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

Game Master Haldhin

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


1,001 to 1,050 of 1,550 << first < prev | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | next > last >>

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

I think that is a good idea,
but I think some give and take should be made.
The capital will grow fast in some ways.
so given 5 PCs, each get to name something from a list like;
The Country,
The Capital,
The nickname of part of the Capital (i.e. a quarter),
The Next settlement,
The Next settlement's area,
The Military (a specific Division; Spec, Intel, etc),
The Royal Guard,
The Police force, etc..

And to add even fairness, everyone is in the pool for Naming the The Country, then the winner in removed from naming the Capital,
And then the last three get to pick one subject out of the above list, and anything contested is rolled for (by DM).


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:

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

Yep, you can do a 1d5. :)

Well, THAT was mildly terrifying ;) thanks


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

Once we get the capital built a rendering of the event should be made
The only interiors I have for a throne room in a castle/palace are
Ballroom
crimson-throneroom and
abraxas

And I'll update the Wardrobe as well, pending on who get's what role.


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}

So can I submit 'Arianna-land' as my suggestion for the country name, with 'AwesomeMcCoolsville' as the nation's capital? ;)

To be honest, I have no preference and will be happy with whatever names are selected.

I think I'd still like the Minister of Diplomacy (Grand Diplomat) 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)

As long as it an originalish name I am good. I can find tons of names with no meaning but making one with meaning is a real pain.

P.S. DM did you get my PM?


Bydar, Raxus, Bridgette, and Arianna, you each get items and treasure worth 5,000 gp (each). Feel free to get a suit of armor, a weapon, gear, etc.

In addition, Bydar is named Baron of the Land, the lowest noble title of Brevoy. As a member of his House, his oaths are assumed.

Raxus, Bridgette, and Arianna are named Knights of the Realm. There are no oaths involved, as Knights are free to choose where and to whom they give their allegiance. Though they are expected to give up their titles if they ever plan to take up arms against Brevoy.

Finally, if the group will have him, Captain Garess is transferred to the realm's control to serve as you wish.

-----

Here are some NPCs who might be good choices for open positions on the Council. For stat purposes, assume they provide a +2 bonus if assigned to a position. But remember, they may have their own opinions and objectives that they want the Council to consider - they are not going to be "yes" votes for everything the PCs want to do. :)

Oleg - Founder and leader of Oleg's Trading Post.
Jhod - Druid worshipper of Erastil. Currently residing at the Temple of the Elk
Captain Garess - Soldier and guard currently assigned to Oleg's Trading Post.
Teremith - Holy warrior and worshiper of Ragathiel.
Lanner - Former assassin and thief.
Miles - Former bandit, now the unofficial leader of the Free Brothers.
Happs - Former bandit, currently a ranger who patrols the lands around Oleg's Trading Post.

Let me know if you want to assign any of them to Council positions.

-----

I'll have the kingdom building rules up tomorrow. I have made two changes, neither of which is major. Mainly tweaks to address problems other people have found in their games.

Seems like the group prefers the Stag Lord's Fort location for their capital city, so that's what I'm going with unless I hear differently.

It would be great to get the names done by Monday if we can.


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

I certainly think we should give Temerith a position on the council. I'm not sure which would be best for him though. Jhod still seems a good fit for high priest.


Teremith would accept a position, but he also really wants to build a shrine/church to Ragathiel. As another option, he is willing to start a new band of adventurers that would serve the Council. They could be sent on specific assignments, explore new provinces, escort important messengers or diplomats, investigate rumors, etc.

Jhod would be willing to serve as the High Priest or High Pastor (he has a slight preference for serving as the High Pastor, but he would be good in either position).


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

We should make a list of who wants;

  • What position(s) of government,
  • What to name the Country, and
  • What to name the Capital.

    and for those that lose the rolling idea of Bydar's for naming the Country and Capital can name one of the following;

  • The nickname of part of the Capital (i.e. a quarter),
  • The Next settlement,
  • The Next settlement's area (settlement's land in it's border),
  • A Military Division (a specific Division; Spec, Intel, etc),
  • The Royal Guard,
  • The Police force, etc..

    Positions (Defined):

    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 Council 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 position 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: Constitution, 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 bullet. 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 responsible 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, Wisdom; 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


  • 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 like the idea of Jhod as High Pastor - he seems more suited for that position.

    How about Teremith for High Priest? From DM Haldhin's description of the position: "The High Priest may be... a neutral party representing the interests of all religions allowed by the kingdom." I could see him working to ensure that all goodly religions in the realm have equal standing, while no particular religion gains too much prominence.

    Still in favor of Oleg as Minister of the Treasury.

    Forgive me for being presumptuous, but as I see it we currently have the following people for the following positions:

    Ruler: Baron Bydar Lebeda
    Master of Diplomacy (Grand Diplomat): Arianna or Bridgette?
    Minister of the Realm (Councilor): ?
    Minister of the Sword (General): ?
    Minster of the Treasury (Treasurer): Oleg Leveton
    Minister of Agriculture (High Pastor): Jhod
    Minister of the Arcane (Magister): [Arumil's replacement]
    Minister of Divinity (High Priest): ?
    Minister of Engineering (Chief Architect): ?
    Minister of Intelligence (Spymaster): ?
    Minister of the Citadel (Warden): ?
    Minister of Justice (Justicar): ?
    Minister of the Provinces (Marshal): ?


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

    Hopefully Raxus' player will chime in soon.

    As far as nation names go:
    For my pick, I choose Oleanna.


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

    Bridgette's list of;

    What position(s) of government;
    -> Minister of Diplomacy
    -> Minister of the Realm
    -> Ruler (if Bydar wants to take another spot)
    Then the kingdom would have a ruler with the blood of angels, a Linguist, and a bit more.

    Name of Country: Arche Koeln (ark colony)
    Name of Capital: Corbenik (blessed body)


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

    PC's only Position list

    Ruler: Baron Bydar Lebeda or Bridgette (if bydar wants something else)
    Master of Diplomacy (Grand Diplomat): Arianna or Bridgette?
    Minister of the Realm (Councilor): Bridgette
    Minister of the Sword (General): ?
    Minster of the Treasury (Treasurer):
    Minister of Agriculture (High Pastor):
    Minister of the Arcane (Magister): [Arumil's replacement]
    Minister of Divinity (High Priest): ?
    Minister of Engineering (Chief Architect): ?
    Minister of Intelligence (Spymaster): ?
    Minister of the Citadel (Warden): ?
    Minister of Justice (Justicar): ?
    Minister of the Provinces (Marshal): ?


    Regarding names, the discussion we previously had sort of played with trying to find a theme for both the Council and the country. Freedom and liberation have sort of been the defining traits of this group so far, so continuing to play into them wouldn't be a stretch. If not for the country, then for the cities (i.e Haven, Bastion, etc).

    The other topic that received discussion and support was the concept of the Council as King Arthur's Round Table. Basically Arthur ran the day-to-day stuff, but brought important matters to the council for discussions and decisions. I think that's pretty much what we have here, just making sure we're all on the same page.


    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 all for the tree theme, my guy already has one a bit. In fact one of his treasures is a tree theme object. But good with anything else the group wants to go with, I think flowers were mentioned too. ;)

    Btw I have both a name and place (certain elven ruin that will pop up sooner or later) in mind to claim. Just giving a heads up in case that effects anything.

    Anyone try latin for naming. Freedom has a few good sounding words when translated, Vacatio sounds cool to me. Just an idea. xP

    P.S. I will use my new guy once the PCs meet him in game.


    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}

    The citizens of Vacatio could be called 'Vacationers'...

    But would anyone get any work done?

    Would the country have an economy based on tourism?


    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 could see Raxus as Minister of the Sword (General): "Most citizens see the General as a protector and patriot."


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

    Vacuitas, Civitas, and Libertas. Just some more and that is from freedom. Liberatio and Remissio from liberation. Just throwing some out there. :)


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

    For themes you could go with Virtue like the Runelords did at the beginning, before they fell to sin.
    Or even Aspects of the mind,
    Aspects of the Body, or

    Human nature aspects:

    Appreciation of Life / Fear of Death,
    Truth of Reality / Illusion of Lies,
    Survival of Others / Survival of Self,
    Fate/Free Will
    Honesty / Scheming
    ??/??
    Forgiveness / Vengeance
    Life/Death


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

    I want Mithral Breastplate, but won't have the Prof for a level.
    Planning on a few fighter(brawler) levels


    All, sorry for my sudden absence. Ate some bad seafood and got laid up for a few days.

    I'm going to upload the Realm building instructions to the Shared drive. No major changes, except selling expensive items (Income phase - Step 3).

    I'm also not planning on having magic items being such a large part of the economy. Basically, every shop, craftsman, and trade agreement the realm has increases its economy score. And having ten different shops is better than having ten of the same thing.

    Luckily, this is a relatively minor change. The game should flow without a problem. I still need to upload the detailed list of buildings you can construct, but it's not critical at the moment. We still have some things to finish before we get to that stage.

    I plan to review everything tomorrow and finalize any last documents I need to share with you. I'll be cleaning up the shared folder to organize the contents a bit better.

    Also, let's please try to have final names for the country and the capital city to vote on.


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

    Yuck, that sucks.
    Glad your feeling better.

    And yay learning to get used to linux and all it's quirks.
    I'll admit it's more secure than Microsoft in the critical areas of the OS


    Male Aasimar (Peri-Blooded) Wood Elementalist 4

    Yeah I am keeping the same avatar. xP


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

    Well, that's gonna be confusing :)


    Male Aasimar (Peri-Blooded) Wood Elementalist 4

    Why would it. Arumil is gone, he will not be coming back. As far as I know anyways. ;-)


    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}

    Suggested Country Names:
    Bridgette: Arche Koeln
    Bydar: Oleanna
    Arumil/Krenrath: Vacatio
    Arianna: Tir Rhyddid ("Freedom Land")

    Suggested Capital Names:
    Bridgette: Corbenik
    (I like Corbenik as well, so it gets my vote)

    Requested/Suggested Leadership Positions:
    Ruler: Baron Bydar Lebeda
    Minister of Diplomacy (Grand Diplomat): Arianna Silvermane
    Minister of the Realm (Councilor): Bridgette Etna Asta Valerius
    Minister of the Sword (General): Raxus Half-blood
    Minster of the Treasury (Treasurer): Oleg Leveton (NPC)
    Minister of Agriculture (High Pastor): Jhod Kavken (NPC)
    Minister of the Arcane (Magister): Krenrath Valirin
    Minister of Divinity (High Priest): Temerith (NPC)
    Minister of Engineering (Chief Architect): Miles Schaeffer (NPC)
    Minister of Intelligence (Spymaster): Lanner (NPC)
    Minister of the Citadel (Warden): Kesten Garess (NPC)
    Minister of Justice (Justicar): ?
    Minister of the Provinces (Marshal): Happs (NPC)


    Okay, I just have to throw this out there...

    Bridgette, could you please tweak Arche Koeln and Corbenik so they are different from the .hack names? Please? Pretty please? You don't have to change them much, just a letter or two - just enough so they aren't identical to the .hack stuff.

    Also, I fully expect you to found at least three or four more settlements yourselves, so other names will also be needed down the road.

    -----

    Miles would actually prefer to serve as the Justicar. As a former bandit, and the unofficial leader of the Free Brothers, he feels he is more suited to a role related to settling issues, enforcing laws, etc. His feelings are heavily influenced by the Liberators treatment of him and the other former bandits, as well as saving him from Howl-in-the-North. Of course, if you want him as the Architect, he would be happy to accept it.

    Everyone else would be very pleased to serve in the positions listed in Arianna's post.


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

    A few tweaks so they should sound the same, but have different spelling.

    Corbenik -> Corbenic

    Arche Koeln -> Arke Koeln


    Perfect, thanks! You get 2 bonus XP. :)


    Male Aasimar (Peri-Blooded) Wood Elementalist 4

    Give a number of elven ruins and I'll give you a list of names. ;-)


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

    I think Arianna's list is good.

    So the country name could be rolled by the GM or Raxus votes on one of them.
    If anyone else has an idea for the capital's name he/she should post one, otherwise it looks like Corbenic will be the capital's name.

    I do think we would have quickly explored the top most 2 to 4 unexplored hexes during those 3 months.
    To clean up the edges, and hopefully they are empty hexes.


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

    Out camping for the weekend


    Bridgette Etna Asta Valerius wrote:

    I think Arianna's list is good.

    So the country name could be rolled by the GM or Raxus votes on one of them.
    If anyone else has an idea for the capital's name he/she should post one, otherwise it looks like Corbenic will be the capital's name.

    I do think we would have quickly explored the top most 2 to 4 unexplored hexes during those 3 months.
    To clean up the edges, and hopefully they are empty hexes.

    Once the names are chosen, I will post an updated map. I'm assuming people explored a few of the hidden hexes that remained after you defeated the Stag Lord.

    Also, if you haven't selected rewards for your character, please try to do so in the next week.


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

    I'd forgotten about the 5000 gp reward. Mmm.. so much I can use


    Male Aasimar (Peri-Blooded) Wood Elementalist 4

    I am guessing Krenrath gets none of that. xP

    That reminds me we have not been paying much attention to our loot pile. It has gotten a little big. Here is a reminder, feel free to correct me on anything.

    Loot:

    +1 scythe
    cloak of resistance +1
    ring of protection +1
    Potion of cure light wounds x2
    Scroll of bear's endurance (3rd CL)
    Scroll of hold person (3rd CL)
    Alchemical silver dagger
    A leather book wrapped in oily cloth

    MISC equipment from the bandits (non-magical):
    Armor and weapons worth 300 gp.

    Magical equipment:
    +1 rapier
    +1 composite longbow (+2)
    amulet of natural armor +1
    20 +1 arrows
    potion of cure moderate wounds (4)
    potion of lesser restoration

    Akiros' magical gear:
    +1 longsword
    +1 beast bane arrow (3)

    Special items:
    +1 barbarian leather armor (worn by Stag Lord)
    This suit consists of a heavy cloak, gloves, kilt, and boots, but leaves the wearer's chest bare. It actually functions just as well as any suit of magic leather armor.

    Stag's Helm (worn by Stag Lord)
    This striking helmet is crafted to resemble the skull of a mighty stag. Although made from bone, the antlers and helm are as strong as metal. When worn, the helm greatly enhances eyesight and hearing, granting a +2 competence bonus on Perception checks. In addition, once per day the helm may be called upon to enhance any ranged attack made by the wearer to make an insightful shot. Activating this ability is a free action, and once activated, your next ranged attack against a target within 30 feet is made as if that target were flat-footed against you—this allows a rogue to gain the benefit of sneak attack with this shot. If you don’t make a ranged attack within 1 round of activating this power, the insight fades and is wasted for that day. A worshiper of Erastil who wears this helm may utilize the insightful shot ability up to 3 times per day.

    ----------

    The group also finds additional treasure and material in crates and boxes, including 10 longbows, 260 arrows, 5 short swords, 5 spears, four 50-foot lengths of hemp rope, a set of chisels, 2 hammers, 3 tins of iron nails, and 4 suits of leather armor. Other boxes contain mundane trade goods like pelts, furs, tobacco, iron, bronze, miscellaneous weapons and armor (none masterwork or magic), and miscellaneous adventuring gear and tools. in total, these items are worth a combined total of 6,850 gp. (Some boxes are marked with Oleg's symbol; returning his goods to him reduces the value by 2,000 gp)

    In addition, one chest contains 4,500 cp, 2,052 sp, 894 gp, and 21 pp, while a large bag contains 2,900 gp in various pieces of stolen jewelry.


    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'm good with having Miles in the position of Justicar. We can find someone for the Chief Architect position later.

    And a big Thank You! to Arumil/Krenrath for reminding us about the Loot List.


    V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength

    I was wondering if this scene was ever going to happen. :)


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

    It's moments like these I wish Bydar's player had his character's wisdom score. :)

    Because I'm totally confused, where as poor Bydar might be a bit more insightful but must suffer for my limitations


    V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength

    You're doing fine. Raxus is a mess. He hit puberty in the most abusive environment possible and was routinely beaten near death by the other ogre youths, usually over girls, or because another kid wanted to impress one.

    It isn't that he thinks someone is interested in Ari. It's that someone *might* be, or that in that moment someone might have been jealous. He's been nearly killed a dozen times, for less.

    Just imagine being the little nerdy half-breed kid in ogre junior high.


    Interesting. I'm going to give the group some more time to RP this out before I get the NPCs involved.


    V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength

    No problem. Sorry to steal the focus. I won't drag the scene out.


    We're good, I got 499 problems and Raxus having some character development/growth ain't one. :)


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

    I'm curious how Ari is going to respond, if she does at all


    V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength

    Reading over my last few posts I realize I probably could have made raxus' words make more sense, but I'm kinda glad I didn't. This isn't a topic that he should be trying to make sense about.


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

    Bridgette gets a Handy Haversack (2K), and saves the other 3K for later.


    Male Aasimar (Peri-Blooded) Wood Elementalist 4

    So we got a confirmed name?


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

    Not sure. I figured the DM would roll randomly out of the collection he's got


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

    Same here


    V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength

    In my opinion, the best names are the ones with built-in meaning. They're easy to remember and give the people there a sense of the purpose behind the place. I mentioned that before but that conversation petered out.

    It's my opinion that places, like words, should have meanings and not just be "standard fantasy gibberish" or words stolen from literature or other languages. English (representing the river-kingdoms common tongue) is rich enough that we should be able to come up with a dozen meaningful options without resorting to that.

    I'd like to cast my official nominations.

    Oleg's, being the boundary between our lands and the rest of the world, and the trade hub of the new kingdom, I'd like to re-name Threshold.

    For the captured fortress, being our first military outpost and the metaphoric heart of our resistance effort, I nominate Bastion.


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

    Suggested Country Names:
    Bridgette: Arche Koeln
    Bydar: Oleanna
    Arumil/Krenrath: Vacatio
    Arianna: Tir Rhyddid ("Freedom Land")
    Raxus: Threshold

    Suggested Capital Names:
    Bridgette: Corbenik
    Raxus: Bastion

    1,001 to 1,050 of 1,550 << first < prev | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post Discussion / Kingmaker AP - Into the Stolen Lands! OOC Discussion All Messageboards

    Want to post a reply? Sign in.