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.


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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

Make sure one of the new ones is an owlbear trainer. :D


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)

lol


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

Ahaha oh that would be hilarious to get a hunter or druid or something who can tame an owlbear!

Anyway, I'll wait for the GM's input on which way we wanna go.


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Greenbelt Map Roll20 Link

I'll talk to our two errant players as one is my kid and the other I see most Saturdays.


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

I'm still here, been busy with work and kid soccer, and graduating a course right into another one, sorry! I'm still interested as well!


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

Errant player logging in. Been travelling for work pretty solidly for the last two weeks and not getting much (almost any) evening computer time.

I'm all for carrying forward.


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)

blue dragonhide breastplate
matching blue dragonhide heavy shield
masterwork battle axe
a tree feather token
ivory comb (worth 50 gp)
286 gp.


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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)

One of those rare moments were Prestidigitation and Mage hand become the best spells in the game


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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
Rhiannon Wyngarde wrote:
One of those rare moments were Prestidigitation and Mage hand become the best spells in the game

The true unsung heroes of adventuring.


Greenbelt Map Roll20 Link

Yep, pretty gross situation. I'm not taking the blame on that one either...that's straight from the book. ;)


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

Looking at the loot list, I think the bracers of armor +1 would probably be a good start for Celebeth. I was thinking about getting some feats to learn light armor proficiency and the Arcane Armor Mastery feat chain that reduces casting failure, but it's easier just to wear magical defenses instead. :D

Are we ready for a Kingdom Turn? Last time we discussed it, we were going to build a Foreign Quarter in a separate district for the lizardfolk. Next priority after that was a tavern (which we promised to our erstwhile bard, Terri). Then after that it's back to stuff that helps to develop the kingdom's economy and stability, unless we have to respond to an emergency event.

Dunno about hex claiming, anyone remember the plan there? Seems logical to slowly work our way back up to Oleg's and then build a road so that we have a connection to southern Brevoy.


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)

That all makes sense. The foreign quarter will like be useful in the long run, as I doubt lizardfolk will be the only ones we have to navigate ongoing dealings with in the future.


Greenbelt Map Roll20 Link
Celebeth Quinciel wrote:

Are we ready for a Kingdom Turn? Last time we discussed it, we were going to build a Foreign Quarter in a separate district for the lizardfolk. Next priority after that was a tavern (which we promised to our erstwhile bard, Terri). Then after that it's back to stuff that helps to develop the kingdom's economy and stability, unless we have to respond to an emergency event.

Dunno about hex claiming, anyone remember the plan there? Seems logical to slowly work our way back up to Oleg's and then build a road so that we have a connection to southern Brevoy.

As far as the tavern goes, Terri's preference or not, your general wouldn't mind there being a place to drink other than the fort...


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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 8/8 | Portrait | Elkmark Calendar

The general definitely has a sympathetic ear with the baroness. Tove can get behind the idea of a Tavern as a follow up to the foreign quarter. I agree that working back up North with our hex claims is a good idea, linking up with the road network is a smart goal, and being able to found a second settlement around Oleg's would be cool.


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 think the foreign quarter makes sense both as a long term play and based on the RP thus far.

The tavern is just a good idea, especially if we can skip to the "Popular Tavern" to avoid the bump in crime associated with the "Dive" tavern.

I'm not sure what the mechanical benefit of having a road that connects up to Oleg's is, but it damn sure makes narrative/economic sense.


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

Roads are a very long-term asset. They cost you BP up front to build, but when you make enough of them, they start giving BP back (because they make trade easier around your nation). If you go long enough a road will eventually pay for itself, but it takes a while.

The other advantage of roads is that you can move faster along roads. This matters late in the game when you have to move armies around.

I dunno how Oleg would feel about turning his outpost into a town or sticking a town next to it, but there are plenty of other decent places to put a new town (like the Temple of the Bear, or one of the other southern ruins after we take care of whatever is in 'em).


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)

With down time we should probably figure out what the two potions from the dryad encounter are.


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)

So looks like from the quickling encounter we have the following:

a pair of scythes
two pairs of over-sized (for the redcaps) metal boots
+1 small mithral shortsword
a bottle of watered down wyvern venom (DC 15; 1d4 CON; Duration 2 rounds; 1 save successful save clears the poison)

I'll add to the sheet, let me know if I missed anything


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

Ok, if we're doing a Kingdom turn, then our ruler needs to make a Stability roll to see if we accumulate any unrest!


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Greenbelt Map Roll20 Link

Waits to see the results of this round of Kingdom building. If you were wanting to do two months back to back, that would be fine too.


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)

That might be better.


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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

Back to back makes sense. Our rulers were gallivanting for a bit, so it might make sense to buckle down and knock out some of that actual... ruling stuff.


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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)

It'll give me a chance to establish more of a connection to the community. In game I've been around for what, a couple weeks at best?


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 8/8 | Portrait | Elkmark Calendar

I’m in favour of the extended downtime too. Whats our stability modifier looking like?


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

We currently have a Stability of +19 and a Control DC of 23, so we pass the unrest check on a 4 or more.

Now, when we add the district to the east to add the foreign quarter, that will increase the Size of the kingdom by 1, which raises the Control DC to 24. It's possible we may get a little unrest. Fortunately, the Enforcer gets a roll to bring unrest back down, and we can always build some housing, if needed, to help keep it down as well.

Once we finish a couple of cycles and do the foreign quarter and the tavern, we can get back to building some +stability structures until we get to the "can't fail" score. (Again, assuming we don't have any event crises that require us to build something else, like a plague that calls for a hospital.)


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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 8/8 | Portrait | Elkmark Calendar

Stability Turn 1: 1d20 + 19 ⇒ (17) + 19 = 36

Stability Turn 2: 1d20 + 19 ⇒ (11) + 19 = 30

No worries.


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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

Ok, going by kingdom turns! We have to do the months in order because random events may skew things during/after the first month.

Next we pay our four consumption, which takes our BP reserve from 46 to 42.

There are no magic item sellers in town yet, so we don't have to refill any item slots.

Our Unrest is 0, so nothing to do there. Our leader slots are all full.

~~~~~~~~~~

Next question is, do we claim another hex, and if so, which one?

Problem here is, I'm no longer sure which hexes we already have. According to the spreadsheet, we have farms in F6 and a fishery in G5, which implies that we control both of those, but the spreadsheet's size is 2, which would be 1 hex (G5) + 1 city district (Fort Redemption). Sooo I don't know for sure what hexes we already have, and it's been like... a year since we discussed our plans. Anyone know?

It may well be that our Size stat is wrong and should be a 3 (G5, F6, Fort Redemption). If so, then I recommend going for hex E5, as we creep north along the river toward Oleg's.

I'll let other people chime in here as maybe someone else remembers something that I don't or has a different idea for our border expansion.


Greenbelt Map Roll20 Link
Celebeth Quinciel wrote:


Problem here is, I'm no longer sure which hexes we already have. According to the spreadsheet, we have farms in F6 and a fishery in G5, which implies that we control both of those, but the spreadsheet's size is 2, which would be 1 hex (G5) + 1 city district (Fort Redemption). Sooo I don't know for sure what hexes we already have, and it's been like... a year since we discussed our plans. Anyone know?

I suspect the spreadsheet is wrong and you should be size 3 (2 hexes and the city district). Either way, go forward with that as your basis.


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

E5 sounds good to me.


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)

E5 would make sense.


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 8/8 | Portrait | Elkmark Calendar

E5 sounds good. Is the plan to take D6 next? I can't recall the nature of our agreement with the deep gnomes, but perhaps we can work out a treaty in the month leading up to making that claim.


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

E5 sounds good, and a treaty with the gnomes would be good,


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

E5 it is! Since we are putting in a foreign quarter, does that mean we are also making a gnome home?


Greenbelt Map Roll20 Link

So you've claimed E5, what's next?


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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

Ok, here's my next wish list:

* We spend 1 BP on that claim, and increase kingdom Size by 1
* Then, we spend 4 BP to build farms in E5 (it's hills).
* Since we can do two terrain improvements per turn, we also spend 6 BP to build roads in the Fort Redemption hex (G5): 3 BP for hills, doubled because it has rivers. This automatically builds bridges over the rivers in our home hex, though! Eventually we will build more roads and connect them to make it easier to get around.

* Then, it's 1 BP to expand the city to the east on the other side of the river, and 30 BP (OOF) for the Foreign Quarter. And yes, presumably it has some nice round huts for lizard folk, some small mounds for gnomes, and maybe a few other buildings for visiting dignitaries from Kyonin or something. :)

That's a total of 42 BP spent! But, the extra farms will reduce consumption, and once we have three hexes with roads, they start applying a bonus every month, too. (It will take them years to pay back, but we have time...)

After that, the treasurer rolls for income. That's Turcáno. At least we get +3 economy from the foreign quarter...

Economy check: 1d20 + 24 ⇒ (16) + 24 = 40

Divided by three and rounded down, that's +13 BP. So we're really hurting after all of that spending, but the hope is that we are able to start recouping it in successive months.

We end that month on 17 BP in the treasury. Our Unrest is still 0 and our Economy is up to 24, which is nice, and the roads now make it faster for us to leave or arrive back at Fort Redemption. The new farm offsets the extra consumption from expanding both the kingdom and the city, but our Stability rolls get a little harder.

~~~~~~~~~~

If everyone is OK with that, we need the GM to roll to see if we have a special event before we go on to month #2 and build some houses and a tavern!

I have not yet updated the spreadsheet with all of this, as I want to let people weigh in. :)


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 in.


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)

Fine by me


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Greenbelt Map Roll20 Link

Special Event (25%): 1d100 ⇒ 79 - None this month, 75% after next month's build.


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 need sign-off from Tove!


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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

Thanks for doing the math, btw. Tis much appreciated.


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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
Garethane Seregon wrote:
Thanks for doing the math, btw. Tis much appreciated.

I enjoy this sub-game :)


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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 8/8 | Portrait | Elkmark Calendar

Oh, yeah I’m happy! I favourited the post but I guess I should have been clearer. I think it’s a great plan.


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

Excellent! On to the second month.

Tove made the Stability check in advance so we're good to go there. (It's getting close, as our Control DC is up to 26, and our Stability went down from the Foreign Quarter.

Fun factoid: PF KM assumes that having a Foreign Quarter increases crime, but in the real world statistics show that immigrants actually reduce crime.

Now we have a decision point. We obviously want to claim another hex and keep growing, but which one do we claim?

D6 continues on our way over the hills to Oleg's, but that's the deep gnomes' territory; should we leave that for them?
If we want to go around the gnomes, we can either do E6 (the old sycamore) and then head up from there, OR we can do D5 (the forest with the bandit camp) and go up from there. Taking E6 gets us closer to the plains, which are easier to build roads on; taking D5 allows us to easily take D4, which has the Temple of the Elk, and we could build a second small settlement there if we wanted, using the temple as the lynchpin.

Alternatively, instead of going up toward Oleg's right now, we could go to G6 or H6 and fill out some of the territory directly around Fort Redemption, giving ourselves more of a "buffer zone." Either way, we'll eventually want to connect to Oleg's. Regardless, claiming a hex is 1 BP, so we know we're going to spend that (taking us down to 16).

If we take E6, G6, or H6, we should probably build farms there, for 4 BP. If we take D5, we should build a sawmill, which costs 3 BP.

Our consumption is 6 (making those new farms helped keep it from getting higher), so that takes us down to 6-7 BP.

Oh no! We can't afford to build a tavern this turn.

That's ok. We should take a turn off to rebuild our treasury anyway. Keeping it too close to 0 can get risky. Plus we will want to make more roads at some point and those are pricey in hills with rivers.

So it's on to the Economy check.

Economy check: 1d20 + 24 ⇒ (20) + 24 = 44

Nice. That's +14 BP, bringing us back up to 20 or 21 (depending on which hex we improved). Next kingdom turn we can definitely build the tavern.

So, everyone needs to decide which hex we claim: Do we claim the hex that the deep gnomes live in? Do we go around them through the forest to the west or the hills to the east? Or do we claim more of the hills to the east or southeast of Fort Redemption for now?


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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)

Given that our Baroness is a cleric of Erastil, I'd say retaking the Temple of the Elk...for Elkmark, makes a lot of sense. So D4 to then move to D5 and secondary settlement.


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

The Temple track sounds good to me. I'd rather not claim the home of the deep gnomes.


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, what say you? We are probably a few months away from even being able to think about establishing a second town (our Stability will just get hit too much by increasing the kingdom's Size too rapidly), but if we take D5 it does let us spread to encompass both the Temple of the Elk at D4 and then the moon radish patch at C5, which puts us right in the woods next to Oleg's. Running a road through there (eventually) will let us connect to Oleg's and, thus, to Brevoy.

Another little advantage of taking D5 is that we can build a sawmill at the site of the old bandit camp (I included this in my computations above), and a sawmill in a forest just gives a flat bonus to BP earned each month. It'll help our early economy a lot.


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

I'm for getting the temple as well!


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Greenbelt Map Roll20 Link

Event Roll (75%): 1d100 ⇒ 33 - Yes

Type of Event: 1d100 ⇒ 16 - Beneficial kingdom event

Type of Beneficial Kingdom Event: 1d100 ⇒ 84 - Natural Blessing

Natural Blessing: A natural event, such as a bloom of rare and beautiful wildflowers or a good omen in the stars, raises your kingdom’s morale. You gain a +4 bonus on Stability checks until the next Event Phase.


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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

Azen stands staring up at the sky, watching the beautiful light storm.

Surely this is a sign from Erastil that he favors our efforts, and will bless us in abundance.

She gives an evening concert, out under the stars, so everyone will come and see the amazing sight.

Perform: 1d20 + 13 ⇒ (10) + 13 = 23


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

Whoops, put it in the wrong place... but turned out it didn't happen anyway, since it was instead a herd of elk, so no matter.

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