Kingmaker

Game Master Malinor.

A small group sets out to tame the wilds. With summer ahead of them they have all the time in the world...

Kingmaker Campaign and City Maps

Kingmaker - Calendar, Loot Sheet, Notable Persons, Quests Take 2.0

Combat Map - Drunken Wanderings

Sword Marches Stats

Kingmaker Campaign Rules

Perception:

[dice=Ser Andreas Perception]d20+5[/dice]
[dice=Rillka Perception]d20+5[/dice]
[dice=Rhavi Perception]d20+17[/dice]
[dice=Akilina Perception]d20+8[/dice]
[dice=Jackob Perception]d20+6[/dice]
[dice=Caerwyn Perception]d20+10[/dice]

Initiative:

[dice=Albert Init]d20+2[/dice]
[dice=Ser Andreas Init]d20+2[/dice]
[dice=Duzz Init]d20+4[/dice]
[dice=Jackob Init]d20+1[/dice]
[dice=Rillka Init]d20+5[/dice]
[dice=Saoirse Init]d20+3[/dice]

[dice=Monster Init]d20+[/dice]


1,801 to 1,850 of 2,215 << first < prev | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | next > last >>

| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Extracts:
Alchemist - bomber's eye, heightened awareness, Cure Light Wound | Investigator: illusion of calm, shield, 1 unused
Rillka Cloudhopper wrote:


The first C option provides the most stability. I think we should focus on that stat and build up for awhile. I would vote first C then second c(=d)

HA! :-) Didn't notice that I had two C's :-) My back-up option was meant to be second-C = D. (But it is a back-up, I much prefer B)

Rillka Cloudhopper wrote:

B is the riskiest if I understand the final outcomes - it increases unrest instead of reducing it

None of the options increases unrest.

B reduces unrest by 3, -2 from a city wall and -1 from the house.

B has the biggest influence on Stability, as unrest also affects it, so the net effect there would be +4 to stability.

The net effect for all option is:
A +2

B +4

C +2

Second-C/D +3


Halfling CN Female Halfling Arcanist 4 HP:22/22 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+8 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

Yes… I was reading it wrong!
B is the best option! Concur with B,


Male HP:43/43 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+6 CMD:+18 EA: Defend Human Cavalier 4

I guess B it is then.


KM Handouts Drunken Wanderings

One last question before I can finish processing. Are you converting to Isolationist?


| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Extracts:
Alchemist - bomber's eye, heightened awareness, Cure Light Wound | Investigator: illusion of calm, shield, 1 unused
GM_Coreyllon wrote:
One last question before I can finish processing. Are you converting to Isolationist?

I would say yes, but when you are asking like that, I get nervous ;-)

Have we missed something?

As I read it, the effect is:

Hex: -1 (=0 new hexes a turn)
Stability: +2
Loyalty: +1
Economy: -2
Consumption: -1 (meaning we pay one less consumption, so an advantage)

I see Andreas talking at a townhall meeting with the people that are unhappy, explaining to them that we will spend some time to consolidate out small land and work on everyone's problems, so we can find a way to live here everyone would be happy with. Like a real politician ;-)


KM Handouts Drunken Wanderings

I did not mean it as a weird gotcha question. I just need to know so I can change it if that is what you want. It effects rolls so I just need to make sure that this was your intent.


| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Extracts:
Alchemist - bomber's eye, heightened awareness, Cure Light Wound | Investigator: illusion of calm, shield, 1 unused

I know you didn't try to trick us, then you would not have said anything. Just wanted to be sure I didn't miss anything and that the change would have some giant drawback I hadn't noticed.

But I vote for changing to isolationist


KM Handouts Drunken Wanderings

Anyone else?


Male HP:43/43 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+6 CMD:+18 EA: Defend Human Cavalier 4

I think it is the best thing till we get things under control.
Stop advancing.


KM Handouts Drunken Wanderings

TURN 5 (Abadius, (January), 4711):

Initial Treasury: 15 BP
Initial Unrest: 1 (6)

UPKEEP PHASE

Step 1—Determine Kingdom Stability (DC 30): Stability: 1d20 + 19 ⇒ (2) + 19 = 21 Not this turn.

Unrest Gained: 1d4 ⇒ 3 Up to 9 unrest. With your buildings you have the effect of 4 Unrest.

Step 2—Pay Consumption: Your cities, armies and quarterly holiday edict costs you 1 Consumption, giving you a total cost of 1 and leaving your Treasury with 14 BP.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

EDICT PHASE

Step 1— Change Leadership Assignments?

Step 2—Claim and Abandon Hexes?

Claim E20 (1 BP)

Step 3—Build Terrain Improvements?

Quarry in E19 (6 BP)
Road in B20 (1 BP)

Step 4—Create and Improve Cities?

City Wall in Olegstown(2 BP)
House in Olegstown (3 BP)

Step 5—Step 5—Create Army Units?
None

Step 6—Issue Edicts?

Become Isolationist

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
INCOME PHASE

Step 1—Make Withdrawals from the Treasury: Can't. No emergency.

Step 2—Make Deposits into the Treasury: Can't. No emergency.

Step 3—Sell Expensive Items for BP: Can't. No emergency.

Step 4—Collect Taxes:
Economy:: 1d20 + 17 ⇒ (2) + 17 = 19, divided by 3 is 6 BP, giving you a total of 8 BP. +5 for your mines, foundry and quarries and +1 for the sawmills (and lumberyards) = 14 BP

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Event Occurs? (25% because there was an event last month):: 1d100 ⇒ 24

Type of Event:: 1d100 ⇒ 93 Dangerous Settlment event..Duh-Duh-Duh-Duh!

Which Event:: 1d100 ⇒ 71 Sensational Crime-A serial killer, arsonist, or daring bandit plagues your kingdom. Attempt two Stability checks, adding the settlement's Law and subtracting its Crime. If you succeed at both checks, the criminal is caught before your kingdom takes any penalties from the event.

Which Settlement 1=Capital Name Here?, 2=Olegstown: 1d2 ⇒ 1 The Capital Name Here it is.

Stability TN 31-Crime+Law: 1d20 + 24 + 1 ⇒ (19) + 24 + 1 = 44 You passed a Stability Check!

Stability TN 31-Crime+Law: 1d20 + 24 + 1 ⇒ (18) + 24 + 1 = 43 You passed a second Stability check!

[ooc]You capture the criminal in your Capital and no damage is done to the nation.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kingdom Statistics at the End of the Turn:

Population: 1715
Size: 8 (9 hexes, 2 Settlement grids) (Control DC: 31)
Economy: 17
Loyalty: 16
Stability: 24
Unrest: 0 (9)
Fame: 1
Infamy: -1
Corruption: -1
Crime: 0
Law: -1
Lore: 2
Productivity: -1
Society: 0
Consumption: 1-1+1

Settlement at the End of the Turn (Stagfell):

Population: 180

Economy: 4
Loyalty: 3
Stability: 2
Corruption: 0
Crime: 1
Law: 1
Lore: 0
Base Value: 500 gp
Defense: 2
Productivity: 0
Society: 1
Fame: 0
Infamy: 0

Major Buildings:
Barracks
House x2
Inn
Stable

Settlement at the End of the Turn (Oleg's Town):

Population: 35

Economy: 0
Loyalty: 0
Stability: 1
Corruption: -1
Crime: 0
Law: -1
Lore: 2
Base Value: 100 gp
Defense: 1
Productivity: -1
Society: 0
Fame: 0
Infamy: 0

Major Buildings:
North City Wall
House
Watchtower

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Armies: None

TURN 6 (Calastril, (February), 4711):

Initial Treasury: 14 BP
Initial Unrest: 0 (9)

UPKEEP PHASE

Step 1—Determine Kingdom Stability (DC 31): Stability: 1d20 + 24 ⇒ (18) + 24 = 42 Success! Unrest decrease by 1 to 8.

Step 2—Pay Consumption: Your cities, armies and quarterly holiday edict costs you 1-1+1 Consumption, giving you a total cost of Consumption of 1 and leaving your Treasury with 13 BP.

Three Stability checks in a row! Go!


| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Extracts:
Alchemist - bomber's eye, heightened awareness, Cure Light Wound | Investigator: illusion of calm, shield, 1 unused

Not much we can do here.

We have two improvements and one building + a house.

We have the same options as last round for getting stability.

We could do the watchtower in E20. We would only have 2 BP left, but could get another road in C20.
That's 13 BP spent.

Another way is doing two roads in C20 and D20. Not sure what D20 is, but lets assume hills. That would cost 4 BP, leaving 10

We could then do a house (would suggest in Olegstown) and either a smithy or a brewery (Either town is fine). That's another 9 BP, leaving 1 BP

Instead of the house and smithy/brewery, we could do the shop as we have talked about, but that will have no effect on the stability. In fact, it only gives 1 economy and +500 base value. It can be upgraded later, though. That's 8 BP, so would leave 2 BP.

I'm voting for the smithy and two roads.


Halfling CN Female Halfling Arcanist 4 HP:22/22 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+8 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

I like smithy- putting it at Olegs (per our previous RP, perhaps dwarves returned and formalized the smithy…) and roads.
It might be a slow build for awhile.
Good work catching the serial killer. Rillka suggests a public execution


| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Extracts:
Alchemist - bomber's eye, heightened awareness, Cure Light Wound | Investigator: illusion of calm, shield, 1 unused
Rillka Cloudhopper wrote:

I like smithy- putting it at Olegs (per our previous RP, perhaps dwarves returned and formalized the smithy…)

Oh, yeah, that's right, Kazmuk did build the smithy. That makes even more sense then!

Rillka Cloudhopper wrote:
Good work catching the serial killer.

Yes, Good work, Kesten!! We should throw him a party :-)

Rillka Cloudhopper wrote:
Rillka suggests a public execution

Rhavi don't think that is a good idea! She is actually very surprised that sweet little Rillka would suggest that!


Male HP:43/43 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+6 CMD:+18 EA: Defend Human Cavalier 4

A smithy is a good RP choice. Roads will be good as well...is there not a bonus for having so many roads connected?

As far the Serial killer and Kresten.
DM is this something we should see to the conclusion or was this just flavor and it is considered over and done with?


| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Extracts:
Alchemist - bomber's eye, heightened awareness, Cure Light Wound | Investigator: illusion of calm, shield, 1 unused
Sir Andreas Eisfalke Von Ulm wrote:
Roads will be good as well...is there not a bonus for having so many roads connected?

You get +1 economy per 4 roads and +1 stability per 8 roads. If we build the 2, we only have 3.

It's the same with hexes with rivers and there we at least have 4 or 5 (can't check, is on my phone)

Not sure if you count them together. If you do, we would have 8, if we have 5 rivers. At least the sheet don't work like that, I think.


KM Handouts Drunken Wanderings

@Andreas- Because you succeeded on both stability checks the event was concluded. There is nothing else to do with this unless you want to do a festival edict to celebrate stopping the serial killer or build a monument to it.

Rivers and road bonuses are calculated separately. They do not stack for the bonuses if that is what you are asking Rhavi.


| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Extracts:
Alchemist - bomber's eye, heightened awareness, Cure Light Wound | Investigator: illusion of calm, shield, 1 unused
GM_Coreyllon wrote:
Rivers and road bonuses are calculated separately. They do not stack for the bonuses if that is what you are asking Rhavi.

Kinda asking, but suspecting that that was the case ;-)

Seems like we agree for the next turn?

Two roads in C20 and D20 and a house and a smithy in Olegstown.

What kind of hex is D20? Hills?

And to prepare for the next turns, what about E20, F20 and G19? All hills?


KM Handouts Drunken Wanderings

B20 and C20 are plains. G18 is a forest. Every other region in your nation is a Hills region.


KM Handouts Drunken Wanderings

So are we set on the two road segments, the Smithy and the House? Are there any Edict changes?


Halfling CN Female Halfling Arcanist 4 HP:22/22 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+8 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

Rillka concurres with that.


Male HP:43/43 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+6 CMD:+18 EA: Defend Human Cavalier 4

Agree


Halfling CN Female Halfling Arcanist 4 HP:22/22 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+8 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

No edicts.


| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Extracts:
Alchemist - bomber's eye, heightened awareness, Cure Light Wound | Investigator: illusion of calm, shield, 1 unused

Yep, no edicts changes.


Male HP:43/43 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+6 CMD:+18 EA: Defend Human Cavalier 4

no changes


KM Handouts Drunken Wanderings

TURN 6 (Calastril, (February), 4711)::

Initial Treasury: 14 BP
Initial Unrest: 0 (9)

UPKEEP PHASE

Step 1—Determine Kingdom Stability (DC 31): Stability: 1d20 + 24 ⇒ (18) + 24 = 42 Success! Unrest decrease by 1 to 8.

Step 2—Pay Consumption: Your cities, armies and quarterly holiday edict costs you 1-1+1 Consumption, giving you a total cost of Consumption of 1 and leaving your Treasury with 13 BP.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

EDICT PHASE

Step 1— Change Leadership Assignments? None

Step 2—Claim and Abandon Hexes? None

Step 3—Build Terrain Improvements?

Build a Road in C20 (1 BP)
Build a Road in D20 (3 BP)

Step 4—Create and Improve Cities?

House in Olegstown (3 BP)
Smithy in Olegstown (6 BP)

Step 5—Step 5—Create Army Units? None

Step 6—Issue Edicts? None

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
INCOME PHASE

Step 1—Make Withdrawals from the Treasury: Can't. No emergency.

Step 2—Make Deposits into the Treasury: Can't. No emergency.

Step 3—Sell Expensive Items for BP: Can't. No emergency.

Step 4—Collect Taxes:
Economy:: 1d20 + 18 ⇒ (2) + 18 = 20, divided by 3 is 6 BP, giving you a total of 6 BP. +5 for your mines, foundry and quarries and +1 for the sawmills (and lumberyards) = 12 BP

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Event Occurs? (25% because there was an event last month):: 1d100 ⇒ 23 Another Event Occurs!

Type of Event:: 1d100 ⇒ 99 Monster Attack + 2 Additional Events! We will fight out the Monster Attack as we continue through our year.

Type of Event:: 1d100 ⇒ 64 Beneficial Settlement Event!

Which Event:: 1d100 ⇒ 6 Boomtown!

Which Settlement? 1= Capital, 2 = Olegstown: 1d2 ⇒ 1 The Capital. Until the next event phase gain +2 Economy and d4 Corruption until the next Event Phase.

How much Corruption?: 1d4 ⇒ 1

Type of Event:: 1d100 ⇒ 82 Dangerous Settlement Event!

Which Event:: 1d100 ⇒ 56 Another Monster Attack. We will just roll and see how this one goes.

Stability: 1d20 + 26 ⇒ (16) + 26 = 42 Success!

Which Monster?: 1d100 ⇒ 60 A massive group of mites attacked farmers outside of the Capital. You sallied forth, since you have no troops, and managed to slay the small and annoying fey.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kingdom Statistics at the End of the Turn:

Population: 1895
Size: 8 (9 hexes, 2 Settlement grids) (Control DC: 31)
Economy: 18 (+1 for a turn)
Loyalty: 16
Stability: 26
Unrest: 0 (8)
Fame: 1
Infamy: -1
Corruption: -1 (+1 for a turn)
Crime: 0
Law: -1
Lore: 2
Productivity: -1
Society: 0
Consumption: 1-1+1

Settlement at the End of the Turn (Stagfell):

Population: 180

Economy: 4
Loyalty: 3
Stability: 2
Corruption: 0
Crime: 1
Law: 1
Lore: 0
Base Value: 500 gp
Defense: 2
Productivity: 0
Society: 1
Fame: 0
Infamy: 0

Major Buildings:
Barracks
House x2
Inn
Stable

Settlement at the End of the Turn (Oleg's Town):

Population: 65

Economy: 1
Loyalty: 0
Stability: 2
Corruption: -1
Crime: 0
Law: -1
Lore: 2
Base Value: 100 gp
Defense: 3
Productivity: -1
Society: 0
Fame: 0
Infamy: 0

Major Buildings:
North City Wall
House x2
Smithy
Watchtower

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Armies: None

TURN 7 (Pharast, (March), 4711):

Initial Treasury: 12 BP
Initial Unrest: 0 (8)

UPKEEP PHASE

Step 1—Determine Kingdom Stability (DC 31): Stability: 1d20 + 26 ⇒ (5) + 26 = 31 [ooc]Success! -1 Unrest which reduces Unrest to 7.

Step 2—Pay Consumption: Your cities, armies and quarterly holiday edict costs you 1-1+1 Consumption, giving you a total cost of 1 and leaving your Treasury with 11 BP.

Go! Also check the RP boards for the Monster Event.


KM Handouts Drunken Wanderings

What do you want to build for Turn 7? Are there any changes?


| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Extracts:
Alchemist - bomber's eye, heightened awareness, Cure Light Wound | Investigator: illusion of calm, shield, 1 unused

Still every limited what we can do.

We could build the road in E20. Then we have 4 and get the +1 economy. That's hills, so 3 BP

We could also build a road in F20, but as that is both hills and river, it would cost 6 BP and not give us anything else. The travel-time is already reduced because of the river the rest of the way.

If we do both, we only have 2 BP left.

If we only build in E20, we would have 8 BP left.

That would be enough for the shop (8 BP)

We could also do the brewery (6 BP) that we didn't do last turn.

Neither of those buildings would leave enough for a house (3 BP), but since we don't have any unrest, a house won't do anything.

If we do want the house anyway, we only have 5 BP left. That only leaves the baths, crematorium or dump (each 4 BP) as options to increase stability.

I would suggest the road in E20 and the shop in Olegstown. That would spent all 11 BP.

Alternative, I would suggest road in E20 and brewery in the Capital for 9 BP, leaving 2 BP for next round.


KM Handouts Drunken Wanderings

So anyone want to second one of the ideas?


Halfling CN Female Halfling Arcanist 4 HP:22/22 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+8 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

I would go with road in E20 and the shop in Olegstown. Seems natural that Oleg's would develop into a legit trading post, so having a shop there makes sense.

What is Andreas plan?


Male HP:43/43 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+6 CMD:+18 EA: Defend Human Cavalier 4

I am fine with this plan..road and shop.
For some reason I remember us having more roads. I thought we did roads already to the kobolds.


KM Handouts Drunken Wanderings

There was talk of more roads, but you ended up building the mines and a sawmill instead. Which are straight BP in future turns.

Ok, we will go with that plan. I will process it in a bit.


Male HP:43/43 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+6 CMD:+18 EA: Defend Human Cavalier 4

I gambled on the invisibility to help me...oh well.


KM Handouts Drunken Wanderings

Ok, I did not realize you turned invisible. Although that does make your post make more sense. How did Sir Andreas go invisible? I did not realize he had the ability to do that.

If he is not visible the plant will attack someone else. I will re-roll who it attacks and we will go from there.

If you do something like invisibility, please make sure you make an explicit out of character comment so I know the effect is up. I did not understand that was happening from your post.


Male HP:43/43 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+6 CMD:+18 EA: Defend Human Cavalier 4

Rillka cast it on him


KM Handouts Drunken Wanderings

You are correct. I saw her draw her wand and apparently stopped reading there.


Halfling CN Female Halfling Arcanist 4 HP:22/22 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+8 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

Halflings… we are sneaky like that.


KM Handouts Drunken Wanderings

Sneaky halflings...GMs with lack of focus. Something like that.


| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Extracts:
Alchemist - bomber's eye, heightened awareness, Cure Light Wound | Investigator: illusion of calm, shield, 1 unused

I have the precise bomb discovery where I can exclude 4 squares from splash damage. Can I use that to exclude Jackob from splash damage?

(I will of course also exclude Andreas, but no question that I can do that ;-) )


birthday: 6th of Kuthona Oracle 4. Exploration: under stress Follow the Expert, Otherwise foraging. HP 35 . Initiative +1. Perception +6. AC 17. Flat AC 14 Touch AC 13 CMD20 Saves f4 r3 w7

pssst! Hey Rhavi. Remember that you get a +1 morale to hit from Bless for at least the next round or two.

The same goes for everyone.


KM Handouts Drunken Wanderings

You can do that, or you can target a square further back. In Pathfinder you do not share the squares while grappling and it is huge. So there is plenty of room to miss without being precise and you can opt to be precise if you have that ability.


birthday: 6th of Kuthona Oracle 4. Exploration: under stress Follow the Expert, Otherwise foraging. HP 35 . Initiative +1. Perception +6. AC 17. Flat AC 14 Touch AC 13 CMD20 Saves f4 r3 w7

Everyone
I will not be offended in any way if you all choose to run at this point.
It is the only choice that will keep most of you alive. Jackob is dead in at most 3 rounds. Ulm is likely to follow unless he goes full defense and gets lucky on the AOO while running away.

Get out of here, go back to town and get everyone to pepper the thing with flaming arrows until it decides to leave. Or feed it a poisoned sheep.

run.


Halfling CN Female Halfling Arcanist 4 HP:22/22 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+8 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

No offense… but however noble; I don’t like that plan.


birthday: 6th of Kuthona Oracle 4. Exploration: under stress Follow the Expert, Otherwise foraging. HP 35 . Initiative +1. Perception +6. AC 17. Flat AC 14 Touch AC 13 CMD20 Saves f4 r3 w7
Rillka Cloudhopper wrote:
No offense… but however noble; I don’t like that plan.

Not too fond of it myself but I think we are in TPK territory.


Male HP:43/43 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+6 CMD:+18 EA: Defend Human Cavalier 4

Caerwyn has alchemist fire on his character sheet.
Juat saying.


birthday: 6th of Kuthona Oracle 4. Exploration: under stress Follow the Expert, Otherwise foraging. HP 35 . Initiative +1. Perception +6. AC 17. Flat AC 14 Touch AC 13 CMD20 Saves f4 r3 w7
Sir Andreas Eisfalke Von Ulm wrote:

Caerwyn has alchemist fire on his character sheet.

Juat saying.

Saw that, it is on the hit parade for just after Rhavi's bombs run out. He also has a light mace that might prove useful once we are out of fire.

I would have him start with the mace now but a chance for a flanking attack or two with that rather broken curve blade is too good to pass by.


birthday: 6th of Kuthona Oracle 4. Exploration: under stress Follow the Expert, Otherwise foraging. HP 35 . Initiative +1. Perception +6. AC 17. Flat AC 14 Touch AC 13 CMD20 Saves f4 r3 w7

hey all.

Are we allowed to see the "behind the screen" numbers and base our tactics on the mysteries revealed there in? Thinks like attack values, damage, saves and what not?

If not could we get a note either as to what was rolled or what the final total was? This would give us an idea of how strong something is.

EX1. GM: Roll was an 8. Player: And they hit. This is a tough/skilled opponent.

EX2. GM: Total was a 23. Player: they just got lucky.
Next round GM: Total was 22. Player, oh dear.

Or whatever. I am just looking for more data to know when we are in over our heads.


KM Handouts Drunken Wanderings

In this environment I believe that everyone reads all the spoilers. I just trust people to not abuse the knowledge. In theory, your characters do not know how the dice rolls went for you or your enemy. But everyone can see the rolls and make some determinations, correctly or incorrectly, I just ask that you not obviously abuse what you discover.

I will say, this creature is on the random chart for the Greenbelt in Book 1. You could run into it at 1st level. Seems a bit harsh then. :P It is among the tougher challenges you could face in Book 1. My goal is not to throw things I do not think you could take on if possible. Although, in a Sandbox world like this one, your decisions could lead to some rough encounters.


birthday: 6th of Kuthona Oracle 4. Exploration: under stress Follow the Expert, Otherwise foraging. HP 35 . Initiative +1. Perception +6. AC 17. Flat AC 14 Touch AC 13 CMD20 Saves f4 r3 w7

This is on a wandering encounter chart! Man that is old school. I approve.

In my opinion we are still toast but at least it was Old School Random cruelty.

Looking back I see where I made a clear error. Should have cast Summon rather than bless. A flight of Stirges or a small Earth Elemental would have prevented the charge and bought us at least a round. Too much time with level appropriate encounters have dulled my player-paranoia.

Thinking perhaps a Shaman or Cleric for the next go round. Assuming dear Jackob is lost to us that is. Maybe a Druid.... Any suggestions?


KM Handouts Drunken Wanderings

You are not dead yet. But I will agree that it is a bit grim. The plant is looking very scorched. Missing the Fort save was not grand. I may need to look into Hero Points. When I run in person (now on Roll20) I give a single re-roll on a save each session. But that does not work out well in a PBEM game.


Male HP:43/43 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+6 CMD:+18 EA: Defend Human Cavalier 4

I agree with Rillka, I cannot see Andreas leaving you behind like this.

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