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 +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

"Indeed! Let us go!"


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

Augrym leads the way down the steep, narrow cliff face. Having not checked whether it is safe, he inadvertently steps onto a long-weathered section of the cliff face. Part of the pathway collapses, and he plunges to the sharp rocks below! To make matters worse, a great cleft of the cliff shears off only a moment later, crushing the poor half-orc below.

Falling Damage: 3d6 ⇒ (1, 6, 3) = 10
Spikey Rock Damage: 5d6 ⇒ (3, 3, 2, 4, 5) = 17
Bludgeoning Damage: 20d6 ⇒ (3, 6, 5, 2, 6, 1, 2, 3, 4, 5, 5, 4, 5, 1, 5, 5, 1, 2, 5, 2) = 72

A massive, carnivorous turtle erupts from the pool and immediately begins shredding and devouring his remains. RIP. Very sad.

Wait, hang on. That does not seem right.

*Checks book cover.* Sorry, wrong book. I should not read Grimtooth before posting here.

Ignore that. Let us try this again:

Augrym leads the way down the steep, narrow cliff face. The way is difficult, but all of the Huntsmen reach the bottom safely, where a wide, muddy eddy is tucked away from the great Tuskwater beyond.

The depth of the pool is difficult to discern, what with the muddy water. You cautiously approach, and with good reason! An enormous turtle erupts from the water to gnash madly at the nearest Huntsman!

Initiative!:

Augrym: 1d20 + 4 ⇒ (15) + 4 = 19 +2 if Surprise
Marc: 1d20 + 4 ⇒ (9) + 4 = 13
Taranis: 1d20 + 2 ⇒ (7) + 2 = 9
Unrak: 1d20 + 3 ⇒ (13) + 3 = 16
Zed: 1d20 + 8 ⇒ (20) + 8 = 28
Hostiles: 1d20 + 1 ⇒ (5) + 1 = 6

Round I
1. Zed, Augrym, Unrak, Marc, Taranis
2. Old Crackjaw


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 pulls out his bow, nocks one of the Animal Bane arrows, and lets loose!

attack: 1d20 + 7 + 3 ⇒ (16) + 7 + 3 = 26
damage: 1d8 + 3 + 2d6 ⇒ (5) + 3 + (2, 5) = 15


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

The arrow buries itself so deep that you can only see the fletching!

Round I
1. Zed, Augrym, Unrak, Marc, Taranis
2. Old Crackjaw (15 dmg)


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

"So much for talking to it brother. It's a turtle, not a dragon!"

The Initiate of the Third Circle steps aside, giving Toth a hand signal and beginning the pasting of a powerful spell! Augmented Summon Nature's Ally III


Large Animal Companion (HP: 83/83), Init: PC, AC: 32 T: 15, FF: 28 (Barkskin), Perception +7 (Low-light, Scent, F: +10, R: +11 (Evasion), W: +4 (Devotion), CMB: +11, CMD: 24 (28 v. overrun, trip)

Toth leaps into the water!
Bite: 1d20 + 6 ⇒ (19) + 6 = 25 for DMG: 1d6 + 3 ⇒ (6) + 3 = 9


Large Animal Companion (HP: 83/83), Init: PC, AC: 32 T: 15, FF: 28 (Barkskin), Perception +7 (Low-light, Scent, F: +10, R: +11 (Evasion), W: +4 (Devotion), CMB: +11, CMD: 24 (28 v. overrun, trip)

Swim: 1d20 + 1 ⇒ (19) + 1 = 20


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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

    Round the First
  • Current HPs: 27/27

Zed enters a trancelike state and starts growling, "Sometimes the shark would go away. Sometimes he wouldn’t go away. Sometimes that shark, he looks right into you. Right into your eyes. You know the thing about a shark, he’s got lifeless eyes, black eyes, like a doll’s eye. When he comes at ya, doesn’t seem to be livin’. Until he bites ya and those black eyes roll over white. And then, ah then you hear that terrible high pitch screamin’ and the ocean turns red"

Shark Attack! 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28 for 1d8 + 6 ⇒ (7) + 6 = 13 damage

Stats:

Shark (Celestial)

https://www.d20pfsrd.com/bestiary/monster-listings/animals/shark/shark

N Large animal ( aquatic) 

Init +5; Senses blindsense 30 ft., keen scent; Perception +8 

DEFENSE

AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, –1 size) 

hp 24 (4d8+6) 

Fort +9, Ref +5, Will +2 

OFFENSE

Speed swim 60 ft. 

Melee bite +7 (1d8+6) 

Space 10 ft.; Reach 5 ft. 

STATISTICS

Str 21, Dex 12, Con 17, Int 1, Wis 12, Cha 2 

Base Atk +3; CMB +7; CMD 18 

Feats Great Fortitude, Improved Initiative 

Skills Perception +8, Swim 13

ECOLOGY

The shark presented here is a 10-foot-long, 300-pound blue shark. 

Academae Graduate DC 16 (Fort) or Zed is Fatigued.

Saving Throw!: 1d20 + 2 ⇒ (6) + 2 = 8

The Summoned Monster should be immediately east of the turtle


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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
Taranis Redleaf wrote:
"So much for talking to it brother. It's a turtle, not a dragon!"

Unrak looks quizzically at Taranis. You were gonna talk? To a TURTLE???


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(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, 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 SPEAK turtle!"


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

Toth and Zed's summoned shark bring many, many teeth to ravage the turtle!

Round I
1. Zed (fatigued), Augrym, Unrak, Marc, Taranis
2. Old Crackjaw (37 dmg)


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
Taranis Redleaf wrote:
"I SPEAK turtle!"

Well you don't have to snap at me!! HAW HAW HAW HAW HAW

Yes, this is said, in character


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Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

Augrym looks to the turtle taking fire, studies it (move action) and aims his wrist launcher in its direction. Adding Bane to his weapon (swift action), and using his Stag Helm (free action), he launches for a sneak attack.

Knowledge: 1d20 + 12 ⇒ (2) + 12 = 14

Attack: 1d20 + 10 ⇒ (13) + 10 = 231d4 + 5 + 2d6 + 1d6 ⇒ (3) + 5 + (1, 5) + (2) = 16

"It may not be a dragon, but it is fierce and has likely harmed many people. Including whoever was the owner fo that shield over there. Today Turtle, you face the Stag Lord and the Huntsmen. This will be your last day."

After his attack...

"If he did not understand my words good leader brother friend turtle speaker Taranis, please translate."

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

"Are we really trying to talk to a turtle??!??" marc asks for Erastil's blessing on himself and His clarity for his fellow Huntsmen...

He pushes to the waters edge and wait's for an opportunity to strike.


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

Agrym's arrow spears the turtle in the maw, and Old Crackjaw promptly sinks into the muddy waters. The pool is quiet as suddenly as it came to life.

Out of combat! For slaying Old Crackjaw, each Huntsman earns 240 XP.


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, 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 at the old turtle. "A shame. Perhaps his cantankerousness can yet be put to use. Mayhaps we could make a shield of his shell?"

Taranis looks about for treasure (T20) "Surely the old beast has bested less prepared parties."

Once done the baron suggests mapping the hex.


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 summons a Water Elemental and instructs it to retrieve the carcass and anything else of any value underwater in the vicinity.


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

You spend a long time searching the muddy pool; both of Zed's summoned creatures are long gone before you are done. The only item of note that you find is a small blue gem. Zed reports that it is magical.

Spellcraft to identify. I will also take a Survival check to harvest the turtle shell.


Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

Augrym gets to work on the turtle...

survival: 1d20 + 11 ⇒ (16) + 11 = 27


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

Spellcraft: 1d20 + 4 ⇒ (6) + 4 = 10 "I know not what this is. 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

Spellcraft: 1d20 + 15 ⇒ (17) + 15 = 32

Zed examines the gem carefully, cradling it in his hands and seeing the magical fields surrounding it as well as gently probing the gem's magical emanations with his own power.


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

At length, Zed determines it to be an elemental gem (water).


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

"Excellent and apropos. Zed, you speak their language, but can easily summon them on your own. Would anyone mind if I hold on to it? I'm not as good in a fight as you all."

Map and return home for training!


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 hands Turtle-Speaker Taranis the gem.


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

2d100 ⇒ (50, 46) = 96

With the sun setting soon, you ascend to the clifftop and make camp overlooking the Tuskwater. The next day, you proceed with mapping this stretch of shoreline, and then again north of the Gudrin.

You return to Solasgaard on [color=teal]15th Rova[/color].

Everyone has two weeks of Downtime. Let me know how you want to spend it.

Augrym: Retrain
Marc: TBD
Taranis: TBD
Unrak: TBD
Zed: TBD


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

Rather than spending the next two weeks in self improvement, Taranis wants to work behind the scenes and achieve a few specific goals:

The baron is going to take the shape of a bird and make for New Stetven. The trip is 300 miles. He should be able to comfortably do it in 5 days. Once there, he'd like to do three things:

1. Locate and purchase a Headband of Alluring Charisma +2 High is good: 1d100 ⇒ 46

2. Locate and purchase a Scroll of Remove Curse. High is good: 1d100 ⇒ 100

3. Seek an audience with Lord Surtova if possible, and if not, a diplomat. The Baron seeks to build a diplomatic relationship and reputation of friendship and prosperity. It's simultaneously an entreatment for quality settlers, but also to build a positive reputation. Baron Taranis will put on the pomp and circumstance in Court and play the game. Diplomacy: 1d20 + 12 + 1 ⇒ (20) + 12 + 1 = 33 If this is me making some kind of Diplomatic Edict out of turn, then I calculate the DC at 17 before factoring in Brevoy's attitude, size, and relationship modifiers.

Once done, he'll fly home.


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

Baron Redleaf flies his way south to New Stetven Mivon (per Slack), where he does some shopping and seeks an audience with the Mayor of the city, Rastor Selline. On his second day in town, the audience is granted.

Grey 'round the ears but nevertheless quite hale for such an advanced fellow, Selline is dressed in the typical garb of an Aldori Swordlord, and wears his blade at his side by custom. He and Baron Redleaf introduce themselves over a lunch of cold chicken, warm bread, fresh tomatoes, crisp apples, and a bright autumn ale. They discuss the development of Solasgaard on the edge of the Tuskwater, and the conversation turns to continued banditry in the southern reaches of the Greenbelt on Mivon's borders. Mayor Selline makes note of two recent reports of troll attacks, and asks Baron Redleaf's assistance in dealing with the matter.

He notes that if the banditry troubles are put to rest, then it may be possible to work out some sort of mutually beneficial trade agreement between Mivon and the Marchlands.

New quest.


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 seeks out Arven the fisherman. Ol' Crackjaw is no more, my fine friend. I'll show you the shell--it's pretty impressive!

trying to think of some appropriate downtime activity that I can actually accomplish & possibly succeed at...


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

Unrak.... MOAR HP!


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

"Are you sure you got the right turtle?" Arven is skeptical. "That beast has sunk no less than five boats in the last two months!"

Fortunately, Unrak has the turtle shell to prove it. The beaming fisherman happily hands over the promised ring of featherfalling. Each Huntsman also earns 320 XP!


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

Someone should make that a bad ass shield!


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 will try to assist with raising some capital. I don't have access to see what roll I need to make for that...


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 decides to spend his days scribing scrolls. He closes himself off in his library and only comes out a few times each day for his lunch or to visit one of the magic-related tradesmen of the town for consultation or materials. With his door shut, the passerby might notice odd caustic smells, otherworldly noises, or flashing lights as the wizard tinkers and toils at his craft.

In the evenings he can be found at the Witch Hex enjoying the entertainment or engaging in spirited conversations by the fire with Aurora preening her soft brown feathers in the rafters above.

Pending offline advice from Salsa on scroll choice. I'll post what they are when he responds.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16
Unrak "Dreadful Bear" Redleaf wrote:
Unrak will try to assist with raising some capital. I don't have access to see what roll I need to make for that...

Try here.

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 spends his time with the small farms of the outskirts the town. "what can we do to help you?"
diplo: 1d20 + 3 ⇒ (15) + 3 = 18


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 spends the time building up some personal favors. He uses his physical prowess to assist in various labor-related tasks--ditch digging, wall building, that sort of thing. He is so impressive in his strength & endurance that it is scary to the average worker, and they are eager to repay the debt!

gain labor capital, intimidate: 1d20 + 11 ⇒ (2) + 11 = 13
gain labor capital, intimidate: 1d20 + 11 ⇒ (10) + 11 = 21

net of 3 labor points for Unrak, if I read that correctly

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 continues his outreach:
diplo: 1d20 + 3 ⇒ (19) + 3 = 22


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 also orders a scroll of Spiked Pit that he plans to copy into his spellbook immediately.

When he emerges from his study, Zed has scrolls of Knock, Invisibility, and Enlarge Person prepared.

His personal stash of Sails (he cant shake the Korvosan slang, even here among his new community) is diminished by 500, 700 if the scroll he ordered is available.


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

Due to Marc's efforts, Augrym will have an easier time reducing unrest next month (Augrym gains one +2 bonus to the Loyalty check) Meanwhile, Unrak does some work with his hands and Zed with his mind.

Solasgaard does not have a scroll of spiked pit available, but Mivon might: 1d100 ⇒ 41 Taranis can pick it up for Zed while he is there.

Month of Lamashan, 4719 AR

Upkeep Phase

Declare Baron's modifier (Economy, Loyalty, or Stability).
Roll Stability Check.
Consumption has been deducted from the treasury.
Roll Loyalty check to reduce unrest, if desired. Failure incurs a Loyalty penalty. Gain +2 bonus on this check due to Community Engagement.

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.

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

stability check: 1d20 + 28 ⇒ (4) + 28 = 32
loyalty check: 1d20 + 16 + 2 ⇒ (18) + 16 + 2 = 36


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

  • Step 0 - Spymaster: Zed the Unbroken, Spymaster of the Realm decides to focus on the Economy
  • Step 1 - Assign Leadership: No change
  • Step 2 - Claim Hex: Baron Redleaf recommends annexing Hex 17 for the Kingdom
  • Step 3 - Abandon Hex: No
  • Step 4 - Build Terrain: Baron Redleaf notes that He needs more information before completing this step.
  • Step 5 - Settlements: Commissions a house in quadrant I and an Exotic Artisan in Quadrant IV of the center right district.
  • Step 6 - Army: Not yet
  • Step 7a - Festival (Holiday) Edicts: Jhod Kavken High Priest of the Marchlands, declares no changes
  • Step 7b - Promotion Edicts: Baron Redleaf declares no change
  • Step 7c - Taxation Edicts: Oleg Leveston, Treasurer of the Realm keeps taxation the same.


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

    Month of Lamashan, 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 ⇒ 82 No event

    Also -- I discovered a couple of errors in the accounting for previous terrain improvements (Road/Bridge costs in Hex 28 and Hex 30). I have corrected these, but it means that you have less money in the treasury. Let me know if that changes what you build this month, especially given Marc's suggestions about growing the reserves.


    (HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

    Zed is on the road and won't be back until Friday I think.

    Zed guides the young kingdom towards prosperity: Economy: 1d20 + 22 ⇒ (18) + 22 = 40

    Nah, let's not go back. It'll get messy. We'll just slow down spending for a couple of months.


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

    Healthy trading in Lamashan returns some life to the Marchlands' deplenished coffers.

    You have three weeks of Downtime before Neth. Augrym needs the first week to finish retraining; decide what you all are doing with the rest.

    Week 1
    Augrym: Retraining
    Marc:
    Taranis:
    Unrak:
    Zed:

    Week 2
    Augrym:
    Marc:
    Taranis:
    Unrak:
    Zed:

    Week 3
    Augrym:
    Marc:
    Taranis:
    Unrak:
    Zed:


    (HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, 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 Baron, low on personal cash decides he's going to build some personal curating specific influence and magical leverage above and beyond the trappings of his office:

    Week 1: Use Diplomacy to curry Influence. Take 10 7 times. Gold spent: 210. Influence Earned: 14

    Week 2: Use Diplomacy to secure Goods. Take 10 7 times. Gold spent: 140. Goods Earned: 14

    Week 3: Use Diplomacy to secure Labor. Take 10 7 times. Gold spent: 140. Labor Earned: 14


    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

    previous mistake:
    Trex, I misunderstood the downtime rules, adn thought they were "per week" but they're "per day." so my last 2 rolls, which I thoguht were for the last 2 weeks & earned 3 labor points, were only for the first 2 days. If you're OK with it, I'll just assume a Take 10 for the remaining days, netting 2 Labor points per day. Total of 24 additional labor for a total of 27, and costing me 270 gp (which I also forgot about!) Approve?

    Week 1: Use Intimidate to earn influence. Take 10 7 times for 14 Influence, spending 210 gp

    Week 2: Use Intimidate to earn goods. Take 10 7 times for 14 goods, spending 140 gp

    Week 3: split the week between influence & goods. Take 10 7 times. +8 Influence, -120 gp, +6 goods, -60 gp

    Net effect:
    18 Influence
    17 goods
    -530 gp

    Please note: I'm not trying to use intimidate to make the locals scared of me--more like make them understand that I"m a badass but on their side, savvy? If I think the Intimidate isn't working or is counterproductive long-term, I'll try a different tack.


    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 hatches a plan to build a house guard for himself.

    Modifiers for:
    • Goods: +11 (via know local)
    • Influence: +12 (via linguistics)
    • Labor: +11 (via know local)

    Day 1: Take 10 to earn 2 Goods (-20 gp)
    • G/I/L/M: 2/0/0/0

    Day 2: Take 10 to earn 2 Goods (-20 gp)
    • G/I/L/M: 4/0/0/0

    Day 3: Take 10 to earn 2 Influence (-30 gp)
    • G/I/L/M: 4/2/0/0

    Day 4: Take 10 to earn 2 Labor (-20 gp)
    • G/I/L/M: 4/2/2/0

    Day 5: Take 10 to earn 2 Labor (-20 gp)
    • G/I/L/M: 4/2/4/0

    Day 6: Take 10 to earn 2 Labor (-20 gp)
    • G/I/L/M: 4/2/6/0

    Day 7: Start 'Soldiers' (Cost: 3/2/5/0, 2 days), Take 10 to earn 2 Goods (-20 gp)
    • G/I/L/M: 3/0/1/0

    Day 8: Take 10 to earn 2 Influence (-30 gp)
    • G/I/L/M: 3/2/1/0

    Day 9:
    Soldiers complete. Updated Modifiers for:
    • Goods: +11 (via Know Local)
    • Influence: +17 (via Linguistics, Soldiers x1)
    • Labor: +16 (via Know Local, Soldiers x1)
    Take 10 to earn 2 Labor (-20 gp)
    • G/I/L/M: 3/2/3/0

    Day 10: Take 10 to earn 2 Labor (-20 gp)
    • G/I/L/M: 3/2/5/0

    Day 11: Start 'Soldiers' (Cost: 3/2/5/0, 2 days), Take 10 to earn 2 Goods (-20 gp)
    • G/I/L/M: 2/0/0/0

    Day 12: Take 10 to earn 2 Goods (-20 gp)
    • G/I/L/M: 4/0/0/0

    Day 13: Take 10 to earn 2 Influence (-30 gp)
    • G/I/L/M: 4/2/0/0

    Day 14:
    Soldiers complete. Updated Modifiers for:
    • Goods: +11 (via Know Local)
    • Influence: +22 (via Linguistics, Soldiers x2)
    • Labor: +21 (via Know Local, Soldiers x2)
    Take 10 to earn 3 Labor (-30 gp)
    • G/I/L/M: 4/2/3/0

    Day 15: Take 10 to earn 3 Labor (-30 gp)
    • G/I/L/M: 4/2/6/0

    Day 16: Start 'Soldiers' (Cost: 3/2/5/0, 2 days), Take 10 to earn 2 Goods (-20 gp)
    • G/I/L/M: 3/0/1/0

    Day 17: Take 10 to earn 3 Influence (-45 gp)
    • G/I/L/M: 3/3/1/0

    Day 18:
    Soldiers complete. Updated Modifiers for:
    • Goods: +11 (via Know Local)
    • Influence: +27 (via Linguistics, Soldiers x3)
    • Labor: +26 (via Know Local, Soldiers x3)
    Take 10 to earn 3 Labor (-30 gp)
    • G/I/L/M: 3/3/4/0

    Day 19: Take 10 to earn 3 Labor (-30 gp)
    • G/I/L/M: 3/3/7/0

    Day 20: Start 'Soldiers' (Cost: 3/2/5/0, 2 days), Take 10 to earn 2 Goods (-20 gp)
    • G/I/L/M: 2/1/2/0

    Day 21: Take 10 to earn 2 Goods (-20 gp)
    • G/I/L/M: 4/1/2/0

    Total GP cost: 515
    Zed now has command of 15 household soldiers.


    Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

    Disable Device to earn goods. Take 10 7 times, gold spent 140gp. 14 goods earned.

    Craft Mapmaking to earn labor. Take 10 7 times, gold spent 140gp. 14 labor earned.

    Total earned:
    14 goods
    14 labor

    280gp spent.


    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

    Can Zed find a Headband of Vast Intellect for sale in town?
    High is good: 1d100 ⇒ 80


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

    The Huntsmen decide to stay in town, working amongst the people to grow their personal resources. Spymaster Zed takes some hardy fellows into his personal employ.

    Zed: sadly, a Headband of Vast Intelligence is beyond Solasgaard's markets (base price is currently 2,000 gp).

    Week 1
    Augrym: Retraining
    Marc:
    Taranis: Earn Capital
    Unrak: Earn Capital
    Zed: Earn, Spend Capital

    Week 2
    Augrym: Earn Capital
    Marc:
    Taranis: Earn Capital
    Unrak: Earn Capital
    Zed: Earn, Spend Capital

    Week 3
    Augrym: Earn Capital
    Marc:
    Taranis: Earn Capital
    Unrak: Earn Capital
    Zed: Earn, Spend Capital

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