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

Greenbelt RRR

Notices 4

The Slough;

Stolen lands Overview

Handout One;

Tazlford

Mud bowl

Combat:

Colwyn <========== May act!

Red

Vibenia, Marten & Niadroub <========== May act!


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Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Feel free to post in discussion. Play whatever you'd enjoy, the group has the basics covered to some extent, I'm sure with new players we'll be getting at least a smidge more healing as even if we don't get a druid or cleric we'll likely get a ranger or something with a smidge and even that much just makes things easier not necessary.

https://paizo.com/campaigns/v5748p75ivkdl/discussion&page=last


Are you sure you want to do that?

Sorry, no update tonight. I've been out and about hobbling everywhere today and my hip is killing me. Lots a painkillers and sleep is my plan.


AC: 18 (FF:15/T:13) CMD:15 HP: 14/19 Saves - FO:4 RE:9 WL:5

I am always on the lookout for a new adventure, and thank you for dropping us a line. But like we talked about before Richard, underwater adventures just make me want to cry me heart out :P

I wish you guys best of luck with the game!


human cleric 5, feysworn 5 | HP 51/51 (0 thp) | AC 20 ; FF 18; TAC 13 | F +7; R +6; W +11 | Init +2 | Perception +10 | adamantine dagger +7 (1d4+1 19-20); +1 hvy xbow +9 (1d10+1) | Channel Energy 3d6 (dc 14) 5/5; Sudden Shift 7/7; Adoration (dc 16) 7/7; Summon Fey 1/1 | Active Effects: dead

The group I'm playing Ruins of Azlant with just finished book 4. It has been really good so far and I've greatly enjoyed the story.

I'm running an occultist arcanist who started off as a survivor of ancient azlant who became immortal due to a series of coincidences. Before the game satarted she was captured and tortured by the bad guys and lost all memories of who she was before and her immortality. Since then she's gotten those memories back but it was a lot of fun playing off of why certain things seemed familiar or how she could speak in sinc with certain things that were come across here and there.

I've also come to see that the occultist archetype for arcanist is bad ass. Summoning powers of a summoner (sans eidolon) with the spell progression of a sorcerer and breadth of spells of a wizard can be insane. That poor reservoir though, yeowch!


Are you sure you want to do that?

Sorry, no time to update tonight.


1 person marked this as a favorite.
Are you sure you want to do that?

Not tonight dear. I have a headache.


AC: 18 (FF:15/T:13) CMD:15 HP: 14/19 Saves - FO:4 RE:9 WL:5

:D


Are you sure you want to do that?

Sorry, I've got too much on tonight. No update.


human cleric 5, feysworn 5 | HP 51/51 (0 thp) | AC 20 ; FF 18; TAC 13 | F +7; R +6; W +11 | Init +2 | Perception +10 | adamantine dagger +7 (1d4+1 19-20); +1 hvy xbow +9 (1d10+1) | Channel Energy 3d6 (dc 14) 5/5; Sudden Shift 7/7; Adoration (dc 16) 7/7; Summon Fey 1/1 | Active Effects: dead

Wow, book down and a level up. Too bad I only now realized I meant to take leadership at level 7. Ah well guess I'll do that next level instead.


Per +16, Init +4, F/R/W +8/+15/+9, AC 20/22 (T 15, FF 15), HP 47/67, CMB +11, CMD 24 Maps: Thornholme Republic of the Kamelands
Zelera wrote:
Wow, book down and a level up. Too bad I only now realized I meant to take leadership at level 7. Ah well guess I'll do that next level instead.

Dang it! I meant to take Leadership, too!


AC: 18 (FF:15/T:13) CMD:15 HP: 14/19 Saves - FO:4 RE:9 WL:5

We are still level 7 right?


Are you sure you want to do that?

Yup. The original setup was to have you finish the book level 6, then immediately level up to 7 at the start of book 3. It was the first AP to use the advancement path and it shows in some places.


Are you sure you want to do that?

It's a public holiday down here in New Zealand. So my evening is booked I'm afraid. No update.


AC: 18 (FF:15/T:13) CMD:15 HP: 14/19 Saves - FO:4 RE:9 WL:5

Enjoy the evening DBH.


human cleric 5, feysworn 5 | HP 51/51 (0 thp) | AC 20 ; FF 18; TAC 13 | F +7; R +6; W +11 | Init +2 | Perception +10 | adamantine dagger +7 (1d4+1 19-20); +1 hvy xbow +9 (1d10+1) | Channel Energy 3d6 (dc 14) 5/5; Sudden Shift 7/7; Adoration (dc 16) 7/7; Summon Fey 1/1 | Active Effects: dead

So I think I'm confused now, are we just leveling to 7 or did we already do that? Are we going up to 8 now or did I hallucinate that we were supposed to level up (another game we just leveled up so I might be confusing things between the two). I've got a couple of things I don't think I ever updated on my character sheet that have me confused now.


Are you sure you want to do that?

You should be level 7 now.

You also have 2 months of downtime to do what you wish. Crafting etc.

Anyone doing anything during this time? or should we get on to book 3?


Per +16, Init +4, F/R/W +8/+15/+9, AC 20/22 (T 15, FF 15), HP 47/67, CMB +11, CMD 24 Maps: Thornholme Republic of the Kamelands

Besides paying a visit to Melianse, Colwyn might work on rearing the owlbear cub. Even if the creature turns out mad like other specimens, it could still serve as a guard beast - or be sold as one.


Male Human Arcanist 10 ~ AC 20* (t 15, ff 15*) *-4 if no mage armor | F+6, R+8, W+11 | Init +9, Per +9 | A.R. pts 7/13 | HP 30/72

I don't have anything specific for NK to do. I assume he'll continue with his semi-formal school.


AC: 18 (FF:15/T:13) CMD:15 HP: 14/19 Saves - FO:4 RE:9 WL:5

Reknar will spend most of his time on the road - from Levetown, to Thornholme, to the Watchtower at Stag Fort. He trains with the militia and stationed patrols, receives their input on current events, and generally spends time with the rugged soldiers - he feels right at home.

DBH, what kind of defensive forces do we have exactly in each of these locations?


Are you sure you want to do that?

Good question. Currently Akiros is running the militia which contains the watch and the road patrols. About 30 in Thorneholm & 10 in Levetown.

To have an army you first need a barracks. I don't think you've built one yet? I'm stretching things by letting you have a militia without it as it is.


Are you sure you want to do that?

So what are you building and are you ready to start the next book?


Per +16, Init +4, F/R/W +8/+15/+9, AC 20/22 (T 15, FF 15), HP 47/67, CMB +11, CMD 24 Maps: Thornholme Republic of the Kamelands

I had suggested building a House and Herbalist in Levetown.

In terms of expanding, we could claim Hex 16 and build a Sawmill there, claim Hex 5 and build some Farms there, or claim Hex 25 to secure Nettle's Crossing and thus control all of the crossing points along the river.

Agree or disagree?


AC: 18 (FF:15/T:13) CMD:15 HP: 14/19 Saves - FO:4 RE:9 WL:5

We need better protection for the settlements. No point in having it grow if we cannot protect it - that is Reknar's opinion.


Per +16, Init +4, F/R/W +8/+15/+9, AC 20/22 (T 15, FF 15), HP 47/67, CMB +11, CMD 24 Maps: Thornholme Republic of the Kamelands

Well, we already have a Barracks in Thornholme. We can build a Barracks and House in Levetown, and during the Edict Phase we can create our first Army.


human cleric 5, feysworn 5 | HP 51/51 (0 thp) | AC 20 ; FF 18; TAC 13 | F +7; R +6; W +11 | Init +2 | Perception +10 | adamantine dagger +7 (1d4+1 19-20); +1 hvy xbow +9 (1d10+1) | Channel Energy 3d6 (dc 14) 5/5; Sudden Shift 7/7; Adoration (dc 16) 7/7; Summon Fey 1/1 | Active Effects: dead

That sounds like a good idea to me.


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Sounds good on the army front having run a few games with mass combat it's always best to make sure they have a ranged weapon. I'd suggest sticking with infantry given the sheer amount of rivers, hills and forests in the area. If we invest in city walls they could hold up nicely in a siege situation.

As for Richard he'll be sending letters to various interest groups in neighbouring areas to encourage trade and diplomacy. He'll be drawing maps of all the areas we've explored so far for future reference.

There'll be a few glimpses seen of a fellow in red clothes skulking about and giving ne'er do wells a hard time. Though he hasn't been so public as he was when that cult was active in town.


Per +16, Init +4, F/R/W +8/+15/+9, AC 20/22 (T 15, FF 15), HP 47/67, CMB +11, CMD 24 Maps: Thornholme Republic of the Kamelands

Kingdom Turn 12:
Spymaster bonus to Economy
Starting Treasury: 29 BP

I will also purchase the Elixir of Tumbling from our item slot before rolling up the turn.

Upkeep Phase:

Determine Kingdom Stability:
Stability Check DC 31: 1d20 + 35 ⇒ (19) + 35 = 54
Stability Check Effect: +1 BP
Consumption Cost: 0
Fill Magic Item Slots: Type of Item: 1d3 ⇒ 1 = Potion
Type of Potion: 1d100 ⇒ 86 = 2nd lvl spell, CL 3
Exact Potion: 1d47 ⇒ 32 = Potion of Protection from Arrows
Modify Unrest: No Change

Edict Phase:

Assign Leadership: No changes
Claim or Abandon Hexes: Claim Hex 5 (1 BP)
Build Terrain Improvements: Farms (Hex 5, 2 BP)
Create and Improve Settlements: Barracks (6 BP) and House (3 BP) in Levetown.
Create Army Units: Create Army (Medium) (2 BP)
Issue Edicts: No change

Income Phase:

Make Withdrawals from the Treasury: None
Make Deposits to the Treasury: None
Sell Expensive Items for BP: None
Collect Taxes:
Economy Check DC 32: 1d20 + 35 ⇒ (11) + 35 = 46
Result: 15+6 = +21 BP


Per +16, Init +4, F/R/W +8/+15/+9, AC 20/22 (T 15, FF 15), HP 47/67, CMB +11, CMD 24 Maps: Thornholme Republic of the Kamelands

Event Phase
25% base chance of event; 75% base chance if no event last turn.

Event on 1-75: 1d100 ⇒ 88 = No event


Are you sure you want to do that?

If you already have a Barracks then you don't need another one. You can upgrade to a Garrison. Which gives you a discount on a city wall.


Per +16, Init +4, F/R/W +8/+15/+9, AC 20/22 (T 15, FF 15), HP 47/67, CMB +11, CMD 24 Maps: Thornholme Republic of the Kamelands
GM_DBH wrote:
If you already have a Barracks then you don't need another one. You can upgrade to a Garrison. Which gives you a discount on a city wall.

So, instead of building a Barracks in Levetown this turn, we should upgrade the Thornholme Barracks into a Garrison?

Or should we do that on the next turn?


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

I'm up for a Garrison in Thornholme.


Are you sure you want to do that?

I'm busy tonight, and I think many of you are having an election.


Are you sure you want to do that?

Sorry, I've been out in the sun all day helping my parents set up their summer garden. So I'm dead on my feet and not able to update tonight.

Worst thing is I hate gardening, but they need someone to do the heavy lifting.

DBH's guide to gardening. "Concrete the green bits!"


AC: 18 (FF:15/T:13) CMD:15 HP: 14/19 Saves - FO:4 RE:9 WL:5

Out in the Sun... Lucky you! Windy and rainy in my neck of the woods.


Male Human Arcanist 10 ~ AC 20* (t 15, ff 15*) *-4 if no mage armor | F+6, R+8, W+11 | Init +9, Per +9 | A.R. pts 7/13 | HP 30/72

We have big lovely trees that provide so much shade that hardly anything grows beneath them. And then twice a year they drop so many seeds or leaves that they just smother anything that might have forced its way to light.

No worries, DBH. Busy times.


Are you sure you want to do that?

My parents live out in Waikanae on the east coast, just outside Wellington. It's flat and warm most of the year. So as you can guess it's a major area for the retired. I like it, spending time out there
among all the restaurants and cafes that have sprung up for the retired .

I got a great lunch out of my work. A cafe named Two fat chiefs. I had beef cheeks in a red wine jus, with star anise, on potato cakes with fresh spinach. :)

So have you worked out what you are doing?


AC: 18 (FF:15/T:13) CMD:15 HP: 14/19 Saves - FO:4 RE:9 WL:5

Checked out the Two Fat Chefs restaurant online DBH - food looks amazing :D

If DBH says we do not need a second Barracks in Levetown, shall we proceed with the Garrison then?


Are you sure you want to do that?

The buildings apply to your kingdom. So I believe you only need one of each. Except for those that stack. So yes upgrading the Barracks to a Garrison works better than building another Barracks.


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Seperate ones in different locations are handy for keeping your forces in different settlement... which really matters as the Kingdom grows later on. For now I've no issue with proceeding with upgrading to a Barracks.


AC: 18 (FF:15/T:13) CMD:15 HP: 14/19 Saves - FO:4 RE:9 WL:5

To a Garrison ;)


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Per +16, Init +4, F/R/W +8/+15/+9, AC 20/22 (T 15, FF 15), HP 47/67, CMB +11, CMD 24 Maps: Thornholme Republic of the Kamelands

I've updated the kingdom tracker and the district map for Thornholme to incorporate the Garrison upgrade.


AC: 18 (FF:15/T:13) CMD:15 HP: 14/19 Saves - FO:4 RE:9 WL:5

Sweet!


Are you sure you want to do that?

I've updated the notices up top. You have several peaceful months to do as you wish. Including exploring and kingdom management.

So what are you doing?


Per +16, Init +4, F/R/W +8/+15/+9, AC 20/22 (T 15, FF 15), HP 47/67, CMB +11, CMD 24 Maps: Thornholme Republic of the Kamelands

Since our Consumption is currently below 0, I would suggest we raise our Festival and Promotion edicts by one tier to improve our Stability and Loyalty scores as we continue to expand.

Let's claim Hex 16 and build a Sawmill there.

That would put our kingdom size at 11, meaning we would be able to construct 2 buildings per turn rather than 1. Would that go into effect immediately during the kingdom turn or after the turn resolves? I want to know how many buildings we can select for this next turn.


Are you sure you want to do that?

After the turn resolves I'm afraid.


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Sounds good Colwyn. I'm not always in favour of expanding, sometimes you need a turn to develop what you have but sawmills, mines, quarries and farms always seem worth building.


Per +16, Init +4, F/R/W +8/+15/+9, AC 20/22 (T 15, FF 15), HP 47/67, CMB +11, CMD 24 Maps: Thornholme Republic of the Kamelands

After claiming Hex 16, we could pause further expansion for a bit. I just wanted to claim one more hex to push us into the next size category, giving us more building potential. Plus, gaining a forest hex allows us to build a sawmill, as you mentioned.


Are you sure you want to do that?

No update tonight sorry.


Are you sure you want to do that?

Things have gotten very quiet over the last few weeks. Can we have a check on who is still here?


Per +16, Init +4, F/R/W +8/+15/+9, AC 20/22 (T 15, FF 15), HP 47/67, CMB +11, CMD 24 Maps: Thornholme Republic of the Kamelands
GM_DBH wrote:
Things have gotten very quiet over the last few weeks. Can we have a check on who is still here?

I'm still here.

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