Kingmaker: Legacies of Dust (Inactive)

Game Master Wolfspirit

Hexploration and Provisions | Calendar | Loot!


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Elvara Rivers wrote:
So what happened to the plan? The way things are now, it's even worse than if we had attacked right from the get go. Our party is split up, leaving all the casters/squishies alone in the courtyard with the majority of them. Alamina: Why not at least try to buy time by duping them instead of provoking them to attack us?

I was checking to see if I might sneak in to scout and possibly grab his weapon away, but that didn't look possible. We didn't really discuss the plan after that.


Crypt Exploration | Roles

Right now the Stag Lord isn't in a good place: grappled, drunk, and in melee. Probably the most tenuous part of how this is unfolding is with Quint holding off Dovan and Auchs by himself ;)


Half-Elf Elvara Rivers | Init +2 | Perc +1 SM -1 | AC 16 T 12 FF 14 CMD 11 | HP 21/21 | F +2 R +3 W +5 | 1st level spells: 5/5 SNA:9/9 || Smexy: Init +3 | Perc +6 SM +4 | AC 17 T 13 FF 14 CMD 17 | HP 19/1 | F +2 R +6 W +3

Sadly grease won't do much to protect Quint. The bandits can just stand up again and attack him in the same round. Sure they'll provoke AoO, but that's not all that scary a proposition.


Melee: starknife +3 1d4 || Ranged: mwk crossbow +7 1d8 19-20/x2 Cleric of Desna 4 Init: +3, Percep: +12. HP 27/27. AC 19. T 13. FF 15. Fort +5, Ref +5, Will +8

Cause Fear to the rescue!


Half-Elf Elvara Rivers | Init +2 | Perc +1 SM -1 | AC 16 T 12 FF 14 CMD 11 | HP 21/21 | F +2 R +3 W +5 | 1st level spells: 5/5 SNA:9/9 || Smexy: Init +3 | Perc +6 SM +4 | AC 17 T 13 FF 14 CMD 17 | HP 19/1 | F +2 R +6 W +3
Alamina the Traveler wrote:
Cause Fear to the rescue!

Cause fear is only -2 to attacks, isn't the hold person you mentioned earlier a lot better?


Melee: starknife +3 1d4 || Ranged: mwk crossbow +7 1d8 19-20/x2 Cleric of Desna 4 Init: +3, Percep: +12. HP 27/27. AC 19. T 13. FF 15. Fort +5, Ref +5, Will +8

Fail save, become frightened = flee as fast as possible for 1d4 rds. Make save, become shaken.

Hold person is for Dovan, I think...here's hoping my luck holds out.


Female Timelady Nerd 3/Geek 2/Whovian 13/Writer 2

We've been (generally) pretty merciful when we can help it. The Stag Lord, though, might deserve to eat Raven's blade, and waving his head around as a means to subdue the rest of the bandits might be a good idea.

What do you think?


Half-Elf Elvara Rivers | Init +2 | Perc +1 SM -1 | AC 16 T 12 FF 14 CMD 11 | HP 21/21 | F +2 R +3 W +5 | 1st level spells: 5/5 SNA:9/9 || Smexy: Init +3 | Perc +6 SM +4 | AC 17 T 13 FF 14 CMD 17 | HP 19/1 | F +2 R +6 W +3

We are still in the middle of combat. Survival comes first. That to me means no mercy until they surrender.

Though I guess you are asking for after this all is over? Then yeah, I agree. No redemption for him...


Crypt Exploration | Roles

Luckily, unless someone renders aid he might bleed out and render that moot ;)


Crypt Exploration | Roles

Fun fact. Cats + cables do not mix. Apparently one of my zoo chewed through the coax cable for my cable modem just enough that internet worked fine for a while, then would suddenly die for upwards of an hour while still "sending signal." Want to Sell five slightly used cats.


Female Half-Elf Slayer (Vanguard) 4 | Perception +10 | Initiative +3 | AC 18 | hp 14/39 | Fortitude +6 | Reflex +5 | Will +2 | Speed 20 feet | +1 Harbinger +9 (2d8+15/19-20) | +1 returning spear +10 (1d6+11)

If everyone's alright with it, I would like that amulet for Raven.


Crypt Exploration | Roles

So, at this point you are on the cusp of transitioning to the second book. There is still some area to explore for this book, but you've hit the highlights. If you Explore roughly 4 more hexes, it would probably be safe to cover the exploration requirements covered.

I'm not *quite* prepared from my end to go full into kingdom building, but now is a time to discuss thoughts you might have. I hope to try and be ready for that in a week, although you still have a return trip to Oleg's Trading Post to send word of your deeds.


Female Timelady Nerd 3/Geek 2/Whovian 13/Writer 2

I honestly think that we should skip the hexes thing, or just breeze over it. I'd rather use the extra time to roleplay with the rest of the party. I have a feeling that Raven may have a lot to answer for within the party. I guess somebody has got to be the resident hardass, but I feel like the events within the keep have demonstrated why Raven is Lawful Neutral, NOT Lawful Good.


Melee: starknife +3 1d4 || Ranged: mwk crossbow +7 1d8 19-20/x2 Cleric of Desna 4 Init: +3, Percep: +12. HP 27/27. AC 19. T 13. FF 15. Fort +5, Ref +5, Will +8

I'm cool with skipping the exploration / map-making bit.

As far as Alamina goes, she'd like to explore Akiros's history & get to know him better. Optimally, she'd like to redeem him and get him back to feeling like a hero & good person.

Sovereign Court

Elf Occultist 4 | HP 27/27 | AC 19 [23 shield]; Tch 15; FF 14 | F +6; R +7; W +4 | CMB+3; CMD 18 | Speed 30 ft | Init +5 | +1 Elven Curve Blade: +9 (1d10+1/18-20) | Perc +10

Hmmm...I kind of like the exploring, but agree we should focus on role play. I've enjoyed trying to figure out what the whole landscape looks like.


Crypt Exploration | Roles

My plan is to keep the hexes (it's used throughout the campaign), but prioritize the RP encounters and handwave the non-interesting combat encounters with local wildlife that you overpower. Still need to know where you guys want to go next :)


Melee: starknife +3 1d4 || Ranged: mwk crossbow +7 1d8 19-20/x2 Cleric of Desna 4 Init: +3, Percep: +12. HP 27/27. AC 19. T 13. FF 15. Fort +5, Ref +5, Will +8

I suggest we head east from the Keep, exploring the eastern most edge of those covered hexes, then loop NW and back to Oleg's.

Alternatively, if we want to head straight back, heading west from the Keep we can explore the forest's edge and get back to Oleg's.

Sovereign Court

Elf Occultist 4 | HP 27/27 | AC 19 [23 shield]; Tch 15; FF 14 | F +6; R +7; W +4 | CMB+3; CMD 18 | Speed 30 ft | Init +5 | +1 Elven Curve Blade: +9 (1d10+1/18-20) | Perc +10

I like the first option.


CG Male Human Bard (Arcane Healer) 3 | HP: 21/21 | AC: 17 (12 Tch, 15 FF) | CMB: +2, CMD: 14 | F: +2, R: +5, W: +3 (+2 poison/drugs; +4 alcohol, bardic, language-dependent, sonic) | Init: +2 | Perc: +6, SM: +6 | Bardic Performance 12/12 | Channel (1d6+1) 3/3
Current Conditions:
none
Active Spells:
none

That is fine with me.


Female Half-Elf Slayer (Vanguard) 4 | Perception +10 | Initiative +3 | AC 18 | hp 14/39 | Fortitude +6 | Reflex +5 | Will +2 | Speed 20 feet | +1 Harbinger +9 (2d8+15/19-20) | +1 returning spear +10 (1d6+11)

Sure.


Female Half-Elf Slayer (Vanguard) 4 | Perception +10 | Initiative +3 | AC 18 | hp 14/39 | Fortitude +6 | Reflex +5 | Will +2 | Speed 20 feet | +1 Harbinger +9 (2d8+15/19-20) | +1 returning spear +10 (1d6+11)

Found a good image for Harbinger, finally.


CG Male Human Bard (Arcane Healer) 3 | HP: 21/21 | AC: 17 (12 Tch, 15 FF) | CMB: +2, CMD: 14 | F: +2, R: +5, W: +3 (+2 poison/drugs; +4 alcohol, bardic, language-dependent, sonic) | Init: +2 | Perc: +6, SM: +6 | Bardic Performance 12/12 | Channel (1d6+1) 3/3
Current Conditions:
none
Active Spells:
none

Just so you are aware, I'm leaving for GenCon tomorrow night. I'm not sure what my availability or connectivity will be while I'm there, but I'll try to post when I can. I'll be back in about a week.


Melee: starknife +3 1d4 || Ranged: mwk crossbow +7 1d8 19-20/x2 Cleric of Desna 4 Init: +3, Percep: +12. HP 27/27. AC 19. T 13. FF 15. Fort +5, Ref +5, Will +8

Yay, GenCon! Enjoy, I'm jelly!


Female Half-Elf Slayer (Vanguard) 4 | Perception +10 | Initiative +3 | AC 18 | hp 14/39 | Fortitude +6 | Reflex +5 | Will +2 | Speed 20 feet | +1 Harbinger +9 (2d8+15/19-20) | +1 returning spear +10 (1d6+11)

Enjoy! Also very jelly :P


CG Male Human Bard (Arcane Healer) 3 | HP: 21/21 | AC: 17 (12 Tch, 15 FF) | CMB: +2, CMD: 14 | F: +2, R: +5, W: +3 (+2 poison/drugs; +4 alcohol, bardic, language-dependent, sonic) | Init: +2 | Perc: +6, SM: +6 | Bardic Performance 12/12 | Channel (1d6+1) 3/3
Current Conditions:
none
Active Spells:
none

Don't be too jelly, I'm running 8 slots! :)


Half-Elf Elvara Rivers | Init +2 | Perc +1 SM -1 | AC 16 T 12 FF 14 CMD 11 | HP 21/21 | F +2 R +3 W +5 | 1st level spells: 5/5 SNA:9/9 || Smexy: Init +3 | Perc +6 SM +4 | AC 17 T 13 FF 14 CMD 17 | HP 19/1 | F +2 R +6 W +3

Sorry for not sharing that I went away on vacation. I didn't think I would have so little time to post, but other issues popped up as well. I'll get back into the game shortly, if you still want me Ofc...


Crypt Exploration | Roles

Sure thing. Right now is in the middle of vacations for a lot of people, and I haven't had as much time to devote posting as I'd like myself.

Hope you, (and everyone else traveling) has had good travels.


Half-Elf Elvara Rivers | Init +2 | Perc +1 SM -1 | AC 16 T 12 FF 14 CMD 11 | HP 21/21 | F +2 R +3 W +5 | 1st level spells: 5/5 SNA:9/9 || Smexy: Init +3 | Perc +6 SM +4 | AC 17 T 13 FF 14 CMD 17 | HP 19/1 | F +2 R +6 W +3

What happened to the traitorous bandit? I can't find that info anywhere. Is he with us now?

There was no object reading of the note (yet), right?

Sovereign Court

Elf Occultist 4 | HP 27/27 | AC 19 [23 shield]; Tch 15; FF 14 | F +6; R +7; W +4 | CMB+3; CMD 18 | Speed 30 ft | Init +5 | +1 Elven Curve Blade: +9 (1d10+1/18-20) | Perc +10

I had voted to turn the traitorous bandit over so we can get some better weapons. I'm not sure anyone else chimed in.

I didn't think to object read the note, though that's a great idea for later! It doesn't always give info, but we've had some good additional background so far.


Crypt Exploration | Roles

There wasn't a consensus for the bandit, so I was running it as "Akiros is holding him for you." There's also already been one "escort a bandit through the woods to turn over" arc, and figured that was more than enough ;)

There wasn't an object reading of the note, though I can get one set up. I like it as as a DM Exposition Machina; there's some neat story in the scenario that the party really doesn't have much access to.

Anyway! This will be a last encounter before wrapping up this chapter!


Female Timelady Nerd 3/Geek 2/Whovian 13/Writer 2

Man. Raven is having a bad time.

How are you finding the KM mods for the politics? I thought you find them interesting, since Legacies of Dust is supposed to be much more political.

Also, I'm kinda rooting for, if we complete this AP, to play as our progeny.


Crypt Exploration | Roles

Poking in. I don't want to GM-road the narrative, nor do I want the game to drag too much. I would normally just rule of 2 at this point, though this is significantly Raven's story arc, so I want to give them the opportunity to weigh in.

Coincidentally, if anyone has story or plot arcs they think would be cool to see, let me know.

There's some more RP available at Oleg's but then the game will be transitioning to Book 2 once I carve out some time for more writing. I'm desperately trying to finish up the Kingdom Building guide amidst my real life responsibilities and failing (as an aside, if anyone knows a good HOA / Contract lawyer... ;))

Anyway, hope everyone has enjoyed things so far.

Sovereign Court

Elf Occultist 4 | HP 27/27 | AC 19 [23 shield]; Tch 15; FF 14 | F +6; R +7; W +4 | CMB+3; CMD 18 | Speed 30 ft | Init +5 | +1 Elven Curve Blade: +9 (1d10+1/18-20) | Perc +10

I've been enjoying this immensely, and agree Raven should have a chance to decide what she is doing with some of her former comrades in arms.

I'm sure she'll show up soon.


Female Timelady Nerd 3/Geek 2/Whovian 13/Writer 2

Sorry... I'm just trying to figure out where I want Raven's character arc to go. Taking a bit. I think I have the solution, however.


Female Timelady Nerd 3/Geek 2/Whovian 13/Writer 2

For whatever reason, the site isn't letting me post on the gameplay thread, but I state for the record that I'm ready.

Sovereign Court

Elf Occultist 4 | HP 27/27 | AC 19 [23 shield]; Tch 15; FF 14 | F +6; R +7; W +4 | CMB+3; CMD 18 | Speed 30 ft | Init +5 | +1 Elven Curve Blade: +9 (1d10+1/18-20) | Perc +10

I think we're likely getting to a good point for a loot distribution. Can everyone please review the Loot! page and see if there is anything you would like to claim?

I think Raven took the returning spear, ya?


Female Timelady Nerd 3/Geek 2/Whovian 13/Writer 2

Yeah. I would also like to lay claim to the Amulet of Natural Armor as well, if nobody else wants it.


Half-Elf Elvara Rivers | Init +2 | Perc +1 SM -1 | AC 16 T 12 FF 14 CMD 11 | HP 21/21 | F +2 R +3 W +5 | 1st level spells: 5/5 SNA:9/9 || Smexy: Init +3 | Perc +6 SM +4 | AC 17 T 13 FF 14 CMD 17 | HP 19/1 | F +2 R +6 W +3

I'm amazed at the text to speech capabilities of iPhone. Listening to your posts through it (especially Wolfspirit's posts) is surprisingly nice.

I'll look over the loot sheet, but I suspect there isn't much for Elvara.

I guess no one picked up Craft Wonderous Item. I wish I picked it up, Summoner's Call hasn't done anything for me... Level 5 is the next opportunity to pick it up, it'll be a long way away until I get any decent gear...

Smexy can use the bracers of armor until we can sell them for something better. They won't stack with mage armor, but it might not be up all the time.

Smexy will respawn if she dies, so protective items are more important for the rest of our frontline. Having Raven use the amulet is a good idea.


CG Male Human Bard (Arcane Healer) 3 | HP: 21/21 | AC: 17 (12 Tch, 15 FF) | CMB: +2, CMD: 14 | F: +2, R: +5, W: +3 (+2 poison/drugs; +4 alcohol, bardic, language-dependent, sonic) | Init: +2 | Perc: +6, SM: +6 | Bardic Performance 12/12 | Channel (1d6+1) 3/3
Current Conditions:
none
Active Spells:
none

The only think I see which I might like is a potion of cure moderate wounds.


Half-Elf Elvara Rivers | Init +2 | Perc +1 SM -1 | AC 16 T 12 FF 14 CMD 11 | HP 21/21 | F +2 R +3 W +5 | 1st level spells: 5/5 SNA:9/9 || Smexy: Init +3 | Perc +6 SM +4 | AC 17 T 13 FF 14 CMD 17 | HP 19/1 | F +2 R +6 W +3

Well, you are our only archer, so you would probably benefit the most from the helmet.


Melee: starknife +3 1d4 || Ranged: mwk crossbow +7 1d8 19-20/x2 Cleric of Desna 4 Init: +3, Percep: +12. HP 27/27. AC 19. T 13. FF 15. Fort +5, Ref +5, Will +8

I totally did take CWI, just forgot to write it on my sheet.

Won't be able to do much until 4th lvl when I up my Int and get Spellcraft.


CG Male Human Bard (Arcane Healer) 3 | HP: 21/21 | AC: 17 (12 Tch, 15 FF) | CMB: +2, CMD: 14 | F: +2, R: +5, W: +3 (+2 poison/drugs; +4 alcohol, bardic, language-dependent, sonic) | Init: +2 | Perc: +6, SM: +6 | Bardic Performance 12/12 | Channel (1d6+1) 3/3
Current Conditions:
none
Active Spells:
none

Yes, but the helmet is creepy. Quint would rather not wear it.


Crypt Exploration | Roles

There's a (semi-literally) ton of gold you guys get for your efforts. The wealth distribution in this AP is really oriented around a few major sources, which you've hit most of.

There are some opportunities for RP, but we're effectively at the transition point between AP chapters. There's some juicy encounters that remain in the Greenbelt area, but given your breakneck rush towards the Stag Lord's keep, going back and fighting boars seems a bit anti-climactic.

I do have a good book keeping to do before we fully transition, but now through labor day are going to be tight for me. On the plus side, who knew that organizing materials as a GM would help prepare for organizing documents for potential legal actions!

As we make our way into the transition, here's my doc I've started for Kingdom Building


Melee: starknife +3 1d4 || Ranged: mwk crossbow +7 1d8 19-20/x2 Cleric of Desna 4 Init: +3, Percep: +12. HP 27/27. AC 19. T 13. FF 15. Fort +5, Ref +5, Will +8

About the only thing Alamina would like is the masterwork shield. She already has some of the flaming crossbow bolts, and will most likely be making the rest of her stuff masterwork once we figure out how much money we have.


Female Timelady Nerd 3/Geek 2/Whovian 13/Writer 2

Each of us has, around, 2651 gold. At least that's how I figure it.

Sovereign Court

Elf Occultist 4 | HP 27/27 | AC 19 [23 shield]; Tch 15; FF 14 | F +6; R +7; W +4 | CMB+3; CMD 18 | Speed 30 ft | Init +5 | +1 Elven Curve Blade: +9 (1d10+1/18-20) | Perc +10

Sounds good...has everyone claimed anything they want? No takers on the glamered leather armor?

I also had questions on what is available for purchase. Do we have a gold piece cap on what we can buy? What about enchanting a magical weapon? Is there anyone that can do that? I'm guessing that will become important soon.


Half-Elf Elvara Rivers | Init +2 | Perc +1 SM -1 | AC 16 T 12 FF 14 CMD 11 | HP 21/21 | F +2 R +3 W +5 | 1st level spells: 5/5 SNA:9/9 || Smexy: Init +3 | Perc +6 SM +4 | AC 17 T 13 FF 14 CMD 17 | HP 19/1 | F +2 R +6 W +3

So, I hope it's not too much to ask, but I would like to know the following:

1) What rules for kingdom building are we using? The ones printed with the AP or the ones printed in Ultimate Campaign or some other variant entierly?

2) Are we clearly in the kingdom building stage now? So we'll have to figure out the kingdom actions along with whatever we are doing of role-playing/adventuring? How are we doing this practically, in the discussion thread, game-play thread, or something else entirely? I've heard of others using a separate thread for this.

3) A list over all the NPCs and their capabilities might be too much to ask. However, maybe we could get a rough outline and/or higlights? X named npcs with certain description; Y miners; Z farmers; A hunters; B craftsmen etc...

4) I hear Vorsirion is eager for a list over things we can buy. I figure it's pretty slim pickings at this point as it's unlikely a merchant have wandered down here with tons of magical goods, but maybe we'll find something useful.

@Alamina: 7 spellcraft is not too bad for crafting. The DCs are pretty low. Especially if you can find a masterwork tool for spellcraft for crafting (I figure that's basically just a specialized version of artisan tools). Wolfspirit, would you be open to buying such a thing (it's 50 GP by the book for +2). With guidance and taking 10 you'll make DCs of 20 or below.

The following items all seems very craftable:

  • Cloaks of resistance for everyone: DC 10 since clerics have no problems prepearing resistance
  • Headband of Charisma(Elvara and Quint)/Wis(Alamina)/Int(Vorsirion) or Belt of Str(Raven, Smexy)/Dex(Vorsirion) DC 13, again I think all the statboosting spells are prepearable by you. Even if they weren't it would only be DC 18 which is still managable.
  • Quick Runner's Shirt at DC 15, though this was nerfed into oblivion by a recent errata. It's only useful if Wolfspirit would let us use the pre-errata version.
  • Scabbard of Vigor at DC 15 if either Raven and/or Vorsirion wants it (this item seems incredibly good with the setup of very few fights per day).
  • Amulet of mighty fists for Smexy
  • Pearls or power I for Alamina at DC 6 (or higher), though due to the nature of the AP I don't think this is a great choice

I'm sure there are a lot of good items that have escaped my notice and you all have your own preferences for what you want. I'm just throwing things out there to get discussion started. So what items do you all want?

How are we doing loot distribution? Are we discounting the items that are already claimed, or are we just dividing whatever is leftover evenly? It might be useful to "lend" some money to get more expensive items (for example a headband for one person and a cloak for another is probably more useful than two people just getting a cloak and banking 1.6K).

Have anyone of you used the kingdom building rules before? I haven't really, though I've read over them a couple times. I've also played a lot of other resource management games so I should be able to get a hang of it fairly quickly if I put my mind to it (for example civilization at the highest difficulty).


Melee: starknife +3 1d4 || Ranged: mwk crossbow +7 1d8 19-20/x2 Cleric of Desna 4 Init: +3, Percep: +12. HP 27/27. AC 19. T 13. FF 15. Fort +5, Ref +5, Will +8

You know, I honestly forgot I switched things around so I had spellcraft from Lvl 1!

That's hilarious to me!

The only stat-boosting spells unavailable are Fox's Cunning & Cat's Grace for cleric. Str/Con/Wis/Cha are easily obtainable.

Even easier, I can Masterwork Transformation anyone's weapons/armor/tools for the cost difference between the normal and masterwork version.

First priority is a cloak of resistance, I believe, but after that the queue is fairly open.

Alamina is charitable and loves helping others, so will only need the cost to craft things, as well as any specific spells/costly material components to create.


Half-Elf Elvara Rivers | Init +2 | Perc +1 SM -1 | AC 16 T 12 FF 14 CMD 11 | HP 21/21 | F +2 R +3 W +5 | 1st level spells: 5/5 SNA:9/9 || Smexy: Init +3 | Perc +6 SM +4 | AC 17 T 13 FF 14 CMD 17 | HP 19/1 | F +2 R +6 W +3

Well, I would much rather have a headband of Cha than a cloak of resistance. Typically cloaks of resistance are quite commonly found in PF APs so I'm a bit hesitant to craft them. I think we are less likely to come over exactly the items we want. It's only 5% chance extra to make a save and we haven't really encountered that many things forcing saves thus far.

Do any of you have any suggestions for things that can boost Smexy's hit chance? It really is the main thing holding her back, though bless, inspire courage, flanking and when she can get it, touch of luck all help out a ton. Both a belt of strength and an amulet of mighty fists are somewhat expensive, though of course I do want those too, I just wish there was a cheaper option.


Crypt Exploration | Roles

"I also had questions on what is available for purchase. Do we have a gold piece cap on what we can buy? What about enchanting a magical weapon? Is there anyone that can do that? I'm guessing that will become important soon."

There's going to be roughly a year gametime between now and when the next part of the AP begins, definitely enough time for magic weapons to be enchanted. Normally there's some limitations of town wealth, but it's assumed you go back to Restov at some point.

A good rough guideline is to avoid buying any single item that's more than half your wealth; if you have anything you want to buy that's questionable, feel free to ask.

"1) What rules for kingdom building are we using? The ones printed with the AP or the ones printed in Ultimate Campaign or some other variant entierly?"

The kingdombuilding rules are going to be very similar to the Ultimate Campaign, with some additions from Ultimate Rulership (new buildings, edicts, etc.) The largest change is some suggestions for the magic item economy.

"2) Are we clearly in the kingdom building stage now? So we'll have to figure out the kingdom actions along with whatever we are doing of role-playing/adventuring? How are we doing this practically, in the discussion thread, game-play thread, or something else entirely? I've heard of others using a separate thread for this."

We're in the segueway point. The one thought I had was to possibly add one or two encounters that the party didn't get to. You could go back and do them later, but you might completely over-level them. Also, between now and Labor Day is going to be somewhat unreliable for me, but after that I should be much more available.

I'm going to be posting a Kingdom Treasury and some planning resources; my plan is that everyone will get a share of resources they have a stake in and can alocate how they choose (or intentionally leave in the general pool.) If we want a different thread though, we can.

"3) A list over all the NPCs and their capabilities might be too much to ask. However, maybe we could get a rough outline and/or higlights? X named npcs with certain description; Y miners; Z farmers; A hunters; B craftsmen etc..."

I'm working on a Dramatis Personae list, including a roleplaying blurb and their stats. Picking people completely for their stats probably isn't the best idea, but it'll give an idea (Svetlana is quite the looker!) Some may require recruitment, some may cause later entanglements.

4) I hear Vorsirion is eager for a list over things we can buy. I figure it's pretty slim pickings at this point as it's unlikely a merchant have wandered down here with tons of magical goods, but maybe we'll find something useful.

Again, I'd like to avoid "Ye Olde Magic Shoppe", but nothing in the couple thousand range should be too bad.

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