Kingmaker AP - War of the Red River! (Inactive)

Game Master Haldhin

Running the Kingmaker Adventure Path - Part 2
(Shared Resources Link)


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Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)

Wow seems the forum lost my dot for discussion but not gameplay. Strange, maybe I am not the only one if anyone else is oddly silent.

If no one is a worshiper of Erastil among us. May want to think about giving the helm to Jhod for safe keeping or something. He does have a temple to rebuild and all that. If nothing else he would be interested in buying it.

DM sent you a PM.


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

I've had odd lack of notifications for one part or another, but currently this campaign is showing updates *knock on wood before I jinx it*

Not a bad idea on giving the helm to Jhod as a fallback.

The chestless leather armor might fit Raxus best if he wants it....
Bydar would likely blush if one of the ladies asked for it, but wouldn't complain.


Just to expand a bit more on the bandits - Akiros and Happs give the characters enough details to determine that the two bandits are guilty of committing a variety of atrocities against the prisoners (and other people they attacked during raids), including torture, rape, murder, etc, etc. I prefer to keep the description there if people don't mind, no need to get more graphic.

Basically, the characters hear enough to realize that all of the bandits (except for Akiros and Happs) were sociopaths and sadists, and the Stag Lord was the worst one.


HP: 40/40 AC: 17:13:14 Saves:6:5:5 Init: 2, Dip+11 Per: +11 SenMot +9

They almost sound as bad as Jin "The Demon" Awar, but they go way farther than him.
As he is a professional merc with a reputation of getting the job done, and without taboo tags following him.
The taboo tags are bad for his clients reputation if they are found using him for a contract job, and he rather keep his clients in power, happy and with the same or better reputation.


Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)

Arumil has no problem, the law states all bandits get the death sentence. Anything less is up to everyone else, only would have an issue if it was more then death. Not really an issue with our group. :)


Arianna, no problem, hope you're feeling better!

Everything the Stag Lord had was included in the loot post a few days ago.

-----

There are several dozen crates and boxes in the hidden cellar of the fort. What do you plan to do with them? I know you plan to return some of them to Oleg, but the current group could not carry more than three or four.

Luckily, the cellar is concealed very well, so it would probably be safe to leave them for now and return for them later.

Also, to make everything easier, I'm going to assume the druid was killed as well. He was the former leader of the bandits, so he was just as guilty as the rest of them. Let me know if you want him alive.

Unless there is other business in the fort, I'm going to move everyone back to Oleg's in my next update.


Female Bard 4 {HP 30/30; AC 17, T 13, FF 14; F+2 R+7 W+5/+6 vs. fey; Init+3 Perc+8} {Effects: none}

Thanks! I'm (hopefully) getting better. But I've decided that I don't care for hospitals, regardless of how nice everyone working there is.

I'm in favor of executing the druid along with the other bandits.

Ready to head back to Oleg's!


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

Kill the treehugger!

Welcome back, Arianna


Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)

You know where Arumil stands. Let's move it along shall we.


HP: 40/40 AC: 17:13:14 Saves:6:5:5 Init: 2, Dip+11 Per: +11 SenMot +9

I can't do the Complex and prop rich Render you want Arianna until my Home PC is up and running again so here's a simpler one for now.
Arianna's Prank on a sleeping Bridgette.


Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)

Sorry to say but their is such a thing as too much muscle. That being said, their are buns of steel and then their is titanium. Guess which are in the picture. xD


Female Bard 4 {HP 30/30; AC 17, T 13, FF 14; F+2 R+7 W+5/+6 vs. fey; Init+3 Perc+8} {Effects: none}
Bridgette Etna Asta Valerius wrote:

I can't do the Complex and prop rich Render you want Arianna until my Home PC is up and running again so here's a simpler one for now.

Arianna's Prank on a sleeping Bridgette.

HA! Love it!


HP: 40/40 AC: 17:13:14 Saves:6:5:5 Init: 2, Dip+11 Per: +11 SenMot +9

I could not resist the idea that you, as a Kitsune could not resist pulling a prank.


HP: 40/40 AC: 17:13:14 Saves:6:5:5 Init: 2, Dip+11 Per: +11 SenMot +9

I ended up doing an aftermath render of the Prank with Bridgette's surprise, yet kept it clean and PG.


Female Bard 4 {HP 30/30; AC 17, T 13, FF 14; F+2 R+7 W+5/+6 vs. fey; Init+3 Perc+8} {Effects: none}
Bridgette Etna Asta Valerius wrote:
I could not resist the idea that you, as a Kitsune could not resist pulling a prank.

You are exactly right! I'm just trying to find ways to bring out Arianna's prankish side in the PbP.

Got a link to that prank-aftermath render?


HP: 40/40 AC: 17:13:14 Saves:6:5:5 Init: 2, Dip+11 Per: +11 SenMot +9

If the GM sets the group up to relax near a river or lake, you could pull a prank there.
As every character will somehow have a swimsuit and be relaxing one way or another.

Link to Aftermath:
If this goes to far for the GM or Group then I'll set this as just crossing the limit. (I think I'm at the PG-13 Mark)
Prank_aftermath


Female Bard 4 {HP 30/30; AC 17, T 13, FF 14; F+2 R+7 W+5/+6 vs. fey; Init+3 Perc+8} {Effects: none}

Bridgette:
HA HA HA HA HA!!!!!!

LOVE IT!

I don't think it goes too far at all.


HP: 40/40 AC: 17:13:14 Saves:6:5:5 Init: 2, Dip+11 Per: +11 SenMot +9

Is Arumil leaving the game, or is it that he'll be somewhere else in the game world for a while.


Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)

I am not leaving, but Arumil is. Who knows what will happen, dum dum dum. ;)


HP: 40/40 AC: 17:13:14 Saves:6:5:5 Init: 2, Dip+11 Per: +11 SenMot +9

Oh ....

I'm guessing a character swap for something that character wise will mesh better with the group.


Yes, Arumil is going to be leaving the group. He is going back to Kyonin, and will likely be required to stay for several hundred years while this business with his family is settled.

I've got one more post and then we'll be finished with the first adventure. I plan to get an updated province map posted tomorrow evening.

At present, I need to know a couple of things.

1. Your group is going to establish a "capital" city. This can be changed later, but it won't be free. Where do you want to establish your capital city? You can do so in any explored province (including the province containing Oleg's Trading Post or the Stag Lord's fort).

2. What do you want the name of the realm, and the name of the capital city, to be? We discussed this earlier, but I don't think we settled on anything.

Those are the items I need to know asap. In addition, I would also like people to think about the role their character is going to play in helping their new kingdom to grow and prosper. I am going to use the information as an aid for developing which leadership positions people assume.

So please don't just look at the list of positions and decide "My character wants to be treasurer". What I'm looking for are the interests your character has while the realm starts growing. Is your character interested in protecting innocent civilians as they settle the wild lands, or more interested in spreading the gospel of their religion? Perhaps making sure all of the realm's resources are properly counted and dispersed. Or maybe a bit of everything, trying to stay on top of all the details, coming and going.

That's it for now. More coming tomorrow and all this week!


Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)

1. I would vote for the stag lord's fort. Seems the best place for a capital to me. Good location, defenses, and water access to name a few good points.

2. I am a bit hazy but I thought we wanted a theme of some kind. Like tree's or something.


Female Bard 4 {HP 30/30; AC 17, T 13, FF 14; F+2 R+7 W+5/+6 vs. fey; Init+3 Perc+8} {Effects: none}

1. Capital City: I know that Oleg's Trading Post is quickly becoming a small village, but I'm hesitant to found our capital city so close to the border of Brevoy - even if we currently are a vassal state. Personally I'd prefer to establish our capital at the site of the Stag Lord's fort, for the reasons Arumil raised above.

2. Name of the Realm: For the name of our country, how about something like 'Freelandia' (kind of reminds me of 'Portlandia'), 'Freedale', or 'Liberstad'? For the name of our capital I'm partial to something like 'Bastion' or 'Haven'. If we don't have the word 'free' in our country name, we could even name the capital something like 'Freehaven'.

Perhaps our heraldry could include a unicorn defeating a tatzlwyrm, beneath a bird with multi-hued tail feathers.

3. Role Within the Kingdom: Up until now I had been thinking that Arianna would be good in the position of Spymaster, with her racial ability to Change Shape and her Realistic Likeness feat allowing her to easily disguise herself to keep an eye on the criminal elements and spy on other kingdoms. But now I'm wondering if Happs would be a good candidate for that position - he was quite effective at infiltrating the Stag Lord's fort, and has proven his loyalty to our group. I think Arianna might be more effective in the role of Grand Diplomat, dealing with the political maneuvering between our fledgling realm and Brevoy as well as with our closer neighbors (Sootscales, Howls-in-the-North, the Fey, and the mysterious troll and hobgoblins).

For other positions within the kingdom, how about Oleg for Treasurer, Svetlana for Councilor, and Jhod for High Priest?


HP: 40/40 AC: 17:13:14 Saves:6:5:5 Init: 2, Dip+11 Per: +11 SenMot +9

1. Stag Lord's old Fort
->upgrade it to a Castle or Palace.

2. Name of Realm: Arche Koeln
-> Name of Capital: Corbenik

3.Quicklist:
General
Marshal
Warden


Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)

3. Going by what he could do statwise in no order.

Magister, really the only sensible spot I see for him and one he would enjoy.
Grand Diplomat, could serve well enough but due to his nature he would be a wily one. So depends on what type of diplomat is wanted.
Spymaster, again could serve well enough but it is not really his thing. His spying is reserved for personal interest rather then public service.
Treasurer, yet again could serve but would not be something he enjoys. Managing his own stuff is fine but a kingdom's would be too annoying for him sense he would not have total control.
Ruler, he has zero interest in it. A council seat or something to that nature he is good with otherwise nope.


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}
DM Haldhin wrote:

Yes, Arumil is going to be leaving the group. He is going back to Kyonin, and will likely be required to stay for several hundred years while this business with his family is settled.

I've got one more post and then we'll be finished with the first adventure. I plan to get an updated province map posted tomorrow evening.

At present, I need to know a couple of things.

1. Your group is going to establish a "capital" city. This can be changed later, but it won't be free. Where do you want to establish your capital city? You can do so in any explored province (including the province containing Oleg's Trading Post or the Stag Lord's fort).

Mixed feelings on this. The Post has become something of a home for all, and we wouldn't want Oleg&Svetlana (And any members of the Brotherhood sticking near the post) to feel deserted.

On the other hand, there's no denying the Fortress will be more defensible in case of a war (And that's looking likely).

So I'll go with what the majority goes with.

Quote:


2. What do you want the name of the realm, and the name of the capital city, to be? We discussed this earlier, but I don't think we settled on anything.

It's been so long I'd have to look up what my thoughts on it earlier were. :o

Quote:


Those are the items I need to know asap. In addition, I would also like people to think about the role their character is going to play in helping their new kingdom to grow and prosper. I am going to use the information as an aid for developing which leadership positions people assume.

So please don't just look at the list of positions and decide "My character wants to be treasurer". What I'm looking for are the interests your character has while the realm starts growing. Is your character interested in protecting innocent civilians as they settle the wild lands, or more interested in spreading the gospel of their religion? Perhaps making sure all of the realm's resources are properly counted and dispersed. Or maybe a bit of everything, trying to stay on top of all the details, coming and going.

That's it for now. More coming tomorrow and all this week!

Well, unless something has changed, I believe Bydar is being fitted for the ruler mantle. If that's changed, he'd become High Priest I think.

If it hasn't, Jhod might make a fine high Priest. Though with our mix you can beat there will be multiple nonevil deities/churches having influence in the area


Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)

Now that I think about it did we ever say if it was going to be a monarchy or council deal. I think that was something we talked about. But yeah need to look that up too from back then. >.<


Female Bard 4 {HP 30/30; AC 17, T 13, FF 14; F+2 R+7 W+5/+6 vs. fey; Init+3 Perc+8} {Effects: none}

I know that I was/am in favor of the ruling council deal that Raxus described previously:

Raxus Half-blood wrote:

I'm definitely up for an Arthurian-inspired power arrangement, which is basically a monarchy-parliament.

In the stories, Arthur wasn't in charge at the Round Table. That's why it was round. They were all equals and got an equal vote (Odd numbers make it work. There were 25 table knights, though not all of them were there all the time. They'd name others to carry their vote when they were away.)

When the table wasn't in council, Arthur handled the day to day rulership responsibilities, but he didn't make any big decisions without calling the table to session.

I think this system would work best, as each person with a position on the ruling council (General, Marshal, Magister, Diplomat, etc.) will have their own bailiwick of the government to run without bogging down the whole system by micro-managing every day-to-day rulership decision.

As far as abandoning the Trading Post goes, we could make it a priority to expand the 'kingdom' in that direction (picking up farmland in between and building a road) in order to make the Trading Post our second city.


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

"Olegsburg?"
"It's just a little place..."

;)


Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)

Well I figured we would connect to the trading post. It is after all a trading post. We need it to bring goods in and send them out to a market. We won't be able to get everything we need without trade as that is the life blood of a healthy kingdom or rather a growing one. We may also want to consider a road to the gold mine so we can start exploiting that off the bat, I suggest some guards with the miners. Don't want anyone else moving in. Which also brings our deal with Sootscale, once we have our own capital we do not have to worry about the source of the silver. They just assume it comes from the same place as the gold.

Some thoughts you know.


Female Bard 4 {HP 30/30; AC 17, T 13, FF 14; F+2 R+7 W+5/+6 vs. fey; Init+3 Perc+8} {Effects: none}
Bydar wrote:

"Olegsburg?"

"It's just a little place..."

;)

Gah! What is that from! I know I should know it, but it's escaping me at the moment.


Female Bard 4 {HP 30/30; AC 17, T 13, FF 14; F+2 R+7 W+5/+6 vs. fey; Init+3 Perc+8} {Effects: none}
Arumil Amaim wrote:

Well I figured we would connect to the trading post. It is after all a trading post. We need it to bring goods in and send them out to a market. We won't be able to get everything we need without trade as that is the life blood of a healthy kingdom or rather a growing one. We may also want to consider a road to the gold mine so we can start exploiting that off the bat, I suggest some guards with the miners. Don't want anyone else moving in. Which also brings our deal with Sootscale, once we have our own capital we do not have to worry about the source of the silver. They just assume it comes from the same place as the gold.

Some thoughts you know.

My thoughts exactly. From the Stag Lord's fort hex I figured we would claim/develop/build road to the Woodbridge, Goldwarren, Lureglen, and Northroad hexes in order to access/develop/protect the gold mine as soon as possible.


Female Bard 4 {HP 30/30; AC 17, T 13, FF 14; F+2 R+7 W+5/+6 vs. fey; Init+3 Perc+8} {Effects: none}

Thought it might be helpful to have the leadership roles that seem immediately applicable posted in one place for ease of review:

Ruler - The Ruler is the highest-ranking person in the kingdom, above even the other kingdom leaders, and is expected to embody the values of the kingdom. The Ruler performs the kingdom's most important ceremonies (such as knighting royals and signing treaties), is the kingdom's chief diplomatic officer (though most of these duties are handled by the Grand Diplomat), is the signatory for all laws affecting the entire kingdom, pardons criminals when appropriate, and is responsible for appointing characters to all other high positions in the government (such as other leadership roles, mayors of settlements, and judges). (My one suggested change to this description would be to have the ruling council vote on appointments to high positions within the government, with the Ruler being able to cast a tie-breaking vote.)

Councilor - The Councilor acts as a liaison between the citizenry and the other kingdom leaders, parsing requests from the commonwealth and presenting the leaders' proclamations to the people in understandable ways. It is the Councilor's responsibility to make sure the Ruler is making decisions that benefit the kingdom's communities and its citizens.

General - The General is the highest-ranking member of the kingdom's military. If the kingdom has an army and a navy, the heads of those organizations report to the kingdom's General. The General is responsible for looking after the needs of the military and directing the kingdom's armies in times of war. Most citizens see the General as a protector and patriot.

Grand Diplomat - The Grand Diplomat is in charge of the kingdom's foreign policy—how it interacts with other kingdoms and similar political organizations such as tribes of intelligent monsters. The Grand Diplomat is the head of all of the kingdom's diplomats, envoys, and ambassadors. It is the Grand Diplomat's responsibility to represent and protect the interests of the kingdom with regard to foreign powers.

High Priest - The High Priest tends to the kingdom's religious needs and guides its growth. If the kingdom has an official religion, the High Priest may also be the highest-ranking member of that religion in the kingdom, and has similar responsibilities over the lesser priests of that faith to those the Grand Diplomat has over the kingdom's ambassadors and diplomats. If the kingdom has no official religion, the High Priest may be a representative of the most popular religion in the kingdom or a neutral party representing the interests of all religions allowed by the kingdom.

Magister - The Magister guides the kingdom's higher learning and magic, promoting education and knowledge among the citizens and representing the interests of magic, science, and academia. In most kingdoms, the Magister is a sage, a wizard, or a priest of a deity of knowledge, and oversees the governmental bureaucracy except regarding finance.

Marshal - The Marshal ensures that the kingdom's laws are being enforced in the remote parts of the kingdom as well as in the vicinity of the capital. The Marshal is also responsible for securing the kingdom's borders. He organizes regular patrols and works with the General to respond to threats that militias and adventurers can't deal with alone.

Royal Enforcer - The Royal Enforcer deals with punishing criminals, working with the Councilor to make sure the citizens feel the government is adequately dealing with wrongdoers, and working with the Marshal to capture fugitives from the law. The Royal Enforcer may grant civilians the authority to kill in the name of the law.

Spymaster - The Spymaster observes the kingdom's criminal elements and underworld and spies on other kingdoms. The Spymaster always has a finger on the pulse of the kingdom's underbelly, and uses acquired information to protect the interests of the kingdom at home and elsewhere through a network of spies and informants.

Treasurer - The Treasurer monitors the state of the kingdom's Treasury and citizens' confidence in the value of their money and investigates whether any businesses are taking unfair advantage of the system. The Treasurer is in charge of the tax collectors and tracks debts and credits with guilds and other governments.

Warden - The Warden is responsible for enforcing laws in larger settlements, as well as ensuring the safety of the kingdom leaders. The Warden also works with the General to deploy forces to protect settlements and react to internal threats.

The above list is comprised of 11 positions, so it would be feasible for the Ruler to be the one to cast the tie-breaking vote in cases when the votes among the other 10 are evenly split. I would NOT be favor of allowing the Ruler to over-ride the will of a majority vote of the Council.

The list above does not include the Consort, Heir, or Viceroy positions as they don't seem to apply at this time. With respect to the Consort, my thought is that unless the position is filled by a PC, the Consort would not have a vote on the Council unless the Ruler were absent or otherwise incapacitated.


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}
Arianna Silvermane wrote:
Bydar wrote:

"Olegsburg?"

"It's just a little place..."

;)

Gah! What is that from! I know I should know it, but it's escaping me at the moment.

Superman the movie paraphrase :) Old flick by now, don't let it bug you


Female Bard 4 {HP 30/30; AC 17, T 13, FF 14; F+2 R+7 W+5/+6 vs. fey; Init+3 Perc+8} {Effects: none}

I remember now - 'Otisburg'. I can picture the scene in the movie clearly now. Ned Beatty and Gene Hackman.

I remember seeing Superman the Movie in the theater when it came out. Which means that I'm getting old.


Heh, I can tell this is exciting. I'm glad everyone is getting into the discussion.

I asked people not to look at the default list of Leadership roles because I'm planning to use a similar list, tweaked based on feedback I've seen from other DMs who have run the adventure. Also, if the group is going to use the Council idea, then I need to change a few of the duties and responsibilities in some of the roles. Most of the work is done, just haven't shared it yet. So don't be surprised if some of the details change from the default descriptions. :)


HP: 40/40 AC: 17:13:14 Saves:6:5:5 Init: 2, Dip+11 Per: +11 SenMot +9

I believe the plan was for a Hybrid of monarchy and council.


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

A constitutional monarchy if I recall. The ruler either getting extra votes and/or veto power (Though which exactly was never fully settled on unless I missed something?)


Here is what I've come up with. Much of it is identical to the default options, but I've added more attributes for to allow a wider variety of characters to fill roles, and I've added a couple of new position.

Comments and feedback are welcome.
-----

Leader Roles
Description: This contains the title of the role and the common concerns and actions one might take who serves in this capacity.
Key Attributes: Characters serviving in the role get bonuses if they have any of the Key Attributes. From the listed attributes, the character provides a bonus equal to either their highest ability modifier or their highest skill ranks divided by 3.
Vacancy: This is the penalty associated with not having a person assigned to the duties of the leadership role.

Required Positions (The realm suffers if people are not assigned to these positions)
Ruler: The Ruler is the highest-ranking person in the kingdom, above even the other kingdom leaders, and is expected to embody the values of the kingdom. The Ruler performs any and all duties that require an individual, such as knighting worthy heroes, or signing a treaty with a foreign country. The Ruler also signs documents that have been ratified by the Councel into law. Additionally, the Ruler may pardon criminals when appropriate, as well as appoint individuals to other positions in the government.
Key Attributes: Strength, Charisma; Knowledge (history), Knowledge (nobility)
Vacancy: A vacancy in this position results in -4 Unrest in the Upkeep Phase. Additionally, the realm may not issue Edicts, sign Trade Agreements, or officially receive Diplomats from foreign powers.

Minister of Diplomacy (Grand Diplomat): The Grand Diplomat is in charge of the kingdom's foreign policy—how it interacts with other kingdoms and similar political organizations such as tribes of intelligent monsters. The Grand Diplomat is the head of all of the kingdom's diplomats, envoys, and ambassadors. It is the Grand Diplomat's responsibility to represent and protect the interests of the kingdom with regard to foreign powers.
Key Attributes: Dexterity, Charisma; Diplomacy, Sense Motive
Vacancy: A vacancy in this position results in -2 Stability in the Upkeep Phase. Additionally, the realm may not sign Trade Agreements.

Minister of the Realm (Councilor): The Councilor acts as a liaison between the citizenry and the other kingdom leaders, parsing requests from the commonwealth and presenting the leaders' proclamations to the people in understandable ways. It is the Councilor's responsibility to make sure the Ruler is making decisions that benefit the kingdom's communities and its citizens.
Key Attributes: Dexterity, Charisma; Diplomacy, Knowledge (local)
Vacancy: A vacancy in this poisition results in -2 Loyalty in the Upkeep Phase. Additionally, the realm may not issue Edicts.

Minister of the Sword (General): The General is the highest-ranking member of the kingdom's military. If the kingdom has an army and a navy, the heads of those organizations report to the kingdom's General. The General is responsible for looking after the needs of the military and directing the kingdom's armies in times of war. Most citizens see the General as a protector and patriot.
Key Attributes: Strength, Charisma; Intimidate, Knowledge (history)
Vacancy: A vacancy in this position results in -1 Stability, -1 Loyalty, and -1 Economy in the Upkeep Phase. Additionally, BP to support standard military units increases by 50%.

Minister of the Treasury (Treasurer): The Treasurer monitors the state of the kingdom's Treasury and citizens' confidence in the value of their money and investigates whether any businesses are taking unfair advantage of the system. The Treasurer is in charge of the tax collectors and tracks debts and credits with guilds and other governments.
Key Attributes: Consitution, Intelligence; Appraise, Sense Motive
Vacancy: A vacancy in this position results in -2 Economy in the Upkeep Phase. Additionally, the realm may not collect taxes.

Additional Positions (The realm benefits when people are assigned to these positions, but it is not punished if they go unfilled)
Minister of Agriculture (High Pastor): This minister is in charge of crops, animal husbandry, fishing, and proper use of natural resources. While commoners are the men and women who do the actual work, the Minister of Agriculture ensures that these people get what they need to complete their tasks in the most efficient way. The minister may collect and share information about pests, anything from a swarm of locusts to a rogue bullete. He also helps establish new operations, from logging camps in the forest, to new farms in the plains. In these cases, he would also be reponsible for negotiating with any creatures that these new camps disturb or displace. He is also entrusted with the proper collection, disbursement, and storage of all food from the harvest.
Key Attributes: Strength, Wisdom; Knowledge (nature), Knowledge (geography)

Minister of the Arcane (Magister): The Magister guides the kingdom's higher learning and magic, promoting education and knowledge among the citizens and representing the interests of magic, science, and academia. In most kingdoms, the Magister is a sage, a wizard, or a priest of a deity of knowledge, and oversees the governmental bureaucracy except regarding finance.
Key Attributes: Dexterity, Intelligence; Knowledge (arcana), Spellcraft

Minister of Divinity (High Priest): The High Priest tends to the kingdom's religious needs and guides its growth. If the kingdom has an official religion, the High Priest may also be the highest-ranking member of that religion in the kingdom, and has similar responsibilities over the lesser priests of that faith to those the Grand Diplomat has over the kingdom's ambassadors and diplomats. If the kingdom has no official religion, the High Priest may be a representative of the most popular religion in the kingdom or a neutral party representing the interests of all religions allowed by the kingdom.
Key Attributes: Constitution, Wisdom; Knowledge (planes), Knowledge (religion)

Minister of Engineering (Chief Architect): The Chief Architect is responsible for overseeing all of the new construction in the realm, as well as maintaining anything that has already been built. This minister travels throughout the realm, ensuring that roads are clear, waterways are passable, and determining the infrastructure needs of the towns and villages that lay scattered throughout the land.
Key Attributes: Constitution, Intelligence; Knowledge (engineering), Perception

Minister of Intelligence (Spymaster): The Spymaster observes the kingdom's criminal elements and underworld and spies on other kingdoms. The Spymaster always has a finger on the pulse of the kingdom's underbelly, and uses acquired information to protect the interests of the kingdom at home and elsewhere through a network of spies and informants.
Key Attributes: Dexterity, Intelligence; Perception, Stealth

Minister of the Citadel (Warden): The Warden is primarily concerned with the protection of the realm’s capital city and its inhabitants, but he also works to ensure the safety of outlying settlements. The Guards who patrol the streets, chase down criminals, guard the treasury, and check wagons as they enter the city report to the Warden. He is also the leader of the elite guards that protect the Ruler, his family, and the other Council members.
Key Attributes: Strength, Charisma; Perception, Sense Motive

Minister of Justice (Justicar): The Justicar is responsible for creating and codifying laws, as well as leading the men and women who enforce them. The Justicar is also responsible for determining the guilt or innocence of accused parties, as well as ensuring punishments are carried out as proscribed by the law. Legal disputes regarding civil matters may also fall under the Justicar’s jurisdiction.
Key Attributes: Constitution, Widsom; Intimidate, Knowledge (history)

Minister of the Provinces (Marshal): The Marshal ensures that the kingdom's laws are being enforced in the remote parts of the kingdom, specifically those lands which do not contain any settlements of note. The Marshal is also responsible for securing the kingdom's borders. He organizes regular patrols, assigns guards to protect important visitors while they travel, leads hunting parties to deal with vicious or dangerous animals, and he works with the other Council members to respond to threats that militias and adventurers can't deal with alone.
Key Attributes: Constitution, Wisdom; Knowledge (nature), Survival

Council Voting
Each member of the council receives a single vote on an issue. Votes are not secret – they are taken during meetings of the Council and each vote is cast after the name is read from the Council Roll. The Ruler may vote a second time in order to break a tie.

Only the Ruler may be used as a proxy if a Council member is unable to vote in person. Proxies must be cast, a member may not give the Ruler an “open” vote to use as he or she desires. Such proxy votes must be cast by the Ruler.

Other positions may receive honorary membership into the Council, but they are not allowed to vote. Such positions include the Consort or Heir of the Ruler.

Additional positions can be added to the Council by a unanimous vote of the members.

The Ruler may appoint and remove individuals to positions. Appointment may occur at any time a position is open, but removal requires a delay of two months before the position can be filled. During this waiting period, the realm is not penalized for having a vacancy if applicable. Open positions as a result of chance or fate (i.e. death) may be filled immediately.


HP: 40/40 AC: 17:13:14 Saves:6:5:5 Init: 2, Dip+11 Per: +11 SenMot +9

Nice!


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

Ok, at first glance that certainly seems like a good set up. Who wants what position? :)


Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)

I still find the ruler with too many exploitable abilities. The ruler votes in place of a council member but their is nothing to stop the ruler from voting as he wishes in their name. That's odd to me, don't see why a representative from that group could not be allowed. Once a law is passed it is a lot harder to take back. Then their is also the ability to assign who sits on the council, nothing stops them from removing who they do not like and placing who they do. It kinda seems like a roundabout method of a normal monarchy to me. Council members have no power outside what the ruler lets them really.

If I was an enemy, it would be real easy to trick, kill, or replace my way into controlling the kingdom. After all the ruler is not safely sitting in a fortress with an army and such. Letting one person have the ability to cripple or control the kingdom seems problematic to me in such a hostile setting. Not to mention what happens if the ruler dies without an heir. Council members were allowed their positions by the ruler, not the most solid reason for them to remain. Upstarts or other people of influence could challenge the council members, their is no real reason not to.

Some things to consider. As to what position, I will need to reread a good bit. So have that up later. ;)


HP: 40/40 AC: 17:13:14 Saves:6:5:5 Init: 2, Dip+11 Per: +11 SenMot +9

Given my stats, and the Positions stats, every spot is fine,
but based on skills:
Diplomacy
Know(Local)
Linguistics
Perception
Sense Motive
Stealth

Positions are:
Higher
Minister of Diplomacy
Minister of the Realm
Lower
Minister of Intelligence
Minister of the Citadel


Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)

Statwise could fill
Ruler- +3
Councilor- +4
General- +3
Treasurer- +5
High Pastor- +5
Magister- +5
High Priest- +4
Chief Architect- +5
Spymaster- +5
Justicar- +3
Marshal- +5

Mostly due to high skill mods.

RPwise only really interested in Magister with lesser interest in other positions. With maybe only one on the required list, and then only if no one wants it. But sense lacking any required positions would hurt the kingdom being able to stand in for 4 out of 5 does not hurt.

@DM
Can we hold more then one position?


Arumil, you're taking the Council rules way too seriously. They're not that important, and we're going to metagame most of what seems to concern you.

What's important to me is that everyone gets a chance IC to voice their opinion about matters that are vital to the realm.

And no, you can't hold more than one position.


Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)

Well we will be taking over another kingdom at some point. So I figure anything we would or could do can be used on us. If we could take over a kingdom by using their own system against them, why would we not, beats going toe to toe with them on the battlefield with armies when they could be equal or greater then us in that regard. Not to mention trying not to damage our prize in such a case. Just the way I think, sorry if it jams things up a bit. I just have a bad habit of covering weaknesses when I see them, as they tend to be used against me. I blame the evil DMs, not that it isn't always interesting. xD

So dibs on Magister for my guy.


Arumil Amaim wrote:
Well we will be taking over another kingdom at some point. So I figure anything we would or could do can be used on us. If we could take over a kingdom by using their own system against them, why would we not, beats going toe to toe with them on the battlefield with armies when they could be equal or greater then us in that regard.

If/when we get there, we can figure out how to deal with it. Realm level conflicts like you're describing don't even start happening until Book 4, so at our current play speed, that's at least 18 months away. So we have lots of ground to cover before it even hits my radar.


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

Yeah, besides, we have the best safety measure ever if Bydar (or a Bydar look alike) gets mad with power...

Raxus will shake him hard

:)


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

I've been thinking about the name of the land and how to resolve it. And I have an odd thought, one that may leave everyone equally unsatisfied except one or two :)

How about each of us pick a name that we'd like, just ONE name. The one we liked best.
Then, we take the alphabetical list, number each one, and let our DM roll the edice for all to see.
I believe online, a 1d5 can be done after all.

IN character, we can claim lots were drawn. OUT of character, it would resolve the situation. All we need is everyone to agree to abide whatever luck decided.

What do you guys think?
After that, we could try the same with the capital city's name if need be


1 - The DM is more than willing to help
2 - The DM doesn't really want to, but he'll help anyway
3 - The DM is going to help, but it's going to end up being bad for everyone
4 - The DM isn't going to help, and is offended that you even asked
5 - TPK

1d5 ⇒ 2

Yep, you can do a 1d5. :)

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