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


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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

Can we assume that the horses also had riding saddles and bridles?

Arrows are never a bad thing to have and since we have horses we can afford to take them along.

One thing about the horses though...

They can end up being bait for animal predators. They can be killed fairly easily and therefore are a kind of treasure that you can lose. In the long run we would need to provide for things like barding and training. A heavy horse costs way more than a light one but is worth the investment if you want to keep a horse, since it has much better AC and HP.

But if we have the ability to carry our gear without trouble, we could choose to just skip the horses and sell them instead. It would mean we move around more slowly, but I don't think we have any kind of deadline to meet.


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

Are we selling the extra loot to Oleg? How much money can he afford to spend?


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 for one am ok with store credit... where else can we buy gear?


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

This really depends on whether the GM wants us to make periodic trips back to Restov or not. We could go back to Town with our loot but that will take us out of the adventure area for not insignificant periods of time.

Mind you, if the GM doesn't mind, then he can just say "Okay, you went to Restov, bought some things, and came back. Two weeks have passed and you are back at Oleg's."


Are you sure you want to do that?

It will have to be store credit, with the continual drain of his stock Oleg doesn't have much spare cash.

If you want to buy something that he doesn't have in stock, Oleg can order it for you, he has suppliers in Restov and can get you most things in a week.


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've updated the party treasury, adding our store credit to the currency column.

I've also started a new tab to keep track of Oleg's stock, at least from what's been sold or traded to him.


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

Are we keeping the horses?


Are you sure you want to do that?

Up to you, there were six of them, so if someone wants one they can take it. All came with saddles and tack.


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 say we keep the horses.

Going to Oleg's trading post rather than Restov helps the frontier vibes of the game.

Does anyone want to order anything how? I had a vague idea towards a chain shirt but it would be best to hold old for a masterwork one. The only think I can think of for a very low cost is bear traps. When we can set up the battlefield before a fight they can be very handy.


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 for keeping the horses. I just need to remember to dismount before a combat begins. And a Niadroub Kliip would appreciate the extra cover to hide behind. :)


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

Weather is getting bad here. If I haven't responded for a while just bot me.


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:
I've updated the party treasury

DBH, can we have this link added to the Campaign Info tab, please?

Also, can people start editing items off of that sheet if they put it on their character sheet? I'm moving one of the alchemist fires to my sheet, but I notice that Colwyn has the other alchemist fire on both his sheet and the party treasury sheet. (Not trying to single Colwyn out; I'm just now doing it, myself.)


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

No worries. The alchemist's fire on my sheet was actually part of my starting gear, not from the treasury.

I haven't taken anything from the treasury yet. I figured that was pretty in character, since Colwyn's still unsure whether the others will allow an indentured criminal to have any share of the loot.


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

Fair enough. Sorry for the assumption.


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

I'd be inclined to give the shield of faith potion to whoever is most likely to be first into melee.

I can use extra arrows though Elena usually prepares mending so she can fix broken arrows.


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

@Serafina
The Longbow in the treasury would be an upgrade for you... and given how tough this fight could be it's a good idea. Unless of course there's an RP reason she'd want to stick with her current one.

@Colwyn
Richard took a longbow and twenty arrows, I mentioned before but I wanted to make sure that had been factored in.


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 took into account the longbow Richard took, but not the arrows.
I've set aside another longbow for Serafina.
The treasury has been adjusted accordingly.


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
Colwyn the Toad wrote:

I took into account the longbow Richard took, but not the arrows.

I've set aside another longbow for Serafina.
The treasury has been adjusted accordingly.

To be clear I meant the composite one, she has the strength for it.


Are you sure you want to do that?

Sorry, too busy today for an update. Normal service resumes tomorrow.


Portrait N Female Human Ranger 1 | HP 11/11 | AC 18, T 14, FF 14 | CMD: 14 | F 3, R 6, W 1 | Init +4 | Per +5

Sorry about my absence. It's been a rough week for me, between parent-teacher conferences at the school I'm working at, a bit of depression, and some other stuff going on.

I'd be glad to take the longbow.

Thanks for your patience, and if you wanted to replace me with someone better able to keep up with the pacing of the game, I wouldn't be offended.


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

Real life happens... and your character looks like she is going to be clearing house in this fight.

I don't think anyone was calling for anything like replacing. I was just jumping up and down excitedly since I spotted you have the strength for it... Richard does not.


Portrait N Female Human Ranger 1 | HP 11/11 | AC 18, T 14, FF 14 | CMD: 14 | F 3, R 6, W 1 | Init +4 | Per +5

Yeah. With that bow and the advantages archery has, plus favored enemy, I'm going to put out a LOT of damage for a while here. It should balance out as we increase in levels.

ALSO, I screwed up. Please only count the first roll, as I forgot I don't have rapid shot yet...


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

But you do have point blank shot, close enough for it's bonuses?


Portrait N Female Human Ranger 1 | HP 11/11 | AC 18, T 14, FF 14 | CMD: 14 | F 3, R 6, W 1 | Init +4 | Per +5

Nope. Remembered that one.


Are you sure you want to do that?

As most of you will know Kingmaker has some serious problems in it's random encounter tables. I'm sure you all would have had great fun meeting 1d4 Trolls on your way to the bandit camp.

So to counter that a little you can now all level up.

You may roll for HP's here, and if it's no good you can take the Average + 1.

Please give me a list of what changes you make. Feats, skills etc.


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

HP: 1d8 ⇒ 3
Looks like I'll be taking the average.
For the favored class bonus, I'll go with the extra HP.


Are you sure you want to do that?

I've PM'd Serafina and asked if she was still having problems? Her player has replied and at the moment can't give the game the attention needed, so they're bowing out for now.

We have a Fighter, Rogue, Cleric, Arcanist & Vigilante in the group. So every field is nicely covered. Do any of you have any preferences in a replacement?

I was looking at another Ranger coming in for the wilderness skills, but am happy to consider any of your ideas.


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

What does "average +1" mean, anyway? I've seen a lot of GMs on this board use that phrase, but I'm not sure what it means. The average of a d6 is 3.5; I'm assuming that you don't want me adding 4.5 hit points.

Do you mean average rounded up? Or do you mean average, rounded up, and then add +1? Something else? I'm not trying to be nitpicky, I honestly don't know what that means.

I'm fine with any class for a replacement.


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
Niadroub Kliip wrote:
Do you mean average rounded up?

This is normally what's meant more or less. Remember that it is a rule that you always round down unless otherwise specified. So you are adding 4.5 but you always round down.

--- New Character ---

If the new character happens to be a prisoner of the bandits that's a good way to work them in.

A ranger would be good but other "woodsy" classes can be good too. Elena is a bit woodsy but as a cleric she will never have enough skill ranks to take care of most of those skills well. I'd be fine with a druid or maybe a cavalier. A bard would be useful too.

Is there anyone on the original list who didn't make the original cut that might fit?

I know a couple friends who submitted characters for a KM game that didn't make it. One was a dwarf cavalier with a defensive team buff angle and the other was an elven archivist bard. I could have them contact you if you want.


Are you sure you want to do that?
Elena Voritzova wrote:
Niadroub Kliip wrote:
Do you mean average rounded up?

This is normally what's meant more or less. Remember that it is a rule that you always round down unless otherwise specified. So you are adding 4.5 but you always round down.

--- New Character ---

If the new character happens to be a prisoner of the bandits that's a good way to work them in.

A ranger would be good but other "woodsy" classes can be good too. Elena is a bit woodsy but as a cleric she will never have enough skill ranks to take care of most of those skills well. I'd be fine with a druid or maybe a cavalier. A bard would be useful too.

Is there anyone on the original list who didn't make the original cut that might fit?

I know a couple friends who submitted characters for a KM game that didn't make it. One was a dwarf cavalier with a defensive team buff angle and the other was an elven archivist bard. I could have them contact you if you want.

Thanks, but I'll try the many good applicants I had first. Speaking of which there was a Dwarf Druid who seemed very interesting. So that's one possibility.


Are you sure you want to do that?
Niadroub Kliip wrote:

What does "average +1" mean, anyway? I've seen a lot of GMs on this board use that phrase, but I'm not sure what it means. The average of a d6 is 3.5; I'm assuming that you don't want me adding 4.5 hit points.

Do you mean average rounded up? Or do you mean average, rounded up, and then add +1? Something else? I'm not trying to be nitpicky, I honestly don't know what that means.

I'm fine with any class for a replacement.

It's convention used here that seems to work. If you're a fighter you take half of 10, which is 5 and add 1 to it. So split your hit die in half and add one. That's what used as Average + 1 on many games.


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

Alright dice; you've messed with me in every game I'm in so far so don't screw this up on me!
Hit Points: 1d10 + 1 ⇒ (10) + 1 = 11

EDIT: O.O
Haha! I've found the secret to it - threatening the dice!

EDIT2: Right - finished updating. No new skills, just beefed up the existing ones (trying to knock over the skill requirements for the Swordlord prestige class early on to get them out of the way) and took Weapon Finesse for her Fighter Bonus Feat.


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

Hit Points: 1d8 ⇒ 8
That'll help keep Richard in the thick of it!

BAB: +1(+2)
Reflex Save: +1(+3). Will Save: +1(+3)
Adventuring Skills: Climb +1, Survival +1, Ride +1, Stealth +1(2), Perception +1 (2), Disable Device +1(2), Swim +1, Acrobatics +1
Background Skills: Knowledge Engineering +1, Perform Oratory +1

@ DM_DBH, trying to pick my Vigilante ability. It's not a light weapon but I can use finesse with it, would you allow me to use Piranha Strike with a dueling sword? I am thinking of taking Lethal Grace and since he has Weapon Finesse already was considering Piranha Strike.


Are you sure you want to do that?
Richard Harmon wrote:

[Dice=Hit Points]1d8

That'll help keep Richard in the thick of it!

BAB: +1(+2)
Reflex Save: +1(+3). Will Save: +1(+3)
Adventuring Skills: Climb +1, Survival +1, Ride +1, Stealth +1(2), Perception +1 (2), Disable Device +1(2), Swim +1, Acrobatics +1
Background Skills: Knowledge Engineering +1, Perform Oratory +1

@ DM_DBH, trying to pick my Vigilante ability. It's not a light weapon but I can use finesse with it, would you allow me to use Piranha Strike with a dueling sword? I am thinking of taking Lethal Grace and since he has Weapon Finesse already was considering Piranha Strike.

Since you've already taken Exotic weapon proficiency with the dueling sword and can use Weapon finesse with it I'll say yes, you can take Piranha strike.


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
GM_DBH wrote:


Since you've already taken Exotic weapon proficiency with the dueling sword and can use Weapon finesse with it I'll say yes, you can take Piranha strike.

Perfect thanks.

I don't think Lethal Grace and Slashing Grace stack seeing as Lethal Grace requires you to be using Strength for damage, worded weirdly but the intent is clear.

I'll go with Shadow Sight for Low Light Vision and Darkvision 60ft


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

Thanks for the explanation, all. I didn't want to assume incorrectly.

d6 hit points: 1d6 ⇒ 5 +1 for favored class bonus

5 skill points; one each to:
- Spellcraft
- Know. (arcana)
- Know. (nature)
- Perception
- Ride <-- ha ha

Background skills; one each to:
- Know. (engineering)
- Craft (alchemy)

1 point to arcane reservoir

2 new spells learned: Adhesive Spittle and Stunning Barrier

DBH, for the kingdom building rules, any thoughts to which Optional Kingdom Building rules will be in play, if any?


Are you sure you want to do that?
Niadroub Kliip wrote:

DBH, for the kingdom building rules, any thoughts to which Optional Kingdom Building rules will be in play, if any?

I'm still going over them, one thing that has come up in the other table is what to do since you both seem to like to capture bandits? As they're Warriors 1. They are experts and can be set to other occupations. The other group has decided to get them working at various trades and build up some skilled NPC's for their settlement.

Which they shouldn't know about at the moment, but who doesn't know the goal of a game called Kingmaker?.


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

HP: 1d8 ⇒ 7 Woot! Looks like everyone is rolling good for HP.

From leveling:

BAB +1 (also CMD and CMB +1)
Fort +1
Will +1

Skills (4 ranks including FCB)

Knowledge (religion) +1
Perception +1
Sense Motive +1
Survival +1

Background skills (2)

Handle Animal +1
Knowledge (history) +1

Spell Slots

0th-level +1
1st level +1

Channel energy DC +1


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

I don't like the idea of leaving too many prisoners at Oleg's, in case they decide to revolt and take over.

How many do we have now?

We could take some of them with us to act as bearers and laborers.


Human (Taldan) Oracle (Spirit Guide) 2 | HP 35/35 | AC 19/14/15 | CMB +6| CMD 19 | F +3| R -0| W +4| Init +4 Per +1 Image

Thanks for the invite DBH!

Hello all! I have enjoyed following your game and I am looking forward to playing with you.

I just need to level up to level 2 and get some gear.

Hit Points: 1d8 ⇒ 3 Looks like average +1 = 5+ 2 con +1 fcb = 8

BAB, CMD & CMB +1

Skills (4/level)
K. (Nature) +1, Ride +1, Perception +1, Survival +1

Background Skills:
K(Geography) +1, Linguistics +1

Spells
0 level +1

Mystery Spell
Charm animal


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!


Are you sure you want to do that?

On the captured bandits.

I'll be blunt. Some of them are f*ckups, some of them are scum, and some just needed the chance. None are on any wanted posters so just going to Oleg's to trade won't get them executed, unless they are really stupid.

Brevoy's rule ends around Oleg's anyway, so if they stay here and build a small outpost they might make it work? You'll lose some to natural causes and back sliding into banditry. But if you get enough people here willing to work, and get them some resources you might just get a small settlement going.

Most of the activity around the Stolen lands is hunting and trapping at the moment. A safe area on the edge of the greenbelt has a chance of attracting those same hunters and trappers.


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

Welcome, Mykhael!


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

Welcome Mykhael.


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

Hi, Mykhael.

Looks like you are a melee-fighting oracle. Anthing in particular we should know about how your character works?


Human (Taldan) Oracle (Spirit Guide) 2 | HP 35/35 | AC 19/14/15 | CMB +6| CMD 19 | F +3| R -0| W +4| Init +4 Per +1 Image

Good question Elena. Mechanically he can fight with reach or sword and board. Spell wise he is set up as more of a buffer/ healer. I also hope that he can help with the outdoorsy stuff as I pick nature revelations. At third level he will gain some versitlity and gain a witches hex that can be changed daily.


Human (Taldan) Oracle (Spirit Guide) 2 | HP 35/35 | AC 19/14/15 | CMB +6| CMD 19 | F +3| R -0| W +4| Init +4 Per +1 Image

Think I'm all set. Been having trouble with the boards for the last 24 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 44/44

Everyone is. A new code update apparently logs everyone out at inconvenient intervals.


Are you sure you want to do that?

Lets get things moving again.

The bandits all agree to stay at Throne river and set up a camp, which they will build up to something more defensible when they have the tools and resources.

Rather than have Serafina slink off or just leave I will have her stay here to watch these guys. That way she can be brought back into the party at a later date.

Her reason for doing this are a lack of liking for hunting and killing humans, and a desire just to live by hunting for a time.

For now they can't do much, some carpentry tools are the first priority, which will let them get rough shelters put up. Wood, stone and iron would be next. Seeds, chickens and a cow or two would also help.


Human (Taldan) Oracle (Spirit Guide) 2 | HP 35/35 | AC 19/14/15 | CMB +6| CMD 19 | F +3| R -0| W +4| Init +4 Per +1 Image

Sounds fair. Just let me know when you want me to chime in.

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