Emerald Kingdoms (Inactive)

Game Master Kevin O'Rourke 440

Emerald Spire Second Floor-The Cellar
Accursed Halls
Loot Sheet
Side Jobs
Stolen Lands Encounters

***The Greenbelt***
Capital
Kingdom Stats/Log


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Halfling Barbarian HP 67/67 | AC 17/ FF 17/ T 11 | Per +10 | F: 11/ R: 6/ W: 6 | Init +4 | Rage: 2/14 | Active Conditions: None

+8 HP
+6/+1 BaB
+4 Skill points (Perception, Survival, Ride, Handle Animal)
+1 F/R/W
+1 Rage Power (not sure yet)


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Magus (8) CD (+17) W (0) HP (64) AC (29/21/19) S (10/9/10) Lvl 1 (3/5) Lvl 2 (4/4) Lvl 3 (2/2) WF (1/1) AP (4/7) BAP (2/2) Initiative (+20)

The Beast Totem tree is really good.

Lesser gives you claws (Incase you are caught unarmed)
Totem gives scaling natural armor
Greater gives pounce


Magus (8) CD (+17) W (0) HP (64) AC (29/21/19) S (10/9/10) Lvl 1 (3/5) Lvl 2 (4/4) Lvl 3 (2/2) WF (1/1) AP (4/7) BAP (2/2) Initiative (+20)

So. I’m thinking that if half the party is doing mounted combat I should too. Might as well make it into a party theme. Plus if we are all mounted it would make exploring easier.

Spirited Charge: “When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).”

Would this work with Shocking Grasp?


Male Human HP 52/52 | AC 20 T 13 FF 18 | F +8 R +4 W +7; | CMB +8 CMD 20 (18 FF) | Init +2 Perc 6

Jethro:

+8 HP (5 level, 2 Con, 1 FcB)
+1 Bab (Now 4)
+5 Skill points (Ride, Knowledge(Nature), Sense Motive, Survival, Handle Animal)
+2 Background Skills (Knowledge(Engineering), Profession (Builder))
+1 F/R/W
2nd Level Spell Slot
3rd Level Spell Slot
Slayer Talent (Combat Trick, Power Attack)

Antlers:

1 HD - 8 HP, 1 BaB, 1 F/R/W, 1 Skill Point, +2 to Natural Armour, +1 to Str/Dex, Devotion (+4 to saves vs Enchantment spells and effects)

Will update the stat block in a moment!


Magus (8) CD (+17) W (0) HP (64) AC (29/21/19) S (10/9/10) Lvl 1 (3/5) Lvl 2 (4/4) Lvl 3 (2/2) WF (1/1) AP (4/7) BAP (2/2) Initiative (+20)

Ok. So thinking to go mounted...

Lvl 6: Cast Spell Mount. Now have a horse which lasts for 2hrs/lvl
Lvl 7: Cast Phantom Steed which lasts 1hr/lvl

And if I can refrain my lvl5, then I can take mounted combat instead of armor of the pit (so -2 AC), at lvl7 spirited Charge and at lvl9 ride by attack.

Think it’d be cool to join the charging club. And the image of using a scimitar while mounted is a good one. :)


@Eluvias- From spellstrike "If successful, this melee attack deals its normal damage as well as the effects of the spell." So the weapon damage of a lance would be tripled on the charge and do the shocking grasp once.

Bare in mind there's going to be times when a mount is impractical. It's definitely a better adventure path for it but it wont always be doable. Belladona is going to get the most use out of her mount as she can ride around on it indoors being small.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Amadeen wouldn't object to having a mount. It's just not something she's that bothered about. She spent a *lot* of time walking in forests when she was younger.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Witch Level 6

+6 -> 38 Hp

BAB +1

Fort +1
Ref +1
Will +1

ABP: Mental Prowess +2 (+2 Intelligence -> 22)

Skills:

Adventuring Skills (8) (2+6+1) +5 from prior levels with increased Int bonus +5 from missing increased int previousy

Diplomacy
Intimidate
Knowledge (arcana) +4
Knowledge (local)
Knowledge (nature) +5
Perception
Sense Motive +2
Spellcraft +2
Stealth

Background Skills (2)
Knowledge (geography)
Knowledge (nobility)

Class Features:

One extra 2nd and 3rd level slots from class.

One extra 2nd level slot from intelligence.

Spells Learned:

Bestow Curse
Screech

Patron Spell: Blink

New Hex:

Protective Luck (Su)

The witch can cause fate to twist so that it benefits a creature within 30 feet for 1 round. Whenever that creature is targeted by an effect that requires an attack roll, including weapon attacks, the attacker must roll twice and take the worse result.

At 8th level and 16th level, the duration of this hex is extended by 1 round. A witch cannot use this ability on herself. Hexes that affect the fortune hex, such as cackle, also affect protective luck.


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

Sorry guys! I'm out of the weeds (sort of) and will work on catching up. I won't be able to level up until late tonight at the earliest.


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

Warpriest Level 6:

FCB: +1/6 bonus feat
HP +8
BAB +1
All saves +1
Class Bonus Feat (Weapon Specialization (dagger))
FCB Bonus Feat (Lunge)
Various skills


Male Human HP 52/52 | AC 20 T 13 FF 18 | F +8 R +4 W +7; | CMB +8 CMD 20 (18 FF) | Init +2 Perc 6

Hey guys, quick update - I have an emergency trip to make over the weekend, and I'll be driving for most of it.

Sorry about that! I'll be once again fully available come Monday.


Halfling Barbarian HP 67/67 | AC 17/ FF 17/ T 11 | Per +10 | F: 11/ R: 6/ W: 6 | Init +4 | Rage: 2/14 | Active Conditions: None

Hang in there, and best of luck!


Magus (8) CD (+17) W (0) HP (64) AC (29/21/19) S (10/9/10) Lvl 1 (3/5) Lvl 2 (4/4) Lvl 3 (2/2) WF (1/1) AP (4/7) BAP (2/2) Initiative (+20)

Agreed, all the best to you and yours


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

All the best!


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

Safe travels!


The weekend was quite busy, sorry for not getting a response in!


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Male Human HP 52/52 | AC 20 T 13 FF 18 | F +8 R +4 W +7; | CMB +8 CMD 20 (18 FF) | Init +2 Perc 6

If someone told me a month ago I'd be playing a druid with Profession(Interior Designer)...


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

In news, I have a new job. Starting Monday. :)


Instead of Lily's reward being a cloak of resistance... it says protection but this isn't AD&D I'm going to say she is offering a cloak of the hedge wizard (abjuration) which is more valuable than a cloak of resistance and exist unlike a cloak of protection.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

That's more than fair!

I wouldn't mind the cloak. Though I'm happy for anyone else to claim it.


Seeing as you guys will be going back soon enough even if you keep pushing forward we'll be doing a kingdom turn. Who's getting sidelined for Jethro and Belladonna?

Amadeen-Ruler-Is Amadeen adding to Loyalty +3, Economy +3
Barek-Marshal Loyalty+2
Johund-Warden Loyalty +5
Eluvias-Magister Economy +4
Jorin- Spymaster Economy for Now +3
Brother Eldrast as High Priest +4 Stability
Jhod as Treasurer +4 Economy
Svetlana as Grand Diplomat +2 Stability
Redderfin as General +4 Stability
Oleg as Counselor +2 Loyalty
Garess as Enforcer +3 Loyalty

Also on the subject of architects and deities I imagine quite a few would worship Abadar... but I can see that not appealing to druids.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Abadar is doable, alignment works afaik.

Are there any empty roles? I vaguely recall one or two optional ones.


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

If not, let's let Bella and Jethro pick the role they'd like (other than the ones active players are filling), then work out a plausible reason why the existing officer would want to step down.

Here's GM's post describing the roles (also see following discussion).


Halfling Barbarian HP 67/67 | AC 17/ FF 17/ T 11 | Per +10 | F: 11/ R: 6/ W: 6 | Init +4 | Rage: 2/14 | Active Conditions: None

Enforcer for me, please!


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Solid thinking, Johund. I'm fine with that approach!


Male Human HP 52/52 | AC 20 T 13 FF 18 | F +8 R +4 W +7; | CMB +8 CMD 20 (18 FF) | Init +2 Perc 6

Hrm.

I noticed I just got a bonus to Wis this level, that I added to my skills and DCs, but not my character sheet.

*clears throat*

I reckon Jethro can work with this Oleg character to take over as Councilor, since he's pretty qualified at a +3, and that's pretty much the role he'd pick, if he had to choose.


Kingdom Stats Revised
Current Totals Totals before Turn 25: Loyalty +34, Stability +41, Economy +36. +14BP to Income, Consumption -3(Can Store 5. Currently 0). Fame +4. Infamy +1. Kingdom DC 49

Thorneholm: Crime -1, Defense +13, Law +4, +6 Lore (+2 extra for Knowledge History, +2 Knowledge History), +3 Society

Month 24
Treasury 39BP

Upkeep Phase
Stability Test DC 49: 1d20 + 41 ⇒ (7) + 41 = 48 Unrest +1
Consumption: -3 so Stored for a total of 3 Stored.

People are begining to get a little uneasy, apparently your fledgling kingdom has attracted a critic... Unrest increased from the Stability check. Belladonna can potentially reduce this as Royal Enforcer but that risks losing loyalty if she fails. Loyalty is +34 with a DC of 49 so that's a considerable gamble. Buildings like parks can reduce this at no risk.

Edict Phase
Assign Leadership: Belladonna and Jethro get instated.
You guys can claim up to three explored hexes. You can make up to five terrain improvements like farms, mines, mills, roads etc. You can make up to five new buildings. You can found up to one new settlement.


Male Human HP 52/52 | AC 20 T 13 FF 18 | F +8 R +4 W +7; | CMB +8 CMD 20 (18 FF) | Init +2 Perc 6

Whoops!

I think I got sniped by Eluvias there. Jethro isn't much for just and right and all that, but killing someone just for criticism is literally his back story, so he'd be pretty opposed to that!

Not that this chap isn't stirring s*%#, but convincing everyone else he's stirring said proverbial is probably the better move here.

Also, you're literally back with an Enforcer/Defender and someone to take care of the wolds and the town's Councilling, so... Its not like you're lacking in arguments to his claims.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

There's a chopped line in gameplay that should read :

When she stops, she faces him, and starts to speak, taking in the crowd as she does so.


Your unrest is currently three. One is from the stability roll above, another two are from Grigori showing up and rabble rousing. You can deal with him as you will, kill, arrest or marry but each has potential consequences


Halfling Barbarian HP 67/67 | AC 17/ FF 17/ T 11 | Per +10 | F: 11/ R: 6/ W: 6 | Init +4 | Rage: 2/14 | Active Conditions: None

Marry!?! Amadeen should marry him!


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Ahahahah! Perhaps not. ;)


Oh yes for Kingdom building if you pick up spells that help excavate or construct walls it can reduce the build point cost.


Male Human HP 52/52 | AC 20 T 13 FF 18 | F +8 R +4 W +7; | CMB +8 CMD 20 (18 FF) | Init +2 Perc 6

I got Stone Shape with this exact reason.


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

Johund will be able to prepare it next level too!


Nice, it can only be applied to one building by a character if I recall correctly but ye will be making multiples a lot of the time.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

A heads up. I won't be available to post at all on Friday, and I likely won't have much availability until Sunday evening or Monday evening.


So any specific or general ideas about expanding, improving areas or building in your settlement?


Male Human HP 52/52 | AC 20 T 13 FF 18 | F +8 R +4 W +7; | CMB +8 CMD 20 (18 FF) | Init +2 Perc 6

I had a couple.

I'm still reading on the Kingdom building rules, and damn, do those look complicated, but here's a couple of ideas.

Did the settlement deep in the Narlmarches come to be? Since I haven't really found anything relating to it in the thread. If so, founding a new settlement might be an excellent idea, though Jethro (after ponderously glancing at the map for half a day or so), would suggest forming it on 0703, and have it work as the cornucopia of the kingdom, starting with nay but a couple of houses and a Stockyard - which would bring consumption up from -3 to whopping +2 for the Kingdom - which will allow another Hex to be claimed, consumption wise.

Since there's already a farm there, I think that'll make it cheaper, and the Kingdom can afford that in our next turn. Jethro can work to build up to four buildings at reduced cost a turn (being the worky druid that he is), and that would allow a House, an Inn, and a Stockyard to be completed with 27BP, filling a Square and a half, if we place the Stockyards ONTO a road.

He'd be willing to go with some workmen tomorrow, if need be!

Though, considering Jethro's propensity for names, I suggest his idea of naming it "Farmville" is immediately struck from all records. Even if it would be painfully accurate.


Ah yes I had half forgotten that event had come up. These particular settlers are set on the wooded areas but you can always set up another area in 0703 at some point. In a game entering book 5 I am running the players have a few settlements that are a castle, city walls, stockyard, house and inn with 500 troops. Kind of a rapid response outposts.

There's a benefit for the proposed one for the west they're proposing calling Tatzylford. "halve the cost of the first castle, temple, market, tavern, or inn built in the new village."


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

How about "Bounty" if ww build for heavy agriculture?

And I quite like Tatzylford.


In the aforementioned game the players named such a settlement Erastil's Bounty.


Halfling Barbarian HP 67/67 | AC 17/ FF 17/ T 11 | Per +10 | F: 11/ R: 6/ W: 6 | Init +4 | Rage: 2/14 | Active Conditions: None

Bella isn't really concerned with kingdom building, so I'm happy with whatever you guys decide.


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

I'm having an extremely busy work week and am having trouble finding a chance to sit down and post. Please bot me as needed, thank you!


Male Human HP 52/52 | AC 20 T 13 FF 18 | F +8 R +4 W +7; | CMB +8 CMD 20 (18 FF) | Init +2 Perc 6

"Bounty" is a lot better than Jethro's idea. And Tatzylford is pretty cool, I agree.

Jethro will hold onto his suggestion for Bounty for the moment, then, and would happily go and aid in the building of whatever it is we want to build. As tasty as that Castle Discount is, should we start with two houses and a Market, instead? Market discount isn't too shabby either.

Also, I am assuming during all of that there's going to be an appointment for me and Belladonna for our new positions, since the Kingdom literally dragged us out of the woods! Probably going to be discussed at the meeting now. ^^


Magus (8) CD (+17) W (0) HP (64) AC (29/21/19) S (10/9/10) Lvl 1 (3/5) Lvl 2 (4/4) Lvl 3 (2/2) WF (1/1) AP (4/7) BAP (2/2) Initiative (+20)

"So, you two want important titles? Well then...eat this bug!"

Seems to me that's where this is going. :P


So Tatzylford established with either the a or a market? Houses are a good idea to reduce unrest but a castle would impact on this too.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

I say the castle to start with. The lands are clearly hostile, and in need of securing.


Magus (8) CD (+17) W (0) HP (64) AC (29/21/19) S (10/9/10) Lvl 1 (3/5) Lvl 2 (4/4) Lvl 3 (2/2) WF (1/1) AP (4/7) BAP (2/2) Initiative (+20)

Agreed on the castle. A market makes it a target with no defense. And that’s not what these lands need

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