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

Fort Drelev

Combat:


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Are you sure you want to do that?

Health not good. No update sorry.


Vibenia Scaeva : Female Human Ranger 10 |77/84 HP | AC 21 T 17 FF 16 | Fort +9 Ref +12 Will +6 | Initiative +5 (+9/+7) | Perception +10/+12/+14, Sense Motive +9(+13/11)

Hey everyone. I'm the new player that will be joining you all shortly. Just finishing up gear and equipment to get up to level and I'll be posting in game with. The next 24 hrs


Male Human Paladin (Mind Sword) 10 | 24/94 HP | AC 25 T 12 FF 25 | Fort +13 Ref +7 Will +12 | Initiative +0 | Perception +5, Sense Motive +14 | Mind Arsenal 7/7 | Smite Evil 4/4 | Summon Mount 2/2 | Recruits

Greetings Vibenia!

Hope you feel better soon GM!


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) 0/5; Sudden Shift 7/7; Adoration (dc 16) 7/7; Summon Fey 1/1 | Active Effects: dead

Welcome to the game Vibenia!

Yes, get better soon GM.


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

Welcome aboard, Vibenia!

Hope you feel better, DBH!


Are you sure you want to do that?

Sorry, no update again. A change in medication is not going well.


Vibenia Scaeva : Female Human Ranger 10 |77/84 HP | AC 21 T 17 FF 16 | Fort +9 Ref +12 Will +6 | Initiative +5 (+9/+7) | Perception +10/+12/+14, Sense Motive +9(+13/11)

Okay, Vibenia and Dusk should be fully updated. Working on an introductory post


Are you sure you want to do that?

As some of you may remember I'm on anti-inflammatories due to severe arthritis.

Last year this caused me a lot of trouble when the anti-inflammatories started eating through my stomach lining, causing pain and acid-reflux.

My Doctor changed my medication and after a period of adjustment things seemed to have settled.

Over the last couple of months I had increasing abdominal pain, and worse blood in my stool.

So I'm off anti-inflammatories completely, and on medication to try and restore my internal linings.

Internally things seem to be slowly improving, however with only paracetamol as a pain killer things are much more unpleasant. Currently my main activity is finding a comfortable position to lay in while hoping the painkillers finally do something.

The arthritis is in my shoulders, hips and knees. So moving is awkward and painful. It's a family trait sadly.

Hopefully my internal linings will recover and I can get some form of anti-inflammatory. I've been using them for 15 or so years to be mobile and being off them is crippling for me.

*I am not giving up running my games. I will hopefully be adjusted, or find a working painkiller to be more active soon!


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

An important notice to all my games:

First off, I would like to apologize for putting off this announcement until the last minute.

My wife and I will soon be welcoming our second child into the world. We will be going to the hospital on Monday, July 31, to begin the induction process. This will be, obviously, a very hectic time for me, so my ability to post will be quite compromised.

I will bring a laptop with me to the hospital, so it will be possible for me to update games during rare moments of quiet.
However, I cannot guarantee that this will be consistent.

Thank you all for your patience and understanding.


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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 13/13 | HP 72/72

I got back from my vacation earlier this week, and I've found that I had more opportunity to post while traveling than I have had in the days after returning home, what with catching up on work, the house, and life in general. Things to have settled down, though.

*********

DBH, that sounds pretty rough. I'm really sorry to hear that you're going through that. I appreciate your positive outlook on the future, though! If there's anything you need to help take some of this game's burden off of you, let us know.

*********

Colwyn, congratulations! I think a new baby is fine reason for slowing down any PbP posting, so there's no need to sound so apologetic. It's an exciting time, but it can also be an exhausting time. Do what you need to take care of your family and yourself. Hooray for babies!

*********

Welcome, Vibenia! We played together very briefly in DBH's CotCT campaign. I was Vazhimort, the gnome who suddenly ran away when I found that I was trying to keep up with too many PbPs. Glad to have you!


Vibenia Scaeva : Female Human Ranger 10 |77/84 HP | AC 21 T 17 FF 16 | Fort +9 Ref +12 Will +6 | Initiative +5 (+9/+7) | Perception +10/+12/+14, Sense Motive +9(+13/11)

Is there a specific place that people new to town, or entering the kingdom and possibly seeking an audience with it's rulers, would go?


Dusk Wolf-dog companion | 84/84 HP | AC 23 T 13 FF 17 | Fort +8 Ref +8(Evasion) Will +4 (+8 vs Enchantment) |Perception +8l(scent), Survival +8(+13 tracking by scent)

And here's Dusk, by the way.


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 13/13 | HP 72/72
Vibenia Scaeva wrote:
Is there a specific place that people new to town, or entering the kingdom and possibly seeking an audience with it's rulers, would go?

Not really. The town is pretty abstract, with each of us talking about a specific building as needed for any specific thing we want to write. Our capital city's buildings are shown in the "Thornholme" link in Colwyn's header. We don't have a castle or anything of the sort, yet. Your best bet would be to catch one or more of us in the inn. We're still very "of the people" at this point. :)


Per +16, Init +4, F/R/W +8/+15/+9, AC 20/22 (T 15, FF 15), HP 67/67, CMB +11, CMD 24 Maps: Thornholme Republic of the Kamelands
Vibenia Scaeva wrote:
Is there a specific place that people new to town, or entering the kingdom and possibly seeking an audience with it's rulers, would go?

Yeah, the inn called the "Stag and Toad" would be the best place to go, especially since that's where we hold council meetings.

You might also find Colwyn at the Shrine of Erastil near the inn.


Are you sure you want to do that?

Congratulations Colwyn > I hope things go smoothly for you and your wife.

Sorry to report there has been no improvement.

The cold weather down here is really hammering my arthritis. It doesn't matter how warm I keep it inside my home. The temperature drops and my joints ache.

Coming to the end of winter so hopefully things will warm up a little. Wellington is a harbor city, on a strait and close to Antarctica so the wind chill is nasty.

I hope to get things moving again soon.


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 13/13 | HP 72/72

Would it be worthwhile to do another Kingdom Turn or two in the meantime?


Are you sure you want to do that?

That is a good thought. A couple more Kingdom turns while it is winter makes sense. No one wants to be out adventuring in a northern winter. :)


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

Before starting the Kingdom Turns, did we want to assign a Leadership Role to Vibenia?
With her very high Dexterity, she would work well as a Marshal (+1 over current), Royal Enforcer (+2 over current), or Spymaster (+1 over current).

Colwyn was also going to propose to Melianse. Should we elevate her to the Consort role, or should we wait on that?


Vibenia Scaeva : Female Human Ranger 10 |77/84 HP | AC 21 T 17 FF 16 | Fort +9 Ref +12 Will +6 | Initiative +5 (+9/+7) | Perception +10/+12/+14, Sense Motive +9(+13/11)

Marshal would work well as the wilderness is her specialty, but Royal Enforcer would also work since she excels at hunting people (favored enemy: Human due to spending years ruthlessly hunting down bandits {they killed her parents}), and considers protection of the community to be her purpose.


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 13/13 | HP 72/72
Colwyn the Toad wrote:
Colwyn was also going to propose to Melianse. Should we elevate her to the Consort role, or should we wait on that?

Go ahead and make her the Consort!

Yes, get Vibenia in a Leadership role, but I have no opinion which one. She should choose which one would fit better with her character. I like the idea of removing ex-PCs from leadership role (such as in Marshal), but if a Royal Enforcer nets a higher bonus, that's cool, too.


Vibenia Scaeva : Female Human Ranger 10 |77/84 HP | AC 21 T 17 FF 16 | Fort +9 Ref +12 Will +6 | Initiative +5 (+9/+7) | Perception +10/+12/+14, Sense Motive +9(+13/11)

While the significance between RP and the kingdom roles is minimal, I'd definitely say Marshal fits best.


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

Turn 14

Upkeep Phase

Stability Check DC 33[/dice: 1d20 + 41 ⇒ (17) + 41 = 58
Result: -1 Unrest

Pay Consumption: 0 BP (treasury at 32 BP)

Fill Vacant Magic Item Slots: Exotic Artisan

Dice Rolls:

Item Type: 1d3 ⇒ 1 = Ring
Power of Ring; 1-75 Lesser Minor, 76-100 Greater Minor: 1d100 ⇒ 3 = Lesser Minor
Type of Ring: 1d100 ⇒ 48 = Ring of Feather Falling

Really funny that the Confectionery Shop now has a Ring of Feather Falling for sale.

Edict Phase

Assign Leadership: Vibenia assigned as new Marshal, Melianse assigned as Consort.

Claim/Abandon Hexes: Hex 25 (1 BP) (treasury at 31 BP)

Build Terrain Improvements: Farm (4 BP) and Road (3 BP) in Hex 25 (treasury at 24 BP)

Improve Settlements: Build Tenement (1 BP) and Mansion in Thornholme (10 BP), build Windmill in Levetoan (6 BP) (treasury at 7 BP)

Income Phase

No withdrawals, deposits, or item sales for now

Collect Taxes: 1d20 + 37 ⇒ (20) + 37 = 57 / 3 = 19
19+7 = +26 BP to treasury


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

Turn 14, cont.

Event Phase

Event on 1-25: 1d100 ⇒ 14
Type of Event: 1d100 ⇒ 12 = Beneficial Kingdom Event
Event: 1d100 ⇒ 3 = Archeological Find

Archeological 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).


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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 13/13 | HP 72/72
Colwyn the Toad wrote:
Really funny that the Confectionery Shop now has a Ring of Feather Falling for sale.

The baker thought that it would keep his cakes from falling when they came out of the oven.


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

Some good news for a change. It seems that one of my internal problems was caused by having to go through two heavy anti-biotic regimes thanks to the Cellulitis I had this year.

This stripped out my stomachs good bacteria leaving me suffering due to the anti-inflammatories I'm taking.

I've been on a course of pro-biotics which have made a difference. My internal discomfort is mostly gone now.

I still have the arthritis pain, but with one source of discomfort removed the pain-killers are working more effectively.

I will start updating again in a day or two when things are settled a bit more for me.

Thanks for your patience everybody.


Vibenia Scaeva : Female Human Ranger 10 |77/84 HP | AC 21 T 17 FF 16 | Fort +9 Ref +12 Will +6 | Initiative +5 (+9/+7) | Perception +10/+12/+14, Sense Motive +9(+13/11)

Happy to hear that they figured out the source of the problem, And have you on the mend


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 13/13 | HP 72/72

Great to hear, DBH!


Are you sure you want to do that?

Notices 4 is up top. One of the notices involves a Kingdom decision so I'll let you look over the Mayor of Tatzlford's request.

Is everyone ready to move onto book 4, or do you wish do do a little more RPing?


Are you sure you want to do that?

No update tonight.


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

Any objection if I roll up the next Kingdom Turn?

I think we're ready now to link up with Varnhold.


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) 0/5; Sudden Shift 7/7; Adoration (dc 16) 7/7; Summon Fey 1/1 | Active Effects: dead

Go for it.


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Per +16, Init +4, F/R/W +8/+15/+9, AC 20/22 (T 15, FF 15), HP 67/67, CMB +11, CMD 24 Maps: Thornholme Republic of the Kamelands
Vibenia Scaeva wrote:
So something like this?

That meme is exactly my inspiration.

Anyhow...

Kingdom Turn 15

Upkeep Phase

Stability Check DC 34: 1d20 + 43 ⇒ (3) + 43 = 46
Result = -1 Unrest

Pay Consumption: -1 BP => 1 BP stored in Levetown Granary

Edict Phase

Claim Hexes: Claiming the hex (unnumbered) east of Hex 25 that will connect us with the Varnhold territory (1 BP)

This action adds a total of 20 hexes to our territory and necessitates a Stability Check to avoid increasing Unrest by 1d6.

Stability Check DC 54: 1d20 + 44 ⇒ (16) + 44 = 60

.....

I'm going to continue the Kingdom Turn in another post. I need some time to revise the kingdom map and create the settlement map for Varnhold.


Are you sure you want to do that?

And I thank you for your hard work. :)


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

Okay. I think I have everything updated, but I wanted to get some GM insight/approval on one matter.

Do the hexes gained as part of the Varnhold territory include any terrain improvements?

I think there are two hexes with roads, connecting Varnhold to the South Rostland Road. Has Varnhold already constructed any farms in its hexes? For now, I only have a farm listed for the hex with the town itself.

This could be important because even more than increasing our Control DC, it has caused our Consumption to jump from -1 to 18 per turn.

If Varnhold didn't build enough farms yet, or if GM_DBH rules that they have been ruined in the interim, then we need to spend a lot of BP this turn building up farms.


Are you sure you want to do that?

Annexing Varnhold

With the rescue of 40-odd citizens of Varnhold and the defeat of both the
Culchek spriggans and Vordakai, the PCs have earned more than the gratitude
of an entire village. Before the vanishing, Varnhold had established a sizable territory of its own, including a road along much of the Kiravoy Bridge and a fair amount of farmland.

It says Farmland, so I'm going to say the hexes have Farms if you want them there. Also Varnhold's road extends to Nivatka's crossing. So there is a Road link to Restov from Varnhold.

By rescuing Varnhold and gaining the allegiance of her citizens, the PCs gain not only a new village—they gain control of all of the lands surrounding Varnhold for two hexes in every direction (with the exception of the hex containing area P—this area remains under the control of the Nomen centaurs).

These 18 hexes can be immediately added to the PCs’ kingdom once their own kingdom extends to an adjacent hex, increasing their kingdom’s statistics
as appropriate for such a sudden expansion. This sudden expansion increases Unrest by 1d6 if the PCs’ kingdom fails to make a Stability check, but no further Unrest is generated from the expansion (Varnhold is willing to be annexed and so doesn’t come with the usual Unrest cost of annexing a
town).

When the PCs create Varnhold’s city grid, they can place the following buildings for free: a brewery, an exotic craftsman, a garrison, a granary, an inn, a smith, a tannery, a temple, 3 tradesmen, and 8 houses. All four of Varnhold’s borders are land borders, despite the fact that the Kiravoy
River flows through town.


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

Thank you. I've included farmlands in the plains hexes around Varnhold on the eastern side of the mountains, except for the two hexes with monster lairs. Since we never had those encounters and eliminated those threats, it seems unlikely that any farms there would be secure and functional.

I've updated our kingdom map to include two slides: one for the Greenbelt region, one for the Nomen Heights.

Turn 15, Edict Phase cont.

Terrain Improvements: Road and farms in the two westernmost claimed hexes in the Nomen Heights, and a Road in the Varnhold Pass hex (total cost 10 BP; current treasury 22 BP). This will connect Varnhold with our existing road network.

Improve Settlements: In Thornholme, build a Shop (8 BP) and Trade Shop (10 BP), and upgrade Tenement to House (2 BP). Leaves treasury at 2 BP.

Income Phase

No deposits, withdrawals, or sales for now.

Collect Taxes: 1d20 + 53 ⇒ (6) + 53 = 59
19+7 = +26 BP to treasury. Treasury ends at 28 BP

Event Phase
Event on 1-25: 1d100 ⇒ 33


Are you sure you want to do that?

No update tonight sorry.


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

GM_DBH,

Since Melianse made it clear she doesn't want to get involved with titles or official duties, should I remove her as Consort from the rulership tracker?


Are you sure you want to do that?

Yes. She's happy to be your wife. But not interested in any form of leadership.


Male Human Paladin (Mind Sword) 10 | 24/94 HP | AC 25 T 12 FF 25 | Fort +13 Ref +7 Will +12 | Initiative +0 | Perception +5, Sense Motive +14 | Mind Arsenal 7/7 | Smite Evil 4/4 | Summon Mount 2/2 | Recruits

Well, maybe your Heir will feel differently, so get crackin' on that! :D


Are you sure you want to do that?

Not feeling too well. So no update sorry.


Are you sure you want to do that?

Sorry, still not too well.


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 13/13 | HP 72/72

Hope you feel better soon.


Are you sure you want to do that?

Last week was an 'interesting' one for me .

After seeing my Doctor about the continual internal discomfort despite not using anti-inflammatories for two months now I was sent to have a blood test.

The day after the blood test my Doctor called me to tell me I was Anemic. Which provided the reason for my lack of energy, shortness of breath and other complaints.

She grilled me as to any blood in my stool, urine, or if I was vomiting blood. The concern being internal bleeding causing my problems. So I now awaiting an appointment for a Colonoscopy & Endoscopy.

No news yet as to when I will be able to get on the list for these procedures.

She also prescribed iron tablets for me. I've been using these for the last two days and I do see a lot of improvement thankfully. More energy and a reduction in discomfort.

So I will be returning to regular posting in a day or two if my improvement continues.

Thanks for your patience.


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) 0/5; Sudden Shift 7/7; Adoration (dc 16) 7/7; Summon Fey 1/1 | Active Effects: dead

0_0

Yikes! Sorry to hear things are that rough. At least you've got a cause for it now.


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 13/13 | HP 72/72

Thanks for the update, DBH. I hope those procedures are able to shed some light on how to improve things for you.


Are you sure you want to do that?

Not feeling too well, so no update sorry. Just standard issue blargh.


Are you sure you want to do that?

Sorry, ran out of time to update. Mondays!


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 13/13 | HP 72/72

So, this sort of ambush planning is exactly the sort of thing that I over-plan for, and then it never turns out as I expect. So lately, I tend to offer simpler strategies and expect then clean up with brut force. But if we want to plan a larger ambush style thing, here's what I think I bring to the table:

Waffles can cast greater invisibility for 9 rounds at a time on himself, three times a day, so he can scout. One strategy that he can do is to cast grease spells and then cover them up with a silent image of normal groundcover. He can also distract with ghost sound and dancing lights, but I don't think that will do much to affect a large crowd of soldiers and trolls. Sleep, however, could have some effect in such a target-rich environment.

If we're serious about leaving to summon the army, NK can teleport to one of the two garrisons to start them on their way, and teleport back with a handful of soldiers while the rest of the troops start marching. But that would rely on a successful stalling tactic.

Dimension door can bring us behind the army or give us a quick escape.

Stone shape can divide the army temporarily. Maybe damming part of the river will help, somehow?

He can cast fly on some of the group.

Haste has obvious combat advantages, but don't forget that it doubles our movement speeds if we need to stay mobile.

Obscuring mist could be helpful in setting up an ambush.

Looking at his magic items, he has a protection from arrows potion for someone who needs to charge the invaders (**cough cough** Marten).

I think that's all I've got in terms of strategy before the brut force phase.


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Male Human Paladin (Mind Sword) 10 | 24/94 HP | AC 25 T 12 FF 25 | Fort +13 Ref +7 Will +12 | Initiative +0 | Perception +5, Sense Motive +14 | Mind Arsenal 7/7 | Smite Evil 4/4 | Summon Mount 2/2 | Recruits

Unless there's something weird going on with the enemy troop composition, the six trolls are gonna be much more of a problem for one-on-one combat than the barbarian raiders. A unit of soldiers can probably take on the barbarians, but the trolls might just rip through a hundred guys in scale armor with spears. I think we may want to focus our personal attention on the trolls and, if we get reinforcements via Niadroub, send them to hold the barbarians as much as possible. If we can somehow split the enemy forces, even better.

Note that Marten's recruit Yala is an alchemist, so she'll likely be spitting fire at the trolls.

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