Kingmaker

Game Master Jovich

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 - Narthropple Expedition

Sword Marches Stats

Kingmaker Campaign Rules

Rillka's Map

Perception:

[dice=Ser Andreas Perception]d20+6[/dice]
[dice=Rillka Perception]d20+8[/dice]
[dice=Albert Perception]d20+1[/dice]
[dice=Saoirse Perception]d20+4[/dice]
[dice=Duzz Perception]d20+11[/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]


2,001 to 2,050 of 2,497 << first < prev | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 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

Well, we are getting bigger. I'm sure that someone has died, either in an accident, a fight or of old age.

We can build two buildings, so we could do both the shrine and the graveyard. It is only 4BP, so it is possible.

Rhavi could support Pharasma too. Both now or if we want to wait a little with that.


Male HP:49/49 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+8 CMD:+20 EA: Defend Human Cavalier 5

Well I have a feeling that whatever shrine we pick as our first will help to shape the region and the kingdom as a whole.

Magdh: Andreas is not a fan of fey and feels that if we pick that as our first shrine will send the wrong message to those that are here already.

Gozreh: A good choice but I feel that this will be of limited use to the population. I also thought that the god was more towards big waters: ocean, seas and such.

Pharasma: another good choice and I think it is one we can find a place for in the future. We do have the graveyardish thing outside the fort. We had to go through undead to get into the fort.

Abadar: I am not sure this is the best place for a shrine to this god. We just made plans for to rebuild a temple dedicated to a god that is almost opposite of this one. In viewpoint at least. Although his area also includes LAW.

Iomedae. While Andreas is not a huge religious person he leans towards Iomedae and has started to progress more and more towards lawful good than chaotic. I also think this would be the best first choice as a shrine.

Now those words being said...I was wondering if there was a way that we could build a pantheon of sorts?
If this is even possible or even approved in the pathfinder world?


Halfling CN Female Halfling Arcanist 5 HP:27/27 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+9 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

Korvosa has the Pantheon of the Many where multiple shrines exist; but I have no idea how you fit it into the rules except as building multiple shrines…


KM Handouts Narthropple Expedition
Rillka Cloudhopper wrote:
Korvosa has the Pantheon of the Many where multiple shrines exist; but I have no idea how you fit it into the rules except as building multiple shrines…

There are two ways you could go about doing this, if for some reason the group wanted to.

Technically, you can worship a concept. So you could do a Pantheon shrine and not dedicate it to a specific deity. You would have to pick a primary axis (Law, Chaos, Good, Evil) to get the mechanical bonus. But in RP terms it would just mean the gods from that axis tended to be the most worshiped in the area but that all religions are accepted. This might (read probably would) create difficulties with some characters and some faiths that might pop in. Not everyone enjoys worshipping Iomedae while the Lady of Pain worship is going on 10 ft away.

Alternatively, a Cathedral takes up for four lots on the map or one "block" and you could (eventually) build a shrine to each of the four alignment axis and have that area be open to all faiths. IT would take up the same area as a Cathedral but might not be as useful. Also, some of you may have issues with one or more of the alignment axis being worshiped in town. Although it may stop anger/frustration from the opposing alignments being in the same shrine/temple/Cathedral.

I am not saying you should do this or that it is even close to a good idea. But the group is creating the narrative around the nation and we can make a narrative that fits what you want even if the mechanics are not perfect for it.


Male HP:49/49 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+8 CMD:+20 EA: Defend Human Cavalier 5

I did not know that existed in pathfinder.
Maybe this will solve our dilemma.

Perhaps we build a Worship shrine. I place where people can come and exercise their beliefs as they choose to and if we decided to expand it to a temple of sorts, we can expand on that concept to a pantheon temple.

Thank you Rillka for finding that.

@All including the DM
What are your thoughts on this?


KM Handouts Narthropple Expedition

Sir Andreas posted right after me, so just in case look up for my response Sir Andreas.


Male HP:49/49 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+8 CMD:+20 EA: Defend Human Cavalier 5

If we were do something like a set axis...in my opinion Good would be the best option.

Erastil
Iomedae
Torag
Sarenrae
Shelyn
Cayden Cailean
Desna
Apsu
Easivra
Kurgess
Milani
Chaldira Zuzaristan

Just to name a few...

but
if we went with a neutral stance would the cover ALL the gods?
or just the neutral aligned ones?


KM Handouts Narthropple Expedition

If you opted to go with a neutral stance, I would allow you upgrade the shrine to temple to cathedral as if the shrine was to a true neutral deity concept to show that your not trying to fit anywhere specifically on the axis.


Male HP:35/35 AC:20 T:13 FF:18 F:+4 R:+7 W:+6 Perc:+8 Init: +6 Falchion +8, 2d4+9 CMB:+7 CMD:19 Half Orc Vigilante (Ferocious Hunter) 4

Leopold would advocate for a good aligned Patheon more than a neutral one but I really like the idea of a Patheon instead of individual!


LN Human Magus (Soul Forger) |HP 45/45 | AC 16 T12 F14 | Fort +7 Ref +4 Will +6 | Speed 30 | mw scimitar +8 1d6+4/18-20 | CMB +7 CMD 19/F17 | shortbow +5 1d6/x3 | Init +6 | Percep +1 | SM +1 | Conditions: | EA: Detect Magic

Albert prefers a Law pantheon, but is fine with a Good or Neutral one.


Halfling CN Female Halfling Arcanist 5 HP:27/27 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+9 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

And Rillka would oppose a Lawful pantheon…

Three PCs were good with Pharasma… including the two most in opposition - Albert and Rillka (who if we are properly role-playing our alignments will often be at odds)

The shrine seems like unnecessarily restarting the what diety argument again.


Male HP:49/49 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+8 CMD:+20 EA: Defend Human Cavalier 5

Well let us see what we can do to minimize the deity argument.
Let us do a good pantheon shrine.
Then we are not committing to just one god.

If we do a neutral shrine then it will allow the worship of evil gods there. Not something most of us would like to see.


Halfling CN Female Halfling Arcanist 5 HP:27/27 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+9 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

I offered a Pharasma shrine as a compromise- a least objectionable option that a majority could at least accept. A neutral aligned shrine is a bit odd; and a good pantheon would exclude two party members. Intended or not; the good aligned pantheon actually includes only the deity Andreas suggested. I would find an aligned shrine an objectionable option, and “Minimizing the argument” to simply do what you want is not really a solution.


| 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 actually really like the idea of a pantheon. Especially since the cathedral is 4 lots.

In the future, when we upgrade to a cathedral, I see it as a circular building separated in to four quarters, with an open center. Between each quarter, you can go directly from the outside to the center and you can enter each building from the outside.

Each of the quarters are dedicated to one of the four combinations of Good/Evil, Chaotic/Lawful while true neutral is in the center and the neutral combination is up against the inside of the wall of the building of the other half of alignment.

That way, none of the alignment groups should have to suffer their opposition in the same building and would not have to even go through their area to got their own place of worship.

As a neural god, I think Pharasma is the best choice right now. Also as two of her areas are birth and death, which is pretty important everywhere. She could be the first part of the very center of the complex.

And at first, it would only be a shrine to Pharasma, so no evil gods should be there. Then, RP-wise, slowly, other neutral gods will be worshiped there. At some point, the neutral combinations will also show up and we'll expand to a temple to accommodate them. Not until we expand to the full cathedral will the other gods be worshiped there.


Male HP:49/49 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+8 CMD:+20 EA: Defend Human Cavalier 5

I was not trying to do what I want to do. I was trying to give ideas that others may like. Whatever the group wishes to do, count my vote as one of agreement.


KM Handouts Narthropple Expedition

So I see several votes for Pharasma. Anyone want to oppose or shall we move on?


Male HP:49/49 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+8 CMD:+20 EA: Defend Human Cavalier 5

Move on


| 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

move on, but still need the verdict on the bridge, as we need to figure out what we can build


Male HP:35/35 AC:20 T:13 FF:18 F:+4 R:+7 W:+6 Perc:+8 Init: +6 Falchion +8, 2d4+9 CMB:+7 CMD:19 Half Orc Vigilante (Ferocious Hunter) 4

Pharasma is fine with Leopold, the realm of death needs a steward!


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

Does a Shrine have to be dedicated to anything in particular?
Down the street from my house is a former church now being used as a meeting hall, performance space, pop-up dance studio, armature orchestra rehearsal space, and occasionally as a church for a few differing organizations.

I say build a hall and let the people decide what they want to use it for, but the rules may not support that idea.


KM Handouts Narthropple Expedition

I am not finding anything about D19 that indicates it is not a bridge for building purposes.

@Jackob, You can build a generic shrine or a concept shrine if you want. But you would have to pick an alignment for mechanical purposes. For now the group has voted on Charisma. More religious buildings could always be constructed in the future.


| 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:
I am not finding anything about D19 that indicates it is not a bridge for building purposes.

Perfect. Always happy to be corrected in that direction :-)

We have 31 BP.

Even though we would have enough BP for the watchtower this round, I think we should still do the canal to make the farm at Olegstown legal.

My suggestion :
Claim D19 (12 Hex)(Bridge) 1BP
Claim D18 (13 Hex)(Ruins:Temple) 1BP

Road D19 2BP
Road D18 2BP
Economy +1

Canal C19 4BP

Prepare D18 for city 4BP

Shrine (Capital) Pharasma, Neutral:
Stability +1, Unrest -1 8BP

Graveyard (Capital)
Loyalty +1 4 BP

Total: 26, leaving 5 BP for next round. I think we should save those for when the new city is ready.

The preparation of the site for the 3rd city will be this turn 12 and the next turn 13 and then in turn 14 we can start building.

In round 14 we will have to pay the 16 BP for the temple.
We would probably also like a house (3 BP) and that town would also be a prime location for a lumberyard (12 BP) as it is surrounded by forest. Two sawmills would then only cost 4 BP in total, and generate 3 BP/turn (and +2 stability). As we can build 3 improvements, we could even build a 3rd for an additional 2 BP.
Doing all that would cost 37 BP and that is not counting claiming additional hexes. So leaving something for that turn in both this and the next turn is probably a good idea.


KM Handouts Narthropple Expedition

Thoughts? Seconded?


Male HP:35/35 AC:20 T:13 FF:18 F:+4 R:+7 W:+6 Perc:+8 Init: +6 Falchion +8, 2d4+9 CMB:+7 CMD:19 Half Orc Vigilante (Ferocious Hunter) 4

Hey, this week till late Sunday I have huge commitments at work so I likely wont be able to get on to check and definitely won't be able to make a post. if things are waiting on me please bot!


Male HP:49/49 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+8 CMD:+20 EA: Defend Human Cavalier 5

I am fine with this.


LN Human Magus (Soul Forger) |HP 45/45 | AC 16 T12 F14 | Fort +7 Ref +4 Will +6 | Speed 30 | mw scimitar +8 1d6+4/18-20 | CMB +7 CMD 19/F17 | shortbow +5 1d6/x3 | Init +6 | Percep +1 | SM +1 | Conditions: | EA: Detect Magic

I'm fine with it, as well


KM Handouts Narthropple Expedition

I started to process the turn and there is a problem. You cannot build a canal in C19. Canals can only be built in Deserts, Hills or Plains. If you want to just build it in B20 you can and start there going south to a river. But it will cost 6 BP to do that.

What do you want to do?


| 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

Crap, missed that part.
So we need to build in D20, C20 and, if we want the canal to connect the cities, B20.

Think it makes most sense to start I D20 or else the canal would be waterless until we connect it to the river.

I say we do it to correct the mistake of the farm, even with the added cost.


KM Handouts Narthropple Expedition

Are we in agreement?


Male HP:49/49 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+8 CMD:+20 EA: Defend Human Cavalier 5

fine with me


LN Human Magus (Soul Forger) |HP 45/45 | AC 16 T12 F14 | Fort +7 Ref +4 Will +6 | Speed 30 | mw scimitar +8 1d6+4/18-20 | CMB +7 CMD 19/F17 | shortbow +5 1d6/x3 | Init +6 | Percep +1 | SM +1 | Conditions: | EA: Detect Magic

Fine with me, as well.


KM Handouts Narthropple Expedition

Ok, I will try and get to the turn tomorrow.


KM Handouts Narthropple Expedition

TURN 12 (Arodus, (August), 4711)::

Initial Treasury: 35 BP
Initial Unrest: 0 (5)

UPKEEP PHASE

Step 1—Determine Kingdom Stability (DC 33): Stability: 1d20 + 31 ⇒ (16) + 31 = 47 Success! Reduce Unrest by 1 to 4.

Step 2—Pay Consumption: Your cities, armies and quarterly holiday edict costs you 3+1 Consumption, giving you a total cost of 4 and leaving your Treasury with 31 BP.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

EDICT PHASE

Step 1— Change Leadership Assignments? None

Step 2—Claim and Abandon Hexes?

Claim D19 (1 BP)
Claim D18 (1 BP)

Step 3—Build Terrain Improvements?

Build Road in D19 (2 BP)
Build Road in D18 (2 BP
Build Canal in D20 (6 BP)

Step 4—Create and Improve Cities?

Prepare City in D18 (4 BP)

Build Shrine (Neutral) in Capital (8 BP)
Build a Graveyard in Capital (4 BP)

Step 5—Step 5—Create Army Units?

Step 6—Issue Edicts?

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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 + 28 ⇒ (8) + 28 = 36, divided by 3 is 12 BP, giving you a total of 15 BP. +5 for your mines, foundry and quarries and +1 for the sawmills (and lumberyards) = 21 BP

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Event Occurs? (75% because there was not an event last month):: 1d100 ⇒ 54

Type of Event: 1d100 ⇒ 86 [ooc]Dangerous Settlement Event.

Which city? 1=Capital, 2=Olegstown: 1d2 ⇒ 2 Olegstown

Which Event: 1d100 ⇒ 71 [ooc]Sensational Crime- Bandits attack Olegstown!

Stability+Law-Crime: 1d20 + 32 + 0 - 1 ⇒ (7) + 32 + 0 - 1 = 38 Success!

Stability+Law-Crime: 1d20 + 32 + 0 - 1 ⇒ (1) + 32 + 0 - 1 = 32 Failure!

Effects: A trap was set for the bandit who was trying to take the local taxes. The trap saved the taxes, but the bandit escaped and remains a threat to the growing nation! Unrest increases by 1.

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

Population: 2725
Size: 13 (13 hexes, 2 Settlement grids) (Control DC: 35)
Economy: 28
Loyalty: 19
Stability: 32
Unrest: 0 (5)
Fame: 1
Infamy: 0
Corruption: 0
Crime: 1
Law: 0
Lore: 3
Productivity: 0
Society: 1
Consumption: 3+1

Settlement at the End of the Turn (Capital):

Population: 240

Economy: 4
Loyalty: 6
Stability: 4
Corruption: 0
Crime: 1
Law: 1
Lore: 3
Base Value: 1500 gp
Defense: 3
Productivity: 1
Society: 1
Fame: 0
Infamy: 0

Major Buildings:
Barracks
Baths
Brewery
Graveyard
House x2
Inn
Mill
Shrine (Pharasma- Neutral)
Stable

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

Population: 160

Economy: 3
Loyalty: 0
Stability: 3
Corruption: 0
Crime: 1
Law: 0
Lore: 3
Base Value: 1500 gp
Defense: 3
Productivity: 2
Society: 0
Fame: 0
Infamy: 0

Major Buildings:
Baths
City Wall (North)
House x2
Smithy
Trade Shop
Watchtower
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Armies: None

For mechanical purposes the event is ongoing.

Ok, last two bits. I need a finalized name for the capital and the Temple of the Elk site. Then we can get book 2 rolling!


Male HP:49/49 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+8 CMD:+20 EA: Defend Human Cavalier 5

City names were discussed a long time ago and it took some digging but I think I found them all.

Stagville

Stagburg

Stagtown

Stagdinium

Stagwater

Tuskwater

Tuskholm

Stormforge

Hartsford

Haven

New Freedom

Newfort

Newton

Southpost

Southbridge

Lakeside

Sturmheim.

The kindom
Ulm Heimatland.

I personally am not thinking many people would be happy with anything being named after the staglord. Too much fear and misery from the staglord. I do like Rillkas idea of something with storm as the fort did fall during a storm.

If anyone has other ideas...throw them out we all have a say in this.
Plus we need names for olegs and the temple as well.


Halfling CN Female Halfling Arcanist 5 HP:27/27 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+9 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

For the city
Sturmulme
... As Ulm translates into elm... Sturmulme is Storm Elm, a nod to the origin and ruler.
Symbol =3 teardrops, green blue and red? (A green elm leaf for Andreas; a blue water drop for Rillka(Stormborn/Gozreh), a red drop for Rhavi (alchemy-those alchemists fires!) although I suppose any color Rhavi wishes. The symbol based on those who PCs that were there.

For Olegs
I like Olegstown, the name has been used, although I do not know if that is official.

For the temple
Hirsch (Stag in German); Elch (elk in German); Elkton...

Sturmulme; Olegstown, and Elch are Rillka's votes.

THEN we need to go on a bandit hunt!


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:

For the city

Sturmulme
... As Ulm translates into elm... Sturmulme is Storm Elm, a nod to the origin and ruler.
Symbol =3 teardrops, green blue and red? (A green elm leaf for Andreas; a blue water drop for Rillka(Stormborn/Gozreh), a red drop for Rhavi (alchemy-those alchemists fires!) although I suppose any color Rhavi wishes. The symbol based on those who PCs that were there.

For Olegs
I like Olegstown, the name has been used, although I do not know if that is official.

For the temple
Hirsch (Stag in German); Elch (elk in German); Elkton...

Sturmulme; Olegstown, and Elch are Rillka's votes.

THEN we need to go on a bandit hunt!

I do like Olegstown (the locals can be constantly bickering over the need for an apostrophe) and Elch. Not a huge fan of storm as part of a city name, it seems to be asking for trouble. No strong recommendations for the city name. I suppose if I had to I would recommend Tuskwater as we are on the lake but that is just a whim.


KM Handouts Narthropple Expedition

Olegstown is named. Just focus on the other two.

I am going to give until Sunday and then take the post popular names (as far as I can tell).

Monday I plan to start book 2.


Male HP:49/49 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+8 CMD:+20 EA: Defend Human Cavalier 5

I do like Olegstown. A fitting name for the person who founded the outpost.

Elkton for the temple sounds good to me.

Sturmulme is good.

The kindom
Ulm Heimatland.

Ulm for short


Halfling CN Female Halfling Arcanist 5 HP:27/27 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+9 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

Are we naming the kingdom? I thought it was just the capital, and temple?


Male HP:49/49 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+8 CMD:+20 EA: Defend Human Cavalier 5

I am not certain.
I just added it as it was part of the original discussion.


KM Handouts Narthropple Expedition

A kingdom name is useful for RP purposes, but I am mainly just trying to fill out the stat sheet right now and it requires city names.


Halfling CN Female Halfling Arcanist 5 HP:27/27 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+9 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

I don’t like Ulm for the kingdom name; if it is being discussed now.


KM Handouts Narthropple Expedition

Feel free to discuss the kingdom name.

For the capital Sturmulme seemed to get the most positive responses and Elkton received the most positive responses for your third town. So we will go with those. I should have a post up to start book two tonight.


Halfling CN Female Halfling Arcanist 5 HP:27/27 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+9 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

Actually, Elch received more votes than Ellkto 2-1.


KM Handouts Narthropple Expedition

I did not read that well. Ellkto it is then.


Halfling CN Female Halfling Arcanist 5 HP:27/27 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+9 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

Sorry typo made that worse...

The temple name that received the most (2) votes is Elch

Sturmulme
Elch
and Olegstown


KM Handouts Narthropple Expedition

A few notes. First, if you look at the campaign map I have opened up new areas. These are areas that are now going to be open for exploration as we progress into book two.

Second, a series of Wanted posters have appeared in Sturmulme over the last few months. These are now in the KM Handouts link. For those of you who are not aware, this is a sandbox style module. You can pick what you want to focus on and these are some of the options. There are certain events that occur at specific times so there is benefits to handling some missions before others. But in the end it is up to you to determine which have represent more pressing concerns.

Additionally, I need Gather Information checks. I will post in the Gameplay area to get those. If you want to find out more about any of the wanted posters, tell me what you try and do.


| 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

A little late to the party, but I'm fine with the city names :-)

Isn't it a little strange that we get a reward from the kingdom for killing the creatures, when we are the kingdom?

I'm on vacation right now, so might be a little hard to reply. I'll do what I can to check in daily.


KM Handouts Narthropple Expedition

Have a great vacation.


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

Bring back souvenirs!

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