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?

Having solved the mystery of the Varnhold Vanishing and returned to their home the party learns shortly after their arrival that new problems have developed during their absence—there are rumors of
an army marching toward their nation!
Charter

Party loot

KIngdom tracking sheet

Greenbelt map

Terrain costs and improvements

Greenbelt RRR

Notices 4

The Slough;

Stolen lands Overview

The Republic of the Kamelands

Claiming land

Combat:


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Male Human Arcanist 13 ~ AC 20* (t 15, ff 15*) | F+7, R+9, W+12 | Init +9, Per +16 | A.R. pts 15/15 | HP 96/96

I've been thinking about what I want to do for a hex for NK. At first, I was going to do something similar to what others are doing and find a hex a little further out and then build a creepy wizard tower or something. But that idea didn't feel right to me, so I kept ruminating about it and considering his backstory and the fact that he's sort of the education minister for the kingdom.

So, instead, NK would like to claim a hex right next to Thornholme, and he's going to start an academy. His parents sold him to a local petty tyrant when his arcane powers emerged, because they figured that was the only way NK could get the training he needed to use and control his powers, and being a conscripted mercenary had obvious problems for him. Plus, in the early days of Thornholme, he started a school so the local children could learn how to read, write, and 'rithmetic. I'd like to assume that's still going on, and now I'd like to expand that idea and start an institute of higher learning nearby. It wouldn't replace any grade-level schooling happening in the other cities, though.

The academy will teach any trade or magical tradition that he can find teachers for. All students will work in some way to help fund the school, no matter their social status or area of learning. NK would live there and be headmaster when he's not adventuring.

As for which hex... also in the early days of the kingdom, I hinted that NK had a crush on the Old Beldame (because I thought it was funny), and her hex has forest, and fields, and water, so it would be a good way to have a variety of jobs for students to perform in addition to their studies. And if she's agreeable, the old crone who lives nearby could be one of the first instructors.


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Male Human Paladin (Mind Sword) 13 | 147/147 HP | AC 25 T 12 FF 25 | Fort +18 Ref +10 Will +15 | Initiative +0 | Perception +8, Sense Motive +17 | Mind Arsenal 7/7 | Smite Evil 5/5 | Summon Mount 2/2 | Recruits

OMG I have Recruits who could be on the faculty!


Vibenia Scaeva : Female Human Ranger 13 |111/111 HP | AC 21 (22) T 17 FF 16 | Fort +11 Ref +14 Will +8 | Initiative +5(11/9/7) | Perception +14 (+18/+16/+14) Sense Motive +9 (+15/+13/+11)

Would definitely make the magic school broad spanning, having a witch on staff as well.


Vibenia Scaeva : Female Human Ranger 13 |111/111 HP | AC 21 (22) T 17 FF 16 | Fort +11 Ref +14 Will +8 | Initiative +5(11/9/7) | Perception +14 (+18/+16/+14) Sense Motive +9 (+15/+13/+11)

As far as gear I think I'm getting this stuff:

Vest of Vengeful tracker 6000
Ring of the relentless beast 8000
warlord’s saddle enchanted to +2 (medium lamellar barding) 6000 +7AC
Tremor boots 10,000
Nightmare horseshoes 9000
5 Hushing bolts 5,235
10 Splitting bolts 3460

Total =47,695


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Male Human Arcanist 13 ~ AC 20* (t 15, ff 15*) | F+7, R+9, W+12 | Init +9, Per +16 | A.R. pts 15/15 | HP 96/96

Vibenia picks the coolest magic items I've never heard of before.


Are you sure you want to do that?

No update today sorry. The usual pre-Xmas jam.


Male Human Arcanist 13 ~ AC 20* (t 15, ff 15*) | F+7, R+9, W+12 | Init +9, Per +16 | A.R. pts 15/15 | HP 96/96

I know that we're busy with Christmas, but Mouse and Zelera: are you planning on buying anything before we tackle the bog mummies?

DBH, are we going to do any Kingdom turns?


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Are you sure you want to do that?

Yes you can. Since we haven't done any for sometime I would make a list of what you think was needed, including claiming hexes.

Claiming hexes will be cheap so you can expend to the west easily. There isn't anyone who would protest your expansion towards Fort Drelev.

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As for Niadroub starting an academy, that idea is very popular! An actual place where people can learn is attractive not just in your kingdom, but the surrounding areas as well.

Arcanists, Wizards & Sorcerers are all delighted to have somewhere they can study and learn. Many churches also are interested and offer to sponsor seminaries.

So you can build your academy for half price and there are many people presenting themselves for employment.

The plan would be the main academy with a large library and wings for the various schools and traditions of magic. The buildings for the various church seminaries. Currently the churches of Adabar, Erastil, Shelyn & Sarenrae are happy to supply gold and building materials.

Plus for students you'll need dorms and taverns. :)


Male Human Arcanist 13 ~ AC 20* (t 15, ff 15*) | F+7, R+9, W+12 | Init +9, Per +16 | A.R. pts 15/15 | HP 96/96
GM_DBH wrote:

As for Niadroub starting an academy, that idea is very popular! An actual place where people can learn is attractive not just in your kingdom, but the surrounding areas as well.

Arcanists, Wizards & Sorcerers are all delighted to have somewhere they can study and learn. Many churches also are interested and offer to sponsor seminaries.

So you can build your academy for half price and there are many people presenting themselves for employment.

The plan would be the main academy with a large library and wings for the various schools and traditions of magic. The buildings for the various church seminaries. Currently the churches of Adabar, Erastil, Shelyn & Sarenrae are happy to supply gold and building materials.

Plus for students you'll need dorms and taverns. :)

Hooray!

I'll have to think of a name.


Female Halfling Rogue 3/Inquisitor 3/Bellflower 7 | HP: 103/103| AC: 32 touch 17, flat footed 26 | CMB: +7, CMD: 25 | Fort: +12, Reflex: +19, Will: +13| Init: +11 | perception +26(darkvision 120) | { her picture } | active conditions: heightened awareness

I've been having a hard time deciding on something to buy. I will attempt to get that done, or wait to have more. Maybe boots of speed or soles of the silent stride.


Are you sure you want to do that?

No updates until the 27th and it will be slow until after the New year.

Happy holidays to everyone and wishing you all a good new year.


Female Halfling Rogue 3/Inquisitor 3/Bellflower 7 | HP: 103/103| AC: 32 touch 17, flat footed 26 | CMB: +7, CMD: 25 | Fort: +12, Reflex: +19, Will: +13| Init: +11 | perception +26(darkvision 120) | { her picture } | active conditions: heightened awareness

Niadroub, if Mouse buys a ring of spell knowledge (level 1) and a runestone of power (level 1), would he be willing to cast ant haul on Miss Noodle Arms Mouse whenever they are adventuring together?


Male Human Arcanist 13 ~ AC 20* (t 15, ff 15*) | F+7, R+9, W+12 | Init +9, Per +16 | A.R. pts 15/15 | HP 96/96

Mouse, not a problem at all.

DBH (and everyone), Happy Holidays!


Female Halfling Rogue 3/Inquisitor 3/Bellflower 7 | HP: 103/103| AC: 32 touch 17, flat footed 26 | CMB: +7, CMD: 25 | Fort: +12, Reflex: +19, Will: +13| Init: +11 | perception +26(darkvision 120) | { her picture } | active conditions: heightened awareness

Thank you! Also I meant to include this in the last post. HAPPY HOLIDAYS EVERYONE!!


Are you sure you want to do that?

OK. New map up top. Claiming land.

I've said a while ago that you weren't claiming hexes anymore but complete regions. So I stole a map from the Kingmaker computer game.

Not the greatest but it will do until I can track down a better one.

Currently you kingdom has the Shrike hilla. the Outskirts, Kamelands, North & South Narlmarches & the Varnhold.

You'll need to claim the Dire Narlmarches to reach Fort Drelev.

For some unknown reason the computer game didn't have the Hooktongue slough or Lake hooktongue? It is in the Glenebon area.

So the search continues for a clearer map.

How is your shopping going? Everyone ready to start doing some kingdom building after you clear the last areas?


Female Halfling Rogue 3/Inquisitor 3/Bellflower 7 | HP: 103/103| AC: 32 touch 17, flat footed 26 | CMB: +7, CMD: 25 | Fort: +12, Reflex: +19, Will: +13| Init: +11 | perception +26(darkvision 120) | { her picture } | active conditions: heightened awareness

Mouse sells her ring of resistance +3 and will switch over to a cloak of resistance +5, also the two items mentioned above for Niadroub to cast ant haul on her when they are adventuring. Keeping the cheap muleback cords, just in case.

Can we enhance the items we have, like adding an ability to her buckler?


Are you sure you want to do that?

A couple of hours to go down here. So happy new year to everybody.


Female Halfling Rogue 3/Inquisitor 3/Bellflower 7 | HP: 103/103| AC: 32 touch 17, flat footed 26 | CMB: +7, CMD: 25 | Fort: +12, Reflex: +19, Will: +13| Init: +11 | perception +26(darkvision 120) | { her picture } | active conditions: heightened awareness

Happy new year :) !


Male Human Arcanist 13 ~ AC 20* (t 15, ff 15*) | F+7, R+9, W+12 | Init +9, Per +16 | A.R. pts 15/15 | HP 96/96

Belated Happy New Year, all!


Vibenia Scaeva : Female Human Ranger 13 |111/111 HP | AC 21 (22) T 17 FF 16 | Fort +11 Ref +14 Will +8 | Initiative +5(11/9/7) | Perception +14 (+18/+16/+14) Sense Motive +9 (+15/+13/+11)

Happy New Year!


Female Halfling Rogue 3/Inquisitor 3/Bellflower 7 | HP: 103/103| AC: 32 touch 17, flat footed 26 | CMB: +7, CMD: 25 | Fort: +12, Reflex: +19, Will: +13| Init: +11 | perception +26(darkvision 120) | { her picture } | active conditions: heightened awareness

Quickly double checking on whether we have merchants that can enhance an item (such as upgrading Mouse's buckler). No worries if we don't.


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Are you sure you want to do that?

The New year has been busy for me.

Regular posting will start on the 8th.

@Mouse. Yes you can get things upgraded.


Female Halfling Rogue 3/Inquisitor 3/Bellflower 7 | HP: 103/103| AC: 32 touch 17, flat footed 26 | CMB: +7, CMD: 25 | Fort: +12, Reflex: +19, Will: +13| Init: +11 | perception +26(darkvision 120) | { her picture } | active conditions: heightened awareness

Okay,

selling her ring of resistance +3(13500/2=6750) to buy a cloak of resistance +5 (25000-6750=18250)
buying a ring of spell knowledge 1(1500) and a runestone of power 1(2000)

and putting fire resistance on her shield (18000) and increasing it to +3 (7000 cause it also has light fortification)

so 18000 + 7000 + 1500 + 2000 + 25000 - 6750 = 46750


Male Human Paladin (Mind Sword) 13 | 147/147 HP | AC 25 T 12 FF 25 | Fort +18 Ref +10 Will +15 | Initiative +0 | Perception +8, Sense Motive +17 | Mind Arsenal 7/7 | Smite Evil 5/5 | Summon Mount 2/2 | Recruits

I'm doing upgrades during the kingdom turns. Will try to hash that out tonight.


Male Human Paladin (Mind Sword) 13 | 147/147 HP | AC 25 T 12 FF 25 | Fort +18 Ref +10 Will +15 | Initiative +0 | Perception +8, Sense Motive +17 | Mind Arsenal 7/7 | Smite Evil 5/5 | Summon Mount 2/2 | Recruits

Costs at 50% 'cuz I gots the peeps to do my enchantin' (Tessara, in this case). I haven't introduced the guy who has the special extra 5% cut trait, though, so not getting that bonus yet.

Improve Falling Leaf to a +3 holy weapon: 24,000 gp
Improve mithral breastplate from +2 to +3: 2,500 gp
Add comfort to mithral breastplate (removes last armor check penalty, and allows sleeping in armor): 2,500 gp
Improve shield from +2 to +3: 2,500 gp

Total cost: 31,500 gp; 63 days

Once my new recruit joins, I can get some wondrous items as well, such as an amulet of natural armor.

Due to time constraints, all of this comes online after we do the bog mummies and refugees and then do our two months of kingdom turns.

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