff the AP requires for book 3 hasn't been done yet. That means I'll need to combine some of the book 2 stuff into book 3 as pre-requisites.

I'll work out what I need to change tomorrow then. I had something typed up, and then realized I didn't remember ever doing the bits the book says you should have already done, and was hoping it was done while I was away.


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

So we should be through only the first book in terms of the main plot. We just met "King" Hargulka and his band of trolls. Most of the book 2 content and (probably) some of the book 1 content should remain. I don't think we've done any book 3 stuff as yet. We haven't finished exploring the entirety of the Greenlands (which is generally the end of book 2). Hopefully that clears up some confusions.

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