DM Bloodgargler's Kingmaker - Stolen Lands

Game Master karlprosek


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Male LN Human (Varisian) Order of the Dragon Cavalier (Daring Champion) 4 / Bard 1 | HP: 25/39 | AC: 20 (14 Tch, 16 FF) | CMB: +5 (+6), CMD: 18 (19) | Fort +5, Reflex +6, Will +4 | Initiative: +5 | Perception: +8, Sense Motive: +8 | Speed 30ft | Active conditions: None | Performance 7/7 | 1st Level Spells 0/2 | Panache 2/3 | Challenge 1/2 | Tactician 1/1

Will do. Thanks for the heads up.


Init +3 | HP 27/27 | AC 16 T 13 FF 13 | Fort +0 Ref +4 Will +5 [-2 Ref (trap/hazard)] | Perc +9 (LowL) -2 Perc (Surprise) | Spells: 1st 7/7, 2nd 2/5 | Time Flkr 4/5| wand CLW CL1 37/50

I'm so behind on calculating Durielle's current wealth v. expenditures...lol. I'll try and get that updated after all these months...sometime...soonish.

(whistles innocently)


Heading out in the morning or staying a day?

Also...

Vladimir wrote:
I would propose that when we head out again we head west and pick up A3, A2, B1, and C2 to take advantage of the map we found. I could be easily convinced to go to A1 and C1 too to finish out that area of the map before heading south again.

OK with this.. or other thoughts?


INACTIVE - GAME DIED

Sounds fine to me!


Male LN Human (Varisian) Order of the Dragon Cavalier (Daring Champion) 4 / Bard 1 | HP: 25/39 | AC: 20 (14 Tch, 16 FF) | CMB: +5 (+6), CMD: 18 (19) | Fort +5, Reflex +6, Will +4 | Initiative: +5 | Perception: +8, Sense Motive: +8 | Speed 30ft | Active conditions: None | Performance 7/7 | 1st Level Spells 0/2 | Panache 2/3 | Challenge 1/2 | Tactician 1/1

Far be it from me to discourage roleplay, and am I not in this case either, but in the interest of moving things along, would Balter and Durielle be opposed to continuing their scene in spoilers if DM BG is ready to move things along?


Init +3 | HP 27/27 | AC 16 T 13 FF 13 | Fort +0 Ref +4 Will +5 [-2 Ref (trap/hazard)] | Perc +9 (LowL) -2 Perc (Surprise) | Spells: 1st 7/7, 2nd 2/5 | Time Flkr 4/5| wand CLW CL1 37/50

Sure, whatever. It's not like anyone else was posting. :P


Male Half-Elf Wild Shadow 4 | HP 40/40 | AC 18, T 12, FF 16 | Fort +6, Ref +6, Will +5 | CMD 20 | Init +2 | Perception +11

Not at all! That's kind of what I expected, anyway.


INACTIVE - GAME DIED

We're not in that scene. Vlad and I can do our own side-scene if we have time to linger, but we still have a lot of exploring to do!


Male LN Human (Varisian) Order of the Dragon Cavalier (Daring Champion) 4 / Bard 1 | HP: 25/39 | AC: 20 (14 Tch, 16 FF) | CMB: +5 (+6), CMD: 18 (19) | Fort +5, Reflex +6, Will +4 | Initiative: +5 | Perception: +8, Sense Motive: +8 | Speed 30ft | Active conditions: None | Performance 7/7 | 1st Level Spells 0/2 | Panache 2/3 | Challenge 1/2 | Tactician 1/1

And let's not forget about poor Nico!


M Human (Taldan) Wizard (Evoker) 5; Init +7; HP 37/37; AC 14/11/14; F/R/W 3/4/5

I'll just talk to myself. ;)

I am in agreement with the exploration plan.


Init +3 | HP 27/27 | AC 16 T 13 FF 13 | Fort +0 Ref +4 Will +5 [-2 Ref (trap/hazard)] | Perc +9 (LowL) -2 Perc (Surprise) | Spells: 1st 7/7, 2nd 2/5 | Time Flkr 4/5| wand CLW CL1 37/50

You all exited stage left! Tough to have a conversation with absentees. XD


M Human (Taldan) Wizard (Evoker) 5; Init +7; HP 37/37; AC 14/11/14; F/R/W 3/4/5

My wife has developed pneumonia as a result of the flu so I will be a bit busy over the next few days.


M Human (Taldan) Wizard (Evoker) 5; Init +7; HP 37/37; AC 14/11/14; F/R/W 3/4/5

My wife's pneumonia is not clearing up as quickly as we had hoped. I'll continue to have limited time over the next few days.


Init +3 | HP 27/27 | AC 16 T 13 FF 13 | Fort +0 Ref +4 Will +5 [-2 Ref (trap/hazard)] | Perc +9 (LowL) -2 Perc (Surprise) | Spells: 1st 7/7, 2nd 2/5 | Time Flkr 4/5| wand CLW CL1 37/50

@DM Bloodgargler: Hopefully, that post regarding the History roll isn't overstepping too much. I thought a vision to the Seer of Time would be thematically appropriate to explain the sudden awareness you provided. But if it seems too meta then feel free to retcon anything too far out of bounds.


which hex next? C,1 ? C,2?


Male LN Human (Varisian) Order of the Dragon Cavalier (Daring Champion) 4 / Bard 1 | HP: 25/39 | AC: 20 (14 Tch, 16 FF) | CMB: +5 (+6), CMD: 18 (19) | Fort +5, Reflex +6, Will +4 | Initiative: +5 | Perception: +8, Sense Motive: +8 | Speed 30ft | Active conditions: None | Performance 7/7 | 1st Level Spells 0/2 | Panache 2/3 | Challenge 1/2 | Tactician 1/1

I had suggested C1 in an earlier post. No voice of opposition = consent? ;)


INACTIVE - GAME DIED

Sure!


Init +3 | HP 27/27 | AC 16 T 13 FF 13 | Fort +0 Ref +4 Will +5 [-2 Ref (trap/hazard)] | Perc +9 (LowL) -2 Perc (Surprise) | Spells: 1st 7/7, 2nd 2/5 | Time Flkr 4/5| wand CLW CL1 37/50

I had thought our route was already planned out?


M Human (Taldan) Wizard (Evoker) 5; Init +7; HP 37/37; AC 14/11/14; F/R/W 3/4/5

Things have gotten hectic for me at work and I am putting in some long hours. I will be spotty over the next few days.


INACTIVE - GAME DIED

Same, Nico. Same.


M Human (Taldan) Wizard (Evoker) 5; Init +7; HP 37/37; AC 14/11/14; F/R/W 3/4/5

It is 1:30am here and I just finished a big milestone on a software project.

Only 4 milestones to go. :P


INACTIVE - GAME DIED

I did the same last night! :D


M Human (Taldan) Wizard (Evoker) 5; Init +7; HP 37/37; AC 14/11/14; F/R/W 3/4/5

Heads-up: I am going to be out of town from the 13th through the 21st and will have spotty network access. Feel free to bot Nico as needed. I'll make sure his stats reflect his current resources.


M Human (Taldan) Wizard (Evoker) 5; Init +7; HP 37/37; AC 14/11/14; F/R/W 3/4/5

I am back and will get caught up shortly.


Init +3 | HP 27/27 | AC 16 T 13 FF 13 | Fort +0 Ref +4 Will +5 [-2 Ref (trap/hazard)] | Perc +9 (LowL) -2 Perc (Surprise) | Spells: 1st 7/7, 2nd 2/5 | Time Flkr 4/5| wand CLW CL1 37/50

Are the forums back?


Male LN Human (Varisian) Order of the Dragon Cavalier (Daring Champion) 4 / Bard 1 | HP: 25/39 | AC: 20 (14 Tch, 16 FF) | CMB: +5 (+6), CMD: 18 (19) | Fort +5, Reflex +6, Will +4 | Initiative: +5 | Perception: +8, Sense Motive: +8 | Speed 30ft | Active conditions: None | Performance 7/7 | 1st Level Spells 0/2 | Panache 2/3 | Challenge 1/2 | Tactician 1/1

Spotty at best.


Male Half-Elf Wild Shadow 4 | HP 40/40 | AC 18, T 12, FF 16 | Fort +6, Ref +6, Will +5 | CMD 20 | Init +2 | Perception +11

Wow, that was awful. Did everyone make it through that disaster in one piece? :P


Male LN Human (Varisian) Order of the Dragon Cavalier (Daring Champion) 4 / Bard 1 | HP: 25/39 | AC: 20 (14 Tch, 16 FF) | CMB: +5 (+6), CMD: 18 (19) | Fort +5, Reflex +6, Will +4 | Initiative: +5 | Perception: +8, Sense Motive: +8 | Speed 30ft | Active conditions: None | Performance 7/7 | 1st Level Spells 0/2 | Panache 2/3 | Challenge 1/2 | Tactician 1/1

Still here, but traveling this weekend.


Init +3 | HP 27/27 | AC 16 T 13 FF 13 | Fort +0 Ref +4 Will +5 [-2 Ref (trap/hazard)] | Perc +9 (LowL) -2 Perc (Surprise) | Spells: 1st 7/7, 2nd 2/5 | Time Flkr 4/5| wand CLW CL1 37/50

I'm alive and will try to get a post up this evening.


Init +3 | HP 27/27 | AC 16 T 13 FF 13 | Fort +0 Ref +4 Will +5 [-2 Ref (trap/hazard)] | Perc +9 (LowL) -2 Perc (Surprise) | Spells: 1st 7/7, 2nd 2/5 | Time Flkr 4/5| wand CLW CL1 37/50

Logistically, I'm envisioning someone securing a rope to let Balter down, and he and Durielle can use to ascend out. Balter's rope will be used to allow the group can move the megaloceros laterally since Nico can only levitate vertically.

Thoughts? Better plan?


Male LN Human (Varisian) Order of the Dragon Cavalier (Daring Champion) 4 / Bard 1 | HP: 25/39 | AC: 20 (14 Tch, 16 FF) | CMB: +5 (+6), CMD: 18 (19) | Fort +5, Reflex +6, Will +4 | Initiative: +5 | Perception: +8, Sense Motive: +8 | Speed 30ft | Active conditions: None | Performance 7/7 | 1st Level Spells 0/2 | Panache 2/3 | Challenge 1/2 | Tactician 1/1

Works for me.


M Human (Taldan) Wizard (Evoker) 5; Init +7; HP 37/37; AC 14/11/14; F/R/W 3/4/5

We need to be prepared for levitate to not be enough. A mature elk is probably around 700 pounds, and my weight limit is 400 (100 lb/level). It's emaciated, so odds are good that it's a lot less than that. But...300 pounds less may be a stretch.


Init +3 | HP 27/27 | AC 16 T 13 FF 13 | Fort +0 Ref +4 Will +5 [-2 Ref (trap/hazard)] | Perc +9 (LowL) -2 Perc (Surprise) | Spells: 1st 7/7, 2nd 2/5 | Time Flkr 4/5| wand CLW CL1 37/50

The spell would just fail then, correct? It's not like you would lift him part of the way and then drop him. It would just be like Durielle trying to lift him over her head...not going to even start to happen.


M Human (Taldan) Wizard (Evoker) 5; Init +7; HP 37/37; AC 14/11/14; F/R/W 3/4/5

We've always played that it still exerts the force, so if it weighs 500 lbs then you'd just need another 100 lbs of force to lift it.


Male Half-Elf Wild Shadow 4 | HP 40/40 | AC 18, T 12, FF 16 | Fort +6, Ref +6, Will +5 | CMD 20 | Init +2 | Perception +11

Being too heavy would just make it an invalid target for the spell, I believe. It would just fizzle and nothing would happen.

But there is a bigger problem. This isn't just a regular elk, it's a megaloceros, which means that an adult is well over a thousand pounds. This one is both young and emaciated, but if it was a stretch for a regular elk, then it might not be a possibility at all for this one.


Male LN Human (Varisian) Order of the Dragon Cavalier (Daring Champion) 4 / Bard 1 | HP: 25/39 | AC: 20 (14 Tch, 16 FF) | CMB: +5 (+6), CMD: 18 (19) | Fort +5, Reflex +6, Will +4 | Initiative: +5 | Perception: +8, Sense Motive: +8 | Speed 30ft | Active conditions: None | Performance 7/7 | 1st Level Spells 0/2 | Panache 2/3 | Challenge 1/2 | Tactician 1/1

Alright looks like we have a few decisions to make about the start of our kingdom.

Do we want to start with the renovation of the Stag Fort or do we want to do something different?

Which NPCs do we wish to try and get to join our Council so that we don't have open spots?

Personally, I'm in favor of starting with the Stag Fort. As to the NPCs, I wouldn't mind trying Jhod or Brother Aster, Marlbeck, Kesten, and Oleg to start. Hopefully we'll get some potential fits that show up in our fledgling city.

Speaking of that what do we want to rename the Stag Fort? And what do we want to name our new city and country?


Init +3 | HP 27/27 | AC 16 T 13 FF 13 | Fort +0 Ref +4 Will +5 [-2 Ref (trap/hazard)] | Perc +9 (LowL) -2 Perc (Surprise) | Spells: 1st 7/7, 2nd 2/5 | Time Flkr 4/5| wand CLW CL1 37/50

Stag Fort renames:

  • Wildhome
  • Hope's Haven
  • Reclamation
  • Tuskwater Keep
  • The Grand Stag
  • Wanderer's Bastion
  • The Ducheski Dragon
  • Kameland Castle

    "Stag City":

  • Wildhome (assuming not already used)
  • Hope's Haven (assuming not already used)
  • Perserverance
  • Lake's Edge
  • Farshadow

    Tuskwater renames (I'm all for adjusting the local terrain names!):

  • Surtova Sound
  • Tegustus Lake
  • Grand Stag Lake
  • Heartwater

    Country:

  • Kryla
  • Fronterro
  • Cobalsolimir


  • Male LN Human (Varisian) Order of the Dragon Cavalier (Daring Champion) 4 / Bard 1 | HP: 25/39 | AC: 20 (14 Tch, 16 FF) | CMB: +5 (+6), CMD: 18 (19) | Fort +5, Reflex +6, Will +4 | Initiative: +5 | Perception: +8, Sense Motive: +8 | Speed 30ft | Active conditions: None | Performance 7/7 | 1st Level Spells 0/2 | Panache 2/3 | Challenge 1/2 | Tactician 1/1

    Some interesting options there, and there are number of them that I like, Durielle. Not so sure about renaming existing local terrain names, but I suppose I'm not overly opposed.

    Where did you come up with the country names?


    Init +3 | HP 27/27 | AC 16 T 13 FF 13 | Fort +0 Ref +4 Will +5 [-2 Ref (trap/hazard)] | Perc +9 (LowL) -2 Perc (Surprise) | Spells: 1st 7/7, 2nd 2/5 | Time Flkr 4/5| wand CLW CL1 37/50

  • Kryla is the name of a character in a mobile game that looks suspiciously like Durielle. :P

  • Fronterro seemed to be a cool twist on "frontier" imparting an edge of civilization sound.

  • Cobalsolimir just sounds Pathfinder-y.

    >_>

    <_<

    /whistlinginnocently


  • OK.. Leadership roles

    Ruler - Vladimir
    Councilor
    General
    Grand Diplomat - Marisol?
    Magister - Nico?
    High Priest - Brother Aster or Jhod
    Marshal
    Spymaster (reflavored as High Oracle) - Durielle
    Treasurer
    Warden - Balter

    Marlbeck, Oleg, and Kesten suggested.. as well as whichever between Jhod and Aster are not selected as High Priest.

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

    We are going to go quickly through Winter. (I'll need 9 survival checks for hunting/fishing/foraging for the remaining weeks before supplies arrive)
    Then in Spring we can either continue to go an accelerated pace as suggested by the AP (it suggests a full year of Kingdom Building), or you may restart exploration (though you must be home for at least one week per month to avoid vacancy penalties).


    I misread Durielle's top suggestion for the fort as Wildhorne... that's my favorite ;)


    Init +3 | HP 27/27 | AC 16 T 13 FF 13 | Fort +0 Ref +4 Will +5 [-2 Ref (trap/hazard)] | Perc +9 (LowL) -2 Perc (Surprise) | Spells: 1st 7/7, 2nd 2/5 | Time Flkr 4/5| wand CLW CL1 37/50

    Oh my! :O


    Male Half-Elf Wild Shadow 4 | HP 40/40 | AC 18, T 12, FF 16 | Fort +6, Ref +6, Will +5 | CMD 20 | Init +2 | Perception +11

    I am partial to Kameland Castle for the Stag Fort, even though it's a tad generic. We could always just go with "Kamelot." ;P

    I'm not sure whether Balter would be more annoyed or amused by having a city named after him! Hope's Haven and Perseverance both sound good to me, but I am open to other candidates.

    I agree that we don't really need to rename any places.

    As far as country names go, not sold on any of the suggestions just yet, though Fronterro sounds pretty good. Cobalsolimir looks like word salad. XD

    On another topic, if I might be so bold to ask, is there a timetable in the AP for when we reach level 5?


    Once we've finished founding the kingdom you'll level. Considering there will be no encounters before then, you're welcome to level now if you like.


    Male LN Human (Varisian) Order of the Dragon Cavalier (Daring Champion) 4 / Bard 1 | HP: 25/39 | AC: 20 (14 Tch, 16 FF) | CMB: +5 (+6), CMD: 18 (19) | Fort +5, Reflex +6, Will +4 | Initiative: +5 | Perception: +8, Sense Motive: +8 | Speed 30ft | Active conditions: None | Performance 7/7 | 1st Level Spells 0/2 | Panache 2/3 | Challenge 1/2 | Tactician 1/1
    DM Bloodgargler wrote:

    OK.. Leadership roles

    Ruler - Vladimir
    Councilor
    General
    Grand Diplomat - Marisol?
    Magister - Nico?
    High Priest - Brother Aster or Jhod
    Marshal
    Spymaster (reflavored as High Oracle) - Durielle
    Treasurer
    Warden - Balter

    Marlbeck, Oleg, and Kesten suggested.. as well as whichever between Jhod and Aster are not selected as High Priest.

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

    We are going to go quickly through Winter. (I'll need 9 survival checks for hunting/fishing/foraging for the remaining weeks before supplies arrive)
    Then in Spring we can either continue to go an accelerated pace as suggested by the AP (it suggests a full year of Kingdom Building), or you may restart exploration (though you must be home for at least one week per month to avoid vacancy penalties).

    Are we allowed to assist on the Survival rolls? Either way, I would suggest Balter make the rolls or at the very least be the lead on the rolls.

    As to the open Kingdom roles, I would suggest Oleg for treasurer. Being a business man, I think he may fit the role, the question is would he be willing to do so?

    I would also suggest Kesten for our General.

    That leaves Councilor and Marshal open. I would think that Marlbeck, should we be able to pry him away from Dovan, would be a good choice for Marshal.

    If Marisol is content with the role of Grand Diplomat (at least until such a point she becomes a second Ruler, should that be something she chooses), I would think that either Jhod and Aster (whichever is not the High Priest) would fit for the Councilor.

    For the former Stag Fort, I like either Tuskwater Keep or Kameland Castle (or Keep).

    For the settlement, I think I like Hope's Haven.

    For the Country itself, I'm not sure I have a preference of the names put forward and would certainly welcome further suggestions. Sadly I do not have one to put forward myself at this time.


    Male LN Human (Varisian) Order of the Dragon Cavalier (Daring Champion) 4 / Bard 1 | HP: 25/39 | AC: 20 (14 Tch, 16 FF) | CMB: +5 (+6), CMD: 18 (19) | Fort +5, Reflex +6, Will +4 | Initiative: +5 | Perception: +8, Sense Motive: +8 | Speed 30ft | Active conditions: None | Performance 7/7 | 1st Level Spells 0/2 | Panache 2/3 | Challenge 1/2 | Tactician 1/1

    5th Level:

    +8 HP = 6 (1/2 HD + 1 + 1 Con + 1 Favored Class)
    +1 Fort Save
    +7 Skills = (4 + 2 Int Mod + 1 Human)
    (1 Rank each: Diplomacy, Knowledge (Geography), Knowledge (Local); 2 Ranks each: Perception, Sense Motive)

    +1 Challenge per Day

    Panache (3 per day) and Deeds (Dodging Panache, Opportune Parry and Riposte, Precise Strike, and Swashbuckler Initiative)


    M Human (Taldan) Wizard (Evoker) 5; Init +7; HP 37/37; AC 14/11/14; F/R/W 3/4/5
    DM Bloodgargler wrote:
    Magister - Nico?

    This works for me.

    I spent some time with some name generators tonight and it was basically a bust. I was not expecting much and my expectations were met. :P

    I like the name Wildhome.


    Init +3 | HP 27/27 | AC 16 T 13 FF 13 | Fort +0 Ref +4 Will +5 [-2 Ref (trap/hazard)] | Perc +9 (LowL) -2 Perc (Surprise) | Spells: 1st 7/7, 2nd 2/5 | Time Flkr 4/5| wand CLW CL1 37/50

    Fine, fine. I'll concede the terrain name changes despite thinking Tuskwater sounds bleh to me.


    Male LN Human (Varisian) Order of the Dragon Cavalier (Daring Champion) 4 / Bard 1 | HP: 25/39 | AC: 20 (14 Tch, 16 FF) | CMB: +5 (+6), CMD: 18 (19) | Fort +5, Reflex +6, Will +4 | Initiative: +5 | Perception: +8, Sense Motive: +8 | Speed 30ft | Active conditions: None | Performance 7/7 | 1st Level Spells 0/2 | Panache 2/3 | Challenge 1/2 | Tactician 1/1

    I like Marisol's idea of either Maybe a dock on the lake, or a granary for the next build. Any thoughts from anyone else?


    >District Grid<
    Each turn/month you are able to build or upgrade 1 building (in this case the castle) as well as 1 House, Mansion, Noble Villa, or Tenement.

    House 3 BP, 1 lot

    Kingdom Unrest -1

    Upgrade From Tenement

    A number of mid-sized houses for citizens.

    Mansion 10 BP, 1 lot

    Kingdom Stability +1

    Upgrade To Noble Villa

    A single huge manor housing a rich family and its servants.

    Noble Villa 24 BP, 2 lots

    Kingdom Economy +1, Loyalty +1, Stability +1

    Discount Exotic Artisan, Luxury Store, Mansion

    Upgrade From Mansion

    A sprawling manor with luxurious grounds that houses a noble's family and staff.

    Tenement 1 BP, 1 lot

    Kingdom Unrest +2

    Upgrade To House

    Special Counts as House for buildings that must be adjacent to a House

    A staggering number of low-rent housing units.

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