Kingmaker: Stolen Lands of the Shining

Game Master BloodWolven

Here are the rules...to Create a Nation
Ruling a Kingdom
Building a City

Resources and loot.
NPCs, please check and add info.

Stolenlands map, Thanks to Tristan and Quince!

Kingdom Stats
More Accurate Kingdom Stats

Warden's Fight!


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Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

LOL hate it when that happens.


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

Cleo anything you want me to add to this.

Character Slideshow


Skills:
Acrobatics +14, Bluff +12, Disguise +10, Disable Device +14, Heal +9, Knowledge (Arcana) +12, Knowledge (Local) +12, Knowledge (Planes) +12, Perception +9, Sense Motive +9, Spellcraft +12, Stealth +14
Vitals:
HP: 10/53, AC: 18 _ T: 14 _ FF: 14 _ Perception +9, Initiative: +4, Fort +6 _ Ref +8 _ Will +5, CMB: +7, CMD: 21, Speed: 30, 0 non-lethal damage

It should be Efeeti on Sulvanii's thing. Efeet is the plural form I believe. But outside of that it looks good!


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

Is there anything that Cleo would be well known for or exploits that would be common knowledge. I suppose we did stop the Red Spider by the timeline of the new campaign. LOL. Talk about counting chickens before they hatch.


1 person marked this as a favorite.
Skills:
Acrobatics +14, Bluff +12, Disguise +10, Disable Device +14, Heal +9, Knowledge (Arcana) +12, Knowledge (Local) +12, Knowledge (Planes) +12, Perception +9, Sense Motive +9, Spellcraft +12, Stealth +14
Vitals:
HP: 10/53, AC: 18 _ T: 14 _ FF: 14 _ Perception +9, Initiative: +4, Fort +6 _ Ref +8 _ Will +5, CMB: +7, CMD: 21, Speed: 30, 0 non-lethal damage

I don't know if that would be something worth bragging about. Though it would be common knowledge that Cleo died!


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

I was thinking more that it was you were restored to life under weird circumstances even in a world where that might happen from time to time. It doesn't usually happen because your friend glows like the sun for an hour and then your back.


It is so true! That is why I try to get most of my posts done before leaving work. When I am there are so many distractions.

True, that Cleo was ressurected or raised from the dead would be more of a rumor point than just dying, lots of people die. XP

----

Cleo would the scrying work, or does he already have precautions in place?


Skills:
Acrobatics +14, Bluff +12, Disguise +10, Disable Device +14, Heal +9, Knowledge (Arcana) +12, Knowledge (Local) +12, Knowledge (Planes) +12, Perception +9, Sense Motive +9, Spellcraft +12, Stealth +14
Vitals:
HP: 10/53, AC: 18 _ T: 14 _ FF: 14 _ Perception +9, Initiative: +4, Fort +6 _ Ref +8 _ Will +5, CMB: +7, CMD: 21, Speed: 30, 0 non-lethal damage

Scrying will work. Till he starts heading back. He has something to put in place first, few things to get. You got two in game weeks to burn as you see fit.


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

Alight making the wild assumption that we defeat the Red Spider.

I know GM Wolf was considering a year or so downtime. There are a few events that would likely happen even without following the Kingdom business and events.

Lots of Weddings Tristan and Larina were going to get married. Followed quickly by Katrina and Kevros. About 3-4 months or so later assuming a time of peace Elizabeth and Quince would also get married.

Kingdom Expansion 1st 6 months of down time:
We have 2 settlements that aren't in our kingdom that we have ties to.

Tatzylford and the Tuskwater Lizardfolk that Krazok is . . . whatever it is he is doing.

Assuming 6 months time frame. We had spoken about getting Tatzylford in the fold. We want the Temple of Erasil in the kingdom but the best choice for Tatzyleford is going to be for us to claim the lands that the Skunk River flows through, because that means that timber not used in Tatzlyford can be run down river to Elkheart. This helps the loggers because they have to get most goods that are destined to most markets to Elkheart first as it is. By using the river to transport that cost is a lot less. This would also mean that once it reaches the Tuskwater there is an artisan community of wood workers.

This means that the priority expansion would be 35, 44, & 45. That secures the city and the region that makes sense for their primary export. All three of those are Forest Hexes.

When we went to Krazok's Lizard folk tribe there were on the bank of the Tuskwater at a camp. The map also points to a lizardfolk city. (I think I asked about his before and you had said that they were two locations of the same tribe). Krazok already the Viceroy there we should claim those hexes as well.

That means 53 Hills, & 61 grasslands, & 60 forest.

Those expansions would bring us 6 months in.

Second 6 months expansion:
In the second 6 months we could then grab 21, & 20 both forest. That would connect us to the Temple of Erastil. This leaves us 4 months of expansion to think about. I spoke to GM Wolf about reading through a bit of book 2 to look at some events that we are kinda time jumping through/around. This I think might have some impact on what we might have explored which would also effect what we might want to expand into.

If anyone wondered why the Temple was not a priority:
Quince would be fast to say that Erastil is practical and prioritizes family and stability. It would make more sense to move to protect and stabilize people we have already made agreements with first before securing a piece of wilderness that Erastil holds whether or not it within our nation.


Skills:
Acrobatics +14, Bluff +12, Disguise +10, Disable Device +14, Heal +9, Knowledge (Arcana) +12, Knowledge (Local) +12, Knowledge (Planes) +12, Perception +9, Sense Motive +9, Spellcraft +12, Stealth +14
Vitals:
HP: 10/53, AC: 18 _ T: 14 _ FF: 14 _ Perception +9, Initiative: +4, Fort +6 _ Ref +8 _ Will +5, CMB: +7, CMD: 21, Speed: 30, 0 non-lethal damage

Also Cleo's explination there is what she had been able to piece together from Bearik, Saren, and Elizabeth.


Katrina and Kevros are already married. We hand waved the ceremony but it was heavily celebrated in Elkhart.

Sounds good Quince.


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So Quince has been putting a lot on my plate!

Let us see what we can take off of it! XD

One thing he hasn't brought up was when you will become magistrate... yes Cleonora. Then we should also work on wishes.

Quince you have 12 x 3 wishes to work on... 36. Now that is adjusted to already maximize wishes for the kingdom. So all 36 are yours. And actually with 13 wish takers, with all the viceroys, each of you would still get two days in a month. Leaving 4 days to power the seraphim wish and empower the kingdom. So that is 72 wishes... ;P

With that in mind we do need to talk about Seraphim Wishes 1/month.
The first proposed wish would have been granting all acting militia and their families for Greenwatch Regeneration 1/acid.

This does involve a ritual with troll blood, a pledge of loyalty, and a ring of sustenance.

As you can tell there is much more involved than just the simple spell.

Then we have another 13 to do! These are over arching wishes that will grant necessity and life to those who inhabit the Kingdom Greenwatch.

Another would likely be that the elk infused with the ability to do the jump would pass this ability to their offspring.

Thus the pregnant mothers would need to bathe in the light of a full moon during their pregnancy. Also during this time we would feed the mother some special berries and bathe them in special ether water with moon blooming petals. We can also use the two extra wishes a month to get the flowers growing in our kingdom, then the alter to the moon goddess created for the flow come the next full moon!!! XP


Skills:
Acrobatics +14, Bluff +12, Disguise +10, Disable Device +14, Heal +9, Knowledge (Arcana) +12, Knowledge (Local) +12, Knowledge (Planes) +12, Perception +9, Sense Motive +9, Spellcraft +12, Stealth +14
Vitals:
HP: 10/53, AC: 18 _ T: 14 _ FF: 14 _ Perception +9, Initiative: +4, Fort +6 _ Ref +8 _ Will +5, CMB: +7, CMD: 21, Speed: 30, 0 non-lethal damage

Oh man I've... gotta thing of what to wish for...


We might as well indoctrinate you into the position as magistrate the next month giving Cleo 72 wishes too!

Of course these won't come into play until Varnhold. Also the most you can cast at the same time is 3. So the most you can add to an ability score is +3. Unless you could continue to enhance a manual until it is where you want it to be? Would that work?

Gotta look that up! Maybe I am adding more to my plate!


Skills:
Acrobatics +14, Bluff +12, Disguise +10, Disable Device +14, Heal +9, Knowledge (Arcana) +12, Knowledge (Local) +12, Knowledge (Planes) +12, Perception +9, Sense Motive +9, Spellcraft +12, Stealth +14
Vitals:
HP: 10/53, AC: 18 _ T: 14 _ FF: 14 _ Perception +9, Initiative: +4, Fort +6 _ Ref +8 _ Will +5, CMB: +7, CMD: 21, Speed: 30, 0 non-lethal damage

*stutters and stumbles* What?! So much... like wha?! What do we ask for?!


I would start with your ability scores. Then magical items worth 30,000 and below... making items worth 30,000. Then you could figure out a way to improve others or a side business to grow. You could start making a magical forge.

Tristan asked for wings, then for them to grow faster, then to increase the speed, then to increase the maneuverability. That took 5 wishes I think.


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

I forgot he wanted wings. LOL.

That's a lot of wishes.


Skills:
Acrobatics +14, Bluff +12, Disguise +10, Disable Device +14, Heal +9, Knowledge (Arcana) +12, Knowledge (Local) +12, Knowledge (Planes) +12, Perception +9, Sense Motive +9, Spellcraft +12, Stealth +14
Vitals:
HP: 10/53, AC: 18 _ T: 14 _ FF: 14 _ Perception +9, Initiative: +4, Fort +6 _ Ref +8 _ Will +5, CMB: +7, CMD: 21, Speed: 30, 0 non-lethal damage

Cleonora wouldn't want wings. Too troublesome.


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

So I made this. I had the idea to do this over the summer but some folks did not get me a pictures. The new characters inspired me to get stuff together because its sooooooo overwhelming.

Greenwatch Warden's Photo Op

I put this as the first slide in the Greenwatch Warden's slide show too.

I will likely make one for the Varnhold crew as well.


Skills:
Acrobatics +14, Bluff +12, Disguise +10, Disable Device +14, Heal +9, Knowledge (Arcana) +12, Knowledge (Local) +12, Knowledge (Planes) +12, Perception +9, Sense Motive +9, Spellcraft +12, Stealth +14
Vitals:
HP: 10/53, AC: 18 _ T: 14 _ FF: 14 _ Perception +9, Initiative: +4, Fort +6 _ Ref +8 _ Will +5, CMB: +7, CMD: 21, Speed: 30, 0 non-lethal damage

I feel honored and shocked to see Cleo front and center...


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

Well Quince is already Baron. I didn't want the lead slide of the slide show to be "HI I AM KING OF THIS GAME." LOL

Also Elizabeth's blond hair didn't contrast right with Sulvanii's flames.

Honestly though those character collages are fun to do. I have one as my Zoom background for my D&D game. I always have to remember to change that back to Chess pieces for school (I teach chess).


That is awesome Quince!!!

Thanks so much for putting it together!

Now who is with Jorne and Cleo... I have forgotten the other NPCs and Quince has been very quiet. Sulvanii, and anyone else?


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

I not sure who is in the room. I know Jorne, Stavian, Sulvanii beyond that I don't know.

Who exactly have we actually picked for the mission? There were a lot of suggestions. Then the invisible relatives started showing up.


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

I realized when we were talking about Hex claims and such I only got us through 8.

The last four I think it would be wise after so much forest claims to get some more hills. The East side of the Tuskwater 47,54, 62, & 69 make sense. They would need to be explored. Before claiming. But in the first 8 months of down time they could be part of what the teams head after.

If you approve I will update the map. We can talk more about the results.

Also if we are doing a year of downtime we are going to have to calculate the costs, what will need to be rolled for the kingdom turns and if we are going to deal with events. A lot of that can be handled with some discussion.

I need to relearn the rules for all that.

That's going to give us a lot of city expansion to manage as well. Cleo once we figure what all the BP we have and such we can start looking to see what buildings we will want to add.


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

What is our reasonable pace of exploration. With a year and the posted pace of exploration it could be assumed that we have explored all the available hexes. That feels greedy to accomplish with just down time.

I am going to suggest that if we assume 2 teams of explorers. That each team could fully explore 2 hexes a month. So even at a very slow exploration pace. We are going to hit every hex.


Skills:
Acrobatics +14, Bluff +12, Disguise +10, Disable Device +14, Heal +9, Knowledge (Arcana) +12, Knowledge (Local) +12, Knowledge (Planes) +12, Perception +9, Sense Motive +9, Spellcraft +12, Stealth +14
Vitals:
HP: 10/53, AC: 18 _ T: 14 _ FF: 14 _ Perception +9, Initiative: +4, Fort +6 _ Ref +8 _ Will +5, CMB: +7, CMD: 21, Speed: 30, 0 non-lethal damage

Quince is there anything you want to do before I push us foreword to the battle?


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

Are we still looking at 2 weeks or is the timeframe closer now? Go ahead and moves us forward. There is nothing left that I can think of before any confrontation.


Skills:
Acrobatics +14, Bluff +12, Disguise +10, Disable Device +14, Heal +9, Knowledge (Arcana) +12, Knowledge (Local) +12, Knowledge (Planes) +12, Perception +9, Sense Motive +9, Spellcraft +12, Stealth +14
Vitals:
HP: 10/53, AC: 18 _ T: 14 _ FF: 14 _ Perception +9, Initiative: +4, Fort +6 _ Ref +8 _ Will +5, CMB: +7, CMD: 21, Speed: 30, 0 non-lethal damage

Cleo is going to the hut after a week of prep, so out of those two weeks you only have one left. Cleo has chosen to spend her week getting use to the hut.


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

Gotcha.


Yes we are going to say that our section of the Stolenlands has been fully explored. We will get to the trolls and the other big events after we deal with the spider.


okay


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

Given our previous conversation that we would fully explore. That leaves 47, 54, 62, &69 to claim for the last 4 months of the Down Time Year.


Stuff to work on:
Wishes for the Wardens and NPCs
Hunting Parties
What they couldn't handle
Stolenlands - explored (done)
Expansion - (leaving to Quince)
Events for all 12 months... gotta find the list and roll!

Anything I miss?


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

The proposed cost in BP for the expansions we spoke of is 12 (correction after re-reading). Any extra can go to roads and city stuff.

Wishes? Literally 72 wishes? Just for Quince. LOL.

I have the list I can roll for events if you want.


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

So looking at our Kingdom Sheet

We can claim 2 hexes per month. So . . . that doubles the amount of Hex claims we would make in a year.

I am running through Kingdom Turns now. Refamiliarizing myself with the rules. We will have to look at what we want to claim after 6 months.


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

Do you want me to roll for events as I do the turns. Once I have gone through them I will post. Here.

Cleo once I do the first turn we can talk about what buildings to which settlement.

We will have at least 26 BP in the first month if you want to start to think through what we want.

I need to go to bed.


Skills:
Acrobatics +14, Bluff +12, Disguise +10, Disable Device +14, Heal +9, Knowledge (Arcana) +12, Knowledge (Local) +12, Knowledge (Planes) +12, Perception +9, Sense Motive +9, Spellcraft +12, Stealth +14
Vitals:
HP: 10/53, AC: 18 _ T: 14 _ FF: 14 _ Perception +9, Initiative: +4, Fort +6 _ Ref +8 _ Will +5, CMB: +7, CMD: 21, Speed: 30, 0 non-lethal damage

I'm not even sure where to even start! XD

Like... just so much!


Thanks Quince, please go ahead and roll the events. I will leave the kingdom building in your capable hands. If you need help just let me know!


vital:
Fighter/Rogue 5 | HP: 53/58 9n| AC: 20, T: 14, FF: - | Fort: +6, Ref: +8, Will: +6 | CMB: +8, CMD: 22 | Init +4, Perception +6, Sense Motive +5 |
Skills:
Acro +10, Bluff +5, Climb +7, Diplo +7, HandAni +5, Heal +1, Inti +5, K(Eering/Local/Nob) +6/7, Lingu +6, Ride +9, Stealth +9, Surv +5, Swim +7

I was updating this character for the other campaign then saw this and went, "I am so glad I didn't get very far with my adjustments!"

I do need to make some adjustments to him though.


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

Alright 1 year down time. Here we go.

Month 1 Desnus

Upkeep Phase:

1- Stability vs Control DC 39: 1d20 + 49 ⇒ (2) + 49 = 51 Autosuccess + 1 BP
2- Consumption -3: Treasury: 28 BP - 3=25BP
3- Magic Item Slots
Minor Items
[25 gp] arcane scroll of hold portal (CL 1)
[375 gp] wand of purify food and drink (CL 1)
[25 gp] divine scroll of bane (CL 1)
[25 gp] arcane scroll of flare burst (CL 1)
[50 gp] potion/oil of shield of faith (CL 1)
[13 gp] divine scroll of bleed (CL 1)
[150 gp] divine scroll of shield other (CL 3)
[50 gp] potion/oil of reduce person (CL 1)
[25 gp] potion/oil of purify food and drink (CL 1)
[25 gp] arcane scroll of chill touch (CL 1)
[7,000 gp] headband of intuition [no external clues]
Medium Items
[1,400 gp] +1 banded mail
[18,000 gp] amulet of natural armor (+3) [clue indicates function]
[300 gp] potion/oil of resist energy, acid (CL 3)
[3,125 gp] divine scroll of awaken (CL 9)
[15,000 gp] ring of retribution [no external clues]
[12,000 gp] golem manual (clay) [no external clues]
4- Unrest is 0

Improvement Phase:

1- Leaders No new leaders this month
2- Claim Hexes- 2 Hexes 45 & 44 Costs 2BP 28-2=26
3- Improvements
4- Roads- 45 & 44 Costs 4 BP 26-4=22
5- Farms
6- Edicts no change

Income Phase:

1- Deposits- None
2- Withdrawals- None
3- Magic Item Sales
Medium Item [18,000 gp] amulet of natural armor (+3) [clue indicates function] DC 35 (Auto Success) +8BP
Medium Item [15,000 gp] ring of retribution [no external clues] DC 35 (Auto Success) +8 BP
4- Generate Income Economy Vs Command DC Economy vs Command DC 41: 1d20 + 63 ⇒ (15) + 63 = 78 Divide by 5= 15BP
25+15=37BP +16BP if we are going to track the Magic Item Sales.

Event Phase:

25% Chance: 1d100 ⇒ 3
Assassination Attempt: One of your leaders (determined
randomly) is the target of an assassination attempt. If
the target is a PC, you should play out the attempt, using
an assassin of a CR equal to the targeted PC’s level + 1.
If the target is an NPC, you can simply make a Stability
check to negate the attempt. If the leader is assassinated,
the nation gains 1d6 Unrest points and immediately
suffers the penalties for not having a leader in that role
until the role is filled during a subsequent Improvement
phase.

[ooc]Given that we are literally playing out the response to the successful assassination of Cleo. I think this roll is covered by what is panning out in Gameplay now.


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Skills:
Acrobatics +14, Bluff +12, Disguise +10, Disable Device +14, Heal +9, Knowledge (Arcana) +12, Knowledge (Local) +12, Knowledge (Planes) +12, Perception +9, Sense Motive +9, Spellcraft +12, Stealth +14
Vitals:
HP: 10/53, AC: 18 _ T: 14 _ FF: 14 _ Perception +9, Initiative: +4, Fort +6 _ Ref +8 _ Will +5, CMB: +7, CMD: 21, Speed: 30, 0 non-lethal damage

I agree that this Gameplay should count as the Event Phase! XD

Also to answer some in game questions, I'm going to do this here. He used Dimension Door, or well she used it on him. He instructed them to remain outside of the hut as he actually was able to see the traps, well most of them. He doesn't know about the ones on the windows, but the vast amount of those around the hut is what made him use Dimension Door, the perception check was to hear the spell being cast.

The two, Danalia and the figure, waited because they where ordered to remain outside of the hut, and the figure isn't all there and tripped the first ring of traps which was the alarm spell. And Danalia wasn't surprised when reinforcements came, so between the two they just need to delay you all till Saiben is done.


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

I assume they have weapons ready and/or we hear a commotion inside?


Skills:
Acrobatics +14, Bluff +12, Disguise +10, Disable Device +14, Heal +9, Knowledge (Arcana) +12, Knowledge (Local) +12, Knowledge (Planes) +12, Perception +9, Sense Motive +9, Spellcraft +12, Stealth +14
Vitals:
HP: 10/53, AC: 18 _ T: 14 _ FF: 14 _ Perception +9, Initiative: +4, Fort +6 _ Ref +8 _ Will +5, CMB: +7, CMD: 21, Speed: 30, 0 non-lethal damage

That is a very good thing to assume.

And you likely can hear a barbarian raging.

Also, do not hold back. This is a huge fight. I built Saiben, then handed him off to my husband who is a killer GM, who then returned him with notes. He is lethal.

Danalia isn't as heavy as Saiben but do not underestimate her.

Both Saiben and Danalia are boss fights in their own right.


Skills:
Acrobatics +14, Bluff +12, Disguise +10, Disable Device +14, Heal +9, Knowledge (Arcana) +12, Knowledge (Local) +12, Knowledge (Planes) +12, Perception +9, Sense Motive +9, Spellcraft +12, Stealth +14
Vitals:
HP: 10/53, AC: 18 _ T: 14 _ FF: 14 _ Perception +9, Initiative: +4, Fort +6 _ Ref +8 _ Will +5, CMB: +7, CMD: 21, Speed: 30, 0 non-lethal damage

from husband "I live off the tears of non optimized players and I'm hungry"

And that is why I didn't take all of his notes into account...


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

So 72 wishes. So many questions.

1- Is there a formula for wish to GP ratio if we are looking at items. I know Build Points convert to 4000gp. I don't know if we want to codify wishes so pedestrian?

2- I forgot the stipulations on Stats how high each could be bumped. If I remember correctly.

3- Looking at Quince's gear. I know he is lacking a bit in the Big Six items. So if I have to burn through 72 wishes it makes sense to spend some of it there.


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

****Special Note I am using the Copy of the Kingdom Spreadsheet I made not the one Tristan was using which is linked to the Campaign. One major change is that I cross referenced the numbers from the Old map with the numbers of the new map. So that it would make sense.****

Oops

I realized that if I did Month 2 before we build City buildings its going to throw numbers off.

Also month 2 is going to be us claiming Tazlford! How much of that city already exits?


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

Okay so forgive me.

The great news is that I have each month that I have attempted entered in on a One Note page so fixing things is easy and I have a history of each month I have attempted so far so to protect against catastrophic math errors.

Relearning the City/Kingdom rules is kinda crazy. As I noted earlier. The city expansion effects the Kingdom month to month. Now that I am starting to add to the cities. I am seeing HOW MUCH it effects things. Given this new knowledge GM I think the magic item slot question I PM'd you is moot its needed.

That said. I am going to repost Month 1 with the updated numbers. For the first month I added some roads to the new hexes, a farm and I am handling city expansion based on what I remember us speaking of narratively. So if we have acted like it exits in gameplay I am adding it.

For instance in the new campaign we have referenced parks and gardens so I added a park. I also added a Tavern to Fort Promise. Because you can't have a frontier town without a Tavern.

Anyway I will repost Month 1 and start to crank through the year.

I won't redo the encounter chance because we already had the attempted successful assassination.


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

Corrected 1st Month

Month 1 Desnus

Upkeep Phase:

1- Stability vs Control DC 39: 1d20 + 49 ⇒ (4) + 49 = 53 Autosuccess + 1 BP
2- Consumption -3: Treasury: 28 BP - 3=25BP
3- Magic Item Slots
Minor Items
[25 gp] arcane scroll of hold portal (CL 1)
[375 gp] wand of purify food and drink (CL 1)
[25 gp] divine scroll of bane (CL 1)
[25 gp] arcane scroll of flare burst (CL 1)
[50 gp] potion/oil of shield of faith (CL 1)
[13 gp] divine scroll of bleed (CL 1)
[150 gp] divine scroll of shield other (CL 3)
[50 gp] potion/oil of reduce person (CL 1)
[25 gp] potion/oil of purify food and drink (CL 1)
[25 gp] arcane scroll of chill touch (CL 1)
[7,000 gp] headband of intuition [no external clues]
Medium Items
[1,400 gp] +1 banded mail
[18,000 gp] amulet of natural armor (+3) [clue indicates function]
[300 gp] potion/oil of resist energy, acid (CL 3)
[3,125 gp] divine scroll of awaken (CL 9)
[15,000 gp] ring of retribution [no external clues]
[12,000 gp] golem manual (clay) [no external clues]
4- Unrest is 0

Improvement Phase:

1- Leaders No new leaders this month
2- Claim Hexes- 2 Hexes 45 & 44 Costs 2BP 28-2=26
3- Improvements
Elkheart: Park 26BP-4BP=22BP
Ft. Promise: Tavern Hop's Folly 22BP-12BP=10BP
4- Roads- Hex 45 & 44 Costs 4 BP 10BP-4BP=6BP
5- Farms- Hex 7 6BP-4BP=2BP
6- Edicts no change

Income Phase:

1- Deposits- None
2- Withdrawals- None
3- Magic Item Sales
Medium Item [18,000 gp] amulet of natural armor (+3) [clue indicates function] DC 35 (Auto Success) +8BP
Medium Item [15,000 gp] ring of retribution [no external clues] DC 35 (Auto Success) +8 BP
4- Generate Income Economy Vs Command DC Economy vs Command DC 41: 1d20 + 63 ⇒ (20) + 63 = 83 Divide by 78/5 = 15 BP
18BP+15BP=33BP

[Spoiler=Event Phase]
Assassination Attempt


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

Month 2 Sarenith

Upkeep Phase:

1- Stability vs Control DC 41: 1d20 + 49 ⇒ (3) + 49 = 52 Auto-success + 1 BP
2- Consumption -3: Treasury: 34BP - 3=31BP
3- Magic Item Slots
Minor Items
Medium Items
[20,000 gp] dragonfoe amulet [no external clues]
[50 gp] potion/oil of vanish (CL 1)
4- Unrest is 0

Improvement Phase:

1- Leaders No new leaders this month
2- Claim Hexes- 2 Hexes 35 & 21 Costs 2BP 31BP-2BP=29
Hex 35 includes Tazleford Stability vs Control DC 41: 1d20 + 49 ⇒ (3) + 49 = 52 Auto-success
3- Improvements
Elkheart: Stable Added a second stable to reflect our Elk raising. Costs 10BP: 29BP-10BP= 19BP
Ft. Promise: Library Costs 6BP: 19BP-6BP=13BP
4- Roads- Hexes 35 & 21 Costs 4BP 13BP-4BP=9BP
5- Farms- Hex 15 Costs 4BP: 9BP-4BP=5BP
6- Edicts no change

Income Phase:

1- Deposits- None
2- Withdrawals- None
3- Magic Item Sales
[20,000 gp] dragonfoe amulet [no external clues] (DC 35 Economy Auto-success) 5BP+8BP=13BP
[12,000 gp] golem manual (clay) [no external clues] (DC 35 vs Economy Auto-success) 13BP+8BP=21BP
4- Generate Income Economy Vs Command DC Economy vs Command DC 43: 1d20 + 63 ⇒ (3) + 63 = 66 /5 = 13 BP
21+13=34BP

Event Phase:

25% Chance: 1d100 ⇒ 44 No Event this month.


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12
Quince Medvyed wrote:
Also month 2 is going to be us claiming Tazlford! How much of that city already exits?

I am going to assume not much is already here. It was going to be logging camp so I imagine its a few houses which I spent BP on.

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