GM Darkblade's Kingmaker Campaign (Inactive)

Game Master GM Darkblade

This is a Kingmaker AP play by post previously for members of the IBEX community, now open to the general gaming community as a whole.


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Male Human (Chelish) Cavalier/3 (HP 16/26 | AC:22 | T:11 | FF:21 | CMB +7 | CMD 18 | Fort:+5 | Ref:+2 | Will:+2 | Init:+3 | +6 Bluff, +8 Climb ,+7 Diplomacy, +8 Handle Animal, +8 Intimidate, +6 Perform(Orator), +7 Ride, +6 Sense Motive, +8 Swim |

I just thought I'd have a chance to introduce myself to and have a chat with Grailmont as he is the general if I'm not mistaken. Other than that I'm ready to move forward.

-Posted with Wayfinder


Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1

That's cool.

Ser Brandon is a bit intimidating to Orin, and the Elves were... well... discoursing in Elvish, so he had no idea what to say. He probably and mistakenly assumes if one is not speaking in the language everyone else is using that they may not want to be understood. :)


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

I responded to Brandon but maybe he missed it.


Male Human (Chelish) Cavalier/3 (HP 16/26 | AC:22 | T:11 | FF:21 | CMB +7 | CMD 18 | Fort:+5 | Ref:+2 | Will:+2 | Init:+3 | +6 Bluff, +8 Climb ,+7 Diplomacy, +8 Handle Animal, +8 Intimidate, +6 Perform(Orator), +7 Ride, +6 Sense Motive, +8 Swim |
Ayerth Terramielle wrote:
I responded to Brandon but maybe he missed it.

Ah, the last line. Yeah I missed that. Thanks for pointing it out.


Just giving everyone a refresher that real matters are happening currently which may have been missed, and remind you the bad guys are not working on your schedule. Plus I wanted to give you a feel for the council hall process. The government of the "barony" is not yet set, but you are all likely to be key components of it.

Please feel free to post as you wish. I will post as needed for reply or clarification and to move things forward as needed. if you wish to hear from a particular councilor, just ask ooc or here in the discussion thread.


Here is a "rough" map of Olegton. This is only a placeholder until such time as A) I get better with CC3, B) Olegton gets big enough to warrant a full scaled map, and C) the players decide on a layout for the town they want to follow.

Olegton

Map Key:

1) The Watchtower
2) The Seven Silvers Inn
3) Leveton/Santarks General Mercantile
4) The Triforges
5) Highhill's Pleasure Pavilion and Tavern Tents
6) The Charter Stone
7) The Mound
8) The Horse Fields
9) Restov Legations
10) The Canvas Cathedral
11) The Hive
12) Baron's Manor


Male Elf Rogue/3

Just to inform been having comp probs will be fix no later then tomorrow


FYI - The ride to Kressle's camp would take a full hard day's ride by horse. The ride to the Sootscale's caves would take two full day's ride by horse. These times would be slower on foot or by wagon. These are one way travel times.


Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1
GM Darkblade wrote:
FYI - The ride to Kressle's camp would take a full hard day's ride by horse. The ride to the Sootscale's caves would take two full day's ride by horse. These times would be slower on foot or by wagon. These are one way travel times.

Hmm... I may have my first functional magic item planned then. Possibly Horseshoes of a Zephyr and then adding Horseshoes of Speed to them later. I think it is (sad) funny (...not haha funny) that Zephyr is double the price of Speed though but creatable at lower level.


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

Both of those horseshoes look pretty easily craft able at our level, though. And are there horses available to rent, or should I spend some of my left-over starting gold on purchasing one?


3 people marked this as a favorite.

Horses may be "leased" from the Barony stables for Barony business.

Just remember the old adage, if you break it you buy it. Or in other words: Please don't feed the local wildlife.


Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1

HA! Thank you for my first good laugh of the day.

Magic Horseshoe Musings:
So... costs.
Horseshoes of a Zephyr
Levitate. 40 gp to scribe. 20 gp to pay someone to copy.
Horseshoes. Negligible. I assume either a simple or craft check would make. An item or set of items must be masterwork to be enchanted. I can't readily find horseshoes, so I am guessing the price for a masterwork tool would suffice. 50 gp. Self made becomes 16 gp 6 sp and 7 cp.
Enchanting. 3,000 gp normally. 2,850 gp due to a 5% off trait.

So... 2,866.67 gp per set with a 60 gp buy in for Orin, and they can be made at 3rd level (CL 3 required).

The speed ones will be much cheaper, especially since Haste is one of those spells casters usually get for free with their two free spells a level.

Horseshoes of Speed
Haste. - gp
Horseshoes. 50 gp. Self made 16 gp 6 sp and 7 cp.
Enchanting. 1,500 gp normally. 1,425 gp (trait).

1441.67 gp per set and can be made at 5th level (Haste spell required).

Except... adding it a preexisting item increases the cost. So adding speed becomes a 2137.5 gp cost.

So Horseshoes of the Speedy Zephyr are 5,004.17 gp for Orin to make...

Wow. That kind of sucks. The savings in travel on one horse is cool and all, but that's equivalent to making a +2 weapon or +3 armor. Buying a young hippogriff is 500 gp and training an exotic mount wouldn't take too long compared to what you are getting... hmm. Unless there is a way to bring that price down, I'm not sure if Speedy Zephyr shoes are feasible.


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

Horsehoes of Speed are really intended for something like a Cavalier's mount, that you're spending gp to upgrade. (My Beast Rider cavalier's Hippo mount can travel twice as fast with them, and once saved the whole party by carrying them on its back while outrunning a horde of orcs).

For convenience, as a wizard, I'd recommend waiting until level 5 and then saving yourself the trouble.


Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1
Silas Lavein wrote:
. . . For convenience, as a wizard, I'd recommend waiting until level 5 and then saving yourself the trouble.

That's fair.

I was just stupidly thinking that options scale rather than some being blatant trap options. :\

I am warming up to flying mounts. If we just had someone with a charisma bonus and the handle animal skill, maybe we could get them to train some with a little help. Odd mounts might be kind of fun, even if they don't stay practical.

Unless we do that Right Now though, which is unlikely, the utility starts to wear off.


I know it may seem a lot is being thrown at the gaming group all at once. This is more appearance than substance. I will address the four key points below, and welcome your replies, in PM if desired to keep comments out of the public eye.

Brevoy:
In the AP there is an eventual break away Brevoy. How players handle this break determines how the two kingdoms react to one another. However, the internal division discussed between the two halves of Brevoy is never addressed.

I have endeavored to address this with the Barony's breakaway. How the players address the pro-Issia or pro-Rostland groups will determine the nature of their relationship to Brevoy in the coming books, up to the very last. It will not affect kingdom income nor growth, only game flavor. There are enough desperate peoples in the River Kingdoms, Numeria, and on the way to the crusades to keep you set for that. It may however affect trade agreements and special events as the months wear on. Understand this is more a diplomacy bent arc so for those that do not wish to participate, say so and we can move that line to the discussions, PM's, or I can hand wave the story.

Stag Lord:
The Stag Lord issue is another line altogether, his arc wraps up the first book, opens way to the second, and is a major point to proving the worthiness of the kingdom in the eyes of others. The longer your group takes, the longer other forces have to likewise grow and become thorns in your sides later on. This matter is not up for discussion, the Stag Lord must be ended or the barony fails. No point in playing a kingdom if every settler is robbed or killed each month. Whether you kill him, jail him, or appoint him Baron is up to you, but it must be decided, and sooner rather than later.

Kobolds:
The kobold issue is representative of how other groups will see the Barony as it expands into areas claimed by other races. Troglodytes, bully-wugs, centaurs, kobolds, nomads and others will be looking to how the Barony addresses it's native populations, whether welcomed or subjugated. It is also a way to determine how you want to approach such obstacles. If you want to move in, slaughter, move on, then so be it. I can wave off personalities and NPC's in favor of body counts and treasure piles. I can go with whatever style the group wants. You just need to tell me what you feel is the best approach for you.

Kingdom Business:
What role do you see yourself wanting in the Barony. I have NPC's which can be replaced. If you character wishes to begin working towards replacing someone, let me know and I can start working them out of the arc. Also, how do you wish to handle the monthly business of running the kingdom? How or who will determine the Kingdom profile, taxes, promotions, edicts, etc? How or who will determine the types of buildings built? which hexes claimed? roadways, bridges, etc? Let me know and we will avoid having days of council meetings, a few discussion or PM posts will suffice after this.

Let me know where you stand on these issues above and we can resume moving towards the nitty gritty. The Stag Lord is certainly thinking about it, and doom comes in a fortnight.


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

Hmm. The Barony breakaway is interesting; Silas certainly has an interest in how that turns out, but also, like many of the characters, is probably most interested right now in avoiding a war.

As for the Stag Lord, it seems like we might now have the manpower to take him on, if anyone knows where to find the guy. But if the kobolds are only a two days' ride away, it seems likely that we could get rid of the Stag Lord by the end of the month.

I think this party seems pretty friendly to the kobolds. But it'll be interesting to see how that plays out with the kingdom alignment. Also, oh gosh, bully-wugs.

As for kingdom business, Silas is interested in becoming the kingdom treasurer, or if not that then some other role which allows him frequent interactions with trade guilds. He's also potentially interested in at least being an advocate for roads, mines, and possibly some degree of secondary settlement.


Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1

Adding depth to the relationship between factions and the new barony is intriguing, and I would be interested in seeing where the Brevoy Arc goes.

Taking out the Stag Lord... yeah. That's something to charge at full tilt. Even if it's risky, he's the head of the pyramid. Right now, with tactics, I would guess it's do able. I know it's definitely necessary.

Kobolds as a litmus test to see our ruler ship styles... It will probably still be a case by case basis, but that's a fun idea, too. I mostly think groups can be integrated into the barony/kingdom, but I would still say that some groups and humans or some outlooks and others aren't compatible. I won't know what I think, or what the character thinks, until it's experienced.

As to kingdom business... I lean toward the Baron probably has the final say, but... I don't really know how to answer that. Just from a mechanical standpoint, Orin would make a good diplomat, magister, or treasurer. However, I'm not sure if, role play wise, that he is the best choice in the current party for any of those roles. Just glancing, Ser Brandon would make a decent diplomat, Ayerth Terramielle a good magister, Silas Lavein a good treasurer. He will probably shoot for magister first, though. Crafting and magic and the intersection of those two things are very goal defining for him at the moment.


Here is what we have so far in regards to Kingdom positions. For those who have spoken saying yes, I want position X, that has been set. If you wish to apply for a position someone else has, speak up and plead your case to your peers. Perhaps changes can be worked out.

Ruler = Baron Echo Syne
Co-Ruler = None
Consort = NPC
Councilor = NPC
General = Grailmont, currently Commander of the Militia
Diplomat = NPC, former player
Heir = None
High Priest = NPC
Magister = NPC
Marshall = NPC
Royal Enforcer = NPC
Spymaster = Irakli Laindir
Treasurer = Silas Lavein
Viceroy = NPC
Warden = NPC

Orin Earthglider, you posted a few options, which would you prefer?

Remaining to choose, Ser Brandon and Ayerth Terramielle

Also, the Barony of the Greenbelt is a placeholder name of the kingdom. No one has ever really come up with a suggestion or called a vote to ratify Barony of the Greenbelt.


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

Hmm... if K'lana is no longer with us, that opens up a spot for High Priest (although the current NPC High Priest seems very competent at it).

Ser Brandon's desire for glory might make him an excellent candidate for Marshall, in which case, if Orin wishes to be Treasurer, Silas might be willing to take on a role of Diplomat (although he's not an especially diplomatic fellow in person, Silas is a man of many letters who might be more charming via correspondence, and who would get to follow his secondary interest in setting up trade relations).


Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1

I lean toward Magister, though I get the feeling Ayerth will be the better wizard.

Later on, Viceroy may be a good fit, playing to Orin's need for recognition. But right now, Orin's desires would run something like this, Magister > Treasurer > Diplomat.


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

I think Viceroy might require the barony to actually have royal subjects. And I guess we'll see what Ayerth's preferences are.

Meanwhile, Silas has some (rather uninspired) names to suggest for the Barony, but will wait until he's trusted a little more by its actual leaders.


Roles and duties summary. Unless the party decides to change to a parliamentary or democratic republic I am going by the following definitions for the Kingdom Roles, taken from the Ultimate Campaign hardback.

Ruler/Co-Ruler:
The Ruler is the highest-ranking person in the kingdom, above even the other kingdom leaders, and is expected to embody the values of the kingdom. The Ruler performs the kingdom’s most important ceremonies (such as knighting royals and signing treaties), is the kingdom’s chief diplomatic officer (though most of these duties are handled by the Grand Diplomat), is the signatory for all laws affecting the entire kingdom, pardons criminals when appropriate, and is responsible for appointing characters to all other high positions in the government (such as other leadership roles, mayors of settlements, and judges).

Consort:
The Consort is usually the spouse of the Ruler, and spends time attending court, speaking with and advising nobles, touring the kingdom to lift the spirits of the people, and so on. In most kingdoms, you cannot have two married Rulers and a Consort at the same time.

Councilor:
The Councilor acts as a liaison between the citizenry and the other kingdom leaders, parsing requests from the
commonwealth and presenting the leaders’ proclamations to the people in understandable ways. It is the Councilor’s responsibility to make sure the Ruler is making decisions that benefit the kingdom’s communities and its citizens.

General:
The General is the highest-ranking member of the kingdom’s military. If the kingdom has an army and a navy, the heads of those organizations report to the kingdom’s General. The General is responsible for looking after the needs of the military and directing the kingdom’s armies in times of war. Most citizens see the General as a protector and patriot.

Diplomat:
The Grand Diplomat is in charge of the kingdom’s foreign policy—how it interacts with other kingdoms and similar political organizations such as tribes of intelligent monsters. The Grand Diplomat is the head of all of the kingdom’s diplomats, envoys, and ambassadors. It is the Grand Diplomat’s responsibility to represent and protect the interests of the kingdom with regard to foreign powers.

Heir/Seneschal:
The Heir is usually the Ruler’s eldest son or daughter, though some kingdoms may designate a significant advisor (such as a seneschal) as Heir. The Heir’s time is mostly spent learning to become a ruler—pursuing academic and martial training, touring the kingdom to get to the know the land and its people, experiencing the intrigues of courtly life, and so on. Because the Heir carries the potential of being the next Ruler, the Heir’s role is similar to the Consort in that the Heir may act on behalf of the Ruler.

High Priest/Priestess:
The High Priest tends to the kingdom’s religious needs and guides its growth. If the kingdom has an official religion, the High Priest may also be the highest ranking member of that religion in the kingdom, and has similar responsibilities over the lesser priests of that faith to those the Grand Diplomat has over the kingdom’s ambassadors and diplomats. If the kingdom has no official religion, the High Priest may be a representative of the most popular religion in the kingdom or a neutral party representing the interests of all religions allowed by the kingdom.

Magister:
The Magister guides the kingdom’s higher learning and magic, promoting education and knowledge among the citizens and representing the interests of magic, science, and academia. In most kingdoms, the Magister is a sage, a wizard, or a priest of a deity of knowledge, and oversees the governmental bureaucracy except regarding finance.

Marshal:
The Marshal ensures that the kingdom’s laws are being enforced in the remote parts of the kingdom as well as in the vicinity of the capital. The Marshal is also responsible for securing the kingdom’s borders. He organizes regular patrols and works with the General to respond to threats that militias and adventurers can’t deal with alone.

Royal Enforcer/Baron's Armsman:
The Royal Enforcer deals with punishing criminals, working with the Councilor to make sure the citizens feel the government is adequately dealing with wrongdoers, and working with the Marshal to capture fugitives from the law. The Royal Enforcer may grant civilians the authority to kill in the name of the law.

Spymaster:
The Spymaster observes the kingdom’s criminal elements and underworld and spies on other kingdoms. The Spymaster always has a finger on the pulse of the kingdom’s underbelly, and uses acquired information to protect the interests of the kingdom at home and elsewhere through a network of spies and informants.

Treasurer:
The Treasurer monitors the state of the kingdom’s Treasury and citizens’ confidence in the value of their money and investigates whether any businesses are taking unfair advantage of the system. The Treasurer is in charge of the tax collectors and tracks debts and credits with guilds and other governments.

Viceroy:
The Viceroy represents the Ruler’s interests on an ongoing basis in a specific location such as a colony or vassal state
(see the Vassalage edict). The Viceroy is in effect the Ruler for that territory; her orders are superseded only by direct commands from the Ruler.

Warden:
The Warden is responsible for enforcing laws in larger settlements, as well as ensuring the safety of the kingdom leaders. The Warden also works with the General to deploy forces to protect settlements and react to internal threats.


Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1
Silas Lavein wrote:
I think Viceroy might require the barony to actually have royal subjects. And I guess we'll see what Ayerth's preferences are.

Working under the assumption that we will eventually expand and need different persons in charge of different areas, I can see viceroy being a position occupied by two or three persons.

When I think about Orin, he likes crafting first and foremost, followed by a desire for acclaim that he did not get from his own people. He is also a genuinely good soul, so he wants to help people and build something up that is of value to others. So I think the previous roles I mentioned would work for him.

As a magister he would build schools to disseminate knowledge, hopeful spreading universal literacy and building up a magical infrastructure that would make magic an everyday tool and occurrence.

As a treasurer he would manage money to benefit the kingdom but also try to encourage crafting and artistic associations. He'd want to make sure that there's at least two or three things that the Greenbelt Barony would be know for and persons from all over would want "That Thing" whether it's arms and armor, or glassware, or books, or whatever.

As a diplomat he would try to use reason to get both parties into a win-win situation. He'd look and plan for the advantageous and try to get persons to realize it's more beneficial to get along than to spoil resources fighting over something.

I can see him sliding sideways into Warden, eventually using magic to facilitate peacekeeping and working with the Marshall and Enforcer to make it happen. I can even see this before Diplomat.

Orin is both the dwarfiest dwarf, as he tries to be very industrious and community minded, and the least dwarfiest, as avarice isn't part of his makeup. He tries to balance practicality with generosity.


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

Yeah... and from a more mechanical standpoint, Ayerth and Orin really benefit the most from an int-related role. Silas's wisdom and int will probably remain within a point or two of each other for most of the game. And since he's a priest of the non-denominational goddess of industry, he's probably got similar economic/trade goals to whatever you industrious casters have planned.


Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1

Then we shall become the Magic Industry Triumvirate!

Let's just try to not piss off the druids and the fey. :)


Male Human (Chelish) Cavalier/3 (HP 16/26 | AC:22 | T:11 | FF:21 | CMB +7 | CMD 18 | Fort:+5 | Ref:+2 | Will:+2 | Init:+3 | +6 Bluff, +8 Climb ,+7 Diplomacy, +8 Handle Animal, +8 Intimidate, +6 Perform(Orator), +7 Ride, +6 Sense Motive, +8 Swim |

Ser Brandon would prefer a more military role though he will be good at Charisma based things as well as he is trained in bluff, intimidate and diplomacy and sense motive.

Originally thought I might try for General but I think Grailmont is best suited for that.

I'll go for diplomat and probably get tongues with permanency.


Male Human Sorcerer (Infernal) - Level 1 HP: 6
GM Darkblade wrote:

I know it may seem a lot is being thrown at the gaming group all at once. This is more appearance than substance. I will address the four key points below, and welcome your replies, in PM if desired to keep comments out of the public eye.

Brevoy:
In the AP there is an eventual break away Brevoy. How players handle this break determines how the two kingdoms react to one another. However, the internal division discussed between the two halves of Brevoy is never addressed.

I have endeavored to address this with the Barony's breakaway. How the players address the pro-Issia or pro-Rostland groups will determine the nature of their relationship to Brevoy in the coming books, up to the very last. It will not affect kingdom income nor growth, only game flavor. There are enough desperate peoples in the River Kingdoms, Numeria, and on the way to the crusades to keep you set for that. It may however affect trade agreements and special events as the months wear on. Understand this is more a diplomacy bent arc so for those that do not wish to participate, say so and we can move that line to the discussions, PM's, or I can hand wave the story.

Stag Lord:
The Stag Lord issue is another line altogether, his arc wraps up the first book, opens way to the second, and is a major point to proving the worthiness of the kingdom in the eyes of others. The longer your group takes, the longer other forces have to likewise grow and become thorns in your sides later on. This matter is not up for discussion, the Stag Lord must be ended or the barony fails. No point in playing a kingdom if every settler is robbed or killed each month. Whether you kill him, jail him, or appoint him Baron is up to you, but it must be decided, and sooner rather than later.

Kobolds:
The kobold issue is representative of how other groups will see the Barony as it expands into areas claimed by other races. Troglodytes, bully-wugs, centaurs, kobolds, nomads and others will be looking to how the Barony addresses it's native populations, whether welcomed or subjugated. It is also a way to determine how you want to approach such obstacles. If you want to move in, slaughter, move on, then so be it. I can wave off personalities and NPC's in favor of body counts and treasure piles. I can go with whatever style the group wants. You just need to tell me what you feel is the best approach for you.

Kingcdom Business:
What role do you see yourself wanting in the Barony. I have NPC's which can be replaced. If you character wishes to begin working towards replacing someone, let me know and I can start working them out of the arc. Also, how do you wish to handle the monthly business of running the kingdom? How or who will determine the Kingdom profile, taxes, promotions, edicts, etc? How or who will determine the types of buildings built? which hexes claimed? roadways, bridges, etc? Let me know and we will avoid having days of council meetings, a few discussion or PM posts will suffice after this.

Let me know where you stand on these issues above and we can resume moving towards the nitty gritty. The Stag Lord is certainly thinking about it, and doom comes in a fortnight.

In response to each of these points:

Brevoy:
Brevoy is splittng and to my mind we should support the king, as long as we are members of the kingdom. The swordlords sent us here with the kings approval, so far as we can tell. Let us support a peace in Brevoy by supporting Issia, and the House Surtova King.

Stag Lord:
We are growing nearer to the time when we must face him. Given the news of the flyer, we can make that sooner rather than later. I wanted to deal with other things first, to secure a better position and gain more knowledge but with the Watchful eye coming, we are going to have to speed that timeline up.

Kobolds:
We need to use this opportunity to grow the economy and citizenry of the colony. We can work out a deal, without bloodshed, and this can be the blueprint for how we deal with future indigenous peoples. I absolutely do not want to hack and slash our way through the world. I definitely prefer a more creative way, and generally that means taking the high road, and being good aligned characters/players. Besides, blood is a big expense. The more we have to kill the less we will have, long term for treasury and personal wealth.

Kingdom Business:
We need to get the new character into the kingdom/baronial plan, but that will be up to each player. And going by the way the posts are flowing that should be resolved quickly.


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments
Ser Brandon wrote:
Ser Brandon would prefer a more military role though he will be good at Charisma based things as well as he is trained in bluff, intimidate and diplomacy and sense motive.

Right... there are military roles other than general, if he wants that—marshal, enforcer, and warden all use strength, which Ser Brandon is great at. Plus, Warden would put him somewhat in charge of dealing with bandits, which he seems eager about.


Male Human (Chelish) Cavalier/3 (HP 16/26 | AC:22 | T:11 | FF:21 | CMB +7 | CMD 18 | Fort:+5 | Ref:+2 | Will:+2 | Init:+3 | +6 Bluff, +8 Climb ,+7 Diplomacy, +8 Handle Animal, +8 Intimidate, +6 Perform(Orator), +7 Ride, +6 Sense Motive, +8 Swim |

I'm happy to do either. My strength will be my highest stat though but I should think diplomat would be a touch more fun plus we will have different roles rather Than overlapping ones.


While we are waiting for Ayerth, and since no one has previously asked for information, I would like to ask each player to give me a check for any of the following skills in which they have actual ranks This will allow me to give your group a bit of information about the campaign area and the movers and shakers in it.

Diplomacy, Knowledge Geography, Knowledge History, Knowledge Local, and Knowledge Nobility.

Unless someone states they do not wish to share information, I will post the information in each category associated with the highest roll for that category.


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

Just got home from roadtrip to take child to see gramps. Tomorrow first day of school. Will post.


No problem. I am collating the information in preparation of all the skill checks. Hope everyone had a fun Labor Day Weekend.


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

Geography: 1d20 + 5 ⇒ (8) + 5 = 13
History: 1d20 + 9 ⇒ (20) + 9 = 29
Local: 1d20 + 6 ⇒ (2) + 6 = 8
Nobility: 1d20 + 5 ⇒ (16) + 5 = 21


Male Human (Chelish) Cavalier/3 (HP 16/26 | AC:22 | T:11 | FF:21 | CMB +7 | CMD 18 | Fort:+5 | Ref:+2 | Will:+2 | Init:+3 | +6 Bluff, +8 Climb ,+7 Diplomacy, +8 Handle Animal, +8 Intimidate, +6 Perform(Orator), +7 Ride, +6 Sense Motive, +8 Swim |

Diplomacy: 1d20 + 7 ⇒ (14) + 7 = 21

-Posted with Wayfinder


Male Human Sorcerer (Infernal) - Level 1 HP: 6

diplomacy: 1d20 + 12 ⇒ (4) + 12 = 16


Male Elf Rogue/3

Diplomacy: 1d20 + 2 ⇒ (12) + 2 = 14

Lets see how this works lol


Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1
GM Darkblade wrote:
. . . I would like to ask each player to give me a check for any of the following skills in which they have actual ranks . . . Diplomacy, Knowledge Geography, Knowledge History, Knowledge Local, and Knowledge Nobility. . . .

The knowledge checks I understand as the DC 10 checks won't net anything everyone doesn't already know. Requiring ranks in diplomacy surprises me, though.

Untrained Checks:
PFSRD wrote:

. . . If you are not trained in the skill (and if the skill may be used untrained), you may still attempt the skill, but you use only the bonus (or penalty) provided by the associated ability score modifier to modify the check. . .

You cannot make an untrained Knowledge check with a DC higher than 10. If you have access to an extensive library that covers a specific skill, this limit is removed. The time to make checks using a library, however, increases to 1d4 hours. Particularly complete libraries might even grant a bonus on Knowledge checks in the fields that they cover.

Then again, Orin is the least likely to succeed at a social based check.

Knowledge (History): 1d20 + 7 ⇒ (14) + 7 = 21

So Silas has History covered. ;)


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

Of course, Ayerth has +11 to pretty much all the knowledges...


Orin Earthglider wrote:
The knowledge checks I understand as the DC 10 checks won't net anything everyone doesn't already know. Requiring ranks in diplomacy surprises me, though.

The Diplomacy check was to include the rumors and perhaps attitudes associated with the subjects of the knowledge checks. If a Knowledge History check can tell you about the Battle of the Valley of Fire, the Diplomacy check will tell you what the hearts and minds of the Rostlandi people were as they lived it. Rough analogy I know but as most of our players come from Brevoy, they should have some experience gathering information from the people they lived and worked alongside.


Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1

No... I completely agree.

The point that surprised me is that Diplomacy is one you can make untrained, but you stated that one had to have actual ranks in it to attempt this particular skill check.

Edit: It almost makes me want to dip bard or investigator later so that Orin won't suck so bad on social rolls... almost.


Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1
Silas Lavein wrote:
Of course, Ayerth has +11 to pretty much all the knowledges...

Yes, but you rolled a 20 on that one. He has a 10% chance to do better. Well... I say that, but since a familiar has your ranks, they can aid another, so he could have as much as a 20% chance to do better.


Sorry on that Orin I see your point. You are correct that Diplomacy should have been separate from the Knowledge skills, and may be made untrained. It was late when I posted, my work schedule and other issues often deprives me of the sleep my brain needs. I was intending to refer to the Knowledge skills alone requiring a rank.

Anyone who wishes to make a Diplomacy check may do so if not already rolled.


Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1

I apologize for not understanding. Sometimes I am too literal. :(

Aid Another: 1d20 - 3 ⇒ (10) - 3 = 7
Hmm... my mongoose is not as cute as I had hoped.

Diplomacy: 1d20 - 1 ⇒ (11) - 1 = 10
Sorry. Orin is apparently too gruff... It's time to consider alcohol for circumstantial bonuses...


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

I believe that's more of a "Diplomacy for the purposes of gathering information"


Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1

Of course. You give people alcohol. They drink, relax, and say more. What did you think I meant? :D


Forgotten Roll for Irakli
Knowledge Local: 1d20 + 8 ⇒ (17) + 8 = 25


Category Roll Needed From Ayerth
Knowledge Geography: 1d20 + 11 ⇒ (17) + 11 = 28


It appears we have gathered thus far a good level for the checks:
Diplomacy: 21
Geography: 28
History: 29
Local: 25
Nobility: 21

Please see the following Headings on the Campaign Tab for campaign information which may make decisions/play more enjoyable. If there is anything missing or that I can do to improve on this info, let me know.

Enjoy!

Brevoy
Issia
Rostland
Notes on Cities
Notes on Natural Features
Notes on Historical Events
House Surtova
The Other Noble Houses
Notes on Persons of Interest

A special thanks to Paizo, the creative minds of the Kingmaker AP, and the good folks who put together the multitude of Pathfinder sites from which much of this information was gleaned. You make the gaming fun.


Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1
GM Darkblade wrote:
It is a full day to be near enough to Kressle's camp that you can hit them with the dawn. It is a two day trip, or about a day and a half from Kressle's camp to the Sootscales' caverns. The mites are about a day from the Sootscales. A return from the mites would be another day and a half. If you take a squad of troopers with you to handle prisoners, if any, from the bandit camp, you may still travel light enough to make a complete circuit in no more than a week's time.

Two questions for everyone else.

  • Do we have enough persons with low light or darkvision to make a night time raid against the bandits worthwhile?

  • Do we possibly want to reverse the order of visits? Mites, Kobolds, Bandits? My rational being we'd already be negotiating from a better position with the kobolds having used diplomacy or force to subjugate the mites. Then we'd possibly have kobold scouts who do have good enough vision and stealth to make a night time raid against the bandits more worthwhile.


  • Male Human (Chelish) Cavalier/3 (HP 16/26 | AC:22 | T:11 | FF:21 | CMB +7 | CMD 18 | Fort:+5 | Ref:+2 | Will:+2 | Init:+3 | +6 Bluff, +8 Climb ,+7 Diplomacy, +8 Handle Animal, +8 Intimidate, +6 Perform(Orator), +7 Ride, +6 Sense Motive, +8 Swim |

    Been an interesting read. I have to say this has been a really enjoyable start. I like the friction between the PCs which everyone has dealt with maturely and taken as part of the role play (or at least I hope so).

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