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

Shambles


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Init +3; Senses darkvision 60 ft.; Perception +7 || AC 21 (currently 25), touch 13, flat-footed 18 (+7 armor, +2 Dex, +1 Dodge) || hp 42 || Fort +8, Ref +11, Will +6; +4 vs. bardic performance, language-dependent, and sonic

No stress GM_DBH ;)


Are you sure you want to do that?

Ok, things didn't go well, so I'm returning to regular posting on Mon. Sorry for the delay, but a stubborn old man, and a crazy German shepherd have run me to the bone. :(


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 44/44

Sorry to hear that, DBH. I hope we provide sufficient distraction.


Init +3; Senses darkvision 60 ft.; Perception +7 || AC 21 (currently 25), touch 13, flat-footed 18 (+7 armor, +2 Dex, +1 Dodge) || hp 42 || Fort +8, Ref +11, Will +6; +4 vs. bardic performance, language-dependent, and sonic

Make sure to get some rest DBH :)


Are you sure you want to do that?

I'd like to thank everyone for their patience, I'm back home and rested. Along with a nice new keyboard. Replacing my old one that I had for six years.

You get so used to something you take it's faults as standard. I'm finding a key board where I can read the keys and use all of them as strange and new :).


human cleric 5, feysworn 1 | HP 37/37 (0 thp) | AC 19; FF 17; TAC 12 | F +5; R +4; W +11(12 me) | Init +2 | Perception +8 | adamantine dagger +4 (1d4 19-20); sling +5 (1d4) | Channel Energy 3d6 (dc 14) 5/5; Sudden Shift 7/7; Adoration (dc 16) 7/7 | Active Effects: Mirror Image 5 dups, bless +1 atk & saves vs fear, haste +1atk, AC, Ref

I feel ya, recently replaced my keyboard of sixteen or so years. Still getting used to the new keyboard after a few weeks. Not too bad of an adjustment but it's a bit bigger than the last one and a little awkward to have on my computer desk due to space, but it works nicely and the keys don't stick!


Per +12, Init +3, F/R/W +4/+10/+3, AC 19 (T 14, FF 15), HP 39/39, CMB +6, CMD 19 Maps: Thornholme Republic of the Kamelands

Welcome back, DBH!

Also, there's something I need to say: I never got to experience many RPGs as a player since I was always the one running the games. Therefore, I'm very glad to finally experience the RPG trope of the party idly debating what to do when they encounter something they don't recognize. This shambling mound is my dread gazebo.


human cleric 5, feysworn 1 | HP 37/37 (0 thp) | AC 19; FF 17; TAC 12 | F +5; R +4; W +11(12 me) | Init +2 | Perception +8 | adamantine dagger +4 (1d4 19-20); sling +5 (1d4) | Channel Energy 3d6 (dc 14) 5/5; Sudden Shift 7/7; Adoration (dc 16) 7/7 | Active Effects: Mirror Image 5 dups, bless +1 atk & saves vs fear, haste +1atk, AC, Ref

That's the way man, shoot that Dreaded Gazebo!


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 44/44

Welcome back, DBH and welcome to all of the new keyboards in the group. Glad to have you.


Are you sure you want to do that?

Sorry, no time to update tonight. :(


Are you sure you want to do that?

Tuesday has ambushed me again, sorry but no time to update tonight.


Init +3; Senses darkvision 60 ft.; Perception +7 || AC 21 (currently 25), touch 13, flat-footed 18 (+7 armor, +2 Dex, +1 Dodge) || hp 42 || Fort +8, Ref +11, Will +6; +4 vs. bardic performance, language-dependent, and sonic

Damned Tuesdays!! *Shakes fist*


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Init +3; Senses darkvision 60 ft.; Perception +7 || AC 21 (currently 25), touch 13, flat-footed 18 (+7 armor, +2 Dex, +1 Dodge) || hp 42 || Fort +8, Ref +11, Will +6; +4 vs. bardic performance, language-dependent, and sonic

Happy Thanksgiving to all who are celebrating it!


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

Back to town, RP and Kingdom building?


Per +12, Init +3, F/R/W +4/+10/+3, AC 19 (T 14, FF 15), HP 39/39, CMB +6, CMD 19 Maps: Thornholme Republic of the Kamelands
Richard Harmon wrote:
Back to town, RP and Kingdom building?

Sounds good!


Are you sure you want to do that?

Sorry, I've been very busy the last few days and have no time to update tonight.


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 44/44

No worries. It sounds like you're going through a lot. I hope you're not near White Island.


Init +3; Senses darkvision 60 ft.; Perception +7 || AC 21 (currently 25), touch 13, flat-footed 18 (+7 armor, +2 Dex, +1 Dodge) || hp 42 || Fort +8, Ref +11, Will +6; +4 vs. bardic performance, language-dependent, and sonic

It happens DBH, no worries - in my case work has been hammering me hard. Can hardly wait for a Christmas break geeeez...


Are you sure you want to do that?

The monthly event is:

Political Calm: A sudden absence of political machinations coincides with an increase in public approval.

Unrest decreases by 1d6. Until the next Event phase, you gain a +2 bonus on checks to resolve continuous events. If your kingdom has no Unrest and no continuous events, both Loyalty and Stability increase by 1.

unrest: 1d6 ⇒ 1

I don't think you have any unrest yet?


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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

It doesn't look like it.

To be clear I'm suggesting Jail, Granary and two farms. Bring our consumption from 3 to -1.


Per +12, Init +3, F/R/W +4/+10/+3, AC 19 (T 14, FF 15), HP 39/39, CMB +6, CMD 19 Maps: Thornholme Republic of the Kamelands

Looking at the Kingdom Tracking sheet, it seems we have no Unrest or Continuing Events, so...woo! Increased Loyalty and Stability!


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

@Colwyn We have 35 in the treasury so we can have to jail, granary and two farms.


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 44/44

Hey guys, I love NK, and I'm really enjoying this campaign, but I don't have enough free time or mental bandwidth to worry about the Kingdom Building rules until at least January. We last talked about the kingdom rules 13 months ago! And we never even finished the last turn.

I feel like I would have to re-learn 75% of the process. The rules are fiddly and I recall several times during the six-and-a-half turns we completed that I was feeling like I was over them. Also, I've heard plenty of people say over the years that very little of the effort put into the Kingdom rules will affect the campaign except for one or two plot points.

I'm fine if someone wants to pick up the tracking sheet (and I'll help answer questions when I can), but I'm also fine if we just don't use them if we get a consensus to do that. The AP has sidebars to accommodate for playing without the Kingdom Building rules.


Are you sure you want to do that?

The Christmas madness has hit me again. So no update tonight sorry.


Init +3; Senses darkvision 60 ft.; Perception +7 || AC 21 (currently 25), touch 13, flat-footed 18 (+7 armor, +2 Dex, +1 Dodge) || hp 42 || Fort +8, Ref +11, Will +6; +4 vs. bardic performance, language-dependent, and sonic

Apologies for the lack of posting guys - had a medical emergency last Thursday, and I am still recovering from it... Trying to catch up as best as possible.

I will also grab this opportunity to let you know I will (hopefully) be travelling from the 18th to the 27th to visit family over the Christmas holidays, so posting will definitely be spotty.


Per +12, Init +3, F/R/W +4/+10/+3, AC 19 (T 14, FF 15), HP 39/39, CMB +6, CMD 19 Maps: Thornholme Republic of the Kamelands

Reknar - Very sorry to hear about the medical issues. I hope you are doing well now.

GM_DBH - No worries. I understand how crazy this season can be.

Niadroub - I would be happy to take over the bookkeeping if it would lighten your load.


Are you sure you want to do that?

@Reknar. Hope you are feeling better and recovering well.


Are you sure you want to do that?

As for Kingdom improvements, what are you doing?

Let me know and we will move onto a few nasty brawls. :)


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 44/44
Colwyn the Toad wrote:
Niadroub - I would be happy to take over the bookkeeping if it would lighten your load.

I wholeheartedly and enthusiastically accept!

I'll pull together a post that has our last steps ASAP.


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 44/44

Colwyn, I was keeping a change log on the last tab of the Kingdom Tracking sheet that shows where we left off. In this Discussion thread, we left off here. In that post and the few posts around it we were talking about using the system to have an NPC buy the randomly-generated magic item so that we can re-roll for a better one and we were undecided on exactly what we were going to for the Edict phase. Way back in October of 2018, our Settlement Improvement queue (based on votes alone) was this: Queue - 2x Shop; 1x Jail, Hospital, Mill. But Jail seems to be a priority now.

Our Turn 7 event was:

GM_DBH wrote:
Archaeological Find: A well-preserved ruin is found in your kingdom, with historical artifacts connected to the people who lived in your land long ago. Effect: Lore +1. If you have a Museum, the discoverers donate 10,000 gp worth of historical artifacts to its collection (if you have multiple Museums, choose one as the recipient).

Another thing to think about is that Elena was our High Priest, but now we have Zelera. Yes, we should drop Elena and replace her with Zelera, but I'm noting that Zelera doesn't necessarily have to be High Priest. We could move Jhod Kavken to High Priest, and Zelera could be Councilor, which could also be interesting with her fey connection. Zelera as Grand Diplomat could also work, as it's never been a great fit for Svetlana Leveton, either. In fact, from a purely metagaming perspective, we should let both Levetons retire to their quiet, country trading post and replace them with NPCs with better scores.

Zelera, do any of the NPC-filled Leadership positions sound appealing?


human cleric 5, feysworn 1 | HP 37/37 (0 thp) | AC 19; FF 17; TAC 12 | F +5; R +4; W +11(12 me) | Init +2 | Perception +8 | adamantine dagger +4 (1d4 19-20); sling +5 (1d4) | Channel Energy 3d6 (dc 14) 5/5; Sudden Shift 7/7; Adoration (dc 16) 7/7 | Active Effects: Mirror Image 5 dups, bless +1 atk & saves vs fear, haste +1atk, AC, Ref

Hmmm, I tend to think that High Priest doesn't really suit Zelera nor her purpose in being here but Councilor or Grand Diplomat would.


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 44/44
Zelera wrote:
but Councilor or Grand Diplomat would.

Well, which one? Do you want to represent the feypeople to the government, or represent the government to other governments? We can make either one work.


human cleric 5, feysworn 1 | HP 37/37 (0 thp) | AC 19; FF 17; TAC 12 | F +5; R +4; W +11(12 me) | Init +2 | Perception +8 | adamantine dagger +4 (1d4 19-20); sling +5 (1d4) | Channel Energy 3d6 (dc 14) 5/5; Sudden Shift 7/7; Adoration (dc 16) 7/7 | Active Effects: Mirror Image 5 dups, bless +1 atk & saves vs fear, haste +1atk, AC, Ref

The former is her goal, to represent the interests of the Fey to the government.


Are you sure you want to do that?

No update tonight. I have a lot of drinking to do. Free drinks! :)


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 44/44

Priorities!


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 44/44
Zelera wrote:
The former is her goal, to represent the interests of the Fey to the government.

It sounds like Councilor would be the best fit, then. I recommend we finish Turn 7, and then move Jhod Kavken to High Priest and plug Zelera in as Councilor.

We're still using Xantria as Marshal. I forget if Xantria's story specifically had her hanging around, or if we also need to replace her. I can't recall if we've met any new NPCs in the past year (real time, not game time) that are appropriate for Leadership positions. If not, I guess we should stick with the Levetons for now.


Per +12, Init +3, F/R/W +4/+10/+3, AC 19 (T 14, FF 15), HP 39/39, CMB +6, CMD 19 Maps: Thornholme Republic of the Kamelands

Niadroub, thank you for the update. Is it possible for me to have access to edit the kingdom tracker? I can still only view it.

Regarding the potion in the item slot, I will purchase it for 300gp to free up the slot.

I support building a mine on the Sootscale cavern since it aids the kingdom's economy and, fluff-wise, keeps the kobolds busy and allows them to earn a wage for their gem-mining. We could also build a farm in Hex 34, around the old sycamore tree.

I don't think we need to rebuild the rickety bridge yet because we don't control Hex 29 and there's no need for the crossing to reach it. Even to reach Hex 36, it's possible to use the natural ford at Thornholme. I also don't think we need a watchtower on Hex 17 yet until we complete the road to Oleg's. North of us is Rostland and the trading post, so threats are less likely to come from that direction.

Based on our kingdom's size, we can only construct one settlement building per turn, which is why I suggested we build the jail first, then the granary.


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 44/44
Colwyn the Toad wrote:
Niadroub, thank you for the update. Is it possible for me to have access to edit the kingdom tracker? I can still only view it.

I honestly thought that anyone has been able to edit this entire time. Link sharing is turned on. I'm not sure what else I can do unless you want to PM me your Google id so that I can add you directly.

Try the link above again, but if that doesn't work, try this link. It's the same as what DBH has at the top of the page without the "edit id" part of the URL.

I can also take a look at the settings when I get home. I can only look at the site via mobile right now, which may have limited functionality.


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 44/44
Niadroub Kliip wrote:
I can also take a look at the settings when I get home. I can only look at the site via mobile right now, which may have limited functionality.

I was right. At home on a PC, I have the option to set to "Anyone with a link can edit," which is what I thought it was set as the whole time. Sorry about that.


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Per +12, Init +3, F/R/W +4/+10/+3, AC 19 (T 14, FF 15), HP 39/39, CMB +6, CMD 19 Maps: Thornholme Republic of the Kamelands
Niadroub Kliip wrote:
Niadroub Kliip wrote:
I can also take a look at the settings when I get home. I can only look at the site via mobile right now, which may have limited functionality.
I was right. At home on a PC, I have the option to set to "Anyone with a link can edit," which is what I thought it was set as the whole time. Sorry about that.

Thank you very much!


Are you sure you want to do that?

If you wish to keep former players as NPC's I can update them them with levels for you to have them hold offices?


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 44/44
Colwyn the Toad wrote:

Niadroub, thank you for the update. Is it possible for me to have access to edit the kingdom tracker? I can still only view it.

Regarding the potion in the item slot, I will purchase it for 300gp to free up the slot.

I support building a mine on the Sootscale cavern since it aids the kingdom's economy and, fluff-wise, keeps the kobolds busy and allows them to earn a wage for their gem-mining. We could also build a farm in Hex 34, around the old sycamore tree.

I don't think we need to rebuild the rickety bridge yet because we don't control Hex 29 and there's no need for the crossing to reach it. Even to reach Hex 36, it's possible to use the natural ford at Thornholme. I also don't think we need a watchtower on Hex 17 yet until we complete the road to Oleg's. North of us is Rostland and the trading post, so threats are less likely to come from that direction.

Based on our kingdom's size, we can only construct one settlement building per turn, which is why I suggested we build the jail first, then the granary.

I'm good with all of that.

GM_DBH wrote:
If you wish to keep former players as NPC's I can update them them with levels for you to have them hold offices?

Well, I don't even think updating their levels are necessary since the NPCs aren't leveling up, either. But thanks!


human cleric 5, feysworn 1 | HP 37/37 (0 thp) | AC 19; FF 17; TAC 12 | F +5; R +4; W +11(12 me) | Init +2 | Perception +8 | adamantine dagger +4 (1d4 19-20); sling +5 (1d4) | Channel Energy 3d6 (dc 14) 5/5; Sudden Shift 7/7; Adoration (dc 16) 7/7 | Active Effects: Mirror Image 5 dups, bless +1 atk & saves vs fear, haste +1atk, AC, Ref

While leveling them might help I don't think you need to do the entire thing. Just increase the ranks of whatever appropriate skill accordingly would be sufficient if you do anything at all.


Per +12, Init +3, F/R/W +4/+10/+3, AC 19 (T 14, FF 15), HP 39/39, CMB +6, CMD 19 Maps: Thornholme Republic of the Kamelands

I've updated the kingdom and settlement trackers with our belated Turn 7 activities.
Should we move onto Turn 8 now?


Per +12, Init +3, F/R/W +4/+10/+3, AC 19 (T 14, FF 15), HP 39/39, CMB +6, CMD 19 Maps: Thornholme Republic of the Kamelands

A heads up to all my games:

Tomorrow morning, my wife and I will be driving across a couple of states to spend the week with her family, and we will be returning on Friday.
I will be bringing my laptop with me, so I can still make posts during downtime, but my posting rate may be a bit more erratic than usual.

Thank you very much, and happy holidays.


human cleric 5, feysworn 1 | HP 37/37 (0 thp) | AC 19; FF 17; TAC 12 | F +5; R +4; W +11(12 me) | Init +2 | Perception +8 | adamantine dagger +4 (1d4 19-20); sling +5 (1d4) | Channel Energy 3d6 (dc 14) 5/5; Sudden Shift 7/7; Adoration (dc 16) 7/7 | Active Effects: Mirror Image 5 dups, bless +1 atk & saves vs fear, haste +1atk, AC, Ref

Moving on to turn 8 makes sense then.

Have a safe trip.


Are you sure you want to do that?

I have no free time this week. Since my parents are elderly I'm going to be spending my time at their place helping out over Christmas. So I'm calling a break until 30/12/19.

I hope everyone has a great time over the holiday and try to stay safe.


human cleric 5, feysworn 1 | HP 37/37 (0 thp) | AC 19; FF 17; TAC 12 | F +5; R +4; W +11(12 me) | Init +2 | Perception +8 | adamantine dagger +4 (1d4 19-20); sling +5 (1d4) | Channel Energy 3d6 (dc 14) 5/5; Sudden Shift 7/7; Adoration (dc 16) 7/7 | Active Effects: Mirror Image 5 dups, bless +1 atk & saves vs fear, haste +1atk, AC, Ref

Excellent reason, I approve!

Have a good holidays, I'll be here when you return.

*glues self to computer screen to watch for return*


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 44/44

Sounds good. I believe the Turn 8 event is already rolled, so Colwyn could still work on that, but only if he has the free time. I'll be online during the hoidays, but some days more than others.


Per +12, Init +3, F/R/W +4/+10/+3, AC 19 (T 14, FF 15), HP 39/39, CMB +6, CMD 19 Maps: Thornholme Republic of the Kamelands

Turn 8

Upkeep Phase:

Stability Check DC 26: 1d20 + 30 ⇒ (19) + 30 = 49
Result: +1 BP => 12 BP

Pay Consumption: 1 BP => 11 BP

Fill Vacant Magic Item Slots:
New Item on 51+: 1d100 ⇒ 40
No new magic item at Shrine

Modify Unrest: No change

Edict Phase:
Change Leadership Roles:
High Priest: Elena => Jhod Kavken
Councilor: Jhod Kavken => Zelera

Claim or Abandon Hexes: ???
Build Terrain Improvements: ???
Create and Improve Settlements: ???

Regarding settlement buildings, we were discussing building a Granary next, while a Mill or Shop were past ideas.
Should we expand towards Oleg's by claiming Hex 11 and building a Road and/or Watchtower in Hex 17?

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