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

Wyverns


1,051 to 1,100 of 1,119 << first < prev | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | next > last >>

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

How badly is a granary needed at this point? Is it something that we need to avoid starvation or is it something that could be put off without consequence?

My usual thought process would be a granary is important for growth but I'm thinking the Civ series of games so maybe it's not in this one. Not too terribly familiar with the kingdom building rules and what is suggested as far as early structures.

*EDIT*
Alright, after looking up what the granary does I think that makes the most sense.


Male Richard's Map Vig 6, HP: 23/46, AC: 21, FF: 17, Touch: 15, CMD: 20 CMB: +6 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +9, SM +9

I'm up for building farms to reduce our consumption, I'm not opposed to claiming Olegs hex. Leaving the granary for another turn since we are getting the jail done seems fair.


Are you sure you want to do that?

Still very busy this week. I hope you all had good a Christmas and have a good new year as well.

Probably the 2nd or the 3rd for resuming posting.


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 problem. The holiday season shakes up PbPs every year.


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

Edict Phase Cont.
Claim Hex 11 (1 BP)
Terrain Improvements: Road (1 BP) and Farm (2 BP) in Hex 11
Improve Settlement: Mill in Thornholme (6 BP) (I realized we don't have enough for Granary at the moment)

Treasury at end of phase: 1 BP

Income Phase
No Deposits
No Withdrawals
No Sales
Collect Taxes DC 27: 1d20 + 29 ⇒ (4) + 29 = 33
Bonus BP per turn: +6 BP
Total Income: 17 BP


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 just want to grab the opportunity to wish a Happy New Year to everyone! ;)

Not enough BP to get a Prison?


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
Reknar Heldergast wrote:

I just want to grab the opportunity to wish a Happy New Year to everyone! ;)

Not enough BP to get a Prison?

We built the Jail last turn, on Turn 7. These were the details for Turn 8.

Also, Happy New Year to you, Reknar, and to everyone else as well.


Are you sure you want to do that?

Ok, I'm back home at last. But too tired to post anything. Hope it was a lot more peaceful for you over the new year.

See you all on Monday.


Are you sure you want to do that?

I'm back to regular posting again. Since you started this on the third month and it's now the 8th that means it's coming into winter in your kingdom.

So you can do another two month while everyone is staying warm.


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

GM_DBH: Did you want to roll the Event Phase for Turn 8, or would you like me to handle that?


Are you sure you want to do that?

Good point.

event: 1d100 ⇒ 93
event: 1d100 ⇒ 66

Oh dear, monster attack. :)

News arrives that a caravan heading to your town was attacked by a pair of Wyverns. Of course you are the heroes they all look at you expectantly.:)


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'll be working on a post to get myself caught up but it likely won't happen until this evening after work, I don't have the time this morning.


Are you sure you want to do that?

I've had fun all day with my internet provider. Way behind on things, so no update tonight.

Also you can take 20 on the survival roll. :)


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

ISPs are so much fun!


Are you sure you want to do that?

Sorry, too busy tonight to update. I'll kill you all tomorrow.


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

Hah! you can try :D


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 link to the map isn't working for me. Anyone else having this problem?


Are you sure you want to do that?

The week of too many people wanting me to do things for them continues. No time to update sorry.


Human Unchained monk (6) +7 Init, +13 Per, Ki:6/8, HP 66, ac 23/18/21 Saves(F7, R6, W6), CMD 27/29

Sorry , haven't just vanished although I have been super lax at posting anything.

Still new to play by post gaming and with Christmas I got completely out of the habit of checking the forums, needed a bit of a kick to get back to it.

That said if my flakiness does cause any issues just let me know and I will bow out, with 2 months of parental leave coming up I should be much more active for a while though.


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

PbPs usually simmer down around the holidays. Thanks for checking in and recommitting.


Are you sure you want to do that?

Good to have you back Issac. I try to let everyone know if I can't post. Getting into the habit of checking in once a day lets you know if there is anything to do.


Male Richard's Map Vig 6, HP: 23/46, AC: 21, FF: 17, Touch: 15, CMD: 20 CMB: +6 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +9, SM +9

I hope red goes down because that was half of Richards hit points...


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'm getting to the point where I can start devoting brain space to Kingdom Building again. It's still your thing, but I'm happy to help. Have all decisions been made for this turn? I know we're still currently playing out the Event Phase, but let me/us know if you still need input or votes so that you can build a Caster's Tower.


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
Richard Harmon wrote:
I hope red goes down because that was half of Richards hit points...

Pfft. I bet my hero the Crimson Claw wouldn't be so scared.


Male Richard's Map Vig 6, HP: 23/46, AC: 21, FF: 17, Touch: 15, CMD: 20 CMB: +6 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +9, SM +9

Of course not, he's like a first level swashbuckler/fourth level sorceror/tenth level dracon disciple... he'd have them for breakfast.


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

Niadroub,

Thank you for the offer. If I need help tracking kingdom activity, I will certainly call upon you.

While this event phase wraps up Turn 8, I don't think we've made any decisions regarding Turn 9. We had discussed building a Granary, but we can also add a Caster's Tower to the docket for discussion.


Male Richard's Map Vig 6, HP: 23/46, AC: 21, FF: 17, Touch: 15, CMD: 20 CMB: +6 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +9, SM +9

Now we've got the jail done I've no objections to Granaries or Casters Towers.

In another while Richard will start circulating the idea of things like a marketplace, stockyard, hospitals and a mint. The Mint will be the easiest sell I suspect, Colwyn will no doubt be interested in getting coinage with his own mark on it.

I can imagine our more confident leader owning the whole toad thing even more. His head on one side off all the coins but a toad on the other of the gold (or platinum?) coin? A stag for the silver? Maybe the course of the Thorn and Strike rivers meet a Thorneholm. Toads, stags and rivers being shorthands for the pieces of currency. I often really like fantasy coinage symbolism, just not so much shillings and things.


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

Are we at a point where having the granary is going to be a significant benefit to us? If not building the caster's tower might be preferable for now and a granary after since we get access to some more potentially useful magic items that way.


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

Reknar thinks we should consider a Barracks.


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

The main issue with building a Caster's Tower is that it costs 30 BP. With a good income check on Turn 9, we could have enough in the treasury to build the tower on Turn 10. The Mint and Market also come with high price tags.

A Stockyard might be good, since it would give us a discount on building a tannery or stable in the future, and it synergizes with the farms we've built.

A Shop might also be a good idea since it gives a discount on building a Market - for an initial cost of 8 BP, we would save 24 BP when building the Market.


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

A valid point Colwyn. I would think then that the granary or market would be the best options for now.


Are you sure you want to do that?

As I wrote earlier you have the winter months as time off, we've done the first one, what are you building, and should I do another couple of monthly events for you?


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

I'm good with doing another couple months.

And I was joking about the Caster's Tower. Yes, NK definitely would like one, but it's expensive, and I can't see us working on one when we need things like a granary and more housing.

But it would probably benefit our society if NK had a mysterious tower where he can hole away and look down on the populace from his place of solitude. It would help morale, or something.


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

It would also be a boost to our prestige if the nation's magister no longer had to work out of the shed behind the Toad and Stag, adjacent to his own moonshine still.

.....

Aside from improving Thornholme, the other thing to consider is expanding the nation. We can claim Hex 5 and build a road there, thus incorporating Oleg's Trading Post into the nation and connecting it to Thornholme.

For Turn 9, I propose we claim Hex 5 (1 BP), build a road (1 BP) and farm (2 BP) there, then build a Granary (12 BP) and Tenement (1 BP) in Thornholme.


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:
It would also be a boost to our prestige if the nation's magister no longer had to work out of the shed behind the Toad and Stag, adjacent to his own moonshine still.

To be perfectly transparent, the first two levels of the tower would be for a new moonshine still.

Quote:

Aside from improving Thornholme, the other thing to consider is expanding the nation. We can claim Hex 5 and build a road there, thus incorporating Oleg's Trading Post into the nation and connecting it to Thornholme.

For Turn 9, I propose we claim Hex 5 (1 BP), build a road (1 BP) and farm (2 BP) there, then build a Granary (12 BP) and Tenement (1 BP) in Thornholme.

I like bringing in Oleg's post, so I second your proposal. For vague future plans, I feel like we should expand in directions that aren't only north, though. We have a capital that's nearly at the edge of our explored territory. Some "padding" makes sense to me. It will be great when reach the size (10 hexes, I think?) where we can claim more than one hex a turn.


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

For Turn 10, I would recommend claiming either Hex 29 or 37. If we build a Stockyard, it essentially boosts the production of farms in the settlment's hex and adjacent hexes. This would help with Consumption as we expand further, and it would synergize with the Granary, storing excess BP for a "rainy day." These hexes would also provide a bit of "padding" around Thornholme.


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 think the expansion makes sense as well, and I also agree that we should look at expanding the other directions as well pretty soon. It's easier to maintain a kingdom if the distances are not too great in any one direction and better protects one's capitol.

Plus I would like to figure out how to designate an area as a kind of sanctuary are for any fey visitors/residents we may have. Not sure how to do that though.


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
Zelera wrote:
Plus I would like to figure out how to designate an area as a kind of sanctuary are for any fey visitors/residents we may have. Not sure how to do that though.

Mechanics-wise, to create a fey haven, we could just claim a hex or two within the forest, then leave the land undeveloped.


Are you sure you want to do that?

Sorry, no time to update tonight.


Male Richard's Map Vig 6, HP: 23/46, AC: 21, FF: 17, Touch: 15, CMD: 20 CMB: +6 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +9, SM +9

What are our current Kingdom Roles again?

Colwyn-Ruler
Richard-Spymaster
Niadroub-Brewmaster


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'm a Counselor I believe we decided.


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

Richard, I think the kingdom tracking sheet is kinda up to date on that.

Ruler: Colwyn Orlack
Consort: VACANT
Heir: VACANT
Councilor: Zelera
General: Reknar Heldergast
Grand Diplomat: Svetlana Leveton
High Priest: Jhod Kavken
Magister: Niadroub Kliip
Marshal: Xantria Aldori
Royal Enforcer: Kesten Garess
Spymaster: Richard Harmon
Treasurer: Oleg Leveton
Warden: Akiros Isimort


Male Richard's Map Vig 6, HP: 23/46, AC: 21, FF: 17, Touch: 15, CMD: 20 CMB: +6 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +9, SM +9

Perhaps Marshal

"Marshal
The Marshal ensures that the kingdom’s laws are being enforced in the remote parts of the kingdom as well as in the vicinity of the capital. The Marshal is also responsible for securing the kingdom’s borders. He organizes regular patrols and works with the General to respond to threats that militias and adventurers can’t deal with alone.

Benefit(s): Add your Dexterity modifier or Wisdom modifier to Economy."


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

Marshal seems like the best fit. Both from looking at Isaac's ability scores and from a roleplay perspective. However, we could also make Warden, Royal Enforcer, or even Treasurer work, if Isaac is more interested in any of those.

I would love to see Svetlana replaced in the Grand Diplomat role if we befriend a high Charisma or high Intelligence NPC. Oleg probably has better things to do also.


Human Unchained monk (6) +7 Init, +13 Per, Ki:6/8, HP 66, ac 23/18/21 Saves(F7, R6, W6), CMD 27/29

I think marshal works well, it fits Isaac.
Slight stat increase over the current person holding the position too, npc or old player?

Really he would work any of those roles except treasurer, I don't see him taking to that at all.


Male Richard's Map Vig 6, HP: 23/46, AC: 21, FF: 17, Touch: 15, CMD: 20 CMB: +6 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +9, SM +9

Old player so we can say they're looking to take a break etc.


Are you sure you want to do that?

Back in your town everyone is again pleased that their leaders go out and handle problems.

Since you are now into deep winter you won't be going out to adventure.

random: 1d100 ⇒ 13 Beneficial event
Beneficial event: 1d100 ⇒ 85 Natural blessing

Natural Blessing: A natural event, such as a bloom of rare and beautiful wildflowers 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.

random: 1d100 ⇒ 88 Dangerous settlement event
Dangerous settlement event: 1d100 ⇒ 15

Crop Failure (Settlement): Pests, blight, and weather ruin the harvest in the settlement’s hex and all adjacent hexes. Attempt two Stability checks. If both succeed, the problem is fixed before your kingdom takes any penalties from the event.
If only one succeeds, affected farms reduce Consumption by 1 (instead of the normal reduction) in the next Upkeep phase. If neither succeeds, affected farms do not reduce Consumption at all in the next Upkeep phase.


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

I'm going to post turns 9 and 10 individually so I have time to modify the tracking sheet and ensure I have the correct modifiers for each phase and check.

Kingdom Turn 9
Spymaster adds bonus to Economy
Starting Treasury: 18 BP
Starting Unrest: 0

Upkeep Phase:

Determine Kingdom Stability: DC 27
Stability Check: 1d20 + 33 ⇒ (3) + 33 = 36
Stability Check Effect: +1 BP
Consumption Cost: 0 BP
Fill Magic Item Slots: New Item on 51+: 1d100 ⇒ 44
Modify Unrest: No Change

Edict Phase:

Assign Leadership: Issac becomes Marshal
Claim or Abandon Hexes: Claim Hex 5 (1 BP)
Build Terrain Improvements: Build Road (1 BP) and Farm (2 BP) in Hex 5
Create and Improve Settlements: Build Tenement (1 BP, +2 Unrest) and Granary (12 BP) in Thornholme
Create Army Units: None
Issue Edicts: No new edicts

Income Phase:

Make Withdrawals from the Treasury: None
Make Deposits to the Treasury: None
Sell Expensive Items for BP: None
Collect Taxes:
Economy Check: 1d20 + 32 ⇒ (17) + 32 = 49
Result: 16+6 = 22 BP
Ending Treasury: 24 BP

Event Phase:
Natural Blessing: A natural event, such as a bloom of rare and beautiful wildflowers 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.


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

Kingdom Turn 10
Spymaster adds bonus to Economy
Starting Treasury: 24 BP
Starting Unrest: 2

Upkeep Phase:

Determine Kingdom Stability: DC 29
Stability Check: 1d20 + 33 + 4 ⇒ (19) + 33 + 4 = 56
Stability Check Effect: -1 Unrest
Consumption Cost: 0 BP
Fill Magic Item Slots: New Item on 51+: 1d100 ⇒ 61
Modify Unrest: No Change

Edict Phase:

Assign Leadership: No change
Claim or Abandon Hexes: None
Build Terrain Improvements: None
Create and Improve Settlements: Build Stockyard (20 BP) in Thornholme, upgrade Tenement to House (2 BP, -1 Unrest)
Create Army Units: None
Issue Edicts: No new edicts

Income Phase:

Make Withdrawals from the Treasury: None
Make Deposits to the Treasury: None
Sell Expensive Items for BP: None
Collect Taxes:
Economy Check: 1d20 + 34 ⇒ (5) + 34 = 39
Result: 13+6 = 19 BP
Ending Treasury: 21 BP

Event Phase
Crop Failure (Settlement): Pests, blight, and weather ruin the harvest in the settlement’s hex and all adjacent hexes. Attempt two Stability checks. If both succeed, the problem is fixed before your kingdom takes any penalties from the event.
If only one succeeds, affected farms reduce Consumption by 1 (instead of the normal reduction) in the next Upkeep phase. If neither succeeds, affected farms do not reduce Consumption at all in the next Upkeep phase.


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 1 vs Crop Failure DC 29: 1d20 + 34 ⇒ (13) + 34 = 47
Stability Check 2 vs Crop Failure DC 29: 1d20 + 34 ⇒ (8) + 34 = 42

Both succeed, so the problem is fixed before it causes problems!

Also, since the shrine has generated a new magic item, how do we determine what it is?

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