DM Talomyr's Kingmaker

Game Master Talomyr

Let it so known that the bearers of this charter, having delivered the northern reaches of the Greenbelt from the scourge of banditry, having provided detailed maps of the lay of the land, and having done no small amount of work in the exploration of said land and the culling of hostile monsters and indigenous hazards, are hereby granted the right to rule.

The nature and laws of rule are theirs to define, and the wellbeing of this new nation is theirs to protect.

In accordance for providing a stable nation to the south of central
Rostland, let there be a generous stipend of funds, support, and advice provided to this fledgling nation as a token of Restov and Brevoy’s goodwill, such that future relations between kingdoms might be mutually beneficial.

So witnessed under the watchful eye of the Lordship of Restov and by the authority granted by Lord Noleski Surtova, current Regent of the Dragonscale Throne.


1,001 to 1,050 of 1,378 << first < prev | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | next > last >>

Female Human (Ulfen) Cleric 6 | HP 44/44| AC 18 T 13 FF 16 | Fort+4 Ref +4 Will+8 | Initiative +2 | Perception +10* | Channel 6/8 | Portrait | Elkmark Calendar

It would be nice if we could place the mill adjacent to the river flowing into the tuskwater but I guess we’re further from the mouth than I thought. In which case I don’t think it matters where it goes as it won’t be an effective watermill and will need some other mechanism to work.

I feel like we might want to start building some houses now too if they’re not going to count toward our build limit. If we build one per month we should be able to meet the requirements for an Inn four months from now. I think we probably want them in the west of the settlement away from the blacksmith.


Female Half-Elf Unchained Rogue (Eldritch Scoundrel) 6 | 45/45 HP | AC 13 T 13 FF 11 | Fort +4 Ref +8 Will +4 | Initiative +3 | Perception +12 (+15 vs. traps, trap spotter) | Recruits

I don’t think they ever published an example of a district map with a river running through it. The assumption is that rivers run along a border or borders of a district. If we want Elkmark to abut the river that enters the Tuskwater, the river should probably be along the right side.

An Inn only needs 1 adjacent House.


1 person marked this as a favorite.
Female Half-Elf Unchained Rogue (Eldritch Scoundrel) 6 | 45/45 HP | AC 13 T 13 FF 11 | Fort +4 Ref +8 Will +4 | Initiative +3 | Perception +12 (+15 vs. traps, trap spotter) | Recruits

Economy Roll: 1d20 + 20 ⇒ (14) + 20 = 34

+11 BP.

I've moved the Mill into position on the district map and added a river line along the right side for the Shrike.


1 person marked this as a favorite.
Female Human Bard (Dervish Dancer) 5 HP: 28/28 NL: 0 | AC 19/14/15 | F +1, R +7, W+5 (+4 vs. Sonic, Language-Dependent, and Bardic Performance)| Per:+9 (Darkvision 60ft.), Init: +5 | Battle Dance: 14/16 | Spells: 1st: 5/5, 2nd: 3/3 | Arrows: 14

I think I'll need to do some reading at some point on the rules. I'm a bit hazy on how I can contribute to the conversation. If we have the capacity for it, and we don't have one already, I'd like to make that tavern for the Hodag head.


Greenbelt Map Roll20 Link

Terri, the Kingdom building rules and turn sequence are linked in the campaign tab should you have the time and desire.

Event Phase 25% chance

1d100 ⇒ 98 - No event, 75% chance next month.

That concludes that month's worth of kingdom building. I've included Meridian's +3 as her role of Councilor will be filled for the next set of rolls.

What would you like to do now? Another month of building, return to exploration? If exploring, where would you like to go?


Female Half-Elf Unchained Rogue (Eldritch Scoundrel) 6 | 45/45 HP | AC 13 T 13 FF 11 | Fort +4 Ref +8 Will +4 | Initiative +3 | Perception +12 (+15 vs. traps, trap spotter) | Recruits

My vote is first priority is check for local news and see if there are other problems to solve for the town; if not, we go exploring again. I think it would be good to clear some of the black space to our east and southeast so that we have a better idea of what's right next door to our home spot.


Female Human (Ulfen) Cleric 6 | HP 44/44| AC 18 T 13 FF 16 | Fort+4 Ref +4 Will+8 | Initiative +2 | Perception +10* | Channel 6/8 | Portrait | Elkmark Calendar

I agree, I’d like to clear out as much of the black hexes as possible. Hopefully no kingdom event will translate to no pressing issues but definitely a good idea to ask first.
And yeah I definitely misread the inn rules, that sounds much more reasonable!


Female Human Fighter (Unbreakable) 6 | 52/52 ( Current 47/47) HP | AC 22 T 13 FF 19 | Fort +8 (+9) Ref +8 Will +4 (6 mind affecting) | Initiative +7 | Perception +4, Sense Motive +1| Heroic Recovery* (1x/day 2nd save vs ongoing effect)

Makes sense. Last thing we need is to go off exploring far and wide, and have unaddressed/unidentified threats close to home cause problems.


Female Half-Elf Unchained Rogue (Eldritch Scoundrel) 6 | 45/45 HP | AC 13 T 13 FF 11 | Fort +4 Ref +8 Will +4 | Initiative +3 | Perception +12 (+15 vs. traps, trap spotter) | Recruits
Terri Riverrun wrote:
I think I'll need to do some reading at some point on the rules. I'm a bit hazy on how I can contribute to the conversation. If we have the capacity for it, and we don't have one already, I'd like to make that tavern for the Hodag head.

@Terri: I'll prioritize it, though for now we probably just get the hodag head mounted on a plaque and hang it from the crumbling walls of the ruined castle, out in front. ;)

Feel free to chime in as much as you like, I'm not the boss, I'm just really invested! Saying "we should build such-and-such for story/RP reasons" is also totally valid.

~~~~~~~~~~

I also made a slight error, though it won't really hurt us, which is that we should build Farms in our capital hex (since a hex is several miles across, these would be stretching across the plains north of Elkmark). We can do it next turn. It'll reduce our Consumption without requiring us to claim another hex and increase kingdom Size, which would make our Control checks harder.

Right now it looks like we have Stability +18 and a Control DC of 23, which means we fail Control checks on a roll of 4 or lower (20% of the time). Failing the Control check at the start of a turn increases Unrest, which penalizes everything, so it's bad. My plan is to get things under control by dint of getting everyone drunk: That is, build another Mill in the southeast, then a pair of Breweries. These buildings are cheap and all increase Stability (with some other bonuses as well), so having those would get us to the point of only failing checks on a 1. But we'll see what happens! Sometimes Events require you to respond by building certain stuff to handle crises (e.g. a plague breaks out and you have to build a Hospital to get it under control).

Eventually we'll want to rebuild the Castle. Since the ruins are semi-intact we get it at half cost (Rivers Run Red p. 8–9), which means we pay 27 BP. Good bonuses though, and then lets us pay half price for a Town Hall (11 BP), which has more good bonuses that are really only worth the price when you get it with the discount.

Speaking of RRR p. 8–9, @GM, it says there that founding our capital on the Stag Lord's fort site gives a +1 bonus to all three of our kingdom stats (Economy, Loyalty, Stability). This probably goes in the Other column of the spreadsheet, if it's not already factored in?


Female Human Bard (Dervish Dancer) 5 HP: 28/28 NL: 0 | AC 19/14/15 | F +1, R +7, W+5 (+4 vs. Sonic, Language-Dependent, and Bardic Performance)| Per:+9 (Darkvision 60ft.), Init: +5 | Battle Dance: 14/16 | Spells: 1st: 5/5, 2nd: 3/3 | Arrows: 14

Thanks all. And I'm okay with the Hodag head being in the castle for now, but Terri's a bard and she really would love to sing and dance and spin yarns in a tavern at some point. ;)


Female Half-Elf Unchained Rogue (Eldritch Scoundrel) 6 | 45/45 HP | AC 13 T 13 FF 11 | Fort +4 Ref +8 Will +4 | Initiative +3 | Perception +12 (+15 vs. traps, trap spotter) | Recruits

Oh, I'll do you one better. After our town is fully populated we'll expand to the west and get a bardic college!


Female Human Bard (Dervish Dancer) 5 HP: 28/28 NL: 0 | AC 19/14/15 | F +1, R +7, W+5 (+4 vs. Sonic, Language-Dependent, and Bardic Performance)| Per:+9 (Darkvision 60ft.), Init: +5 | Battle Dance: 14/16 | Spells: 1st: 5/5, 2nd: 3/3 | Arrows: 14

woo!


Greenbelt Map Roll20 Link

Map coming this evening, after I get home from work.


Female Human Bard (Dervish Dancer) 5 HP: 28/28 NL: 0 | AC 19/14/15 | F +1, R +7, W+5 (+4 vs. Sonic, Language-Dependent, and Bardic Performance)| Per:+9 (Darkvision 60ft.), Init: +5 | Battle Dance: 14/16 | Spells: 1st: 5/5, 2nd: 3/3 | Arrows: 14

Hey all. As you probably noticed, I haven't been on in a little bit. Things have have changed for me personally and professionally. I've been sturggling with some mental issues for a while now that have been affecting things in my life to a fairly severe degree. I have a path forward, and it's going to be hard, but I can do and I'll be okay.

That said, I have also found that the enjoyment I got from playing online is not there anymore. I don't know if it's because I have gotten older or if it's because of the afforementioned mental issues, but either way I don't look forward to post like I did. It's been fun, and I have enjoyed the 10 years I've played on these boards. I need to be honest, though. I don't have the motivation for this that I used to have. I know that it's never fun to have someone leave a game, but I need to consider my mental wellbeing here. I wanted to let you all know that I'm okay and doing well, and I wanted to let you know that I'm leaving the boards, perhaps for good, but definitely for a long time.

Thank you all for the fun times and I wish you all the best. I pray that God will bless all of you. I hope that we'll meet again, but if not, know that I'm alright and will be grand. I just need to take some time to get myself together.

Love y'all
-Adam


Adam,

I'm glad you have a path forward and that real life will slowly, but surel be getting better. Take care.


Female Half-Elf Unchained Rogue (Eldritch Scoundrel) 6 | 45/45 HP | AC 13 T 13 FF 11 | Fort +4 Ref +8 Will +4 | Initiative +3 | Perception +12 (+15 vs. traps, trap spotter) | Recruits

Hope you are able to find a way forward that makes you happy!


Female Human Fighter (Unbreakable) 6 | 52/52 ( Current 47/47) HP | AC 22 T 13 FF 19 | Fort +8 (+9) Ref +8 Will +4 (6 mind affecting) | Initiative +7 | Perception +4, Sense Motive +1| Heroic Recovery* (1x/day 2nd save vs ongoing effect)

Good luck with everything that lies ahead.


Greenbelt Map Roll20 Link

With Terri's departure, you find yourselves in need of a new Grand Diplomat. I am content to leave her in place as a NPC for at least the next two month's Kingdom rolls, but you will need to recruit a replacement at some point.

Likewise, if any of you know of another player that may be interested in joining, send me a PM.


Female Human (Ulfen) Cleric 6 | HP 44/44| AC 18 T 13 FF 16 | Fort+4 Ref +4 Will+8 | Initiative +2 | Perception +10* | Channel 6/8 | Portrait | Elkmark Calendar

Good luck with your recovery Adam. And thank you for the opportunity to get to know Terri, I’ve really enjoyed gaming with you these past few years, it’s been a lot of fun. I hope the path ahead of you brings you some peace, my thoughts and prayers will be with you xx


Female Half-Elf Unchained Rogue (Eldritch Scoundrel) 6 | 45/45 HP | AC 13 T 13 FF 11 | Fort +4 Ref +8 Will +4 | Initiative +3 | Perception +12 (+15 vs. traps, trap spotter) | Recruits

Just so everyone's on the same page, since this is after all a collaborative game. :)

Celebeth has volunteered to go in and negotiate alone. She has noted that she can vanish and run for it, and even knock the main gate if needed to get out.

BUT! This scene is probably more fun if more people get to participate.

Do as you will. Happy to go either way. :)


1 person marked this as a favorite.
Female Human (Ulfen) Cleric 6 | HP 44/44| AC 18 T 13 FF 16 | Fort+4 Ref +4 Will+8 | Initiative +2 | Perception +10* | Channel 6/8 | Portrait | Elkmark Calendar

I feel like as a player that makes sense, but from Tove’s perspective, she is the Baroness and a) should at least show her face for negotiations even if she leaves the talking to you and b) couldn’t face the kid’s mother if something went wrong and she wasn’t able to say she did everything in her power to save him.


Female Half-Elf Unchained Rogue (Eldritch Scoundrel) 6 | 45/45 HP | AC 13 T 13 FF 11 | Fort +4 Ref +8 Will +4 | Initiative +3 | Perception +12 (+15 vs. traps, trap spotter) | Recruits

Fine with me! I just wanted to be transparent about what Celebeth is thinking and that it's totally fine to not doing things as she suggests.


Female Human Fighter (Unbreakable) 6 | 52/52 ( Current 47/47) HP | AC 22 T 13 FF 19 | Fort +8 (+9) Ref +8 Will +4 (6 mind affecting) | Initiative +7 | Perception +4, Sense Motive +1| Heroic Recovery* (1x/day 2nd save vs ongoing effect)

While Celebeth's idea makes sense, her going in solo feels like possibly just giving them another sacrifice/meal/whatever to Rhiannon. She's staying with the gear because as a fighter she has the least to bring to the table weaponless, and she can actually carry everyone's weapons unencumbered.


1 person marked this as a favorite.
M Elf Feral Hunter 6 | HP 39/45 | AC 19 T 14 FF 15 | Fort+6 Ref +9 Will+4 | Initiative +6 | Perception +14 / 18

I hate to see you go, Adam, but ultimately you need to do what is best for your health. Best of luck.

Garethane will back the play of the diplomacy folks, even if his instinct is to tear out of the sky like the predator's skin that he wears.


Female Human Fighter (Unbreakable) 6 | 52/52 ( Current 47/47) HP | AC 22 T 13 FF 19 | Fort +8 (+9) Ref +8 Will +4 (6 mind affecting) | Initiative +7 | Perception +4, Sense Motive +1| Heroic Recovery* (1x/day 2nd save vs ongoing effect)

Full disclosure, if this goes sideways my plan is to knock back a potion of enlarge and plow my way through this village to get to the party.


Male Tiefling Magus (Bladebound/Kensai) 5|Movement speed: 30| HP 43| AC 20 T 18 FF 12 | CMD 24 FF 16| Fort+6 Ref +5 Will+4| Initiative +9 | Perception +1 | Arcana 6/6 | Black Blade Arcana 2/2 | Pearl of power 1/1

Kalamans plan is to also enlarge, and then drop a darkness around the entrance to the hut to cover our movements as much as possible


1 person marked this as a favorite.
Greenbelt | Roll20 | NG Female Human Arrowsong Minstrel Bard 6 | HP 39/39 | CMB +6 / CMD +18 | AC 18 / T 13 / FF 15 | Fort +3 / Ref +8 / Will +5 | Initiative +3 | Bardic Performances 15/18 (Inspire Courage at +2) | Perception +9 | Spells 1L 4/4 2L 2/3

Talomyr tells me you lost your bard again... Azen is happy to be reunited with her sister if you guys are cool with it. Just need to read to catch up... what story did you guys use to explain my absence... do I have to come back from a trip, a romance, or... uh, death? :)


2 people marked this as a favorite.
Female Half-Elf Unchained Rogue (Eldritch Scoundrel) 6 | 45/45 HP | AC 13 T 13 FF 11 | Fort +4 Ref +8 Will +4 | Initiative +3 | Perception +12 (+15 vs. traps, trap spotter) | Recruits

After Celebeth was infected with lycanthropy, we found a wizard to remove it, but in return you had to go do apprentice-y stuff to help him around the lab for a while.

We have since upgraded our kingdom slightly (there's a mill for grinding grain near the river!) and we are currently in pursuit of a missing child, who appears to have been abducted by lizardfolk! We are hoping to start with diplomacy instead of force, but it's not looking too good so far. ;)

I've added Azen back in as Grand Diplomat (no change to the numbers).

Also welcome back sis!


1 person marked this as a favorite.
Female Human Fighter (Unbreakable) 6 | 52/52 ( Current 47/47) HP | AC 22 T 13 FF 19 | Fort +8 (+9) Ref +8 Will +4 (6 mind affecting) | Initiative +7 | Perception +4, Sense Motive +1| Heroic Recovery* (1x/day 2nd save vs ongoing effect)

Welcome back!


Greenbelt | Roll20 | NG Female Human Arrowsong Minstrel Bard 6 | HP 39/39 | CMB +6 / CMD +18 | AC 18 / T 13 / FF 15 | Fort +3 / Ref +8 / Will +5 | Initiative +3 | Bardic Performances 15/18 (Inspire Courage at +2) | Perception +9 | Spells 1L 4/4 2L 2/3

Do the lizardfolk speak common? I want to buy a traveler's translator, but don't have one yet. I'm sorry I haven't had time to catch up on reading gameplay yet. Hopefully tomorrow.


1 person marked this as a favorite.
Greenbelt Map Roll20 Link

Some of them speak common, some obviously better than others, but there are those who speak/understand common.


Greenbelt | Roll20 | NG Female Human Arrowsong Minstrel Bard 6 | HP 39/39 | CMB +6 / CMD +18 | AC 18 / T 13 / FF 15 | Fort +3 / Ref +8 / Will +5 | Initiative +3 | Bardic Performances 15/18 (Inspire Courage at +2) | Perception +9 | Spells 1L 4/4 2L 2/3

Okay, so reading along and I've been in Brevoy for a while... the wizard was trying to show me that Restov wasn't always in the right... so is there anything specific that I learned while I was away?

Oh, and Meridian is an old friend of mine... anything additional I should know about her?

(Fully caught up, and ready for re-insertion in the game whenever.)


1 person marked this as a favorite.
Greenbelt Map Roll20 Link

@Azen - I'll provide what you learned from the wizard this evening when I get home from work. I'll let Celebeth provide any addtional information about Meridian or Turcano.

As for getting you back into the game, we can do one of two things:

1)Retcon and simply sub in Azen for Terri as it pertains to going off in search of the boy, which would put her with the rest of the party.

2) Bring her back in after the group returns (hopefully with the boy in tow) to Elkmark.

I'm fine either way, so I'll leave that decision to you, Azen.


Greenbelt | Roll20 | NG Female Human Arrowsong Minstrel Bard 6 | HP 39/39 | CMB +6 / CMD +18 | AC 18 / T 13 / FF 15 | Fort +3 / Ref +8 / Will +5 | Initiative +3 | Bardic Performances 15/18 (Inspire Courage at +2) | Perception +9 | Spells 1L 4/4 2L 2/3

I would like to be there in case the situation falls apart, but I don't really want to retcon and pretend to have been there the whole time either.

How about this? Azen made it back to Elkmark while the party was gone, then found out where they were when Turcáno came back. She set out on horseback (she apparently bought a horse when she was in Brevoy... I have enough money to afford that) to find them at that point, with Turcáno's guidance about where they were, and thinking they might need help, she brought some extra supplies, including extra blankets and a change of clothes for the child in case he was found. (And maybe anything else the group is in need of?)

She can come across the group where the others (not in the negotiations) are waiting, at a DM-determined convenient time, depending on when/if her help is needed.

What do you think?


1 person marked this as a favorite.
Female Half-Elf Unchained Rogue (Eldritch Scoundrel) 6 | 45/45 HP | AC 13 T 13 FF 11 | Fort +4 Ref +8 Will +4 | Initiative +3 | Perception +12 (+15 vs. traps, trap spotter) | Recruits

You can read bullet points about Celebeth's recruits in their spreadsheet, which you can access by clicking on the "recruits" link in her stat bar.

I made Meridian one of Azen's old friends because it was the easiest way to tie in a human and I didn't think Azen would be coming back! In my head, Meridian was just another farmgirl who had no aspirations beyond working on her parents' farm and maybe getting married one day. Then out of nowhere a crow showed up and started talking to her. Once she got over the initial surprise (this is a magical world, after all, this kinda thing does happen) the crow taught her a few pointers about magic and then started cryptically urging her to get out and see the world while the gettin' was good. Feel free to make up whatever you want, maybe you were friends, or acquaintances, or rivals, or whatnot. The connection to Azen was just a useful way to have an NPC bypass the whole "so why should we trust you?" phase. :)


Greenbelt | Roll20 | NG Female Human Arrowsong Minstrel Bard 6 | HP 39/39 | CMB +6 / CMD +18 | AC 18 / T 13 / FF 15 | Fort +3 / Ref +8 / Will +5 | Initiative +3 | Bardic Performances 15/18 (Inspire Courage at +2) | Perception +9 | Spells 1L 4/4 2L 2/3

Oh, yeah, no worries about the backstory... might not even come up. Just in case it does though, let's just say that they know each other from a group of friends that would get together to play cards every week or something like that... friendly, trust each other, have some private jokes, but no intimate-secret best friend type stuff.


2 people marked this as a favorite.
Greenbelt Map Roll20 Link
Azen wrote:

I would like to be there in case the situation falls apart, but I don't really want to retcon and pretend to have been there the whole time either.

How about this? Azen made it back to Elkmark while the party was gone, then found out where they were when Turcáno came back. She set out on horseback (she apparently bought a horse when she was in Brevoy... I have enough money to afford that) to find them at that point, with Turcáno's guidance about where they were, and thinking they might need help, she brought some extra supplies, including extra blankets and a change of clothes for the child in case he was found. (And maybe anything else the group is in need of?)

She can come across the group where the others (not in the negotiations) are waiting, at a DM-determined convenient time, depending on when/if her help is needed.

What do you think?

That works for me. I'll include your arrival outside of the village along with a brief synopsis of your time with the wizard this evening.


2 people marked this as a favorite.
Female Human Fighter (Unbreakable) 6 | 52/52 ( Current 47/47) HP | AC 22 T 13 FF 19 | Fort +8 (+9) Ref +8 Will +4 (6 mind affecting) | Initiative +7 | Perception +4, Sense Motive +1| Heroic Recovery* (1x/day 2nd save vs ongoing effect)

Preparing to initiate Juggernaut mode....


Female Half-Elf Unchained Rogue (Eldritch Scoundrel) 6 | 45/45 HP | AC 13 T 13 FF 11 | Fort +4 Ref +8 Will +4 | Initiative +3 | Perception +12 (+15 vs. traps, trap spotter) | Recruits

Well this has gone pear-shaped.

I was hoping for a diplomatic solution so that we could integrate them into the kingdom later using the vassalage rules. I guess it was not to be!


Greenbelt Map Roll20 Link

It's not completely lost yet. While Tove did cast a spell on the king, it didn't do any physical damage (fortunately/unfortunately, the majority of the antagonists in this encounter are neutral).


Greenbelt | Roll20 | NG Female Human Arrowsong Minstrel Bard 6 | HP 39/39 | CMB +6 / CMD +18 | AC 18 / T 13 / FF 15 | Fort +3 / Ref +8 / Will +5 | Initiative +3 | Bardic Performances 15/18 (Inspire Courage at +2) | Perception +9 | Spells 1L 4/4 2L 2/3

I'm sorry for messing up the plans. When that 25 diplomacy roll didn't do any good, I wasn't sure what else to do... once the boy is secure, maybe we can salvage something--?

(Honestly, if a storyline puts a kid in danger, I'm not sure that anyone can expect calm negotiation. That's a trigger to almost anyone, just like Azen was telling the king. Everyone's priorities change until that kid is okay.)


Female Human Fighter (Unbreakable) 6 | 52/52 ( Current 47/47) HP | AC 22 T 13 FF 19 | Fort +8 (+9) Ref +8 Will +4 (6 mind affecting) | Initiative +7 | Perception +4, Sense Motive +1| Heroic Recovery* (1x/day 2nd save vs ongoing effect)

Well, this went off the rails fast while I was offline.


2 people marked this as a favorite.
Female Half-Elf Unchained Rogue (Eldritch Scoundrel) 6 | 45/45 HP | AC 13 T 13 FF 11 | Fort +4 Ref +8 Will +4 | Initiative +3 | Perception +12 (+15 vs. traps, trap spotter) | Recruits

It's OK, we'll try to save the boy, deal with the skull-spirit, and see if we can force a surrender. Maybe we can still turn this around.


1 person marked this as a favorite.
Female Human (Ulfen) Cleric 6 | HP 44/44| AC 18 T 13 FF 16 | Fort+4 Ref +4 Will+8 | Initiative +2 | Perception +10* | Channel 6/8 | Portrait | Elkmark Calendar

I fully support Azen making a run for the kid. After all, Tove’s policy for most of the first arc of this story has pretty much been to give no quarter.
That said, yes, I was banking on them being neutral, as Tove did notice that the king wasn’t really happy calling the negotiations off.


1 person marked this as a favorite.
Female Human Fighter (Unbreakable) 6 | 52/52 ( Current 47/47) HP | AC 22 T 13 FF 19 | Fort +8 (+9) Ref +8 Will +4 (6 mind affecting) | Initiative +7 | Perception +4, Sense Motive +1| Heroic Recovery* (1x/day 2nd save vs ongoing effect)

We might still prevent total slaughter. I plan on smashing through the gates, and using Dazzling Display/Intimidate.

Last chance, stand down or die style


Female Half-Elf Unchained Rogue (Eldritch Scoundrel) 6 | 45/45 HP | AC 13 T 13 FF 11 | Fort +4 Ref +8 Will +4 | Initiative +3 | Perception +12 (+15 vs. traps, trap spotter) | Recruits
Tove Hellstrom wrote:

I fully support Azen making a run for the kid. After all, Tove’s policy for most of the first arc of this story has pretty much been to give no quarter.

That said, yes, I was banking on them being neutral, as Tove did notice that the king wasn’t really happy calling the negotiations off.

Agree 100%. Saving the kid is our highest priority.


1 person marked this as a favorite.
Greenbelt Map Roll20 Link
Azen wrote:

I'm sorry for messing up the plans. When that 25 diplomacy roll didn't do any good, I wasn't sure what else to do... once the boy is secure, maybe we can salvage something--?

(Honestly, if a storyline puts a kid in danger, I'm not sure that anyone can expect calm negotiation. That's a trigger to almost anyone, just like Azen was telling the king. Everyone's priorities change until that kid is okay.)

Have a little faith ;)


Greenbelt | Roll20 | NG Female Human Arrowsong Minstrel Bard 6 | HP 39/39 | CMB +6 / CMD +18 | AC 18 / T 13 / FF 15 | Fort +3 / Ref +8 / Will +5 | Initiative +3 | Bardic Performances 15/18 (Inspire Courage at +2) | Perception +9 | Spells 1L 4/4 2L 2/3

I have a drawback that makes it hard to disobey family members... however, Garethane, if you can get the boy out faster than I can, please do it anyway. :)


1 person marked this as a favorite.
Female Half-Elf Unchained Rogue (Eldritch Scoundrel) 6 | 45/45 HP | AC 13 T 13 FF 11 | Fort +4 Ref +8 Will +4 | Initiative +3 | Perception +12 (+15 vs. traps, trap spotter) | Recruits

I have the same drawback :)

Dunno if the kid is too heavy for Garethane to carry out while flying. We may wind up playing football with the kid.

1,001 to 1,050 of 1,378 << first < prev | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / DM Talomyr's Kingmaker Discussion All Messageboards

Want to post a reply? Sign in.