Kingmaker. Footsteps to the empty throne. (Inactive)

Game Master DBH

Strangers, friends and even lovers. You have gathered together for your own reasons to explore and make safe the perilous region to the south known to all only as the Stolen lands.

Charter

The Greenbelt

Charter of rulership

Silverhold map

Kingdom shreadsheet

Stolen lands Map RRR

Letter

Notices 3

Wyverns;


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Are you sure you want to do that?

In this case I'm prepared to say you started casting while they were riding in, so yes you had the time.


NG Female Half-Orc Cavalier 2
Skills:
Climb +5, Handle Animal +4, Intimidate +1, Prof. Soldier +6, Survival +6, Swim +6
| HP 22/22 | AC 17 (11 Touch, 16 Flat-Footed) | CMB +7, CMD 18 | Fort. +5, Ref. +1, Will +0 | Init. +5 | Perc. +7, Sense Motive +6, Darkvision 60ft | Speed 30ft | . | | Active conditions:

I'm on mobile and can't move my tokens, if someone could move my tokens I'd appreciate it.


Human Bard 6| AC 20 FF 17 T 11| HP 49/49| F +4 R +8 W +6| Init +1| Percep +9
Buffs:
Inspire Courage, Bull’s Strength, Tongues

Ya....same boat I'm in 99% of the time.


Halfing Bard (Detective) 4| AC 19 FF 15 T 15| HP 26/26| F +2 R +8 W +5| Init +5| Percep +11| 4/4 1st 2/2 2nd| 33 (7) ammo

Moved Rok's token.


Are you sure you want to do that?

Loot:

Alchemists fire - 2
Leather armor - 7
Dagger
Shortsword - 6
Composite longbow (+2 Str) with 20 arrows
Longbow - 6 with 20 arrows each - 120 total
14 days of trail rations
Silver Stag Lord amulet worth 20 gp
95 gp

Anything you don't claim Oleg is happy to buy from you for full price.


Human Bard 6| AC 20 FF 17 T 11| HP 49/49| F +4 R +8 W +6| Init +1| Percep +9
Buffs:
Inspire Courage, Bull’s Strength, Tongues

We might should hang onto the amulet. Anyone who is proficient and needs a bow should snag a quiver and bow. Keep the rations as a group supply item, and the Alchemist's Fire.

Each of us nab a horse who needs one as well. Sell the unwanted gear?


INACTIVE - GAME DIED

Fine with me, but if we turn any bandits and eventually enlist them as militia they'll need weapons and armor again.


Halfing Bard (Detective) 4| AC 19 FF 15 T 15| HP 26/26| F +2 R +8 W +5| Init +5| Percep +11| 4/4 1st 2/2 2nd| 33 (7) ammo

Who's going to be our quartermaster?

I will claim one of the alchemist's fires if there are no objections...


Are you sure you want to do that?

The new map up top. 'The Greenbelt' is for you to use deciding where you are exploring. The hexes around Oleg's are numbered for you to tell me where you are going first?

Liberty's Edge

|HP: 59/68 AC: 24; F: +12, R: +12, W: +10 | Perc: +10, Stl/Perf +12, Dec/Dip +13, ELore +14, Itm +15, Arc/Occ/Nat/Rel/Soc +8 | Speed 25ft | Weapon +15, 2d6+4+2. | Foc 1/1 | Active conditions:
Darian Aulamaxa wrote:

We might should hang onto the amulet. Anyone who is proficient and needs a bow should snag a quiver and bow. Keep the rations as a group supply item, and the Alchemist's Fire.

Each of us nab a horse who needs one as well. Sell the unwanted gear?

Seconded - look at my man, doesn't he do a good job! ;)

One day I'll get enough money for a hand-xbow, not gonna be for some time though!


Are you sure you want to do that?

Two plans of action have been suggested.

1. Head straight to the remaining bandits and deal with them.

2. Explore the surrounding hexes on the map.

What are the votes? I've seen Darian & Lisl for option 1. Isabel & Rok for option 2.

Jory and Freya to cast the deciding votes.


Female N Human Herb Witch 3 / Wild Whisperer Druid 3 / Mystic Theurge 0 | HP: 42/42 | AC: 15 (11 Tch, 14 FF) | CMB: +4, CMD: 15 | Fort +6, Reflex +4, Will +10 | Initiative: +1 | Perception: +15 (+17), Sense Motive: +5 (+7) + 1d6 | Speed 30ft | Herb Lore 6/6 | Inspiration 4/5 | Fenrir HP: 54/54; AC 25 | Muninn HP: 21/21 | Active conditions: None

Freya was ready to go after the bandits, even using one of the surrendered as a guide if need be.


Are you sure you want to do that?

Awaiting on Jory's vote.

Anyone taking the Composite longbow (+2 str)?

One thing to note, Oleg doesn't have a great deal to sell in his trade goods at the moment. If you require something most likely he will have to send an order for it to Restov. So a week or more to deliver.


Halfing Bard (Detective) 4| AC 19 FF 15 T 15| HP 26/26| F +2 R +8 W +5| Init +5| Percep +11| 4/4 1st 2/2 2nd| 33 (7) ammo

Direct after bandits/


Are you sure you want to do that?

You captured three bandits, two badly wounded. All were very eager to give you any information that might save their necks.

Rok can tell you that their trail is extremely easy to follow, are you going to take the information offered in hope of mercy, or follow the trail without accepting any of their offerings?

Any bandits left alive at the trading post will most likely be dead by the time you return. Either at Oleg's hands, or when the troops from Restov arrive in 3 or 4 days.

You don't even need to make a Sense motive to pick up on Oleg's intentions to any bandits who fall into his hands. :)


Are you sure you want to do that?

Sorry all. Today turned so hectic I don't have time to sit down and update any of my games. Good news is what was going to be a busy Thursday is now nearly empty. So lots of updating tomorrow.


NG Female Half-Orc Cavalier 2
Skills:
Climb +5, Handle Animal +4, Intimidate +1, Prof. Soldier +6, Survival +6, Swim +6
| HP 22/22 | AC 17 (11 Touch, 16 Flat-Footed) | CMB +7, CMD 18 | Fort. +5, Ref. +1, Will +0 | Init. +5 | Perc. +7, Sense Motive +6, Darkvision 60ft | Speed 30ft | . | | Active conditions:

So the signal is to let us know the sentries are taken out, but I assume the rest of us won't be close by until that happens.

Should we assume it'll take a round or two to get into place and that we have time to prep some buffs?


Are you sure you want to do that?

You can set up buffs to be used when the signal goes.


NG Female Half-Orc Cavalier 2
Skills:
Climb +5, Handle Animal +4, Intimidate +1, Prof. Soldier +6, Survival +6, Swim +6
| HP 22/22 | AC 17 (11 Touch, 16 Flat-Footed) | CMB +7, CMD 18 | Fort. +5, Ref. +1, Will +0 | Init. +5 | Perc. +7, Sense Motive +6, Darkvision 60ft | Speed 30ft | . | | Active conditions:

Alright, well I need to use a standard action to give everyone the precise strike, but since Darian is already in the middle of the camp I'm going to give that up. I'll have my action post up in an hour or so when I can get home and look at the map on a larger screen.


INACTIVE - GAME DIED

Roks, as you'll likely be front and center drawing fire, you get shield of faith for +2 AC.


NG Female Half-Orc Cavalier 2
Skills:
Climb +5, Handle Animal +4, Intimidate +1, Prof. Soldier +6, Survival +6, Swim +6
| HP 22/22 | AC 17 (11 Touch, 16 Flat-Footed) | CMB +7, CMD 18 | Fort. +5, Ref. +1, Will +0 | Init. +5 | Perc. +7, Sense Motive +6, Darkvision 60ft | Speed 30ft | . | | Active conditions:

Will update sometime between 3-4 EST sorry for the delay.


Are you sure you want to do that?

Loot:

Kressle.
MW Handaxe - 2.
Dagger - 4.
Studded leather armor.
Potion of Cure light wounds.
85gp.

Bandits.
Leather armor - 8.
short sword - 8.
Longbow - 8.
80gp - Total.

Bandits plunder.
321 sp.
90gp.
A pair of silver earrings worth 150 gp.
A wooden music box worth 90 gp.
three crates of furs and hides worth 50 gp per crate.
A polished wooden case of potent greenish herbal liquor. There are still eight bottles with liquor left in them, each worth 20 gp.


Are you sure you want to do that?

You are now moving onto the sandbox part of Kingmaker, and since the Random encounter table is a killer, seriously! You could have had a CR7 encounter on your way to the bandit camp.

With that in mind I've decided that now is a good time to have everybody level up.

When you do you can roll hit points here, if it's not a good roll than you can take the average +1.

Please list what skills, feats and other improvements you take here.


INACTIVE - GAME DIED

Cleric of Abadar 2
+1 Fort and Ref saves
+6 hit points (5 cleric, +1 Con)
Skills: +1 each of Diplomacy, Heal, Knowledge (religion), Perception, Spellcraft; Appraise, Knowledge (nobility)


Human Bard 6| AC 20 FF 17 T 11| HP 49/49| F +4 R +8 W +6| Init +1| Percep +9
Buffs:
Inspire Courage, Bull’s Strength, Tongues

Arcane Duelist - 2
Class feature - Combat Casting
HP: 1d8 ⇒ 4 +1 Con + 1 Favored (+ 1 Favored never assigned from level 1!) = +7
+1 BAB
+1 Ref and Will
+1 1st Level Spell per day (Share Language)
+1 0th and 1st Level Spell Known
+2 Performace Rounds per day

Skills Ranks Gained in...

Diplomacy
Perception
Sense Motive
Stealth
Ride
Knowledge (Local)
Survival
Spellcraft

Background Skills...
Handle Animal
Knowledge (Nobility)


Female N Human Herb Witch 3 / Wild Whisperer Druid 3 / Mystic Theurge 0 | HP: 42/42 | AC: 15 (11 Tch, 14 FF) | CMB: +4, CMD: 15 | Fort +6, Reflex +4, Will +10 | Initiative: +1 | Perception: +15 (+17), Sense Motive: +5 (+7) + 1d6 | Speed 30ft | Herb Lore 6/6 | Inspiration 4/5 | Fenrir HP: 54/54; AC 25 | Muninn HP: 21/21 | Active conditions: None

Level 1 Wild Whisperer Druid
HP: 1d8 + 1 ⇒ (7) + 1 = 8
+2 Fort and Will
0 (3) and 1st (2) Level Druid Spell Access
Wild Empathy
Nature Sense
Nature Bond: Animal Companion -Fenrir (Wolf)

Skills: (4 Class + 3 INT + 1 Human)
Survival
Perception
Knowledge (Geography)
Knowledge (Nature)
Climb
Swim
Ride
UMD

Background Skills:
Handle Animal
Profession (Herbalist)

@GM_DBH - How do you want to handle Freya's acquisition of her animal companion? Does he just show up, or do want to RP that out? I'm good either way.

Liberty's Edge

|HP: 59/68 AC: 24; F: +12, R: +12, W: +10 | Perc: +10, Stl/Perf +12, Dec/Dip +13, ELore +14, Itm +15, Arc/Occ/Nat/Rel/Soc +8 | Speed 25ft | Weapon +15, 2d6+4+2. | Foc 1/1 | Active conditions:

Mesmerist 2
Class feature - Mesmerist Trick, Towering Ego
HP: HP: 1d8 + 1 ⇒ (4) + 1 = 5

+1 BAB
+1 Ref and Will

+1 1st Level Spell per day
+1 0th and 1st Level Spell Known (Message, Vanish)
Mesmerist Trick -

Skills Ranks Gained in...

Bluff
Diplomacy
Perception
Sense Motive
Stealth
Knw Arcana
Intimidate x2
Spellcraft

Background Skills...
Perform Dance
Knowledge (Nobility)


Halfing Bard (Detective) 4| AC 19 FF 15 T 15| HP 26/26| F +2 R +8 W +5| Init +5| Percep +11| 4/4 1st 2/2 2nd| 33 (7) ammo

Bard (Detective) 2

Class feature - Arcane Insight (can find and disable magical traps, like a rogue’s trapfinding ability. In addition, he gains a +4 bonus on saving throws made against illusions and a +4 bonus on caster level checks and saving throws to see through disguises and protections against divination)

HP: 1d8 + 1 ⇒ (3) + 1 = 4

+1 BAB
+1 Ref and Will

+1 1st Level Spell per day
+1 0th and 1st Level Spell Known (Unwitting Ally, Cure Light Wounds)

Skills Ranks Gained in...

Bluff
Diplomacy
Perception
Intimidate
Sense Motive
Stealth
Spellcraft
Acrobatics

Background Skills...
Handle Animal
Sleight of Hand


NG Female Half-Orc Cavalier 2
Skills:
Climb +5, Handle Animal +4, Intimidate +1, Prof. Soldier +6, Survival +6, Swim +6
| HP 22/22 | AC 17 (11 Touch, 16 Flat-Footed) | CMB +7, CMD 18 | Fort. +5, Ref. +1, Will +0 | Init. +5 | Perc. +7, Sense Motive +6, Darkvision 60ft | Speed 30ft | . | | Active conditions:

HP: 1d10 + 2 ⇒ (8) + 2 = 10

+1 Bab
+1 Fort

6 Skill Points (4+1INT+1FCB)
____________________________
+1 Swim
+1 Survival
+1 Sense Motive
+1 Ride
+1 Perception
+1 Climb

Background Skills
+1 Handle Animal
+1 Profession: Soldier

Aid Allies (Ex)

At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his armor class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.

Kasper: Level 2
+1 HD
HP: 1d8 + 3 ⇒ (8) + 3 = 11
+1 Bab
+1 Will
+1 Perception
+1 Feat: Power Attack

Side note: Starting tomorrow afternoon I will be MIA until Monday afternoon as I'm getting married this weekend. Feel free to bot Roksana and Kasper if needed. Roks follows the river freedoms listed in her profile and does her best to protect her companions no matter the cost.


Are you sure you want to do that?

Congratulations on your wedding.


INACTIVE - GAME DIED

Indeed! May your nuptials be delightful!

Liberty's Edge

|HP: 59/68 AC: 24; F: +12, R: +12, W: +10 | Perc: +10, Stl/Perf +12, Dec/Dip +13, ELore +14, Itm +15, Arc/Occ/Nat/Rel/Soc +8 | Speed 25ft | Weapon +15, 2d6+4+2. | Foc 1/1 | Active conditions:

Congratulations indeed, I got married this summer and its awesome! :)


Halfing Bard (Detective) 4| AC 19 FF 15 T 15| HP 26/26| F +2 R +8 W +5| Init +5| Percep +11| 4/4 1st 2/2 2nd| 33 (7) ammo

Starting tomorrow afternoon I will be MIA until Monday afternoon as I'm getting married this weekend.

Congrats!!


Halfing Bard (Detective) 4| AC 19 FF 15 T 15| HP 26/26| F +2 R +8 W +5| Init +5| Percep +11| 4/4 1st 2/2 2nd| 33 (7) ammo

Here is our current loot status (across all three encounters)

Group stash:
24 days trail rations
Potion of Cure light wounds.
Alchemists' Fire x 1
321sp
350gp

Claimed
50gp - Rok
Alchemist's Fire - Jory
Silver Stag Lord amulet worth 20 gp - Darian
Arrow x 2 - Darian

Awaiting Disposition
A pair of silver earrings worth 150 gp.
A wooden music box worth 90 gp.
three crates of furs and hides worth 50 gp per crate.
A polished wooden case of potent greenish herbal liquor. There are still eight bottles with liquor left in them, each worth 20 gp.
Leather armor x 20
Dagger x 5
Shortsword x 17
Longbow x 16
Arrows x 176
Composite longbow
Studded leather armor
Masterwork Handaxe x 2
Longsword x 2
_____________________________________
I assume we can sell most of the surplus to Oleg...


Human Bard 6| AC 20 FF 17 T 11| HP 49/49| F +4 R +8 W +6| Init +1| Percep +9
Buffs:
Inspire Courage, Bull’s Strength, Tongues

Being the heroic soul Darian is, he is going to nominate to let Oleg have back anything that was stolen directly from him. Help him get back on his feet.


Female N Human Herb Witch 3 / Wild Whisperer Druid 3 / Mystic Theurge 0 | HP: 42/42 | AC: 15 (11 Tch, 14 FF) | CMB: +4, CMD: 15 | Fort +6, Reflex +4, Will +10 | Initiative: +1 | Perception: +15 (+17), Sense Motive: +5 (+7) + 1d6 | Speed 30ft | Herb Lore 6/6 | Inspiration 4/5 | Fenrir HP: 54/54; AC 25 | Muninn HP: 21/21 | Active conditions: None

That seems reasonable.


INACTIVE - GAME DIED

Agreed.


Are you sure you want to do that?

Of the collected loot only the crates of furs and hides carry the Leveton mark. It seems a lot of what loot these bandits collected has been sent to the Stag lord.


INACTIVE - GAME DIED

Just per the questions over in gameplay, I am on board with executing the prisoners who have outstanding warrants; they've already fled the law and they are a continued risk.


Human Bard 6| AC 20 FF 17 T 11| HP 49/49| F +4 R +8 W +6| Init +1| Percep +9
Buffs:
Inspire Courage, Bull’s Strength, Tongues

When it comes to the exploration portion of this venture: I am fine with doing ever expanding rings outwards from Oleg’s, with periodic return trips to his fort to sell off and recover and buy supplies. Maybe check in for news as well. If we hit a natural boundary like a river or mountain range, maybe use that as a stopping point that direction for a while until we reveal everything on this side of it first?


Human Bard 6| AC 20 FF 17 T 11| HP 49/49| F +4 R +8 W +6| Init +1| Percep +9
Buffs:
Inspire Courage, Bull’s Strength, Tongues

As for loot I suggest the following unless someone wants something from the below list, in which case I am fine with that.

Awaiting Disposition
A pair of silver earrings worth 150 gp. - Sell
A wooden music box worth 90 gp. - Sell
three crates of furs and hides worth 50 gp per crate. - Oleg
A polished wooden case of potent greenish herbal liquor. There are still eight bottles with liquor left in them, each worth 20 gp. - Maybe we keep this, as a possible ruse or trick/trap on The Staglord?
Leather armor x 20 - Sell
Dagger x 5 - Sell
Shortsword x 17 - Sell
Longbow x 16 - Sell
Arrows x 176 - Sell 100 of them, put the loose 76 in the group fund to replenish any we may use of our own supply.
Composite longbow - Sell
Studded leather armor - Sell
Masterwork Handaxe x 2 - Sell
Longsword x 2 - Sell

I also think we should do an even split of cash amongst each person in the party + 1 for a group fund for things like rations, potions, wands, scrolls, etc.


Human Bard 6| AC 20 FF 17 T 11| HP 49/49| F +4 R +8 W +6| Init +1| Percep +9
Buffs:
Inspire Courage, Bull’s Strength, Tongues

Last spam message for a bit, but DM...if none of these bandits are going to be repentant, or if you just don’t wanna deal with it, you want us to perhaps just gloss over that bit, maybe just post we offer and find none being honestly repentant and move along? Or do you maybe have plans for some of these to actually see the light?


Halfing Bard (Detective) 4| AC 19 FF 15 T 15| HP 26/26| F +2 R +8 W +5| Init +5| Percep +11| 4/4 1st 2/2 2nd| 33 (7) ammo

No objection to the proposed disposition of item or general scheme for exploration.


Are you sure you want to do that?

The bandits are a difficult situation, but thinking about where this AP heads I thought that rather than just hand waving them away, the party can, if they want to? Start building a small corps of loyalists.

The current survivors have seen first hand that things are changing in the Stolen lands. At the moment they are in the air. Left to their own devices they will either drift back to banditry, or vanish to safer territory.

You could put them to work in some capacity? Oleg for example needs someone to handle the stable. With the trading post now being manned with guards there is less risk leaving them here.

I'm happy to turn them into NPC's, with actual job skills.

As for exploring, the Greenbelt map up top is still numbered, so let me know when and where you're heading out to?

I've also updated the Notices link, there are more there for you to look over.

Liberty's Edge

|HP: 59/68 AC: 24; F: +12, R: +12, W: +10 | Perc: +10, Stl/Perf +12, Dec/Dip +13, ELore +14, Itm +15, Arc/Occ/Nat/Rel/Soc +8 | Speed 25ft | Weapon +15, 2d6+4+2. | Foc 1/1 | Active conditions:

I'm keen to put them to work. Isabel hasn't lost her idealistic streak at all so if she can turn them to use, rather than leaving them to drift away then good.

On the other side of the coin, please do say if trying to redeem loads of people starts getting irritating/annoying/too much work! :)

Second the loot distribution.

As to exploration, how about that week long loop I suggested which will explore the area to the east of Oleg's? Hopefully since its mostly open ground it'll be a nice easy start.


Human Bard 6| AC 20 FF 17 T 11| HP 49/49| F +4 R +8 W +6| Init +1| Percep +9
Buffs:
Inspire Courage, Bull’s Strength, Tongues

Then...anyone opposed to this sequence of hexes?

5-6-12-11-10-4-Oleg’s. Then reassess?


Human Bard 6| AC 20 FF 17 T 11| HP 49/49| F +4 R +8 W +6| Init +1| Percep +9
Buffs:
Inspire Courage, Bull’s Strength, Tongues

Just saw Isabel’s suggested route of 5,6,12,18,17,11, Olegs. I am fine with that pathing as well.


Female N Human Herb Witch 3 / Wild Whisperer Druid 3 / Mystic Theurge 0 | HP: 42/42 | AC: 15 (11 Tch, 14 FF) | CMB: +4, CMD: 15 | Fort +6, Reflex +4, Will +10 | Initiative: +1 | Perception: +15 (+17), Sense Motive: +5 (+7) + 1d6 | Speed 30ft | Herb Lore 6/6 | Inspiration 4/5 | Fenrir HP: 54/54; AC 25 | Muninn HP: 21/21 | Active conditions: None
Darian Aulamaxa wrote:

As for loot I suggest the following unless someone wants something from the below list, in which case I am fine with that.

Awaiting Disposition
A pair of silver earrings worth 150 gp. - Sell
A wooden music box worth 90 gp. - Sell
three crates of furs and hides worth 50 gp per crate. - Oleg
A polished wooden case of potent greenish herbal liquor. There are still eight bottles with liquor left in them, each worth 20 gp. - Maybe we keep this, as a possible ruse or trick/trap on The Staglord?
Leather armor x 20 - Sell
Dagger x 5 - Sell
Shortsword x 17 - Sell
Longbow x 16 - Sell
Arrows x 176 - Sell 100 of them, put the loose 76 in the group fund to replenish any we may use of our own supply.
Composite longbow - Sell
Studded leather armor - Sell
Masterwork Handaxe x 2 - Sell
Longsword x 2 - Sell

I also think we should do an even split of cash amongst each person in the party + 1 for a group fund for things like rations, potions, wands, scrolls, etc.

That works for me. For what it's worth, I like the idea of a party fund.


Female N Human Herb Witch 3 / Wild Whisperer Druid 3 / Mystic Theurge 0 | HP: 42/42 | AC: 15 (11 Tch, 14 FF) | CMB: +4, CMD: 15 | Fort +6, Reflex +4, Will +10 | Initiative: +1 | Perception: +15 (+17), Sense Motive: +5 (+7) + 1d6 | Speed 30ft | Herb Lore 6/6 | Inspiration 4/5 | Fenrir HP: 54/54; AC 25 | Muninn HP: 21/21 | Active conditions: None
Freya Velson wrote:
@GM_DBH - How do you want to handle Freya's acquisition of her animal companion? Does he just show up, or do want to RP that out? I'm good either way.

Any thoughts GM?


Halfing Bard (Detective) 4| AC 19 FF 15 T 15| HP 26/26| F +2 R +8 W +5| Init +5| Percep +11| 4/4 1st 2/2 2nd| 33 (7) ammo

5,6,12,18,17,11,Oleg - 3rd yea vote

For gold earnings, break into 7 shares, with 7th as group fund - 3rd yea vote also

Agree to dispose of the redeemed captives in productive roles. Suggest we appoint Isabel (inclination and force of personality) or Lisl (for truth ability) to manage their employment in the campaign going forward?

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