GMTrex's Kingmaker Campaign

Game Master Andrew Trexler

The Marchlands | Tactical Map | Strategic Map | Handouts | Quests | People Places Things | Campaign Tracking


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(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +20**, F: +11*, R: +6*, W: +12*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

That same night we will have cast detect magic on anything we recovered. If no one here can accurately appraise the gem, then we'll bring it to the Luxury store in Solasgaard


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Neither the coins nor the stone appear to be magical.


Bytor checks out the gemstone: Appraise: 1d20 + 11 ⇒ (20) + 11 = 31


Bard Level 10 HP 76/93| BP: 31/31 | Spells: 1st: 7/7, 2nd: 4/5, 3rd: 2/4 4th: 3/4| AC 20, Flat: 18, Touch: 12 | F+6 R+10 W+8 | Init +6, Perc +12, Diplomacy +20, Stealth +14

Bytor checks out the gemstones and looks at them carefully.

"They are not magical, but . . . "


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Bytor thinks that the stone, a blood-red cat's eye chrysoberyl about the size of a fist, is worth roughly 500gp.

Bytor:
Make a Kn Religion check.


Bard Level 10 HP 76/93| BP: 31/31 | Spells: 1st: 7/7, 2nd: 4/5, 3rd: 2/4 4th: 3/4| AC 20, Flat: 18, Touch: 12 | F+6 R+10 W+8 | Init +6, Perc +12, Diplomacy +20, Stealth +14

Knowledge Religion:

Knowledge, Religion: 1d20 + 10 ⇒ (20) + 10 = 30


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Bytor:
Chrysoberyls such as these are known to serve as Gyronna's eyes on the Material Plane. She would not look kindly upon the theft of such an item from her shrine, and may inflict misfortune on those who defile her altar.


Bard Level 10 HP 76/93| BP: 31/31 | Spells: 1st: 7/7, 2nd: 4/5, 3rd: 2/4 4th: 3/4| AC 20, Flat: 18, Touch: 12 | F+6 R+10 W+8 | Init +6, Perc +12, Diplomacy +20, Stealth +14

"So, my friends, this impressive gem is certainly worth a small fortune, but these chrysoberyls serve as Gyronna's eyes. If we did take this, it would be a theft of her shrine and it may inflict misfortune upon all of us. Let's just say that this treasure comes with a terrible price."


John volunteers to start digging to put the gem back where it belongs, if that is the plan.


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +20**, F: +11*, R: +6*, W: +12*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

"Well, I'm certainly not going to put it back in the rubble. Appeasing an evil god is something I cannot condone. Mayhaps we lock this gemstone away..." Waiting on answer in Slack before committing to action in the game.


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 12 R 8 W 7 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
Spells L1:2/3 L2:1/2; L3 2/2

Unrak rumbles darkly If it were up to me, I'd smash the phlucking thing and take the consequences.

he pauses...

...but those consequences might come to those under our charge rather than us, so don't listen to me!


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +20**, F: +11*, R: +6*, W: +12*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

"Aye brother. I feel similarly."

Taranis finds a secure location in the castle to keep it for now, and then gets the Huntsmen together. "Our border to the immediate East, about a day or so from here remains unknown. The Duchy will be fine without us for a couple more weeks. May I suggest we go map some territory there?"

GM, if there's a second to the motion, we do that.


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 12 R 8 W 7 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
Spells L1:2/3 L2:1/2; L3 2/2

Oi! Let's hit the road!!


Bard Level 10 HP 76/93| BP: 31/31 | Spells: 1st: 7/7, 2nd: 4/5, 3rd: 2/4 4th: 3/4| AC 20, Flat: 18, Touch: 12 | F+6 R+10 W+8 | Init +6, Perc +12, Diplomacy +20, Stealth +14

"Agreed. Let's be off."


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Leaving the gem behind, the Huntsmen strike east to map some of the foothills of the Tors. The fresh air and easy work a welcome reprieve from the tensions of the cult-hunting in the capital.

Hex 93 explored and mapped without incident. You consider your next move over a light breakfast on [color=teal]19th Gozran[/color].


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 12 R 8 W 7 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
Spells L1:2/3 L2:1/2; L3 2/2
GMTrex wrote:
Leaving the gem behind...

WAIT! If we're going to keep this, we should keep it with us. I don't want the trouble that follows it, to hit innocents who can't defend themselves. I'll hold it.

and Unrak takes the gem, unless convinced otherwise, before they leave.


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +20**, F: +11*, R: +6*, W: +12*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

If the safest place in the castle is in Unrak's pack, that works.

East again.


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Bard Level 10 HP 76/93| BP: 31/31 | Spells: 1st: 7/7, 2nd: 4/5, 3rd: 2/4 4th: 3/4| AC 20, Flat: 18, Touch: 12 | F+6 R+10 W+8 | Init +6, Perc +12, Diplomacy +20, Stealth +14

"Unrak, be sure to tell me if you start experiencing any ill side effects. From my understanding, raging is normal for you."


1 person marked this as a favorite.
M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 12 R 8 W 7 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
Spells L1:2/3 L2:1/2; L3 2/2
Bytor Sniegsun wrote:
"Unrak, be sure to tell me if you start experiencing any ill side effects. From my understanding, raging is normal for you."

I'll let you know if I start wanting to talk calmly to solve problems, or press flowers or something.


Unrak "Dreadful Bear" Redleaf wrote:
Bytor Sniegsun wrote:
"Unrak, be sure to tell me if you start experiencing any ill side effects. From my understanding, raging is normal for you."
I'll let you know if I start wanting to talk calmly to solve problems, or press flowers or something.

Or skip and jump?


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 12 R 8 W 7 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
Spells L1:2/3 L2:1/2; L3 2/2
Humble John Fletcher wrote:
Unrak "Dreadful Bear" Redleaf wrote:
Bytor Sniegsun wrote:
"Unrak, be sure to tell me if you start experiencing any ill side effects. From my understanding, raging is normal for you."
I'll let you know if I start wanting to talk calmly to solve problems, or press flowers or something.
Or skip and jump?

or even go to the lavatreeeeee


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Continuing east, the Huntsmen reach a western spur of the Tors that almost brushes the northern edge of Lake Silverstep. In the distance some miles off, and far above you, rises the sharp pinnacle of Talon Peak. You spend another couple of days exploring and mapping the area.

Hex 94 explored and mapped without incident. Heavy rain on [color=teal]22nd Gozran[/color] wakes you early and ensures a soggy breakfast over which you must decide your next course.


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +20**, F: +11*, R: +6*, W: +12*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

Taranis looks to the eastern mountains, "If matters most serious do not press us at home, I suggest we meet with the Nomen next month. I'd like to secure a lasting peace with them."

Suggest a mapping of Hex 81, then home.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

The Huntsmen complete their excursion with two days of mapping the western edge of Lake Silverstep, whose clean and clear waters remind you of the teeming fish (and eels) that ply its depths. Claiming this Hex will grant a +1 bonus to the Duchy's Economy score. You then follow the Gudrin River back to the Tuskwater and home.

Hex 81 mapped without incident. You have two days of Downtime before returning to courtly duties. Please post what, if anything, you want to do with those two days by EOD Tuesday.


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +20**, F: +11*, R: +6*, W: +12*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

The Duke is quite content returning and relaxing for a bit before the chaotic month ahead.


John regales his boys of the tales from this trip and produces a few small trinkets he picked up for each of them. The sights and dangers of the wilderness are tempered according to age, so as not to inspire nightmares in young Erasten.

At one point he asks Gozrek to look around the city for a new pair of adventuring boots. Gozrek nods, pleased with the responsibility. Desna only knows if he will find a pair of Boots of Speed, but he heads out to do his best to find some for his father.

Boots of Speed available?: 1d100 ⇒ 45


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Regretfully, boots of speed are not to be found in Solasgaard, as they cost nearly twice the Base Value limit. That does remind me that I neglected to roll for items though:

Ring: 1d100 ⇒ 94 1d4 ⇒ 2 Minor Ring of Cold Resistance
Wondrous: 1d100 ⇒ 40 Boots of Elvenkind

These two items are currently available without a d100 roll, as are a Scroll of Burning Gaze and a Wand of Cause Fear.

Gozrek returns empty-handed with some reluctance after many hours about town. He mutters something about a shopkeep recommending he try Restov for something so expensive.


John asks the others for help sending an order for Boots of Speed to Restov.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16
Humble John Fletcher wrote:
John asks the others for help sending an order for Boots of Speed to Restov.

You would need to travel there yourself. If you send a messenger or an order, there is no guarantee that they would not 1) die along the way, as the roads can still be dangerous, 2) take your money and run, or 3) decide that boots of speed allow them to always outrun you, and steal them from you on the way back.

Magic item scarcity has been a feature of the campaign since the beginning, and is thematically fitting for an attempt to found a new kingdom in the lawless wilderness. Solasgaard is not (yet!) like Absalom, Korvosa, or Sothis.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Month of Desnus, 4721 AR

At court on the [color=teal]1st Desnus[/color], Loy Rezbin of Tatzylford appears again, this time bringing one well-bearded Killough Margrom, the proprietor of the tavern recently set up in that town. "Killough here has a mighty fine recipe fer a huckleberry mead, and a half-decent sweet ale too," Rezbin says with a smile. "We'd like to set him up proper with a brewery, if y'can spare the funds." Tatzylford is requesting 6 BP for the construction of a brewery. Please advise in Step 5 of the Edict Phase whether you are granting this request.

Upkeep Phase

Step 0 - Ruler: Declare the Duke's modifiers (Economy, Loyalty, or Stability).
Step 1 - Stability: Roll Stability Check. If successful, reduce Unrest by 1 (to a minimum of 0).
Step 2 - Consumption: Consumption has been deducted from the treasury. See "Ledger" tab.
Step 3 - Magic Items: unchanged.
Step 4 - Modify Unrest: Roll Loyalty Check to reduce Unrest, if desired (cannot be reduced below 0). Failure incurs permanent -1 penalty to Loyalty.

Edict Phase

Step 0 - Spymaster: Declare Spymaster's modifier (Economy, Loyalty, or Stability).
Step 1 - Assign Leadership: Assign new leadership or fill vacancies, if desired.
Step 2 - Claim Hex: Claim up to 3 new hexes of territory, if desired. All hexes must be fully explored to be claimed.
Step 3 - Abandon Hex: Abandon any number of hexes of existing territory, if desired.
Step 4 - Build Terrain: Pay for up to 5 terrain improvements in existing territory, if desired.
Step 5 - Settlements: Found up to 1 new settlement in existing territory. The site must first be prepared for settlement. Additionally, pay for construction of up to 5 new buildings in your existing settlements. The construction of a single house, tenement, noble villa, or mansion does not count against this limit, but must still be paid for.
Step 6 - Army: Raise new military units, or upgrade or repair existing ones, as desired. Pay any recruitment costs.
Step 7 - Edicts: Issue any new edicts as desired.


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +20**, F: +11*, R: +6*, W: +12*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

Upkeep Phase Summary

  • Step 0 - Ruler: Baron Redleaf decides to focus on the Economy first, and Stability second this month
  • Step 1 - Stability: Akiros, Warden of the Marchlands guides the realm: Stability: 1d20 + 54 ⇒ (10) + 54 = 64
  • Step 2 - Consumption: GM subtracted our Consumption value. See "Ledger" tab.
  • Step 3 - Magic Items: Rolled by the GM
  • Step 4 - Modify Unrest: Augrym, Justicar of the Marchlands, decided to leave things alone

    Edict Phase Summary

  • Step 0 - Spymaster: Humble John Fletcher, Recon master of the Realm decides to train locals in mutualistic hunting and scouting practices to improve the economy
  • Step 1 - Assign Leadership: No change
  • Step 2 - Claim Hex: Baron Redleaf recommends the Official Annexation of hexes 93 and 94
  • Step 3 - Abandon Hex: none
  • Step 4 - Build Terrain: In Hex 63 and 93 Baron Redleaf builds roads. Additionally he adds farms to 63, 64, and 93.
  • Step 5 - Settlements: Grants Tatzylford the requested funds with a proviso clause that a sample must be sent once ready. He also commissions an upgrade to the Shrine of Gorzeh, to a full "Temple. It looks more like a Sanctuary and park than a classic "temple." the upgrade costs 24 Bp
  • Step 6 - Army: Nothing this month
  • Step 7a - Festival (Holiday) Edicts: Jhod Kavken High Priest of the Marchlands, declares a medium number
  • Step 7b - Promotion Edicts: Baron Redleaf declares no change
  • Step 7c - Taxation Edicts: Oleg Leveston, Treasurer of the Realm leaves the Taxation to its typical rate.


  • Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

    Month of Desnus, 4721 AR

    Upkeep Phase
    Step 3 - Magic Items:

    I am going to re-roll these every 3 to 6 months. If I forget, please remind me.

    In Solasgaard:
    2d100 ⇒ (54, 68) = 122
    3d3 ⇒ (1, 3, 3) = 7
    Minor Scroll (Divine) 1d100 ⇒ 19 L0, CL1 1d100 ⇒ 1 Common 1d100 ⇒ 87 Scroll of Read Magic
    Minor Scroll (Divine) 1d100 ⇒ 14 L1, CL1 1d100 ⇒ 62 Common 1d100 ⇒ 22 Scroll of Comprehend Languages
    Minor Ring 1d100 ⇒ 45 Ring of Jumping
    Minor Wondrous 1d100 ⇒ 27 Brooch of Shielding
    Minor Wondrous 1d100 ⇒ 76 Incense of Meditation

    In Varnhold:
    2d100 ⇒ (73, 15) = 88
    1d3 ⇒ 3
    Minor Scroll (Divine) 1d100 ⇒ 53 L2, CL3 1d100 ⇒ 81 Uncommon 1d100 ⇒ 100 Scroll of Masterwork Transformation
    Minor Potion (Divine) 1d100 ⇒ 51 L1, CL1 1d100 ⇒ 27 Common 1d100 ⇒ 56 Potion of Pass Without Trace
    Minor Wondrous 1d100 ⇒ 73 Necklace of Fireballs, Type III

    Upkeep Phase
    Step 4: Per Slack, no farm in Hex 64, Fishery in Hex 94 instead.

    Income Phase

    Step 1 - Withdraw from Treasury: Withdraw resources from the treasury for personal use, if desired.
    Step 2 - Deposit to Treasury: Deposit personal resources into the barony's treasury.
    Step 3 - Sell Items: Sell up to 2 personal magical items to benefit the treasury.
    Step 4 - Roll an Economy check for tax collection.

    Event Phase
    1d100 ⇒ 51 NO EVENT


    (HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +20**, F: +11*, R: +6*, W: +12*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

    In War for the crown I've been putting those reminders on the calendar, as I'll never remember. Might be worthwhile here.

    Income Phase Summary

  • Step 1 - Withdrawal: None
  • Step 2 - Deposits: None
  • Step 3 - Sell Items:
  • Step 4 - Collect Taxes: Oleg Leveston, Treasurer of the Realm Economy: 1d20 + 68 ⇒ (18) + 68 = 86.
  • The Marchlands earned [color=Green]40 Bp[/color] this month.
  • 28 Bp in Taxes
  • 12 Bp in Basic Income


  • Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

    Good suggestion, thanks.

    With the state business well in hand, the Huntsmen meet on [color=teal]8th Desnus[/color] to discuss their plans for the month.

    You are due back on 1st Sarenith, which gives you a little over three weeks.


    (HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +20**, F: +11*, R: +6*, W: +12*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

    "By my estimation we can get to the Nomen encampment in about 4 days. I suggest we pay them a visit, tie up loose ends, and see what we can do to improve relations."


    M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 12 R 8 W 7 Init +7
    Raging FA:
    [dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
    Spells L1:2/3 L2:1/2; L3 2/2

    Agreed. Let's go!


    Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

    The Duke is a bit optimistic in his estimate (most of the territory you cross is Hill, not Plains), but you reach Varnhold by the end of the fourth day, and reach Nomen territory around midday on the sixth.

    As before, you are met on the grasslands by an aggressive war party, but the centaurs check their hostility when they recognize your long beards. "Come! You are expected, Redleaf," the band's leader smiles in thickly accented Taldane.

    Two of the war party ride ahead, while the other six form a guard around you. The journey to the Nomen encampment---which has moved---is short. Aecora Silverfire and her daughter Xamanthe are surrounded by the many members of the tribe, circled about the smoldering bonfire in the center of the camp. Aecora speaks as you are led in.

    Sylvan:

    "A welcome return! My daughter speaks highly of you, and tells me that you gave her much aid in her escape from the forbidden roads beyond Olah-Kakanket. Come, tell me your tale!"


    (HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +20**, F: +11*, R: +6*, W: +12*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

    I actually thought I counted it as hill. I did count it by horse though...

    "Your daughter faced foes that would curdle the blood and shock the hair of most. She does well by you. I apologize for our delay. I shall speak of our tale!"

    The Duke gives a rousing recount of the tale, aiding it with a touch of magic. He starts with the strange vanishing in Varnhold and its many minor threads of cause. He moves to the actual journey below, to the Dark where he skips most of the details that may cause Xamanthe to relive them. He then moves the tale to the affairs of state, with which he tints his words with genuine disdain for politics. He turns the tale towards the people present and gives a deferential tone to Aecora. Knowing them to be accomplished archers, he opts to make a pitch via the metaphor of the fasces.

    "And here is where we find ourselves now. The Marchlands and the Nomen bear much in common. I fear the ambition of all men who see maps as gameboards, though I confess that Gozreh has seen fit to make me a player. I would entreat towards a treaty between our two people, so that our freedom and sovereignty may be maintained for us and our bairns."

    Diplomacy: 1d20 + 19 + 2 ⇒ (10) + 19 + 2 = 31


    John listens with rapt attention, and is visibly relieved to hear the glossing-over of certain events. Despite his efforts, he has to turn away to hide his grief lest it interfere with matters of state.


    Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16
    Taranis Redleaf wrote:
    I actually thought I counted it as hill. I did count it by horse though...

    As did I; there are at least 9 hexes in your way, and 10 if you go by Varnhold (which is a tad faster thanks to more road).

    Aecora listens as closely as John, and nods at the points where Xamanthe's own tale matches yours. She takes two steps forward when you conclude.

    Sylvan:

    "My people have fought many battles with the people of Varnhold. We have no love for them, they who wished ever to expand, to claim, to hold, to own that grass under the sky which ever our ancestors did roam. Our watch over Olah-Kakanket has not ended. You have been a friend to the Nomen, and returned my daughter to me, and for this I thank you. But if Varnhold is now yours to hold, and its people yours to prosper, I must ask your intentions."


    (HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +20**, F: +11*, R: +6*, W: +12*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

    Taranis will translate

    [Sylvan]"We seek to build a loosely knit, but mutualistic group of peoples. Varnhold does, in fact, now exist as part of our lands. I can direct their efforts mostly westward, and away from your lands. In turn, we'd enjoy trade and a mutual agreement to protect each other from outsiders."[/Sylan]


    Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

    Aecora considers her reply.

    Sylvan:

    [b]"I can offer a peace, with Varnhold and with you, so long as our sacred lands are left to our care. So long as your settlers do not encroach upon Olah-Kakanket and the grasslands under the blue sky where our ancestors still tread, we shall have an accord. The Nomen will keep these lands safe and free."

    You gather from her offer that she is seeking a commitment not to annex the Valley of the Dead or the plains of Dunsward (Hexes 91, 89, 82, 83, 84, 85, and 86), nor anything east of those lands.


    (HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +20**, F: +11*, R: +6*, W: +12*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

    <Sylvan>"Ah. This seems like an excellent start. I can promise no settlers, but I would ask that travel through be allowed. I am also remiss, we found a place to the North that is assuredly sacred to your people. Monsters infested the area, we left it devoid of monsters, and untouched in its sanctity."</Sylvan>


    Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

    She smiles her thanks, and she switches to Taldane. "You and your entourage we give free right of travel, Redleaf. Others may travel as they may, but none that threaten or disrespect our ancestral plains shall be tolerated."


    (HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +20**, F: +11*, R: +6*, W: +12*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

    <Slyvan>"Then so it shall be written, and so it shall be done."</Sylvan>

    Do you need anything mechanic from us for the resolution of Xamanthe's return and securing a treaty?


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    Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

    "Then let us give thanks to Mother Moon!" Aecora exclaims happily. "As a token of our gratitude, please accept these gifts, brewed with care by our own masters."

    A centaur comes forward with 6 potions of cure moderate wounds and 6 potions of lesser restoration.

    For confirming Xamanthe's safe return to the Nomen, each Huntsman earns 960 XP. For securing a treaty with the Nomen, each Huntsman earns another 960 XP.

    Once word is sent to Restov, the Swordlords send the promised reward of 4000 GP. Go ahead and add it to the Tracker now so it is not forgotten. Additionally, true to their word, the Nomen keep watch over your eastern flank, providing a +2 bonus to Stability (already added to the Marchlands tracker).


    Bard Level 10 HP 76/93| BP: 31/31 | Spells: 1st: 7/7, 2nd: 4/5, 3rd: 2/4 4th: 3/4| AC 20, Flat: 18, Touch: 12 | F+6 R+10 W+8 | Init +6, Perc +12, Diplomacy +20, Stealth +14

    "Thank you kindly, Aecora! Your generosity speaks highly of you and your people."


    John considers asking if anyone here has any Boots of Speed, but notices a disticnt paucity of feet, and decides against the idea.


    John suggests a southern route, tracing his finger along the eastern edge of Lake Silverstep.

    (South thru 77, then west through two unexplored hexes)


    Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

    The centaurs allow you to make camp within sight of their bonfires, and you enjoy a hospitable evening with them. In the morning, you set off for the Tors to your southwest.

    You enter a valley between two arms of the Tors around midday on [color=teal]15th Desnus[/color]. The mountains rise steeply to your south and northwest, with lots of little defiles and foothills in between, covered in hardy scrub, brush, and the occasional tree.

    Perception DC 25:
    At the far southwestern end of the valley, you spot a strange monolithic spire of stone.

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