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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Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

It takes an hour to drag the heavy body to the barracks, where you surprise the nightshift guards. They lock him in an empty room and bar the doors, letting you get some shut-eye.

For defeating the werewolf and securing him, each Huntsman earns 300 XP. You also collect his magical greataxe (+1).

Dawn comes sooner than you would like, heralding [color=teal]1st Calistril[/color]. You each have management duties to attend to, but there is also the prisoner in the barracks.

Grand Lodge

Male Human Male Warpriest 8 (HP: 62/62), Init: +4, AC: 22 T: 12, FF: 20, Perception +6, F: +8, R: +5, W: +11, CMB: +8, CMD: 23

Marc assists with the binding of the victim and helps move him to the barracks. He spends the rest of the night researching his disease at local library/book collection. He must know more about this: how it's contracted. The affects of the disease and how it's cured.

He will then come back that next morning to ask the man some questions: How did he get bit? when did this happen? are there more folks like him in town?


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

1d20 ⇒ 12

Lycanthropy is a rare affliction, and Solasgaard's small library offers little on the subject beyond what you already know. Powerful healing magic offers a route to a cure in certain circumstances; a rare and potent poison called wolfsbane offers another, riskier route.

A mechanically fatigued Marc visits the barracks in the morning. His men gingerly remove the bar on the isolated room and leave Marc to push open the door.

Inside is a Kellid man, dirty, disheveled, and sporting several untreated wounds. He looks up at his visitor and squints against the light. "Where am I?" he asks, in heavily accented Taldane. He seems to flinch at his own words.

Grand Lodge

Male Human Male Warpriest 8 (HP: 62/62), Init: +4, AC: 22 T: 12, FF: 20, Perception +6, F: +8, R: +5, W: +11, CMB: +8, CMD: 23

Marc smiles at the man in front of him. "You have been separated from the rest of the population and are in our barracks. You have been affected by lycanthropy and you are a danger to the town." Marc places a plate of bread, cheese and meat on the cot next to them.

"I need to know some information from you so we can help you further, but let's start at the beginning: when and how were you bitten by and infected wolf?"

Marc will ask him the quests in the post above and use a 19 as a take 10 sense motive to judge his truthfulness.


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

Knowledge (Geography): 1d20 + 6 ⇒ (16) + 6 = 22 On the morning of 1 Calistrial, Taranis awakens just before dawn. He moves to the window and casts a spell of Animal Messenger. He beseeches the bird to travel to the large blocky rock building in the human nest in that direction, known as Restov, and to deliver the attached note.

Note:

To the August Abadarans of Restov,
The curse of Lycanthropy has touched my lands. Know that the baron of the Marchlands, Taranis I, will pay a fair wage for one of your number to come remove the curse of our singular victim.

Sincerely,
Baron Tanaris Redleaf I, The Marchlands


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

"I no bit from wolf, no wolf match me. Whaddin Gorum's nam is ly-can-tro-pee?" the Kellid asks, bewildered. He stares at the plate of food and clutches his forehead. "Feel sick. Got beer?"

Marc does not sense any deceit.

Grand Lodge

Male Human Male Warpriest 8 (HP: 62/62), Init: +4, AC: 22 T: 12, FF: 20, Perception +6, F: +8, R: +5, W: +11, CMB: +8, CMD: 23

"I think beer might be a good idea..." Marc has a quick discussion with the guard and a few minutes later two tankards and a pitcher of ale are brought to the cell. Marc pours the beer into both mugs and hands to the Kellish man.

"Have you ever gone to sleep in your bed and woken up in an odd place? Stains on your cloth that you can't remember how they got there?" Marc gestures to the man's injuries, "injuries you can't account for?"


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

The Kellie downs both tankards, each in one go, and drops each vessel to clatter against the stones. He wipes his lips on a tattered sleeve and belches. "What, lik now?" he asks picking at an open wound and wincing. "Yah. I bin half-in... dreams. Bad dreams. More beer?"


Male Inquisitor 9 (HP 95/95), Init: +9, AC 25 (T 13, FF 23), Perception +19, Fort +11, Ref +7, Will +11, CMB+12 / CMD+25

'More beer can come later possibly new hairy friend Kellid. For now we need information. Like your name to start."


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

"Kundal." He belches the name.


Male Inquisitor 9 (HP 95/95), Init: +9, AC 25 (T 13, FF 23), Perception +19, Fort +11, Ref +7, Will +11, CMB+12 / CMD+25

"Excellent. Well met possibly new friend Kundal. Now, we need to assess if you've been cured of this affliction or if more work is needed and what that work looks like."

"Does anyone know how this works? If we do not have access to the magic, is there enough wolfsbane to do this? What are the risks? How do we know that the wolfsbane we've used already didn't work?"


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

Still here and tracking. Taranis is stepping back and watching the Justicar work.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Unless I see otherwise in the Campaign Tracker, I am assuming you did not purchase any Wolfsbane and have not fed him any. What is the plan?

The Kellid is clutching his head again. "Beer?" he asks plaintively.

Grand Lodge

Male Human Male Warpriest 8 (HP: 62/62), Init: +4, AC: 22 T: 12, FF: 20, Perception +6, F: +8, R: +5, W: +11, CMB: +8, CMD: 23

"One last beer. you will need this to hear what I have to say." Marc fills the mug to the top and lets the man bolt it down.

"when the full move rises, you turn into a wolf-beast and attack your neighbors. You are not responsible for these actions, but we cannot allow them to continue. We will hold you here, under lock and eye, until we can cure you of this aliment"


M Human Bloodrager 9 HP 49/110(75/136) AC 25(23) Rage 21/21 F 10 R 7 W 6 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+19[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+19[/dice]
Spells L1:3/3 L2:2/2

Unrak rumbles before the man can reply Yeah...we’d prefer that to killing you


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Kundal struggles to understand Marc's complex Taldan words. "Me? Attack nay-burrs? No. Dreams! Bad dreams." He chugs the third beer and groans. You leave him to grapple with his current predicament.

Back at the Witch Hex, where the baron's make-shift attendance hall is arranged, petitioners are already lining up. Your barony calls!

Month of Calistril, 4719 AR

Upkeep Phase

Declare Baron's modifier (Economy, Loyalty, or Stability).
Roll Stability Check.
Consumption has been deducted from the treasury.
Unrest modification to be determined.

Edict Phase

Declare Spymaster's modifier (Economy, Loyalty, or Stability).
Assign new leadership or fill vacancies, if desired.
Claim up to one new hex of territory, if desired. This hex must be fully explored to be claimed.
Abandon any number of hexes of existing territory, if desired.
Pay for up to two terrain improvements to existing territory, if desired.
Pay for construction of up to one new building 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.
Raise new military units, or upgrade existing ones, if desired. Pay any recruitment costs.
Issue any new edicts as desired.


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

Declare Baron's modifier: Economy
Stability check (Warden Akiros): Stability: 1d20 + 18 ⇒ (19) + 18 = 37

Edict Phase

Declare Spymaster's modifier: Economy
Assign new leadership: None
Claim up to one new hex of territory: Not this month
Abandon any number of hexes of existing territory: No.
Pay for up to two terrain improvements to existing territory Not this month
Pay for construction of up to one new building in your existing settlements. Smithy. MW corner of Western district.
Raise new military units: We've ignored this... and I'm starting to worry.
Issue any new edicts: None.


M Human Bloodrager 9 HP 49/110(75/136) AC 25(23) Rage 21/21 F 10 R 7 W 6 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+19[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+19[/dice]
Spells L1:3/3 L2:2/2
Taranis Redleaf wrote:


Raise new military units: We've ignored this... and I'm starting to worry.

I'll refresh my memory on how this works over the next couple days.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Month of Calistril, 4719 AR

Income Phase

Withdraw resources from the treasury for personal use, if desired.
Deposit personal resources into the barony's treasury.
Roll an Economy check for tax collection.


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

Income Phase

Withdraw resources from the treasury for personal use: None from Taranis (and I don't recommend anyone do this now.)
Deposit personal resources: None from Taranis (and I don't recommend anyone do this now.)
Roll an Economy check: Zed!


AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests

Economy Check: 1d20 + 21 ⇒ (7) + 21 = 28


M Human Bloodrager 9 HP 49/110(75/136) AC 25(23) Rage 21/21 F 10 R 7 W 6 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+19[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+19[/dice]
Spells L1:3/3 L2:2/2

Unrak's brow creases in thought. We're going to need to deal with this werewolf problem. If one person can contract lycanthropy, others can too. We need to find a cure, and determine how it happened!


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Month of Calistril, 4719 AR

Event Phase
1d100 ⇒ 10 Event!
1d100 ⇒ 86 Solasgaard event!
1d100 ⇒ 66

As though Kundal's affliction were a harbinger of things to come, a sickness begins to wend its way through Solasgaard's residents. Jhod comes to you, begging for assistance at his overflowing makeshift healer's clinic. A plague has come!

Make TWO Stability checks against the Control DC (24). Both checks are made at a -2 penalty, due to the presence of a road and an inn, but no herbalists, hospitals, temples, or other such structures in Solasgaard.


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

Stability: 1d20 + 19 - 2 ⇒ (4) + 19 - 2 = 21
Stability: 1d20 + 19 - 2 ⇒ (9) + 19 - 2 = 26

Gozreh's Salt! Okay, Shrine (and eventual temple) is now on the shopping list!


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Everyone in town knows someone who is sick, and many yearning for their loved ones sneak into Jhod's quarantine for clandestine visits in the dead of night. Of course, many of those soon fall ill.

You struggle to contain the plague, and every day is a fresh worry that some traveling merchant might carry it to the rest of your kingdom. Commerce slows to a trickle. The people worry. Some die. And still the plague continues.

[ooc]Stability declines by 4, you spend 1d6 ⇒ 1 BP from the Treasury to cover costs of medicine and additional guards, and Unrest increases by 1d3 ⇒ 3.

Dealing with the ongoing crisis leaves you no time to explore the areas around your barony. When Pharast comes, you remark that the name is apt for your present troubles...


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Month of Pharast, 4719 AR

Upkeep Phase

Declare Baron's modifier (Economy, Loyalty, or Stability).
Roll Stability Check.
Consumption has been deducted from the treasury.
Unrest modification to be determined.

Edict Phase

Declare Spymaster's modifier (Economy, Loyalty, or Stability).
Assign new leadership or fill vacancies, if desired.
Claim up to one new hex of territory, if desired. This hex must be fully explored to be claimed.
Abandon any number of hexes of existing territory, if desired.
Pay for up to two terrain improvements to existing territory, if desired.
Pay for construction of up to one new building 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.
Raise new military units, or upgrade existing ones, if desired. Pay any recruitment costs.
Issue any new edicts as desired.


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

Order of operations questions. 1. Does Zed have a chance to change the Spymaster's influence before stability? 2. Do we know if the plague is STILL on going (asking because it may affect order of operations on which buildings are next.


AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests

Zed can change... should he?


AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests

Per slack... stability check. 1d20 + 17 ⇒ (14) + 17 = 31


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

Stability: 1d20 + 17 ⇒ (5) + 17 = 22
Stability: 1d20 + 17 ⇒ (18) + 17 = 35

FRIGGGIN S@#$!@#$^#$%#@$~@!#$%@#W%$&Y


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

Edict Phase: The Baron is going to focus on the plague, and switches to stability.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

As noted in Slack, you only need the one Stability check right now, which Zed made. The event phase comes later.

Month of Pharast, 4719 AR

Upkeep Phase

Roll Loyalty check to reduce Unrest, if desired.

Edict Phase

Declare Spymaster's modifier (Economy, Loyalty, or Stability).
Assign new leadership or fill vacancies, if desired.
Claim up to one new hex of territory, if desired. This hex must be fully explored to be claimed.
Abandon any number of hexes of existing territory, if desired.
Pay for up to two terrain improvements to existing territory, if desired.
Pay for construction of up to one new building 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.
Raise new military units, or upgrade existing ones, if desired. Pay any recruitment costs.
Issue any new edicts as desired.


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

The odds are against us for the loyalty check. I leave it to our Justicar....

Declare Spymaster's modifier is stability.(This leaves us at failing only on a 1.)
Assign new leadership or fill vacancies, if desired. Nope.
Claim up to one new hex of territory, if desired. Soon
Abandon any number of hexes of existing territory No!
Pay for up to two terrain improvements to existing territory I would, but we're maxed up.
Pay for construction of up to one new building. If my math (after half a bottle of wine and two manhattens) is correct, if we don't build anything, we'll have a castle next month and then reduce Unrest by 4 with a lot of advantages....
Raise new military units Still need to figure out.
Issue any new edicts as desired Nope.


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

The baron calls a council to pick a path forward:

"We have two paths forward through this plague. One riskier with a greater reward. The other is steady, but sets us back for some time."

Option 1: Build a shrine. This option means we can't roll below 3 on this month's stability checks. It's going to cost us 8 Bp, but the shrine can be upgraded into a temple eventually, which is a huge boon.

Option 2: Build an herbalist. This option means we cannot fail the check, but sets us back half of all our Bp (13). It also blocks off valuable real estate.


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

Per Slack, Option 1.

The Baron, still reeling from the massive set back, goes with what he knows. He orders the building of a shrine to Gozreh in Solasgaard. "It will bring the people a modicum of peace for now as we fight this sickness." NW quadrant of the Bottom center block.

Assuming my math is correct...:

Here we go:
Stability: 1d20 + 23 - 2 ⇒ (6) + 23 - 2 = 27
Stability: 1d20 + 23 - 2 ⇒ (13) + 23 - 2 = 34


AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests

Zed activates his network of informants, ne'er-do-wells, and nerf herders to spread misinformation about competing business ventures from outside the Barony. He simultaneously bolsters domestic sales with a campaign of advertisements spread by word of mouth through all the scuzzy channels he can tap into.

Economy: 1d20 + 11 ⇒ (16) + 11 = 27


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Month of Pharast, 4719 AR

Income Phase

Thankfully spared from the plague, Oleg does his best to set up a trading post outside of Solasgaard, allowing healthy townsfolk to do business with traveling merchants without the risk of spreading the plague. The taxes collected on this mercantile exchange are a welcome addition to your coffers.

Event Phase

The newly erected Shrine of Gozreh helps shepherd the people through this difficult time, and in time the citizens learn to mourn their loved ones away from the quarantine sites. The plague leaves deep scars on the community, but it passes. Stability declines again this month by 2, and you are forced to spend 1d3 ⇒ 2 BP on medical supplies and quarantines. However, for steering Solasgaard through its first major crisis, your GM is awarding each Huntsman 100 XP.

At the end of the month, after many nigh-sleepless nights, you find a comfortable and disease-free bed on which to rest your head. Gozran comes with the sun.

Month of Gozran, 4719 AR

Upkeep Phase

Declare Baron's modifier (Economy, Loyalty, or Stability).
Roll Stability Check.
Consumption has been deducted from the treasury.
Unrest modification to be determined.

Edict Phase

Declare Spymaster's modifier (Economy, Loyalty, or Stability).
Assign new leadership or fill vacancies, if desired.
Claim up to one new hex of territory, if desired. This hex must be fully explored to be claimed.
Abandon any number of hexes of existing territory, if desired.
Pay for up to two terrain improvements to existing territory, if desired.
Pay for construction of up to one new building 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.
Raise new military units, or upgrade existing ones, if desired. Pay any recruitment costs.
Issue any new edicts as desired.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Oooh, and your Shrine gives you your first magic item slot!

1d3 ⇒ 2 Scroll!
1d100 ⇒ 98 3rd level!
1d100 ⇒ 46 Uncommon arcane!
1d100 ⇒ 21 Scroll of Deep Slumber!


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

At the council for the month, The Baron opts to continue his focus. The plague might be gone, but the damage is severe. "Zed, I feel confident that I can lead the Marchlands away from Urgathoa's kiss.
By all means return to focus on growth."

He turns to the others, "I think we can do it. I think we can build ourselves a castle. It'll take most of our funds, but I think it's time.
The next foe may be men and steel. Either way, the people will feel safer with a castle. What say you?"

Stability: 1d20 + 22 ⇒ (4) + 22 = 26 Seriously?! My dice suck.


M Human Bloodrager 9 HP 49/110(75/136) AC 25(23) Rage 21/21 F 10 R 7 W 6 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+19[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+19[/dice]
Spells L1:3/3 L2:2/2

Yes, we need a focal point, a symbol of the land. And I'll start working on recruitment--the walls are good and all, but best to meet steel with steel!


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

Declare Spymaster's modifier: Economy
Assign new leadership: None
Claim up to one new hex of territory: Soon
Abandon any number of hexes: no
Pay for up to two terrain improvements: I think we're maxed out until we claim something new
Pay for construction of up to one new building: Commence Castle Redleaf! Center block
Raise new military units: Unrak?
Issue any new edicts as desired: Promotion set to "Standard"


M Human Bloodrager 9 HP 49/110(75/136) AC 25(23) Rage 21/21 F 10 R 7 W 6 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+19[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+19[/dice]
Spells L1:3/3 L2:2/2

we can’t sustain an army yet. 4bp/month minimum


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Deciding that the time is ripe for adapting the Stag Lord's broken Fort to a nobler purpose, and to give the people a symbol of what they work towards, the Huntsmen lead the construction of Castle Redleaf. The town's craftsmen, masons, and architects bend to the work with a fervor, eager to put memory of the plague behind them. With the base of a castle already in place, it is not long before the Barony's banner flutters from fresh walls.

A banquet heralds Castle Redleaf's completion, and citizens of the Marchlands come from far and wide to celebrate. Much merry is had by all, along with a good deal of drink and roast boar.

Month of Gozran, 4719 AR

Income Phase

Withdraw resources from the treasury for personal use, if desired.
Deposit personal resources into the barony's treasury.
Roll an Economy check for tax collection.

Event Phase
1d100 ⇒ 85

Thankfully, this feast is the only event that the Marchlands need be concerned with this month.

Grand Lodge

Male Human Male Warpriest 8 (HP: 62/62), Init: +4, AC: 22 T: 12, FF: 20, Perception +6, F: +8, R: +5, W: +11, CMB: +8, CMD: 23

Did we get a resolution on the werewolf problem?.

Marc spends the months of "Town time" taking small patrols out into the forests that have been claimed. He makes sure to check in on the small logging company to make sure they are respecting the land while the harvest. He spends his afternoons in town checking on the small homesteads and getting a sense of how things are going. He spreads the blessing of Erastil where ever he goes.

His through slowly start focusing onto where we explore next and he spends his time looking at the maps he has of the area. We know nothing of what is directly east of the town. This should be our first focus on our expedition. The gold mine north of the town is tempting to bring under our influence, but rumors of a Swamp Witch and a Hermit south and west of town are too interesting to pass up and much closer.


AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests

The werewolf was the plague I think... so we done solves that one.


M Human Bloodrager 9 HP 49/110(75/136) AC 25(23) Rage 21/21 F 10 R 7 W 6 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+19[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+19[/dice]
Spells L1:3/3 L2:2/2

no, the plague was a separate event. Lycanthropy still looms.

Unrak makes his own rounds, beginning to talk up the building of an army to protect their home and sowing the seeds of "all the cool kids are going to sign up--are YOU??"

my vote is, make the gold mine the priority. There is no such thing as too much money!!


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

Aye, we need to solve the singular instance of lycanthropy. I also agree that we need to get more income, but now we need to hold the ship steady. I recommend we annex another hex soon and build it up (I think Hex 30. I also think if we can be spared, we should explore 28)

Grand Lodge

Male Human Male Warpriest 8 (HP: 62/62), Init: +4, AC: 22 T: 12, FF: 20, Perception +6, F: +8, R: +5, W: +11, CMB: +8, CMD: 23
Taranis Redleaf wrote:

(I think Hex 30. I also think if we can be spared, we should explore 28)

That was my thought as well.


Male Inquisitor 9 (HP 95/95), Init: +9, AC 25 (T 13, FF 23), Perception +19, Fort +11, Ref +7, Will +11, CMB+12 / CMD+25

Income has to be a big push. Armies cost a lot and we'll need to at least start building one if anything comes this way. Especially while we're away. When we annex another hex, is this building a new town? If so, I'm cool with the second one being next to us but other settlements should include some sort of landmarks. Like the castle, we can build off of existing structures like the shrine to Erastil.


(HP: 82/82), Init: +2, AC: 20 T: 13, FF: 17, Perception +19**, F: +10*, R: +6*, W: +11*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1 Redleaf Grove, Kinging

So I've been driving a lot of the kingdom building stuff. There's a fairly large chunk of rules to learn. If you're looking to make an economy check, just look at our Settlement Sheet (which is linked at the top) under "The Marchlands." Our current Economy score is Cell B6. Then it's a simple d20 ability check plus modifier.

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