Diremerc's Kingmaker campaing (Inactive)

Game Master DireMerc


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ooc discussion


LG Elf Magus 1 | HP 14| AC 18| F +5 R +5 W +5 | Perc +3 | speed 40 ft. | focus 1/1 | Active Conditions: Light, Longstrider, Magic Weapon

Alexand is an orphan who, after some experiences in life ended up at Oleg's where he was recruited to help start the kingdom. His role is that of the secretary(?)/treasurer. He was recruiting NPC's to fill the positions in the kingdom (he's built to be very persuasive) and managing the building and expansion.

I joined very shortly before the GM ghosted.


Gaelden Wounds (0) HP (92) Saves (15/14/16, +2 vs enchantment) AC (26/21/23) CMD (34) Init (+3) Smite (2/2) LoH 2d6 (7/7) Investiture (6/6) Ki (9/9) Mage Armor (0/1) Spear (5/5)

Not long after the incident with the monoliths, Gaelden vanished. The monk had entered the Stolen Lands to look for his lost brethren, and to also learn the truth about his noble bloodline. The monolith changed all of that. He bargained away that which made him human in exchange for the power to fight evil. At first, the changes that came upon him were merely cosmetic. His skin became silver, and the rune of Irori was burned onto his forehead. But that was but skin-deep. His very soul was changed.

The mundane days of kingdom building were no longer held any interest to him. The voice in his head, which came from the amulet gifted to him from the monolith, demanded that he leave to fulfill his bargain. Any attempt to deny it led to the voice building in strength and urgency. This continued until the day that the monk simply vanished, never to be heard from again.

Gaelden just doesn't fit into Kingmaker anymore. Will be posting his replacement, Hrungnir, very soon


Fair enough.


Male Halfling Unchained Rogue 5/Dark Delver 2 HP:57/57 AC:15 FF:15 T:12 AC(MA):19 AC(SH):19 AC(MA+SH): 23 F:5 R:10 W:5 Perc:+15 Init: +10

This was my introduction post when I started. I was the last one to join...I think.

The sun was just starting to break above the horizon when the small caravan started to get ready for the next leg of their journey. The group consisted of several farmers and tradesmen that ventured north for a better life but were finding their journey to be far more than they bargained for. The rain just would not let up and the sun barley made its presence known. A tall burly human approaches a short gnome busy packing up yet another tent. Master Gnome, do you have any idea where we are and where we are going? The gnome continues his packing without looking back to address the man. Yes and yes. The gnome finished placing the last tent on a pony that he just summoned and turns to look way up at the human. Good Sir, I am doing everything I can to keep this group alive. I know that everyone is tired, cranky and scared but please stop asking me the questions that you already know the answers to. He walked a few steps away and pointed at the camp. We are here...and he points in the direction that the survivors were traveling. We are going that way. The Gnome turns back to the large human with a smile on his face. He then sees that no one seems to be laughing. OK, here it is I have no idea where we are or what direction we are going in. I am using all my magical energies to keep those damn bandits off our tails. Sooner or later we are going to make it to Restov. Right now we need to get back on the road. I will have our escort up in a few moments. With that the gnome climbed up onto his mount and got himself situated. He cast a spell and then a large hulking two headed giant troll climbed out of the back of a wagon and started walking behind the group. This went on for several days. During the day the giant troll would escort its prisoners along the path and at night they set up a huge camp to give the impression that there were three times as many people in camp. Then things started to look up as the skies started to clear and the rains stopped. The next morning a tower could be seen off in the distance. A few days travel and they would be at the doorstep of safety...well maybe and maybe not. The image of what was thought to be a tower was in fact a small fort of sort. A walled palisade with four towers was seen as a beacon of hope to all in the group. They were a few hours away from the structure when it was decided to be safe and camp for the night. This would mean the group would make the fort in the late morning. That night the Gnome wondered off and took his time to inspect the fort, he wanted to be sure of what was going on inside. The next morning as they were packing up the Gnome informed the group of his late night business. The fort is a traders post. There are a few people there and I think we are safe to stop and find out where we are. With that the group made their way to the fort. The doors were open as if they were expected. A man named Oleg came forward to greet the group and was wondering where there rest of the group was. He was certain he saw a large caravan camp only a few hours away. The gnome stepped forward and explain in quite simple terms. It is a dangerous place out there and the need for protection is of the utmost concern of us travelers. So we created the illusion of a large camp to help protect us on our little trek...in a word...Magic!The gnome steps of his pony as it disappears. He pulls back his cloak and takes off his goggles. The rings of travels around his eyes could attest to just how tired and dirty they all were. He shakes out his blue hair and looks up at Oleg. Extending a hand up to him. I am Zilybar and these fine folk are what is left of our caravan that set out for Restov some weeks ago. We wish to rest and then be on our way tomorrow...that is if you could point us in the direction of Restov.


Wounds (0) HP (91) AC (20) Saves (7/-1/7/2/1/0) lvl1 (4/4) lvl2 (0/2) [CAMPAIGN COMPLETE]

Urban Bloodrager / Cleric of Adabar here. Brings the party plenty of tankiness, healing, and some useful kingdom building skills. Is able to hit fairly hard (fully buffed, +15 to hit, with 2d6+17 damage). He can take the role of High Priest (cleric, Wis18) or treasurer (cleric of Adabar, wis18).

Not long after Gaeldren left, word reached Restov that the charter to settle the Stolen Lands was becoming more than just another fool's expedition. It was said that there was a fort within the wilderness that was quickly growing into a town. There were whispers that it could eventually become a kingdom!

One of the first people to arrive was Hrungnir. As a cleric of Adabar, he worshiped more than just gold. He believed in civilization. To him, the dangers of the world, such as rampaging orcs, giants, brigands, and the like, all came down to the world being far too wild. Where there was civilization, there was trade. Where there was trade, there was peace. Yes, wars would still exist, but that was a fact of life. But when people had jobs to go to, families to support, and homes to call their own, the world was a better place. And where kingdoms rose, the threats to life and property shrunk.

The Stolen Lands, were thus, a blight in his eyes. Lawless territory where the flotsam of society could hide, and where savage threats could arise. This charter was, in his eyes, an amazing opportunity to advance his vision.

When he arrived at the Fort, Hrungnir immediately put himself to good use. He was able to heal the injured, care for the sick, and very importantly, bring with him his trading contacts back in Restov.

For Hrungnir was a dwarf on the move, who had family from Restov all the way to the Five King Mountains. Looking at the Fort, he had great plans. Plans to turn it into a trading hub, where goods could pass through from and to Brevoy. It would be a civilizing presence. It would be a profitable venture. He would see it be so, even if he had to water the fields of this dream with savage blood.

----

Appearance and Personality

Hrungnir is a well-groomed and polite dwarf. Almost always seen wearing a shining suit of mithril fullplate (which he made himself, a process which took him four years of sweat and toil), and carrying a large warhammer, Hrungnir is not someone who has ever shied away from a fight. He considers his armor to be a symbol of his faith, for it is covered in the holy writings of Adabar, and his god's sacred symbols. It is a clear sign of who he is and what he stands for. He is rarely seen without it.

Unlike most priests of Adabar, who are content to sit within walled cities while counting coin, Hrungnir believes in expansion. From his home in Highhelm, he has steadily traveled north, helping to create trading outposts and protecting caravans. He is always willing to offer a friendly word, or to give business advice. Hrungnir might well have been a wealthy dwarf already, if not for his generosity. He has lost more than one piece of gold due to his investments...something which he has gotten better at judging over the years.

Here, in this fledgling kingdom, he is determined to prove his worth. And, should this venture prove profitable, to send word to his clan that there is a kingdom worth settling.


Wounds (0) HP (91) AC (20) Saves (7/-1/7/2/1/0) lvl1 (4/4) lvl2 (0/2) [CAMPAIGN COMPLETE]

Wayfinder Purchase

Quote:
In addition, the magic worked into the wayfinder amplifies the power of the ioun stone, usually (about 75% of the time) unlocking new abilities in addition to the stone’s normal power. Unfortunately, the energy required is such that the magical properties of the wayfinder itself are diverted to power the ioun stone, temporarily negating the wayfinder’s normal abilities. The mechanism of using a wayfinder to boost the power of an ioun stone is usually called augmenting, channeling, enhancing, or resonating.

Does it work? roll of 1-3 means 1-25 doesn't work, roll of 4-6 means 75-100 doesn't work: 1d6 ⇒ 1

Does it work?: 1d100 ⇒ 90 It works

What does it do?: 1d100 ⇒ 1 +2 Cha


Take a look at the kingdom buildign rules.

kingdom building

and decide who is filling each role.

There are a number of NPC that can fill certain roles as well


LG Elf Magus 1 | HP 14| AC 18| F +5 R +5 W +5 | Perc +3 | speed 40 ft. | focus 1/1 | Active Conditions: Light, Longstrider, Magic Weapon

So this is what I had from before:

aurora : warden
alexand : tresurer
zilybar :spymaster
Ionnia : high priest
gaelden : marshal
krafnik : councilor
selena : grand diplo


Wounds (0) HP (91) AC (20) Saves (7/-1/7/2/1/0) lvl1 (4/4) lvl2 (0/2) [CAMPAIGN COMPLETE]

Ah, that's right. For some reason I was thinking that Gaelden was the high priest...it has been awhile.

I'm alright keeping things as they are, with the PCs who are gone being NPCs now.

Marshal
The Marshal helps organize patrols and enforces justice in rural and wilderness regions.
Benefit: Increase Economy by a value equal to the Marshal’s Dexterity or Wisdom modifier.

This fits Hrungnir well. As a warrior and a cleric of Adabar, and a wanderer by nature, he'd fit the role well of protecting caravans, solving trade disputes, and generally keeping the road safe. Increasing the economy by his wisdom suits him really well.

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

Right now, we have a 4-man gestalt party. They are...

(1) The Treasurer
(2) The Marshall
(3) The Warden
(4) The Spyaster

It makes sense for these 4 to work together to end threats. While the diplomat, councilor and high priest stay at home, these 4 have a more logical reason for adventuring outside of the town.

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

The one thing I notice we are missing though is a ruler...which is kind of important. Who would this be? An NPC Swordlord, who is GM controlled, perhaps?


Hmm in my previous playtroughs the players always picked a ruler from among themselves but I can chose an npc if you like.


Male Halfling Unchained Rogue 5/Dark Delver 2 HP:57/57 AC:15 FF:15 T:12 AC(MA):19 AC(SH):19 AC(MA+SH): 23 F:5 R:10 W:5 Perc:+15 Init: +10

I have seen where each pc has two roles and they spend at least half their time ruling. Adventure two weeks, rule two weeks.


Also do you know what buildings you had constructed in your kingdom is that something you were doing?


Wounds (0) HP (91) AC (20) Saves (7/-1/7/2/1/0) lvl1 (4/4) lvl2 (0/2) [CAMPAIGN COMPLETE]

Kingdom Actions:

https://docs.google.com/document/d/1spw4oL0xH_AZ8UCEr0PL3FEXS1DBn_VFfOgBwdt PXyQ/edit

Kingdom Map:

https://docs.google.com/drawings/d/1Sy9TLMUqWBt5ncVRNtPGDNnhrHZbaYWwm89BG8s lM4o/edit?usp=sharing


those don't work for me


Wounds (0) HP (91) AC (20) Saves (7/-1/7/2/1/0) lvl1 (4/4) lvl2 (0/2) [CAMPAIGN COMPLETE]

Kingdom Map. Does this work?

https://ibb.co/i779PH

Also for kingdom stats:

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

Treasury: 27 BP (as of the end of month 3)
Defense: +8 (Castle)
Special Resources:
special resources: Some hexes do more than just add size to a kingdom— they also add resources and impact a kingdom’s Stability, Economy, Loyalty, and other elements.
Bridge: A bridge hex negates the cost increase of building a road that crosses a river.
Building: If you establish a city in a hex at a building location, you can incorporate the building into the city as a free building—the encounter indicates what type of building it counts as. See page 58 for a list of building types.
Cave: Caves can be used as defensive fallback points, storage, or even guard posts or prisons. A cave hex increases a kingdom’s Stability by 1.
Landmarks: Landmarks are sites of great pride, mystery, and wonder. They serve well to bolster a kingdom’s morale. A landmark hex increases a kingdom’s Loyalty by 1.
Road: A hex with a road in it allows for much easier travel. For every four road hexes your kingdom controls, the kingdom’s Economy increases by 1. For every eight road hexes your kingdom controls, its Stability increases by 1.
Ruins: A ruin can be incorporated into a city as a building—doing so halves the cost of the building, as the ruin only needs to be repaired rather than having to be built from the ground up. The encounter indicates what type of building a repaired ruin counts as. See page 58 for a list of building types.
Towns:
Resources: Resources include particularly valuable sources of lumber, metal, gems, food, or the like. A resource hex increases a kingdom’s Economy by 1.

Leadership:
Ruler (str) Krazok -- +9 (to his choice) economy
Spymaster (dex/int) Zilybar -- +4 (to his choice) economy

Magister (int/cha) Inari -- +5 Economy
Marshal (dex/wis) Hrungnir -- +4 Economy
Treasurer (int/wis) Alexand -- +6 Economy

Councilor (cha/wis) Krafnik -- +5 Loyalty
Royal Assassin (str/dex) Jorne -- +5 Loyalty, -1 unrest
Warden (str/con) Aurora -- +6 Loyalty

General (str/cha) Grond -- +5 Stability
Grand Diplomat (int/cha) Selena -- +4 Stability
High Priest (wis/cha) Ionnia -- +4 Stability

Other modifiers:

Capital City: Dragon Mount (Stag Fort), +1 to all modifiers.
Castle: Castle (54 BP): The home of the city’s leader or the heart of its defenses. Halves cost of Noble Villa or Town Hall in same city; Economy +2, Loyalty +2, Stability +2; Defense Modifier +8; Unrest –4; limit one per city.

Month 1: Building construction of
Improvement Phase
Step 1 - Leadership: it appears to be picked though you will need to talk with those mentioned.
Step 2 - Claim Hexes (Max 1 now): Stag Fort Hex (using 1 BP)
Step 3 - Establish a city: Prepare the site using 1 BP, but you may start the construction of one building this month since the hex is plains… So a Castle?
Castle (54 BP): The home of the city’s leader or the heart of its defenses. Halves cost of Noble Villa or Town Hall in same city; Economy +2, Loyalty +2, Stability +2; Defense Modifier +8; Unrest –4; limit one per city. Using the ruins to halve the castle costs. 54/2=27. So 48 BP - 27=21 BP

Step 4 - Build Roads: 1 BP per hex to connect your kingdom... crossing a river doubles the BP! (later)
21-1=20 BP
Step 5 - Establish Farmlands: Each hex you have a road established you can make into farmlands. 2 BP for plains/grasslands and 4 BP for hills. Each farmland reduces Consumption by 2 BP. Cannot be built in hex with a city. (later)
Step 6 - Edicts: We should not set any the first month as we don't want the consumption to eat away at the treasury. So we take a -1 to stability. Change: light taxation (+1 Economy, -1 Loyalty).

Income Phase
Step 1 - Deposits of 4,000 gp in loot for investing to make 1 BP.
Step 2 - Withdrawals from the deposits. Unrest increases by one and you must make a Loyalty check. Only 2,000 gp for each 1 BP.
Step 3 - Sell Valuable Items: Economy check (see details).
Step 4 - Economy check against your Command DC. Divide by 5 and add that much BP to your treasury. +7BP

Event Phase (sorry it was the other campaign, changed now.)
High is successful so 76 to 100
event roll high is actionable: 1d100 ⇒ 77
event roll: 1d100 ⇒ 69
Public Scandal: One of your leaders is implicated in a crime or an embarrassing situation, such as an affair with another leader’s spouse. If you fail a Loyalty check, increase Unrest by 2 and suffer a –4 penalty on all Loyalty checks until your next Event phase.
This will happen once you get back on your exploring.

Month 2:
Step 1—Determine Kingdom Stability: Make a Stability check DC 21
(if your Unrest is at 0, gain 1 BP as a result of surplus goods and services).

Step 2—Pay Consumption: Deduct your kingdom’s Consumption from the kingdom’s Treasury BP.

Step 3—Fill Vacant Magic Item Slots:

Step 4—Unrest: If the kingdom’s Unrest is 11 or higher, it loses one hex chosen by the kingdom’s leaders.

Finally, if the kingdom employs a Royal Assassin, reduce your total Unrest by 1 at the end of this phase.

Improvement Phase
Step 1 - Leadership: No Changes?
Step 2 - Claim Hexes (Max 1 now): Claim Hex 12 (using 1 BP)

mill, roads, farm.
Step 3 - Establish a city: Prepare the site using 1 BP, but you may start the construction of one building this month since the hex is plains… So a Castle? ?
Castle (54 BP): The home of the city’s leader or the heart of its defenses. Halves cost of Noble Villa or Town Hall in same city; Economy +2, Loyalty +2, Stability +2; Defense Modifier +8; Unrest –4; limit one per city. Using the ruins to halve the castle costs. 54/2=27. So 48 BP - 27=21 BP

Step 4 - Build Roads: 1 BP per hex to connect your kingdom... crossing a river doubles the BP! (later)
21-1=20 BP
Step 5 - Establish Farmlands: Each hex you have a road established you can make into farmlands. 2 BP for plains/grasslands and 4 BP for hills. Each farmland reduces Consumption by 2 BP. Cannot be built in hex with a city. (later)
Step 6 - Edicts: We should not set any the first month as we don't want the consumption to eat away at the treasury. So we take a -1 to stability. Change: light taxation (+1 Economy, -1 Loyalty).

Income Phase
Step 1 - Deposits of 4,000 gp in loot for investing to make 1 BP.
Step 2 - Withdrawals from the deposits. Unrest increases by one and you must make a Loyalty check. Only 2,000 gp for each 1 BP.
Step 3 - Sell Valuable Items: Economy check (see details).
Step 4 - Economy check against your Command DC. Divide by 5 and add that much BP to your treasury. +7BP

Event Phase (sorry it was the other campaign, changed now.)
High is successful so 76 to 100
event roll high is actionable: 1d100 ⇒ 77
event roll: 1d100 ⇒ 69
Public Scandal: One of your leaders is implicated in a crime or an embarrassing situation, such as an affair with another leader’s spouse. If you fail a Loyalty check, increase Unrest by 2 and suffer a –4 penalty on all Loyalty checks until your next Event phase.
This will happen once you get back on your exploring.

The Charter of Rule Granted by the Swordlords of Brevoy:
Be 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 lands 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 Brevoys goodwill such that future relations between kingdoms might be mutually beneficial so witnessed under the watchful eye of the Lordship and Restov and by the authority granted by Lord Noleski Surtova current Regent of the DRAGONSCALE THRONE.
Primary Draft of the 1st Compact of the Realm of Greenwatch:

At the onset of our endeavors into the Greenbelt a group of explorers settled into a loose agreement forming a fellowship of endeavor that took the name "Greenwatch Wardens." Founding members Kevros Droverson, Angeus, and Quince Medvyed. In the months that followed they added others to their number including Tristan Morgan, whose service and ferocious honor has earned him a portion and standing equal to that of a founding member of the Wardens.
In this auspicious time the will of the Swordlords of Brevoy has extended a second charter that denotes the Greenwatch Wardens the right to rule the lands they explored in the original charter. This compact outlines the structure of how the Greenwatch Wardens intend to govern.
• The Greenwatch Wardens form from its current members the Warden High Council consisting of founding members of the Greenwatch Wardens; Tristan Morgan, Kevros Droverson, Angeus, & Quince Medvyed. I will leave it to the PCs and to GM Wolf if we want Katrina and or Stalker on the Council. It might help to not have an even number. The High Council together in all matters rule the realm created by warrant of the Brevic Charter, the will of Erastil and Ragathiel and by the endeavors of the Warden High Council. Membership is extended for life by invitation to the High Council unless dismissed by unanimous vote of the remaining High Council members.
• The High Council in first act noted here in this Compact declare hence forth the Realm within in their charge bear the name eternally "Greenwatch."
• The High Council in this Compact as rightful government of Greenwatch pledges itself as protectors of all folk who would live in the lands of Greenwatch. The High Council commits itself to true justice both in personal pursuit, legislation and in execution to the people of Greenwatch and on their behalf.
• The lands granted by charter, explored by the Wardens and now ruled by the Warden High Council of Greenwatch is a cherished blessing of Erastil for the good of the community, its free people, families and all who live in its borders. Figure we should have something that endears us to the Fey and reflects our Eristilian bent. This also implies we will divy it out;). LOL it think this is starting to look like a democracy by divine right. That's fantasy Kingdom building for you.
• From the lands a founding settlement will be built on the ruined fort once held by the blasphemous knave daring to call himself the Staglord. The settlement will be the principal city of the Realm of Greenwatch bearing the name of Elkheart.
• The lands from which are carved the Realm of Greenwatch are treacherous. Because of this the Warden High Council will maintain defenders of the Greenwatch, the "Greenwatch Wardens." This force will be the principal defense, officers of law and leaders of any warband called from among its people. Leaders of the Greenwatch Wardens will serve at the pleasure of the Warden High Council.
Founders of the Warden High Council:
This is essentially the PC's. We may want to add one NPC to break ties. Like Katrina or Stalker?
Ruler- Angeus- Dutchess of the Greenwatch, Founder of the Warden High Council
Co-Ruler- Quince- Duke of the Greenwatch, Founder of the Warden High Council
Warden- Tristan Morgan- Warden of Shield, Founder of the High Council
Marshall- Kevros Droverson- Warden of Sword, Founder of the High Council- Responsible for the Defense of the settlements and people of the realm
Agents of the Council:
High Priest- Katrina Dewtree Or is it Droverson now?- Warden of Faith- This Warden Reports to the Chamberlain responsible for spiritual guidance of the people.
Councilor- Sulvanii- Warden of Seers Advisor to the High Council
General- Saren Elken- Warden of the Host- The Warden of the Host leads the armies of Greenwath reporting directly to Warden of the Sword. His duties as General include leading the armies as directed, "Raising the Muster" (assembling and ensuring a trained militia) and organizing any other units within the army- Stability +6
Grand Diplomat- Bearik- Warden of Fellowship Services as diplomatic envoy and herald of the High Council.
Magister- Jhod Kavken- Warden of Scroll- This warden reports to the Chamberlain regarding education of the people, matters of higher learning and magic.
Royal Assassin- Akiros- Warden of the Gavel- This warden is the justice of the people and reports the Warden of Sword
Spymaster- Stalker- Warden of Secrets- This warden is a scout and spy and answers to the Lady Commander of the Greenwatch Wardens
Treasurer- Oleg- Warden of Coin- This warden is the accountant for the kingdom and reports to the Lady Commander of the Greenwatch

Log of Building Actions

Month 1
Began: 50 BP
Upkeep: n/a
Edict:
*Claim Hex (max 1) - Stag Fort (1 BP) + Hex Prep (1 BP)
*Terrain Improvements (max 2) - Road (1 BP) + Farm (2 BP)
*Build (max 1) - Castle (27 BP) + Houses (3 BP)
[Total cost = 35]
*Tax Edict - none-->Light
Income:
Economy Roll: 1d20 + 25 ⇒ (5) + 34 = 39; Divided by 5= 7BP
Total = 22 BP
Event: Public Scandal

Month 2
Began: 22 BP
Upkeep:
*Stability - passed; unrest @0, so +1 BP
*Consumption = 0
*Fill Magic Items - N/A
*Unrest = 0
Edict:
*Claim Hex (max 1) - Hex 12 (1 BP) + Hex Prep (1 BP)
*Terrain Improvements (max 2) - Road (1 BP) + Farm (2 BP)
*Build (max 1) - Mill (6 BP)
[Total Cost = 11]
*Edict -
Income:
Economy Roll: 1d20 + 25 ⇒ (10) + 35 = 45; Divided by 5= 9BP
Total = 21 BP
Event: Natural Blessing

Month 3
Began: 21 BP
Upkeep:
*Stability -
*Consumption = 0
*Fill Magic Items - N/A
*Unrest = 0
Edict:
*Claim Hex (max 1) - Hex 9 (1 BP) + Hex Prep (1 BP)
*Terrain Improvements (max 2) - Road (2 BP)
*Build (max 1) -
[Total Cost = 4]
*Edict -
Income:
Economy Roll: 1d20 + 25 ⇒ (19) + 35 = 54; Divided by 5= 10BP
Total = 27 BP
Event:


This is very helpful thanks


Wounds (0) HP (91) AC (20) Saves (7/-1/7/2/1/0) lvl1 (4/4) lvl2 (0/2) [CAMPAIGN COMPLETE]

So having looked over that, it seems like the former PC Krazok is in the position of rule, and that he named our capital Dragon Mount.

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

Ruler NPC Krazok "This ten foot monster of draconic heritage stands towering over his allies. In his claws is a bloody large war axe as if straight from battle. His head is that of a dragon, as are his reddened bronze scales and claws. A mithril breastplate covers his chest, with a belt of gear around his waist. His axebeak mount stands to his side holding packs and extra oversized weapons."

Dragonkin Fighter (lvl 4)

I'm not sure why he is the leader. He left the campaign around the time that I joined. He only had a Charisma of 11. I recommend given that he has been gone for awhile that he be replaced as leader by someone with better Charisma...and to be perfectly blunt, who would make more sense. I mean...

https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragonkin/

They are usually mounts for humanoids. Not exactly the best ruler material?

I would vote to replace him with an NPC Swordlord. None of our PCs are nobles who would have any claim to rulership. The closest we have is Alexand, who was a stableboy for a noble family.

Given that we are looking at an NPC ruler anyways...I think that it would be best for the GM to come up with a governor appointed by the Swordlords. Someone that he would enjoy RPing.

This would have the advantage of him being able to give us quests to do, and to 'order' us to go out and solve problems.


1 person marked this as a favorite.

Hmm what I may do is replace Krazok with a human-half dragon sorcerer make him an npc and have him be in charge for now at least.


Wounds (0) HP (91) AC (20) Saves (7/-1/7/2/1/0) lvl1 (4/4) lvl2 (0/2) [CAMPAIGN COMPLETE]

Further NPCs. To help our GM if he has to RP them.

Magister Inari

Race: Kitsune
Class: Oracle of the Dark Tapestry (4)
Summary: Parents were refugees, lost them due to unknown violence. Was taken in by Oleg, and has lived there ever since. His innate powers have grown along with him. He is an "empty shell" who is constantly trying on different personas and personalities. The only two constants are his loyalty and need to be liked.

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

Councilor Krafnik

Race: Human
Class: Bard/Paladin (4)
Summary: Born to a pioneer family, his life changed when he found a shrine to Kalinahat. Praying at the shrine, he became a paladin, and a hunter of evil. He has a quick smile and good common sense, along with an amazing ability to perform.

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

Royal Assassin Jorn

Race: Human
Class: Fighter (3) Rogue (1)
Role: Royal Assassin
Summary: A noble son of Taldor who met and befriended Krafknik during his wanderings. His father came to the Stolen Lands to try and settle it...and failed.


Wounds (0) HP (91) AC (20) Saves (7/-1/7/2/1/0) lvl1 (4/4) lvl2 (0/2) [CAMPAIGN COMPLETE]

Part 2:

General (str/cha) Grond -- +5 Stability
Grand Diplomat (int/cha) Selena -- +4 Stability
High Priest (wis/cha) Ionnia -- +4 Stability

General Grond

Race: Half Orc
Class: Bloodrager/Oracle (1)
Summary: A half-orc who lived within an orc tribe. Very in touch with the spirit world, he left his people chasing after a vision. He is straight forward and note one for small talk.

Note: Int14 and Cha14 means that he is both intelligent and charismatic. Wis8 though...?

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High Priest Ionnia

Race: Human
Class: Cleric/Fighter (4) Shelyn
Summary: Ionnia is the 5th child of the Orlovsky Royal court Representative Ivanco. She became a cleric after a scandal involving an affair, and came to the stolen lands after receiving a vision from her goddess. Her goal is to spread the faith.

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Grand Diplomat Selena

Race: Elf
Class: Ninja/Summoner (3)
Summary: Honestly? I have no idea. Her profile didn't have enough info and I didn't feel like searching through her posts. However, in the last campaign...she traded her freedom to the monolith for power. Reluctantly, Gaeldren (my retired paladin character) took control of Selena.

Grand Diplomat Valisia

Race: Gnomish Aasimar
Class: Cleric
Summary: "Valisia is friends with many nobles, and has spent a great deal of time in many of the courts of the realm. As a skilled diplomat, and priestess her presences in many ceremonies has been requested. The fact that the blood of the upper planes courses through her veins, lends extra clout to her position on issues of faith. She knows many priests and druids of multiple faiths, and is on good terms with royalty and nobility in most courts. Her parents, both priests themselves work within her home community. "

Makes for a good replacement. Cha20 means that she is a natural diplomat, as shown in the description above.

With the +5 bonus, there is no mechanical change in switching our Selenea. And I really do think that given what happened with the Monoliths, that Gaelden and Selenea would have vanished together.


Wounds (0) HP (91) AC (20) Saves (7/-1/7/2/1/0) lvl1 (4/4) lvl2 (0/2) [CAMPAIGN COMPLETE]
DireMerc wrote:
Hmm what I may do is replace Krazok with a human-half dragon sorcerer make him an npc and have him be in charge for now at least.

I like it. It lets us keep the kingdom name "Dragon Mount" while having a high Cha ruler to be in charge for mechanical bonuses.

Also, hope all of the information above will be useful when it comes to putting this kingdom together.


This is a big help yes. Seeing what hexes you've explored also give me a good idea of what you have and haven't done yet.

I think part 2 is just about done, with 2 major confrontations and a few minor ones left in the book.

Then on to part 3(my favorite so far) and actually the furthest I've gotten into the campaign with my players. We finished part 3 but never started part 4.


Wounds (0) HP (91) AC (20) Saves (7/-1/7/2/1/0) lvl1 (4/4) lvl2 (0/2) [CAMPAIGN COMPLETE]

Awesome. :)

I look forward to continuing this!

----

Also, looking this over, some fun stats:

10 People in Leadership Positions

4 Humans
1 Half-Orc
2 Gnomes
1 Elf
1 Dwarf
1 Kitsune

6/10 are divine spellcasters.

Of the divine spellcasters...

(1) Worshiper of Adabar
(1) Worshiper of Shelyn
(1) Worshiper of The Spirit World
(1) Cleric who worships no deity in particular, but rather the entire pantheon. Likely blessed by a nature deity.
(1) Worshiper of Kalinahat
(1) Blessed by the Dark Tapestry

Quite a spread. And quite a few holy men and women.


Male Halfling Unchained Rogue 5/Dark Delver 2 HP:57/57 AC:15 FF:15 T:12 AC(MA):19 AC(SH):19 AC(MA+SH): 23 F:5 R:10 W:5 Perc:+15 Init: +10

I am fine with the NPC filling other roles. I would like to throw out this idea. The DM has a lot on his plate when it comes to this AP. We could help him out with creating our own NPC to fill in those roles and they only do kingdom building stuff. This way the DM does not have to run 6 more NPCs and con concentrate on the AP.

Also I am thinking that this is all that is going to be joining us. Do we want to move forward and recruit new players or just continue with what we have here.


Wounds (0) HP (91) AC (20) Saves (7/-1/7/2/1/0) lvl1 (4/4) lvl2 (0/2) [CAMPAIGN COMPLETE]

Given wthe are gestalt I say just move forward. And I love the idea of having our own NPCs to fill other roles


Wounds (0) HP (91) AC (20) Saves (7/-1/7/2/1/0) lvl1 (4/4) lvl2 (0/2) [CAMPAIGN COMPLETE]

Ionnia! Great to see you here. :)


Male Human Paladin(Divine Hunter - Oath of Vengence)/Bard lv 4: max hp 36/36, Ranged: +8 rapid shot; init +7, perc 12, F 11 R 14 W 11, AC 19, ff 14, t 14

Krafnik Thorgrappin, at your service. I have taken a sworn vow of vengence against the evils of this land and am both a sworn protector of our group and one day our ruler as well.


Wounds (0) HP (91) AC (20) Saves (7/-1/7/2/1/0) lvl1 (4/4) lvl2 (0/2) [CAMPAIGN COMPLETE]

And with that, the question of recruiting is officially moot. We have the old team back.


Male Human Paladin(Divine Hunter - Oath of Vengence)/Bard lv 4: max hp 36/36, Ranged: +8 rapid shot; init +7, perc 12, F 11 R 14 W 11, AC 19, ff 14, t 14

Background: Born to a group of hardy pioneer farmers and hunters Krafnik was born with a strong spirit and a bow in his hand and by his side. His family moved to the River lands to follow this spirit of opening new frontiers. As Krafnik grew to age he found a love of public speaking ad performance and started keaving his hunting expiditions and began stopping and performing at all the small village inns. Always a kind and good hearted sort Krafnik was broken hearted when he came upin one of his favorite villages only to find orcs had ravaged the place and killed or enslaved all the inhabitants. A righteous fury grew in his heart of justice and vengence and as he searched he found a small shrine to a little known goddess Kalinahat in one of the local houses. Overcome with grief and desire to overcome evil he prayed, and there Kalinahat answered that prayer bringing the might of the holy warrior upon him, now his task set upon him for life. Protect those of this frontier and seek out the evil denizens and infiltrate and learn of them to destroy them. Krafnik was remade in that day into more then a humble hunter and performer into a holy hunter and speaker against evil and a protector of the pioneers and those in the frontiers. Krafnik met Jorne on one of his travels near Taldor and was recruited by him to help clear the Riverlands. They beame good friends during their adventures and although their mission failed Krafnik is hopeful that their dream will be fulfilled.

Krafnik is an average five foot seven and one hundred and seventy pounds with a quick smile and good common sense. It is only when he performs that he transforms, his abilities and storytelling making him into a charismatic wonder to behold. He wears plain traveler's clothing most often and carries a bag of sweets disguised as "old man Brandon" with his trusty horse Fritz who gives sweets to folk and travels the frontier with his eyes for a good inn or any trouble.


Male Human Paladin(Divine Hunter - Oath of Vengence)/Bard lv 4: max hp 36/36, Ranged: +8 rapid shot; init +7, perc 12, F 11 R 14 W 11, AC 19, ff 14, t 14

This is awesome! I am really glad this group is back with a GM. Thanks so much for picking this game up GM DireMerc.


LG Elf Magus 1 | HP 14| AC 18| F +5 R +5 W +5 | Perc +3 | speed 40 ft. | focus 1/1 | Active Conditions: Light, Longstrider, Magic Weapon

Agreed a huge thanks to DireMerc for picking this back up for us. Also a big thanks to Zilybar for his persistence.


So actually yes a good idea. I would like each member of the party to have one NPC under their control to fill a leadership position. These Npc will not go out with you but rather will be taking care of things back home while you are gone.


female human Cleric of Shelyn 4th/Fighter(Glaive Master)4th|HP:32 Perception:+9 Init:+1|

Ionnia is of Noble Blood, SO she could technically Rule in Krazoks sted

And would there be time to commission her Glaive?


Commission her glaive? You want to have something forged?


Wounds (0) HP (91) AC (20) Saves (7/-1/7/2/1/0) lvl1 (4/4) lvl2 (0/2) [CAMPAIGN COMPLETE]

Awesome. Going to make Hrungnir’s wife then. Figure that would make for some fun RP.

Also it would be fun for Ionnia to eventually get the chance to become ruler due to her blood.

Brunhild Silverhammer:

Using a character generation that I came up with. Fun to test it out for this NPC

http://paizo.com/threads/rzs2utkj?Randomized-Dice-Rolling-Idea

12 + 1d6 ⇒ 12 + (6) = 18
11 + 1d6 ⇒ 11 + (1) = 12
10 + 1d6 ⇒ 10 + (5) = 15
9 + 1d6 ⇒ 9 + (3) = 12
8 + 1d6 ⇒ 8 + (6) = 14
7 + 1d6 ⇒ 7 + (3) = 10

Dwarven Forgemaster Cleric of Adabar (4)
Str (12+2=14) Dex (10) Con (14) Int (14) Wis (18) Cha (16+2=18)

Feats
Lvl 1: Selective Channel
Lvl 3: Craft Wondrous Items, Craft Magic Arms and Armor

Skills
* Heal
* Sense Motive
* Diplomacy
* Knowledge Religion
* Knowledge History
* Craft Jewelry

Items
* Headband of Charimsa +2
* Belt of Strength +2
* Mithril Chain Shirt +1
* Very fancy clothes

Rest to come later

When he is gone, the kingdom will have the exact same modifier. :)


female human Cleric of Shelyn 4th/Fighter(Glaive Master)4th|HP:32 Perception:+9 Init:+1|

At this stage I was gonna have a Masterwork Glaive with maybe Impervious being a part of it. Nothing fancy mechanic wise yet.Just a weapon worthy of her status as a Priestess of Shelyn and Head of the Kingdoms Religious WellFair


LG Elf Magus 1 | HP 14| AC 18| F +5 R +5 W +5 | Perc +3 | speed 40 ft. | focus 1/1 | Active Conditions: Light, Longstrider, Magic Weapon

I was looking over Alexand and his DCs may be off. I will be correcting them.


Wounds (0) HP (91) AC (20) Saves (7/-1/7/2/1/0) lvl1 (4/4) lvl2 (0/2) [CAMPAIGN COMPLETE]

Secondary character made. Hrungnir’s wife. Made her a crafting Wizard. Quite like having the Cleric husband and Wizard wife. Both have Wis18, so the same role bonus. Will get her fluff up soon as well.

And no...I don’t plan to use her as a magic item mill. As her own person she wouldn’t put up with that, nor would she spend all of her time crafting even if it was for herself.


female human Cleric of Shelyn 4th/Fighter(Glaive Master)4th|HP:32 Perception:+9 Init:+1|

Unless she gets paid, I assume she works on commission?


Wounds (0) HP (91) AC (20) Saves (7/-1/7/2/1/0) lvl1 (4/4) lvl2 (0/2) [CAMPAIGN COMPLETE]

An Adabarian family. Nothing in life is free, right?

She might not be an adventuring dwarf...but she can craft with the best of them. Plus she explains why a small town can have enough magic items for us to buy;)


LG Elf Magus 1 | HP 14| AC 18| F +5 R +5 W +5 | Perc +3 | speed 40 ft. | focus 1/1 | Active Conditions: Light, Longstrider, Magic Weapon

I do have a smithy on the list to be built month 6

and DCs are fixed


female human Cleric of Shelyn 4th/Fighter(Glaive Master)4th|HP:32 Perception:+9 Init:+1|

Well Yeah. Plus having a good number of churches will get us plenty of potions and wands of curing


LG Elf Magus 1 | HP 14| AC 18| F +5 R +5 W +5 | Perc +3 | speed 40 ft. | focus 1/1 | Active Conditions: Light, Longstrider, Magic Weapon

ooo...churches are not high on the initial build list...


female human Cleric of Shelyn 4th/Fighter(Glaive Master)4th|HP:32 Perception:+9 Init:+1|

Well not with that attitude...lol No I get it


LG Elf Magus 1 | HP 14| AC 18| F +5 R +5 W +5 | Perc +3 | speed 40 ft. | focus 1/1 | Active Conditions: Light, Longstrider, Magic Weapon

That being said, I would love even more to have a conversation in character about it, likely even change up the building planning. PM me for the collaboration and then if we come up with something over PMs we can just have it in a joint post.

ugh! Your will save is so high! :P


Wounds (0) HP (91) AC (20) Saves (7/-1/7/2/1/0) lvl1 (4/4) lvl2 (0/2) [CAMPAIGN COMPLETE]

Even with a smithy, that doesn’t necessarily mean that they can add enchantments to their work. Nor does it mean that things like cloaks of resistance are floating around.

So Brunhild remains a valid IC reason for our shopping trips to not have to mean making orders to Brevoy.

When it comes to will saves, Hrungnir has +9. Against magic +11. When raging +13. If I can ever fit in Steel Soul he’ll be doing well. Very tempted to throw superstition in as well...just to make him close to will save immune. :)


LG Elf Magus 1 | HP 14| AC 18| F +5 R +5 W +5 | Perc +3 | speed 40 ft. | focus 1/1 | Active Conditions: Light, Longstrider, Magic Weapon

I'm a little unclear as to how to build the NPC assistant.


either pick a character from the above list of npc or make up a new one and we will fill the positions for the kingdom with the current players the new npc's removing the ones not used.

Make the npc lv 4 (non-gestal) with half normal starting gold and roll the stats by rolling 3d6

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