DM Alexander Kilcoyne's Kingmaker PBP- Interlude (Between 2 & 3) (Inactive)

Game Master Alexander Kilcoyne

With Hargulka the Troll King slain and the Brevic Civil War occupying the attention of both Surtova and Restov to the north, Kardas appears to be well on the way to peace and prosperity...


301 to 350 of 420 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>

Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

That my friend is up to you. I am trusting that Law and Order will be respected in the city and when I go there I will be met with sense of wonder, not disappointment. he gives Kip a knowing smile.

We all make trade-off's in life kip. I traded Kardas' security for their presence. Soon there will be more Hellknights in the kingdom once the Citadel has been finished. Work is going to start on that as well around the same time as your academy.
Another year or two is all we will need though and we will be able to raise our own army. The arena has one other purpose. Once those warriors and knights has shown their prowess in the Arena, who do you think will be there to offer them work? Why Kardas of course. Hopefully we can get some of the best warriors in the River Kingdoms and beyond to join our forces.

You didn't mention one important note in the flavor though...there's a hint of apples that someone put in there. Some would think it a flaw, I personally like the sweet texture. as he toasts the vintage with Kip.


Your Humble Narrator

Items:

You are now back to the basic deal with Varnhold- one additional item etc.

Quote:

SwordHaven Needs:

0 Minor
2 Medium

Item 1: rod of cancellation - 11000 gp

Item 2: wand of sepia snake sigil - 36250 gp
Quote:

Northgreen Needs:
1 Minor

Item 1: divine scroll of align weapon and chill metal - 300 gp

Quote:


Vierkirche Needs:
1 Minor
2 Medium
1 Major

Item 1: potion/oil of bull's strength - 300 gp

Item 1: arcane scroll of dispel magic - 375 gp
Item 2: ring of minor spell storing - 18000 gp

Item 1: arcane scroll of power word stun - 3000 gp

No event this month. The annexing of Tatzlford only.

Please add the city of Tatzlford to your map and once you have, the following increases to kingdom stats should match up with the increase from annexing it- Economy +8, Loyalty +9, Stability +6.

As the month rolled by, the annexation of the town of Tatzlford into Kardas' borders went without a hitch. A merry festival was held in case of any dissent or naysayers resisting the annexation, but it appears Loy and Latricia were correct in their assessment; the town was, for the most part, entirely welcoming of the added security Kardas would bring to the settlement. Many toasts were raised to a promising future within the Duchy.

If the River Patriots had truly planned to resist the annexation, they must have thought the better of it.

Tatzlford added to Campaign tab. I had a bunch of stuff planned for the remainder of downtime but I think i'll give Kardas the rest of the downtime off; no more surprises from me until chapter 3 starts. Lets crank through these turns.


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

SH Medium Economy 1d20 + 88 ⇒ (8) + 88 = 96
SH Medium Economy 1d20 + 88 ⇒ (7) + 88 = 95
NG Minor Economy 1d20 + 88 ⇒ (12) + 88 = 100
Virk to VH Minor Economy 1d20 + 88 ⇒ (17) + 88 = 105
Virk to VH Medium Economy 1d20 + 88 ⇒ (18) + 88 = 106
Virk to VH Medium Economy 1d20 + 88 ⇒ (10) + 88 = 98
Virk to VH Major Economy 1d20 + 88 ⇒ (8) + 88 = 96

Economy for Income 1d20 + 88 ⇒ (9) + 88 = 97


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

Month of CALISTRIL, 4714. Kardas Founding Month 42:

.
Strategy: Expand the Kingdom!
.Starting Kingdom size 37
.
Upkeep Phase:
*Step 1—Determine Kingdom Stability:
Start with 0 Unrest
Stability roll needed at +55 to beat Control DC 57
*Step 2—Pay Consumption:
Treasury begins with 95-2BP for underlings +4BP due to sale items
Upkeep of HellKnights (-4BP)
Treasury ends with 93BP
*Step 3—Fill Magic Item Slots:
SwordHaven Needs:
0 Minor
2 Medium
Northgreen Needs:
1 Minor
Vierkirche Needs:
1 Minor
2 Medium
1 Major
*Step 4—Unrest:
0 Unrest to start, -1 for Sootscales
0 Unrest remaining

Improvement:
*Step 1—Select Leadership:
No changes
*Step 2—Claim Hexes:
Claim Hex A37, A38, A52 *-3BP*, Tatzlford festival to celebrate their union with Kardas -4BP, stability check needed at +55 vs. DC 57?
*Step 3—Establish and Improve Cities:

SwordHaven Improvements:
N/A *-0BP*, +0 Econ, +0 Loy, +0 Stab

Northgreen Improvements:
N/A *-0BP*, +0 Econ, +0 Loy, +0 Stab

Vierkirche Improvements:
N/A *-0BP*, +0 Econ, +0 Loy, +0 Stab

Tatlzford Improvements:
N/A *-0BP*, +0 Econ, +0 Loy, +0 Stab

*Step 4—Build Roads:
Road Hex A37, A38, A52 *-3BP*
*Step 5: Establish Farmlands:
Farm hex A68, A69 * -8BP*
*Step 6: Edicts:
None

Income:
Starting Income: 75 BP
+1 BP for Kingdom Unrest starting at 0
*Step 1—Deposits: No deposits
*Step 2—Withdrawals:
None
*Step 3—Sell Valuable Items:
7 Economy rolls needed at +84+4 to sell items (includes Tatzlford buildings):
SH Medium: rod of cancellation - 11000 gp , *sold +8BP
SH Medium: wand of sepia snake sigil - 36250 gp, *sold +8BP
NG Minor: divine scroll of align weapon and chill metal - 300 gp, *sold +300GP
Vier (Export to Varnhold) Minor: potion/oil of bull's strength - 300 gp, *sold +300GP
Vier (Export to Varnhold) Medium: potion/oil of bull's strength - 300 gp, *sold +300GP
Vier (Export to Varnhold) Medium: ring of minor spell storing - 18000 gp, *sold +8BP
Vier Major: arcane scroll of power word stun - 3000 gp, *sold +3000GP
+24BP, 3900gp added to Kingdom treasury, cashes out +1BP.

*Step 4—Generate Income:
Economy roll needed at +84+4 to generate income:
Economy for Income 1d20 + 88 ⇒ (9) + 88 = 97 +19BP
Total costs for underlings activities -0BP

Events:
Event that occurred this month: Tatzlford becomes part of the Kingdom of Kardas

Ending Income: 120 BP for the month


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Casimir spends as much time as possible talking to his uncle about his discoveries, making sure to share the news from the other Statkari agents. Both he and Stanislaw seem convinced that there are powers at work plotting against Kardas, and neither seems willing to rest before they are brought to light.

He makes sure to send a message of commendation to Lucius. Without his intel on the River Patriots, the annexation might have turned ugly. He is instructed to keep at it, but Casimir is aware that unless hard evidence that the organization is anything more than a gathering of disgruntled locals turns up soon, he will have to pull Lucius out and put his talents to better use.

Finally, with Noleski assigned to other duties, he offers Malthir to assign Mikmek to aid in the protection of Vaysh and the youn boy, knowing that the loyal kobold will take both pride and pleasure in the task.


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

Month of PHARAST, 4714. Kardas Founding Month 43:

.
Strategy: Expand SwordHaven & Expand the Kingdom!
.Starting Kingdom size 40
.
Upkeep Phase:
*Step 1—Determine Kingdom Stability:
Start with 0 Unrest
Stability roll needed at +62 to beat Control DC 63
*Step 2—Pay Consumption:
Treasury begins with 120BP
Upkeep of HellKnights (-4BP)
Treasury ends with 116BP
*Step 3—Fill Magic Item Slots:
SwordHaven Needs:
0 Minor
2 Medium
Northgreen Needs:
1 Minor
Vierkirche Needs:
1 Minor
2 Medium
1 Major
Tatzlford Needs:
2 Minor

*Step 4—Unrest:
0 Unrest to start, -1 for Sootscales
0 Unrest remaining

Improvement:
*Step 1—Select Leadership:
No changes
*Step 2—Claim Hexes:
Claim Hex A18, A32, A46 *-3BP*

*Step 3—Establish and Improve Cities:

SwordHaven Improvements:
WaterFront *-90BP*, +4 Econ, +0 Loy, +0 Stab, ½ penalty for tax edits, many items

Northgreen Improvements:
N/A *-0BP*, +0 Econ, +0 Loy, +0 Stab

Vierkirche Improvements:
N/A *-0BP*, +0 Econ, +0 Loy, +0 Stab

Tatlzford Improvements:
N/A *-0BP*, +0 Econ, +0 Loy, +0 Stab

*Step 4—Build Roads:
Road Hex A18, A32, A46(River Hex-Bridge) *-4BP*
*Step 5: Establish Farmlands:
Farm hex A74, A75 * -8BP*
*Step 6: Edicts:
None

Income:
Starting Income: 15 BP
+1 BP for Kingdom Unrest starting at 0
*Step 1—Deposits: No deposits
*Step 2—Withdrawals:
None
*Step 3—Sell Valuable Items:
7 Economy rolls needed at +88 to sell items:
SH Medium: , *sold +8BP
SH Medium: , *sold +8BP
NG Minor: , *sold +0GP
Vier (Export to Varnhold) Medium: , *sold +8BP
Vier Major: , *sold +16BP
+XXBP, 0gp added to Kingdom treasury, cashes out +0BP.

*Step 4—Generate Income:
Economy roll needed at +88 to generate income:
Total costs for underlings activities -0BP

Events:
Event that occurred this month: ???

Ending Income: XX BP for the month

Stability to start turn vs DC 63 1d20 + 62 ⇒ (14) + 62 = 76
5 Economy rolls needed at +88 to sell items:
Economy 1d20 + 88 ⇒ (17) + 88 = 105 SH Medium: , *sold +8BP
Economy 1d20 + 88 ⇒ (13) + 88 = 101 SH Medium: , *sold +8BP
Economy 1d20 + 88 ⇒ (10) + 88 = 98 NG Minor: , *sold +0GP
Economy 1d20 + 88 ⇒ (20) + 88 = 108 Vier or SwordHaven (Export to Varnhold) Medium: , *sold +8BP
Economy 1d20 + 88 ⇒ (3) + 88 = 91 Vier Major: , *sold +16BP
Economy to generate income 1d20 + 88 ⇒ (10) + 88 = 98

Ready for items and event!


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

I think having Mikmek look after her is a fine idea. I know Vaysh and Kressle also spend a lot of time together, between the two of them I feel she will be well protected.


Your Humble Narrator

Item Rolls:

Quote:


SwordHaven Needs:
0 Minor
2 Medium

Item 1: lesser strand of prayer beads - 9600 gp

Item 2: rod of cancellation - 11000 gp

Quote:


Northgreen Needs:
1 Minor

Item 1: +1 light hammer - 2301 gp

Quote:


Vierkirche Needs:
1 Minor
2 Medium
1 Major

Item 1: potion/oil of shatter - 300 gp

Item 1: potion/oil of water breathing - 750 gp
Item 2: potion/oil of bear's endurance - 300 gp

Item 1: arcane scroll of imprisonment - 3825 gp

Quote:


Tatzlford Needs:
2 Minor

Item 1: potion/oil of mage armor - 50 gp

Item 2: potion/oil of magic stone - 50 gp

EventChance: 1d100 ⇒ 70

I have a special event to play out but you may begin starting the next turn...

DM Only:

1d20 + 9 ⇒ (9) + 9 = 18

Ricter:

You are abruptly woken up in the night by a loud and frantic knocking upon the door of your chambers in Kardasholme, the castle of Swordhaven. The voice of one of the castle's young pages calls out nervously-

Master Ricter, please, its urgent... A messenger, an armiger, from the Signifer is requesting your presence in the courtyard immediately! He says you must come at once.


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

Month of PHARAST, 4714. Kardas Founding Month 43 Complete!:

.
Strategy: Expand SwordHaven & Expand the Kingdom!
.Starting Kingdom size 40
.
Upkeep Phase:
*Step 1—Determine Kingdom Stability:
Start with 0 Unrest
Stability roll needed at +62 to beat Control DC 60
*Step 2—Pay Consumption:
Treasury begins with 120BP
Upkeep of HellKnights (-4BP)
Treasury ends with 116BP
*Step 3—Fill Magic Item Slots:
SwordHaven Needs:
0 Minor
2 Medium
Northgreen Needs:
1 Minor
Vierkirche Needs:
1 Minor
2 Medium
1 Major
Tatzlford Needs:
2 Minor

*Step 4—Unrest:
0 Unrest to start, -1 for Sootscales
0 Unrest remaining

Improvement:
*Step 1—Select Leadership:
No changes
*Step 2—Claim Hexes:
Claim Hex A18, A32, A46 *-3BP*

*Step 3—Establish and Improve Cities:

SwordHaven Improvements:
WaterFront *-90BP*, +4 Econ, +0 Loy, +0 Stab, ½ penalty for tax edits, many items

Northgreen Improvements:
N/A *-0BP*, +0 Econ, +0 Loy, +0 Stab

Vierkirche Improvements:
N/A *-0BP*, +0 Econ, +0 Loy, +0 Stab

Tatlzford Improvements:
N/A *-0BP*, +0 Econ, +0 Loy, +0 Stab

*Step 4—Build Roads:
Road Hex A18, A32, A46(River Hex-Bridge) *-4BP*
*Step 5: Establish Farmlands:
Farm hex A74, A75 * -8BP*
*Step 6: Edicts:
None

Income:
Starting Income: 15 BP
+1 BP for Kingdom Unrest starting at 0
*Step 1—Deposits: No deposits
*Step 2—Withdrawals:
None
*Step 3—Sell Valuable Items:
5 Economy rolls needed at +88 to sell items:
SH Medium: lesser strand of prayer beads - 9600 gp, *sold +8BP
SH Medium: Item 2: rod of cancellation - 11000 gp, *sold +8BP
NG Minor: +1 light hammer - 2301 gp, *sold +2301GP
Vier or SwordHaven (Export to Varnhold) Medium: pearl of power (3rd-level spell) - 9000 gp, *sold +8BP
Vier Major: arcane scroll of imprisonment - 3825 gp, *sold +3825GP
+24BP, 6126gp added to Kingdom treasury, cashes out +2BP.

*Step 4—Generate Income:
Economy roll needed at +88 to generate income:
Economy to generate income 1d20 + 88 ⇒ (10) + 88 = 98 +19BP
Total costs for underlings activities -0BP

Events:
Event that occurred this month: ???

Ending Income: 61 BP for the month


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

Month of GOZRAN, 4714. Kardas Founding Month 44:

.
Strategy: Expand SwordHaven & Expand the Kingdom!
.Starting Kingdom size 43
.
Upkeep Phase:
*Step 1—Determine Kingdom Stability:
Start with 0 Unrest
Stability roll needed at +62 to beat Control DC 63
*Step 2—Pay Consumption:
Treasury begins with 61XBP
Upkeep of HellKnights (-4BP)
Treasury ends with 57BP
*Step 3—Fill Magic Item Slots:
SwordHaven Needs:
3 Minor
4 Medium
1 Major
Northgreen Needs:
1 Minor
Vierkirche Needs:
3 Minor
1 Medium
1 Major
Tatzlford Needs:
0 Minor

*Step 4—Unrest:
0 Unrest to start, -1 for Sootscales
0 Unrest remaining

Improvement:
*Step 1—Select Leadership:
No changes
*Step 2—Claim Hexes:
Claim Hex A51, A58, A64 *-3BP*

*Step 3—Establish and Improve Cities:

SwordHaven Improvements:
Arena *-40BP*, +0 Econ, +0 Loy, +4 Stab, ½ penalty for festival edits
N/A *-0BP*, +0 Econ, +0 Loy, +0 Stab

Northgreen Improvements:
N/A *-0BP*, +0 Econ, +0 Loy, +0 Stab

Vierkirche Improvements:
N/A *-0BP*, +0 Econ, +0 Loy, +0 Stab

Tatlzford Improvements:
N/A *-0BP*, +0 Econ, +0 Loy, +0 Stab

*Step 4—Build Roads:
Road Hex A51(River Hex-Bridge), A58, A64 *-4BP*
*Step 5: Establish Farmlands:
Farm hex A76, A77 * -8BP*
*Step 6: Edicts:
None

Income:
Starting Income: 2BP
+1 BP for Kingdom Unrest starting at 0
*Step 1—Deposits: No deposits
*Step 2—Withdrawals:
None
*Step 3—Sell Valuable Items:
5 Economy rolls needed at +89 to sell items:
SH Medium: , *sold +8BP
SH Major: , *sold +16BP
NG Minor: , *sold +0GP
Vier or SwordHaven (Export to Varnhold) Medium: , *sold +8BP
Vier Major: , *sold +16BP
+XXBP, 0gp added to Kingdom treasury, cashes out +0BP.

*Step 4—Generate Income:
Economy roll needed at +89 to generate income:
Total costs for underlings activities -0BP

Events:
Event that occurred this month: ???

Ending Income: XX BP for the month

Stability to start turn vs DC 63 1d20 + 62 ⇒ (6) + 62 = 68
5 Economy rolls needed at +89 to sell items:
Economy 1d20 + 89 ⇒ (6) + 89 = 95 SH Medium: , *sold +8BP
Economy 1d20 + 89 ⇒ (17) + 89 = 106 SH Major: , *sold +16BP
Economy 1d20 + 89 ⇒ (19) + 89 = 108 NG Minor: , *sold +0GP
Economy 1d20 + 89 ⇒ (7) + 89 = 96 Vier or SwordHaven (Export to Varnhold)
Economy 1d20 + 89 ⇒ (3) + 89 = 92 Vier Major: , *sold +16BP
Economy to generate Income 1d20 + 89 ⇒ (11) + 89 = 100


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

During the council meeting in Gozran...

So we are nearing the limit of our borders originally set out for us by other powers. But we own our destiny now.
Other than more woodlands to the west expanding eastward makes sense to me. If we expand south we may incite Mivon. I am suggesting that we start exploring east, towards Varnhold's borders.
First I would like to discuss it with Varn, or at least his ambassador, Lord Sirian and make sure they don't already lay claim to that territory.
What do the rest of you say, are we ready to do a little more exploring and possibly expanding into that territory? Providing that Varn doesn't have any great issues with it that is. If he does we may need to negotiate with him.


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 21 Tch 15 FF 19 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

Varn's territory is over the Tors... I am sure it isn't an issue.

There is nothing wrong with being polite and asking though... but if he has expanded to the west of the mountains... where was his polite inquiry to us? Kip winks at Malthir.


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

True, maybe we should just inform him of our plans and not ask. But we don't actually know what his charter entailed...


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 21 Tch 15 FF 19 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

What of the charters? I doubt they hold any sway at this point. We no longer rule via external decree... and I would suspect the same of Varnland. Besides, Brevoy is in no position to enforce the matter. At some point we must steer our own independent and autonomous course...

If you ask for permission... Varn can always say no... and then what do you do?

We are not beholden to him... we are not required to seek his permission. He is our friend and ally and we would not do anything to intentionally disrupt that or provoke him unnecessarily... but Kardas' interests must be served first.

I say it is only fair to expand as we see fit until our territories meet... then we shall enter into discussions with him, Mivon or anyone else...

Remember how some of the local Fey are using your nature against you? Don't let others jump upon the idea as well. Kip smiles warmly


In the Council Meeting

"Perhaps it would be beneficial to focus closer to home with our expansion? We are here to bring these wild lands under control. As long as the woods to the west stand, the dangers of the wild can walk freely all the way to the gates of Kardas. Our more civilized enemies, should any ever emerge, have ready materials for siege engines."

"A program of logging and clearing would pave the way for more farmland right between our most major settlements, increase security and provide plenty of timber for a river fleet or other projects."

I know there are no rules for this - perhaps treat clearance as preparing for a city district, so 4BP and 2 months? That's if IC we decide it's got any merit.

"If we do expand east, the sooner we discuss the future with Varn the better. `Boarder disputes will become harder to reconcile as space dwindles."

Lieutenant Orders

Kesten, having prepared to defend against the Worgs but seeing no sign of them, should perhaps now take a more active role. If Kalev is willing, our forces could being to mount sorties into unexplored territory to hunt the creatures down. Kesten's Hellknight squad guided by elite rangers are powerful enough to handle the pack without requiring the guardians to be distracted from affairs of state.

Balthus is doing good work. He should continue as he is, but notify me if the mercenary presence seems to be dwindling. If it is, he could turn his attention to Tatzleford.

Pellius, having spent a great deal of time chasing that accursed troll, will no doubt be ready for an assignment more concrete. Someone needs to get eyes on the possible Numerian threat. A Hellknight detachment may be more suitable than one of Casmir's agents, since the journey there is dangerous for a single man and the regime sounds like a risky place to be subversive. Hellknights, on the other hand, tend to be tolerated by despots. They wouldn't make contact or try to actually spy - just pass through and see what's actually going on.

special event:
Given the urgency of the summons, Ricter forgoes his armor and instead dresses in the dark grey and black clothing he wears in court. He does have his flail on his belt, however, as he marches past the page towards the courtyard.

"Understood. Be about your business, boy"


Ricter:

You quickly moved through the castle and out into the courtyard. The messenger was being watched over by two members of the militia but their posture was relaxed; the man was an known Armiger after all. He was in his early thirties, heavily scarred from old battle wounds and looked ill at ease.

He was an argimer you recognised- Armiger Zoresk, which is not entirely something you would take for granted since recruitment has been steady over the past several months. When he saw you, he apparently recognised you even without your trademark armour and saluted swiftly. You noticed he was dressed out of uniform as well and his clothes were poorly attired, as though he was in a great hurry to get to Kardasholme. He did appear to have some of his gear on him though, a backpack on his back and weapons on his shoulder or in the scabbards upon his belt. After the salute he wasted little time in immediately conversing with you.

My Lord Ricter, there is little time to lose. You are needed as a matter of urgency at the citadel; there has been an incident. I can explain it as the Signifer told me along the way, but forgive me, my words are for your ears only and this courtyard may not be safe from eavesdroppers... the Armiger said, with a glance at the militia. I was given very explicit instructions. My horse is saddled and i've had the stable hands prepare one for you as well, Field Maralictor.

It seemed to Ricter that there was something a little off about the Armiger before him. Whether the man was simply ill at-ease or being wary around the militia, Ricter was not sure. But something nagged at his mind, something warning him to be cautious. Suspicious by nature, he also wondered why an armiger would be sent by the Signifer and not a full Hellknight. The Signifer must surely have had his reasons.


'special' event:
Ricter doesn't delay in heading for the stable. At one point in the march he looks sideways at Zoresk and says:

"You have done well to see that horses are prepared. Will anything delay or divert us from reaching the citadel and talking with the Signifier?"

Trusting his suspicions, Ricter uses his discern lies ability on the Armiger as he speaks.


Ricter:

You sense disturbances in Zoresk's aura through the use of your spell as he answers-

No, Field Maralictor. If we make haste we can expect to make good time.


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 21 Tch 15 FF 19 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

I am uncomfortable with large scale logging and land clearing. For numerous reasons... not the least of which is the reaction from the Fey and woodland dwelling communities...


'special' event:
Ricter stops walking and grabs Zoresk by the lapels, shoving him against a wall if there's one to hand and shouting:

"You think a Hellknight will be duped by your lies!? What traps or foes are you leading me towards, Armiger? TELL ME!"

Intimidate to force assistance: 1d20 + 12 ⇒ (2) + 12 = 14

[ooc]Ricter is still concentrating on Discern lies - this usage will last for 7 rounds.

Council Meeting

The mortal dwellers in the woodlands will likely welcome the change. Woodcutters will be paid handsomely to undertake the work, and anyone who relies on the forest for hunting, foraging and suchlike can easily be relocated to another suitable forest, where we can build superior dwellings for them. We will not be asking people to give up their ancestral homes - nobody has lived in these parts for more than a handful of years.

"As for the reaction of the Fey...you are right that the forests are their realm. They can move through them easily and unseen, and fade away into them to foil any attempt at pursuit. The forests to the south west are an open road for their kind leading right to Swordhaven's gate. Creatures such that predatory seductress and that quick-footed murderer we battled in the ruined tower must be kept away from our citizens."

"That is not the main reason for the suggestion, though. Kardas needs farms to continue growing, and trying to claim existing grassland further and further from our capital will hamper logistics and potentially aggrevate our neighbors, as the Baron pointed out"


Ricter:

The armiger offered little resistance as you pinned him to the wall. You once again detected disturbances in his aura as he continued to be deceitful, snaking away from your grip and raising his hands defensively. The armiger appeared frightened of you but ready to defend himself.

Please, Field Maralictor! I speak nothing but the truth! Something went awry with one of the summonings... A terrible accident in the citadel, the Signifer doesn't want Kardas to hear about it...


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

There are also our allies in the Satyr's and such creatures as Perlivash and Tyg who trust us to keep our peace with the forest.
There is clearly a hostile Fey force...and the rest who will probably sit neutral, afraid to get involved.
I would prefer to find a solution out side of the logging if we can and keep this a a last ditch alternative. We don't want the remaining Fey and any other forest dwellers to join their ranks through our actions or ignorance.


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

Malthir rolls out a map of the area, What about here...and here. Let's confirm with Varn's ambassador that he hasn't claimed these and if not we can ride out and make sure nothing dangerous inhabits them before claiming them. Farming here should allow us to expand more and claim most of the other woodlands without clearing any of them.

He is referring to hexes A14 and A38. Directly north and two hexes north of that one on our northeast border.


'Special' Event:
Aware that shouting will soon attract unwelcome attention, Ricter lowers his voice but remains menacing

"Your future in our order is seconds away from being cut short. Had you progressed to being a true Hellknight, you would have learned that the powers we serve can lay all falsehoods bare before our eyes. Your continued lies are wasting your time, wasting the time of whatever treacherous forces you serve and, worst of all, wasting MY time!"

This usage of discern lies will remain active until I declare otherwise or the duration expires.

Council Meeting

"As you wish, Baron. If that is the path we are to take, I would suggest drawing up agreements with Varn sooner rather than later. Otherwise, the expansion of our two territories could degenerate into some kind of race."


Your Humble Narrator

Ricter:

With the stable door having been shut since you entered, the room suddenly grew quiet as the Armiger's visage suddenly became thoughtful, almost contemplative. Gone was the fear, replaced by a pensive look as Zoresk regarded you. You stopped discerning lies within the man's aura as he said in a completely calm tone of voice-

I had hoped to do this at my leisure, human... It is MY time that has been wasted...

Before Ricters eyes, the skin of the Armiger seemed to shrivel away in a mere second or two, peeling away from the humanoid shape underneath. With a throaty chuckle, nothing alike to Zoresk's voice, the shape grabbed a large piece of the melting skin and yanked- hard. With a sickening sound, it tore the very skin off its own body; Zoresk's skin, perhaps; and tossed it aside.

The thing before Ricter was a disturbing sight to behold- a little over six feet tall, seemingly without skin layered over its blood-red flesh. It resembled a horrid, emaciated human without skin; with pale yellow eyes and teeth that seemed to suggest malnourishment or some kind of disease. In place of the hands that Zoresk had been holding up defensively, were two blood-red claws, each with deadly-sharp nails almost a half foot long...

Assassination Attempt!

Round 1-

Ordered Initiative-
Ricter Init- 1d20 + 2 ⇒ (5) + 2 = 7
Assassin Init- 1d20 + 6 ⇒ (5) + 6 = 11

Assassin- 11
Ricter- 7

Active Effects-

Notes-

Actions-

Taking advantage of Ricter's horror at its swift removal of its own skin, the assassin's gangly form moved between the General and the stable doors, before raking a claw across Ricter's vulnerable neck with inhuman speed and a good deal of strength before he could get his guard up in time. The deep slashing wound seemed to ooze blood even as the hideous humanoid taunted the man-

You will provide little sport without your armour, Hellknight! When you fall, you will fall knowing that I will wear your husk and tear your order inside-out, just like your skin!

Claw (Hit, Sneak Attack): 1d20 + 14 ⇒ (2) + 14 = 16
Damage: 1d4 + 4 + 4d6 ⇒ (1) + 4 + (3, 3, 1, 2) = 14

Ricter you take 4 bleeding damage every turn from the wound on your action until its either magically healed or you or someone else makes a DC15 heal check... Your action now.


'Special' Event:

Ricter reels from the blow but steadies himself and draws his flail.

"Gods above, Gods below, aid me in rooting the blight from our heartland!"

Swift action to smite chaos against the creature, risking a wasted usage

Move action to draw flail

Two handed flail power attack: 1d20 + 13 ⇒ (4) + 13 = 17

Additional +2 to hit if target is chaotic

Attack damage: 1d8 + 15 ⇒ (3) + 15 = 18

Additional +2 to damage if target is chaotic, +4 if it's also an outsider or Fey.

HP: 53/67

As he trades blows with the creature, Ricter forces himself to stay focused and recall what this thing may be:

Knowledge (Planes): 1d20 + 7 ⇒ (5) + 7 = 12

Edit:Reliable Strike re-roll: 1d20 + 13 ⇒ (12) + 13 = 25


Male (HP 26/71, AC- 23 T- 15 FF- 18 CMD- 28, F +11, R +10, W +6, P +15*, In +3*, AOO +17) Half-orc Ranger (Guide) 7/Barbarian (Invulnerable Rager) 1

In the Meeting:

When Ricter suggested cutting down the Greenbelt, Kalev, normally very quiet during these meetings, spoke in a calm, yet hard voice that made it perfectly clear that as far as he went, this was not up to debate. "We are not cutting down the forest."


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 21 Tch 15 FF 19 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

Kip had murmured his agreement with Kalev's response before adding, You don't drain the ocean because you have been, or might be again, stung by a jellyfish...


HP: 49/60 AC: 22, T:13, FF:21, CMD:16. Fort:+5, Ref:+5, Will:+8(+7). Per:+14, Init:+0, AoO:+8

"Indeed, clearing away large stretches of forest would no doubt drive more fey into the arms of our enemies, and there remains unclaimed land suitable for farming both east and west of our current borders."

"Speaking of which, Ricter is quite correct; while the planned expansion is far enough from Varn's holdings that we needn't seek his permission, coming to some agreement with him regarding the remaining lands between our two nations would be best negotiated before our expanding borders become an issue of contention."


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

On the subject of clearing forest, Casimir says, "I also think we could find better uses for our resources than to clear massive areas of forest. Especially if it makes us new enemies in the process."

Later...
Casimir sipped his whiskey as he waited for his uncle to take his turn in the game they were playing. "It's nice with a quiet night for once...seems like every way you turn these days, there's an assassin or hostile dissident ready to cause trouble. I hope the others are enjoying the downtime too.....especially Ricter, he always seems so on edge, that one."


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 21 Tch 15 FF 19 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

Alex has stated that all the territory to our east has already been claimed by Varn. There is no remaining land between our two nations at all and therefore no remaining farmland to be claimed. :P

North of our borders is Brevoy and south is Mivon. We have a few hexes left to claim on our current map (I think most all of them are forested) and then we are "land-locked" so to speak. (Leaving only to the west, if that is even an option, or war to expand.)


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

It just puts us in a bad place to not be able to claim the woodlands hexes without taking on a bunch of consumption with no real benefit.
Let's not worry about it until we get there but I think we will be 6-8 hexes short or more when we turn the farm hexes around the tree into a city.


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 21 Tch 15 FF 19 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

*still eagerly awaiting the special tree building rules* ;)


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Can we focus on just building and developing the cities, and keeping the kingdom the same size? I forget the finer details of the kingdom rules and don't have time to look it up.


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

Moving to discussion thread.


Your Humble Narrator
Ricter_Vorsk wrote:
** spoiler omitted **

Ricter:

Knowledge (Nature) is the applicable one here unfortunately, but planes would have got you something with a better roll.

Ricter felt a surge of power course through him as the Axiomatic forces within the multiverse lent him a tiny portion of their indomitable order and fortitude. The strange creature he was battling was evidently Fey in origin and although it chuckled in contempt as it easily avoided the leading flail swing, the sudden backswing caught the quick humanoid off-guard, the bleeding Hellknight landing a powerful swing that sent it reeling back with a cry of pain, dancing away from further attack.

Moving a little more cautiously now and having obviously felt the painful heads of Ricter's magically enhanced flail the thing snarled, found an opening and lunged low, only for the maneuver to be proven a masterful feint as Ricter attempted to block it. Once more, the blood-red claw tore open Ricter's shirt as it left long, bleeding wounds on the man's chest.

Thus far, the furious fight had not gone on long enough to draw attention, but surely it could not be long...

Bluff to Feint as Move Action (Success): 1d20 + 19 ⇒ (19) + 19 = 38

Sneak Attack (Combat Expertise, VS Flat-Footed, Hit): 1d20 + 14 - 2 ⇒ (6) + 14 - 2 = 18
Damage: 1d4 + 4 + 4d6 ⇒ (1) + 4 + (5, 3, 1, 2) = 16

Total damage on Ricter should now be 38 once he bleeds this turn. Its 4 per turn, it doesn't stack each time.


DM AK:

Unable to flee from the clearly agile assassin and unwilling to try now that the force of absolute law is on his side, Ricter redoubles his efforts to strike the thing down even as his strength starts to fade:

Two handed flail power attack (+2 from smite): 1d20 + 13 + 2 ⇒ (16) + 13 + 2 = 31

Attack damage (+4 from smite): 1d8 + 19 ⇒ (2) + 19 = 21

Iterative two handed flail power attack (+2 from smite): 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11

Attack damage (+4 from smite): 1d8 + 19 ⇒ (2) + 19 = 21

HP: 29/67


Your Humble Narrator

Ricter:

Bluff to Feint (Success/Fail?): 1d20 + 19 ⇒ (2) + 19 = 21

Can you check Ricter's total sense motive modifier? Remember he gained it as a class skill when he became a Hellknight so assuming it has 7 ranks in it, it should be 22 (7 ranks, +3 class skill, +2 wisdom). Its pretty crucial to know before I post further because assuming you had overlooked the class skill bonus the DC is 22 and thus the feint fails and no sneak attack.


DM AK:

My skills were FUBAR - when I creted the character you suggested I swapped 14 intelligence and 10 wisdom for 14 wisdom and 10 intelligence. I did, but forgot to adjust my skills! It's now fixed. Needless to say, I haven't got a high enough sense motive bonus to avoid another sneak attack.

I may have to begin playing a monster wearing Ricter's skin?


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Ricter, not that I have been reading your spoilers or anything, but did you know that both speaking and yelling ALARM!!!! at the top of your lungs are free actions?


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

Yes Malthir often doesn't sleep at night and wonders the areas where people would be attacked...he may be in the room next to you...lol


Your Humble Narrator

Ricter:

Possibly! Actually considering your completely unarmoured and without shield this has not gone the way the assassin hoped thus far!

Sneak Attack (VS Flat-Footed, Hit): 1d20 + 14 ⇒ (7) + 14 = 21
Damage: 1d4 + 4 + 4d6 ⇒ (2) + 4 + (6, 1, 4, 3) = 20

Despite the creature's agility Ricter was able to land another punishing blow upon its flesh. Perhaps as badly wounded as Ricter was himself, the assassin hissed in frustration as it once more wrong-footed the Hellknight with its left-hand claw and rammed its right into his chest, close to his heart... There was a frantic sense to its attacks, as though it had sensed the aura around Ricter and feared his new defence would prove sufficient in lieu of armour. The strange, blood-red face contorted in frustration as the Hellknight continued to trade blows with it despite his wounds, up close and personal...

Ricter could hear a commotion out in the courtyard and the sound of rushing feet as the militia stationed outside had apparently begun to respond.

That'll be 62 points of damage on Ricter once he bleeds next turn... It may be do or die for him here...


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 21 Tch 15 FF 19 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

I can only imagine that the fact that Ricter is apparently fighting something in his armorless avatar.... does not bode well for him. I told you he needed some magical studded leather PJs! :P

"Special" event + spoilers directed to individual = assassination attempt? Change of post avatar from armiger to generic = disguise of some sort? 4 sets of posts since the switch = 4 rounds of combat?

"...wonders the areas where people would be attacked" Typo for the win! :)

I would be remiss to not point out that Kip actually doesn't sleep much, and does indeed wander the castle all hours of the night, as has previously been established. ;)

If the fight is taking place near the larder, the chances are pretty good that Kip is nearby. :D

Wouldn't it be grand if Kip came to Ricter's aid? :) Kip still hasn't been in combat for almost a year in real time. ;)

And to add to Cas' comments... is running a possibility? Maybe? :P


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

Most likely they are arguing over Kardasian politics. Should we invade the Federation? Is Deep Space nine a strategic location or just some old run-down space station?
Why do the Wyrm Hole aliens allow people to travel trough their hole?WHY, WHY, WHY????? lol


Totally not getting stabbed to death:

Feeling he is seconds from collapse, Ricter redoubles his efforts to strike the creature down.

"I will not die in a gods-forsaken stable!"

Two handed flail power attack (+2 from smite): 1d20 + 13 + 2 ⇒ (3) + 13 + 2 = 18

Attack damage (+4 from smite): 1d8 + 19 ⇒ (3) + 19 = 22

Iterative two handed flail power attack (+2 from smite): 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27

Attack damage (+4 from smite): 1d8 + 19 ⇒ (1) + 19 = 20

HP: 9/67


Your Humble Narrator

Ricter:

With a final and desperate third heavy blow, you send the humanoid crumpling to the ground with a bash to its blood-red head that caves in its skull. The militia burst in on the scene through the stable doors just in time to see your triumph, but you are still bleeding heavily...

Down to 5HP. I'll assume you and the militia attempt to stop the bleeding...

Heal (Ricter, Fail): 1d20 ⇒ 8

Heal (Fail): 1d20 ⇒ 2

Heal (Success): 1d20 ⇒ 17

Is there anything you want to do before this goes out of spoilers and into narrative with the others being found/alerted and coming to the scene?


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

If we are finished up with the turn 44 event, do you want to roll the items and we can wrap up any RP that falls out from it?
We need the following:
SwordHaven Needs:
3 Minor
4 Medium
1 Major
Northgreen Needs:
1 Minor
Vierkirche Needs:
3 Minor
1 Medium
1 Major
Tatzlford Needs:
0 Minor


Ricter stoically remains on his feet as the guards stem the worst of his bleeding. Those that aren't directly responsible for keeping him conscious are quickly given orders:

"This foe was capable of shape shifting. Alert all Statkari to the danger! Seal the gates to the castle - no-one, not even me, gets in or out until sunrise! Send requests to Spymaster Casimir and Councillor Thistlewade to join me here in the stable!"

Ricter looks down at the fallen creature, and recalls how the power he called upon struck at it with unusual force. It was Fey in origin.

"I suppose Magister Bendybrook should also be called down here. This is his area of...interest."

Ricter named the Guardians most likely to be able to explain what just happened, but no doubt everyone will hear the commotion. When anyone arrives he will explain enough for the spoilers to be revealed.


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

Forgot I also need an economy check to sell an item in Tatzlford.
Economy 1d20 + 89 ⇒ (11) + 89 = 100 sold! Updated...we need two items from turn 44 and will successfully sell one of those.
We need the following:
SwordHaven Needs:
3 Minor
4 Medium
1 Major
Northgreen Needs:
1 Minor
Vierkirche Needs:
3 Minor
1 Medium
1 Major
Tatzlford Needs:
2 Minor


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

After Vaysh and Malthir Jr. are secure Malthir arrives on the scene, he sees the creature laying on the stable floor.
Ran into a little trouble my friend? Looks like you took a couple of scratches for this "thing". Let me help you with that.

LOH's a number of times to heal him up. After Rictor describes what happened.

We should find out what we can from the corpse. We should summon Jhod to assist. He can speak with the dead and potentially find out more.
Interesting, our foes are growing bold again. We need to find out who is behind this latest attack.

301 to 350 of 420 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DM Alexander Kilcoyne's Kingmaker PBP- Interlude (Between 2 & 3) All Messageboards

Want to post a reply? Sign in.