Kingmaker. The shadows behind the throne.

Game Master DBH

An odd group gathers together. Their purpose to reclaim the Stolen lands. But what secrets do they carry with them into this dangerous land?

Charter

Party loot

KIngdom tracking sheet

Greenbelt map

Terrain costs and improvements

Notices

Greenbelt RRR

Drake


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Male Human Arcanist 6 ~ AC 17* (t 12, ff 15*) *-4 if no mage armor | F+4, R+5, W+8 | Init +7, Per +8 | A.R. pts 7/8 | HP 31/44
Niadroub Kliip wrote:
GM_DBH wrote:
Sorry people, too busy battling spiders in the attic to update today. Putting in insulation.
Watch out for ettercaps, man.

More like attic-caps, amirite?!

...

I'm so sorry. I'll just... I'll just leave.


Are you sure you want to do that?

Sorry all. I have a bad migraine and looking at a computer screen doesn't help. Last time I tried to run a game with a migraine the death toll was high. So I'm off to bed, update in 12 hours or so.


Male Human Arcanist 6 ~ AC 17* (t 12, ff 15*) *-4 if no mage armor | F+4, R+5, W+8 | Init +7, Per +8 | A.R. pts 7/8 | HP 31/44

Feel better, man.


Init +3; Senses darkvision 60 ft.; Perception +8 || AC 21 (currently 25), touch 13, flat-footed 18 (+7 armor, +2 Dex, +1 Dodge) || hp 49 || Fort +8, Ref +12, Will +7; +4 vs. bardic performance, language-dependent, and sonic

Migraines are murder. Get some rest.


Male Human Arcanist 6 ~ AC 17* (t 12, ff 15*) *-4 if no mage armor | F+4, R+5, W+8 | Init +7, Per +8 | A.R. pts 7/8 | HP 31/44

Niadroub Kliip will take the water elemental gem, if nobody objects.


Male Human Arcanist 6 ~ AC 17* (t 12, ff 15*) *-4 if no mage armor | F+4, R+5, W+8 | Init +7, Per +8 | A.R. pts 7/8 | HP 31/44

Sorry, I’m currently on vacation at the in-laws, so I’m not able to pay as much attention as needed. Have we rested overnight since our last fight?


Are you sure you want to do that?

yes, you camped for the night after dealing with the turtle.


Male Human Arcanist 6 ~ AC 17* (t 12, ff 15*) *-4 if no mage armor | F+4, R+5, W+8 | Init +7, Per +8 | A.R. pts 7/8 | HP 31/44

Okay, thanks. I’m going to assume NK was healed up overnight.


Are you sure you want to do that?

Looks like we're back, on the same day as my live group of course. :)

Normal service will resume tomorrow everybody.


Cleric 4 | HP 27/27 | AC 21 : TAC 13 : FAC 18 : CMD 13 AC 24 : TAC 17 : FAC 17 : CMD 17 | Fort +5 : Ref +5 : Will +8 | Perc. +13 (DV 60') : S.M. +8 : Initiative +3 | Move 20' | Longbow +7, 1d8 | Wand 28

:)


Init +3; Senses darkvision 60 ft.; Perception +8 || AC 21 (currently 25), touch 13, flat-footed 18 (+7 armor, +2 Dex, +1 Dodge) || hp 49 || Fort +8, Ref +12, Will +7; +4 vs. bardic performance, language-dependent, and sonic

We were not back :D


Are you sure you want to do that?

Ok, we seem to be stable, so if everyone checks in I'll get us rolling again tomorrow. Being busy at the wrong time seems to be my luck lately.


Male Human Arcanist 6 ~ AC 17* (t 12, ff 15*) *-4 if no mage armor | F+4, R+5, W+8 | Init +7, Per +8 | A.R. pts 7/8 | HP 31/44

And it was down again this morning.

DBH, I think just move ahead and people can post when they can.


Are you sure you want to do that?

Looks like the board is mostly stable, sadly I'm not right now. So we will start again tomorrow. Sorry for those champing at the bit.


Male Human Arcanist 6 ~ AC 17* (t 12, ff 15*) *-4 if no mage armor | F+4, R+5, W+8 | Init +7, Per +8 | A.R. pts 7/8 | HP 31/44

No worries. Take care of yourself, first.


Per +12, Init +3, F/R/W +4/+10/+3, AC 21 (T 16, FF 17), HP 39/39, CMB +6, CMD 19 Maps: Thornholme Republic of the Kamelands

Isn't it a DC 5 Ride check to stay in the saddle?


Female Aasimar (Angel-Blooded) Fighter (Aldori Swordlord) 4 | AC 18 (t 13, ff 15) | F+6, R+5, W+2 | Init +3, Per +4 | HP 5/39

There's no way to avoid an AoO when standing up, is there?


Male Human Arcanist 6 ~ AC 17* (t 12, ff 15*) *-4 if no mage armor | F+4, R+5, W+8 | Init +7, Per +8 | A.R. pts 7/8 | HP 31/44

Swashbucklers can do it, but it's not an action available to everyone.


Male Richard's Map Vig 6, HP: 46/46, AC: 21, FF: 17, Touch: 15, CMD: 20 CMB: +6 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +9, SM +9

Best I could come up with was go defensive with the standard action. You'd think it would be something you could do with acrobatics or something. I'm warming up to not everyone being able to make AOO in the playtest.


Init +3; Senses darkvision 60 ft.; Perception +8 || AC 21 (currently 25), touch 13, flat-footed 18 (+7 armor, +2 Dex, +1 Dodge) || hp 49 || Fort +8, Ref +12, Will +7; +4 vs. bardic performance, language-dependent, and sonic

I usually just end up attacking from the ground... Unless the AoO seems 'acceptable'.

How does it work in the playtest Richard?


Male Richard's Map Vig 6, HP: 46/46, AC: 21, FF: 17, Touch: 15, CMD: 20 CMB: +6 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +9, SM +9

Fighters can make AOO at level 1 as a reaction, as you level up more combat focused classes can pick it up at various levels as a class feat. Paladins can get it at level 6. That also means most monsters can't, I've seen a few bosses with it, so often enough you can just take the risk to move back or drink the potions etc. Actions with the manipulate trait.

The action economy:

The action economy is the thing my players are most happy with. No more standard, move and swift actions. You just have three actions each turn. You can make a normal attack as an action, so at level 1 you can spend all three actions to swing your melee weapon but you get a -5 on the second attack and a -10 on the next attack... but for a combat focused guy that can still work out pretty well. Some weapon traits reduce this penalty, agile makes it -4, -8 but thats for weapons like daggers.

It has a nice impact on spellcasting with many spells just taking an action to cast so you could cast more than one in a turn or spells often have an increased effect built into them if you spend extra actions. The heal spell for example you can can spend one action to heal a person or harm and undead... if however you spend three actions you hit every person and undead within thirty feet. It took your whole turn but it's a nice option for out of combat.

Sorcerors aren't always arcane spellcasters now!:

It depends on your bloodline, so a one with the Fey bloodline is a primal caster and draws from that spell list which is the same as a druid. Someone with the angelic bloodline is a divine spellcaster... both of those spell lists have heal on it so they could function as party healers! They can be arcane, divine, occult or primal spellcasters. I really like how this works out, the gnome with the fey bloodline having a very appropriate spell list to choose from.


Male Human Arcanist 6 ~ AC 17* (t 12, ff 15*) *-4 if no mage armor | F+4, R+5, W+8 | Init +7, Per +8 | A.R. pts 7/8 | HP 31/44

Sounds like a lot of fun, actually.

I wish I was able to take the time to read through the Playtest rules, but with having to learn stuff for the new job and with the schools sending out new processes and new apps to track things for my kids, my brain is full.

Richard, are people still upset over goblins being a PC race?


Male Richard's Map Vig 6, HP: 46/46, AC: 21, FF: 17, Touch: 15, CMD: 20 CMB: +6 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +9, SM +9

I am sure some people are and others are happy about it. Goblin PCs have cropped up in games before. Mechanically there is no issue, a lot more reasonable than the current edition... honestly +4 dex, +4 stealth and +4 to stealth from being small?

In the playtest scenario they have a built in reason for a goblin to have to team up with the party assuming the goblin is a more reasonable Evil or neutral alignment the way I see it. It's set before Rise of the Runelords so plants a seed (as a minor retcon) from that goblin and it's associate being less hostile in the Varissia area for when you get to modern day. I expect to see them becoming a bit more common seeing as they will be in the core rulebook but as a GM I'd expect a reason for why they are running about with the other PCS

The stat generation I am much happier with. I have never been a fan of the points buy table. They still have optional rules for rolling but the system they have now is pretty solid. Your stats start at ten, your race gives you bonuses and penalties, your background gets you a bonus to two stats, you get to give a bonus to four different stats of your choice and finally your class gives a set bonus to it's key stat.

An example of the stat line of a level 1 halfling rogue from a game I did.
Str 10, Dex 18, Con 12, Wis 12, Int 12, Cha 14

Stat increases are more like in Starfinder, you get +2 (or +1 if its at 18 or abobe) to four different stats of your choice at every 5th level. I quite like this approach.


Nice, thanks for the rundown.


Female Aasimar (Angel-Blooded) Fighter (Aldori Swordlord) 4 | AC 18 (t 13, ff 15) | F+6, R+5, W+2 | Init +3, Per +4 | HP 5/39

Most of 2e is fine - main arguments I've seen have been either the layout (you have to do a lot of flipping back and forth), that the classes can feel a bit too focused (like Rangers have more feat options if they use a crossbow than a normal bow, only a few classes get feats that can augment dual-wielding, the Paladin being very reactionary*, etc), the Resonance system (something that works with magical items; I haven't read through it yet), and then a few other specifics.

*This one in particular annoys me because it makes the more frontline fighter style of paladin I prefer a very poor choice. I'm using such a Paladin in a Wrath of the Righteous campaign - a tiefling paladin who fights with a longsword she wields in two hands. I'd have to give the class another read-through to see if I'm remembering right, but that's now a poor option for a paladin because of both what class feats it has access to, but also because all the rules for wielding a one-handed weapon in two hands have been yanked out. So RPing the character as using some of the longsword stuff I've seen on YouTube (I've binge-watched a bunch of Blood & Iron's videos on HEMA and German Longsword styles in particular) is, mechanically, no different to just swinging it one-handed like a shieldless Link.


Male Richard's Map Vig 6, HP: 46/46, AC: 21, FF: 17, Touch: 15, CMD: 20 CMB: +6 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +9, SM +9

I do have to agree with the flipping but that can be said of first edition too. No smite evil for the paladin is a bit unfortunate but mileage with it varies from game to game. Retributive strike is generally going to come up a lot more.

Things have been streamlined a bit to make them less finicky, builds aren't going to translate over perfectly well. Mechanically perhaps just use a bastard sword? ...in real life the line gets blurry. However I must admit digging further in it's not great on that front. Reach weapons are going to be a lot more useful I think, no more of the problem with the target being adjacent to you.

I haven't seen anyone trying to dual wield yet but even without a class boost I've already considered how the new rules can work out nicely pairing weapons. A strong main hand weapon and then a shortsword as offhand to follow up.


Female Aasimar (Angel-Blooded) Fighter (Aldori Swordlord) 4 | AC 18 (t 13, ff 15) | F+6, R+5, W+2 | Init +3, Per +4 | HP 5/39

Oh you can dual-wield without issue normally, I was just pointing out how people are whinging that all the feats that make it better are only available to a few classes.

Never mind that most of the classes that lack them are spellcasters who want a hand free for spellcasting, but still.

EDIT: Also, that Paladin of mine is a worshipper of Lymnieris whose favoured weapon is a longsword.


Male Richard's Map Vig 6, HP: 46/46, AC: 21, FF: 17, Touch: 15, CMD: 20 CMB: +6 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +9, SM +9

One thing I do like for the paladins is if your deity's favoured weapon is a simple weapon in your hands the damage dice is increased.

My impressions are the foundations are good but hopefully the playtest period smooths it out.

I like how they are doing archetypes, it's similar to Starfinder, a bit like a jumped up VMC but this works you give up class feats to get these set bonuses. Cavalier is in there so this could be paired with a few classes towards some funky ends.

The way characters work is modular it's easy for them to add ancestry or class feats. It'd be easier- it sits better in my mind to run Eberron for example with 2e than 1e. You just have to write up dragonmarks as ancestry feats.


Female Aasimar (Angel-Blooded) Fighter (Aldori Swordlord) 4 | AC 18 (t 13, ff 15) | F+6, R+5, W+2 | Init +3, Per +4 | HP 5/39

Huh, hadn't considered the Eberron potential. They would actually work perfectly as ancestry feats.

And I do like the multi-class archetypes in concept (haven't read them in-depth yet). I could actually build the Paladin of Lymnieris I mentioned before as either a Fighter or Barbarian who took the Paladin multi-class archetype (they said the finished book would have one such archetype for each core class). Barbarian's more to reflect that, as a demon-spawn tiefling, she grew up with something of a temper.


Male Human Arcanist 6 ~ AC 17* (t 12, ff 15*) *-4 if no mage armor | F+4, R+5, W+8 | Init +7, Per +8 | A.R. pts 7/8 | HP 31/44
Richard Harmon wrote:
My impressions are the foundations are good but hopefully the playtest period smooths it out.

That's another thing I need to consider. If I read the Playtest rules now, they would forever be stuck in my brain and I would constantly get them confused with any differing 2E rules when it finally comes out.

For instance, I still have D&D 2E rules rattling around in my brain that I have to filter out.


Male Richard's Map Vig 6, HP: 46/46, AC: 21, FF: 17, Touch: 15, CMD: 20 CMB: +6 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +9, SM +9

I am interested in to greater and lesser degrees in some of the gear.

The +1 Mithril chain shirt would be an upgrade but it would be a bigger upgrade for Colwyn too if he wants it... not being cursed by a man bear thing might make it appealing. Someone else might have an interest.

+1 Cloak of Resistance... good for everyone but Richard's reflex and will save are ok so others with worse saves who are interested should get priority.

The belt... Reknar wants it, possibly others too. As long as it doesn't go to waste!


Male Human Arcanist 6 ~ AC 17* (t 12, ff 15*) *-4 if no mage armor | F+4, R+5, W+8 | Init +7, Per +8 | A.R. pts 7/8 | HP 31/44
Northern Howls wrote:

Source: Wanted poster.

Task: A ferocious worg stalks the Kamelands!
His name is Howl-of-the-North-Wind, and he’s been eating bandits and hunters for years. With the new influx of citizens into the Greenbelt,
the ravenous worg needs to be slain before he acquires a taste for the citizenry!
Completion: Kill the worg and display his body at town for the citizens to see.
Reward: The kingdom approves a reward of 1,800 gp to the heroes who slay Howl-of-the-North-Wind.

Hey, this is a good system for LE leaders. They can set up more wanted posters that only they can complete. Then they just scoop the rewards out of the kingdom's coffers!


Male Human Arcanist 6 ~ AC 17* (t 12, ff 15*) *-4 if no mage armor | F+4, R+5, W+8 | Init +7, Per +8 | A.R. pts 7/8 | HP 31/44

Also, I love that the monster that the entire encounter was named after was ineffectually stuck in Elena's entanglement for almost all of the encounter, only to be dispatched when it was no longer really a threat.


Are you sure you want to do that?

Time for another Kingdom turn I think. What hex are you claiming, and what are you building this month?

Kingdom event?: 1d100 ⇒ 23 Beneficial Kingdom event.
Beneficial?: 1d100 ⇒ 81

Natural Blessing: A natural event, such as a bloom of rare and beautiful wildf lowers or a good omen in the stars, raises your kingdom’s morale. You gain a +4 bonus on Stability checks until the next Event phase.


Male Richard's Map Vig 6, HP: 46/46, AC: 21, FF: 17, Touch: 15, CMD: 20 CMB: +6 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +9, SM +9

Perhaps the Rickety Bridge or the Old Sycamore? 1BP

Terrain Improvments
Farm in the new hex. This will bring our newly increase consumption down to 0. 4BP
Mine in new hex: Economy +1, earn +1 BP per turn. 6BP

Buildings
Foundry 16 BP, 2 Lots
Kingdom Economy +1(+1*), Stability +1, Unrest +1, +1*BP during per turn.
Discount Smithy
Limit Adjacent to water district border
*Special Increase the Economy and BP earned per turn by 1 for 1 Mine connected to this settlement by a river or Road
Settlement Productivity +1

BP spent this turn 27


Male Human Arcanist 6 ~ AC 17* (t 12, ff 15*) *-4 if no mage armor | F+4, R+5, W+8 | Init +7, Per +8 | A.R. pts 7/8 | HP 31/44

Colwyn: We need a Stability +16 check vs. Control DC 23. I know the sheet says Stability is 20, but that's because I've already added the bonus from DBH's Natural Blessing event, which technically hasn't happened yet.

DBH: What was the natural blessing, anyway? Maybe the Skunk River didn't stink for a day? Maybe a plague wiped out the mosquitoes for a while? Maybe the rains finally washed all of Crackjaw's rotting offal away? (Man, nature kinda sucks.)

Richard, no problem with the plan, but I think Elena had a plan that lasted a few more turns. I want to hear what that plan was, too.


Male Richard's Map Vig 6, HP: 46/46, AC: 21, FF: 17, Touch: 15, CMD: 20 CMB: +6 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +9, SM +9

I can work whatever, its been a while in real life.


Per +12, Init +3, F/R/W +4/+10/+3, AC 21 (T 16, FF 17), HP 39/39, CMB +6, CMD 19 Maps: Thornholme Republic of the Kamelands

Stability Check: 1d20 + 16 ⇒ (20) + 16 = 36
Huzzah!


Male Human Arcanist 6 ~ AC 17* (t 12, ff 15*) *-4 if no mage armor | F+4, R+5, W+8 | Init +7, Per +8 | A.R. pts 7/8 | HP 31/44
Colwyn the Toad wrote:

[dice=Stability Check]1d20+16

Huzzah!

Nice work! So stable!


Are you sure you want to do that?

Apologies, my health isn't good at the moment. Update tomorrow hopefully.


Male Human Arcanist 6 ~ AC 17* (t 12, ff 15*) *-4 if no mage armor | F+4, R+5, W+8 | Init +7, Per +8 | A.R. pts 7/8 | HP 31/44

Take care of yourself.


Are you sure you want to do that?

Okay people, do you want to keep doing a months building followed by some adventuring, or do you want to get a group of months put away?

It is getting into winter now, so resting up and waiting out the snows would make this a good time to get some building sorted.


Male Richard's Map Vig 6, HP: 46/46, AC: 21, FF: 17, Touch: 15, CMD: 20 CMB: +6 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +9, SM +9

Getting a few months sorted sounds good.

A suggestion, someone might set up an alias that lists our finalised choices for each month. Clicking on that alias's previous posts will be a good way to keep track of final choices.


Male Human Arcanist 6 ~ AC 17* (t 12, ff 15*) *-4 if no mage armor | F+4, R+5, W+8 | Init +7, Per +8 | A.R. pts 7/8 | HP 31/44
Richard Harmon wrote:
Getting a few months sorted sounds good.

Agreed.

Quote:
A suggestion, someone might set up an alias that lists our finalised choices for each month. Clicking on that alias's previous posts will be a good way to keep track of final choices.

Well, I'm tracking everything in the Activity Log of the kingdom tracking sheet for just this purpose.


HP: 52/52 | AC: 19(Current 21), Touch: 14(Current 16), FF: 15| Fort: +3, Ref: +11, Will: +2 | Perception: +14(+16 vs Traps) | Init:+10

@GM this is the right kingmaker group right? Hey all I will be joining you it seems :)


Male Human Arcanist 6 ~ AC 17* (t 12, ff 15*) *-4 if no mage armor | F+4, R+5, W+8 | Init +7, Per +8 | A.R. pts 7/8 | HP 31/44

Hi Johanna. Actually, I think you're in DBH's other Kingmaker campaign. I just went through the last few Discussion pages in that campaign, and there's talk of losing the guy who was in the same Recruitment post that you were in.

We haven't lost anyone lately.


HP: 52/52 | AC: 19(Current 21), Touch: 14(Current 16), FF: 15| Fort: +3, Ref: +11, Will: +2 | Perception: +14(+16 vs Traps) | Init:+10

ah oops. Sorry thanks :)


Init +3; Senses darkvision 60 ft.; Perception +8 || AC 21 (currently 25), touch 13, flat-footed 18 (+7 armor, +2 Dex, +1 Dodge) || hp 49 || Fort +8, Ref +12, Will +7; +4 vs. bardic performance, language-dependent, and sonic

I'm cool with getting a few months sorted.


Are you sure you want to do that?

Lets get four months kingdom building done, that will get you through to the end of winter and back to some adventuring.


Male Human Arcanist 6 ~ AC 17* (t 12, ff 15*) *-4 if no mage armor | F+4, R+5, W+8 | Init +7, Per +8 | A.R. pts 7/8 | HP 31/44
GM_DBH wrote:
Lets get four months kingdom building done

All right. Colwyn, can we get three more d20s for the Stability checks, please? I'll just plug in your rolls for the appropriate modifiers when they come into play.

Elena, did you have a longer term plan in place that you wanted to bring up? If not, I think Richard's plan for the next turn is fine and we should go with that. (Although I think we should annex Sootscale caverns sooner rather than later.)

Richard and DBH, regarding both of your naps... didn't we explore the hex west of The Stag Lord's fort? Isn't that where we encountered Narthropple? Richard's map has the hex labelled Galtan bandits, and I thought we cleared out any known bandit encampments by this point. Are the maps up to date?

And I can no longer access Google Sheets from work. I'll try and write up a template for our actions tonight.

In the meantime, anyone who has an opinion: give me a list of 3 buildings to put in our city and three hexes to claim into our kingdom.

And if you don't have an opinion, that's fine! It will move us along faster.

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