Leinathan/mdt's Kingmaker (Inactive)

Game Master leinathan

Kingmaker with a political twist
LOOT LIST
Map of the Greenbelt/Domierov.
Explored Area
Loot Spreadsheet
How the Patrons View the Player Characters
Mage's Guild
Kingdom Spreadsheet
Map of Brevoy
Kingdom-Building ruleset
Downtime ruleset

Wilhelm's Kingdom Map


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Male Human Ninja4
Spoiler:
AC 16/12T/14FF, HP 27/27, Fort +4, Ref +6, Will +2, Init +2, Per +8, Ki 3/3,

Sorry for being MIA had a bunch of stuff crop up suddenly.


| HP 16/16 | AC 17/14/15 | CMD 9 | Fort +3 Ref +4 Will +5 | Init +2 | Per +13 | Fly +6 | Stealth +19
Rowan Gideon wrote:
It should help, but it also might just encourage me to get Skill Focus (Perception) at 7th. Not really necessary though. Someone has to keep an eye on you guys, and as long as Wilhelm doesn't know that I'm susceptible to bribes then it might as well be me.

*Takes notes* "Bribe you say? *Caw* ..."


Masamura Yoshirou wrote:
Sorry for being MIA had a bunch of stuff crop up suddenly.

glad to have you back. Check out Anastacia's Group thread. You're in the middld of fighting worgs.


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

So I've been thinking about it. If almost everyone is going to take leadership (that appears to be the case for now), we're going to be seeing a massive increase in the number of characters running around. Would it make more sense to spin those characters off into separate groups to run different missions? The alternative is to start running around with 4 main rulers + 4 hanger-ons + animal companions/familiars/etc. It just seems like a pain in the rear waiting to happen.

Thoughts?


male human psychic (amnesiac) 7/investigator (questioner) 1 | hp 71/71 | AC 18, touch 11, ff 18, CMD 14 |Fort +6, Ref +6, Will +10 | Perc +13, Init +1 | 1st 7/8, 2nd 8/8, 3rd 4/5, PP 3/5, insp. 6/6, DH 7/8

I mean, I'm taking Improved Familiar (which is in many ways the same) and I wouldn't mind the groups getting split more so that we can each get more done.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

I'm not certain I always will aim to bring my minion along (the familiar certainly, but not always the cohort!). There are other tasks they could be used for like managing, spying ect. But when the push come to shove, I'm sure we all appreciate some backup : )

Edit: To elaborate, here are some ideas I've been toying with!

*) Some kind of stealthy, sneaky infiltrator character. High skills and perhaps some deceptive magic. Not much use in actual combat, but someone one could afford to send out and keep an eye on things!

*) Colour Sargent - someone that provides the vital charismatic link between Fhârns plan and whatever men he might be leading. Someone with supportive spells or abilities plus some tactical & social skills.

*) An advisor type that can follow me around and help me answer the more intellectual questions as well as pointing out which noble seal is which. As a bonus, this character could probably pick up some merchant skills and help handle the loot to gold process

Given free hands, I'm thinking somekind of bard will fit my needs snugly. Large skill pool, some charisma and supportive spells. Little chance to actually outdo anyone in their chosen field. Arcane Duellist are where it is currently at, since the class has enough similarities with Eldritch Knight that one can play up the master & apprentice angle a bit : ) I would miss out on the knowledge goodness, but I suspect being followed around by a know-it-all npc would get bothersome after a while. And I could just hire a team of Advisors instead and have them squabble all day : )

Just some more random thoughts :D


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

My plan for a cohort was to have someone to run errands and such, not a combatant. That's why I offered to take Munin. I also wanted the low level followers to staff out research labs, hospitals, and such. If it's not Munin, then it's just as likely to be an animal that's had the anthromorphic placed on them.


Male Human Ninja4
Spoiler:
AC 16/12T/14FF, HP 27/27, Fort +4, Ref +6, Will +2, Init +2, Per +8, Ki 3/3,

I am avoiding Leadership and such. Though I might look into switching to a Ranger(Guide) I was building for my IRL Groups Jade Regent Campaign that got cancelled. I think the Dwarven Ranger would make a better addition. Especially once I remove his Gunslinger(Musket Master) Levels.

He actually ended up being a better scout than the ninja.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Yes, as Sanita said (and I edited in!) cohorts are super nice to solve chores and run errands and handle all that boring stuff ^^ And it would certainly not be wrong if they had a (level appropriate!) encounter once in a while :P


Male Human Ninja4
Spoiler:
AC 16/12T/14FF, HP 27/27, Fort +4, Ref +6, Will +2, Init +2, Per +8, Ki 3/3,

Maybe they watch the horses and camp only to get attacked by bandits, wolves, or some such?


male human psychic (amnesiac) 7/investigator (questioner) 1 | hp 71/71 | AC 18, touch 11, ff 18, CMD 14 |Fort +6, Ref +6, Will +10 | Perc +13, Init +1 | 1st 7/8, 2nd 8/8, 3rd 4/5, PP 3/5, insp. 6/6, DH 7/8

Dareon's gonna try and train Cragger into being an errand-boy for him, and is just going to purchase the services of teams for the purposes of manpower. Personal things will fall to his familiar.


Status:
HP: 14/14; AC: 10, T: 10, FF: 10; CMD: 13; Fort: 1, Ref: 0, Will: 3 Init +0; Perception +2
Half-elf Sorceress (Serpentine Blood) 2

Thought about and decided to take heroism as my first level 3 spell, the role-playing options it brings when I cast that are too good to let go at this point. Explosive Runes will be my next 3rd level spell though.

As to the topic of Leadership; I'm not sure if Lanya would take it, though if she would, she'd get a npc that helps her with her skills or to help her with her job as Grand Diplomat, though an extra bodyguard would be great too.

Probably a Bard (Archivist) following her around, carrying books and journals to write about what they find and what Lanya should remember or someone to do research into creatures/entities/kingdoms etc.


Kingmaker is almost tailor made for the leadership feat, so I am not going to dicourage it. I will draw the line at having to deal with more than three groups. Three seems to be the max I can comfortably deal with.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

I understand that you might not feel like doubling the amount of adventures all the sudden ^^ As for separate missions for them, I was more thinking they could make trips similar to the one Sanita and Fhârn is doing - just with a bit more hand-waving and less encounters, perhaps only one short RP session whenever there is a lull in the other groups : )

Hmm, another random cohort related thought - how do you feel about Monstrous Cohorts?

I've been toying with the Craft Construct feat. While that feat is cool - the constructs are either too expensive to be useful or too useful (semi-invincible beatsticks!) and clog/screw up encounters. But perhaps one construct as a cohort instead?

Just a faint idea at the moment, feel free to give your thoughts on the subject : )


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

Wyrmwood Cohort, construct, balanced.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

That's right - those tiny wooden men from the new bestiary ...

I'd wanted something more golem like (but those are, as said, either exceptionally strong or just a nuisance. A shame they look so cool ... :P (3.5 bestiary Iron Golem!)

But I could totally give it a full platemail and play around with the fluff a bit : )


Male Human (Issian) Fighter 1/Transmuter 5

No Leadership for Bej. Chores will be solved by Managers I hire through the downtime rules.

Not much happens to Bej at this new level. A few more skill points, and level 3 spells. Learned slow and force punch. About time I had something who hampers enemies rather than boosting allies.

EDIT: Slow is in one of the purchased spellbooks apparently. I'll think a bit more about it then. All good transmutation level 3 spells seems to be already on the mage's guild.


male human psychic (amnesiac) 7/investigator (questioner) 1 | hp 71/71 | AC 18, touch 11, ff 18, CMD 14 |Fort +6, Ref +6, Will +10 | Perc +13, Init +1 | 1st 7/8, 2nd 8/8, 3rd 4/5, PP 3/5, insp. 6/6, DH 7/8

Learn a conjuration or an evocation spell! Those are good too.


Male Human (Issian) Fighter 1/Transmuter 5

Yes, there are a ton of good evocations. But I need a transumtation spell or my specialty daily slot goes wasted. I need to copy something from your spellbook ASAP.


male human psychic (amnesiac) 7/investigator (questioner) 1 | hp 71/71 | AC 18, touch 11, ff 18, CMD 14 |Fort +6, Ref +6, Will +10 | Perc +13, Init +1 | 1st 7/8, 2nd 8/8, 3rd 4/5, PP 3/5, insp. 6/6, DH 7/8

Assuming we don't die in the fight that we're in together right now, I'm sure Dareon would have no problem handing over a few spells.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Do we have Greater Magic Weapon ?

It is a transmutation spell, and it is really nice =) Fhârn plans on using it extensively since it is a 1h/level spell that one can pre-buff with : )


Male Human Ninja4
Spoiler:
AC 16/12T/14FF, HP 27/27, Fort +4, Ref +6, Will +2, Init +2, Per +8, Ki 3/3,

Sorry for going AWOL again... Apparently I have caught a case of Pneumonia do to stupidity.


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

And a little story about Munin and his extended family and how much like humans they are. ;)

Ravens


Male Human Ninja4
Spoiler:
AC 16/12T/14FF, HP 27/27, Fort +4, Ref +6, Will +2, Init +2, Per +8, Ki 3/3,

Ravens. Wondrous Birds.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Indeed. And they like their shinies too !


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

But the only thing they ever say is: Never more.

And what's with all that tapping, tapping?

Leave my chamber door alone, you squawking vulture!


Male Human Ninja4
Spoiler:
AC 16/12T/14FF, HP 27/27, Fort +4, Ref +6, Will +2, Init +2, Per +8, Ki 3/3,

Yes!


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7
Fhârn wrote:

Bigger map! :) (Brevoy is in the northeastern corner)

The river flows south from New Stetven down to Mivon where it spits. One branch continues to the south and the rest of the world (all the way trough Galt and to the Inner Sea. One branch heads to the Steaming Sea via Lake Encarthan). But that branch is of no interest to us. The other one snakes north-east to Restov - the destination of the trade route we are set to protect! It passes by a lake which looks very similar to the one the Stag Lords Keep were positioned by. I'm assuming that is were our land will be.

This means the river rout from New Stetven to Restov is longer (~3 times the length, assuming the trade route is straight [which it probably isn't!). A ship can certainly travel faster then a caravan. It carries more. It is easier to protect. I could certainly see how this route might compete with the land way.

Huh. I be dammed - the more I write about it, the better a river trade lane seems ^^. We just better make dam sure the Pornos don't think we are competing with them (until it's too late :P). Or even strike a deal...

Okay - one step further !: What if some enterprising king/kingdom were to dig a channel between one of the rivers near the teal hexagon on our map (where Wilhelms group is set to explore ...) and the East Sellen River? That would make the route quicker. It would also mean that Mivon is no longer in the middle or the route (in fact, they are not even on the route anymore!) - instead, one of our cities could be the halfway point!

Sanita and I were discussing the prospects of an river based trade route. Something that might be profitable for us in the future... I wrote a short bit questioning the merits of the plan (but it turned out to sound like a good idea instead!) so I thought I'd repost it here so people could give their thought without cluttering up the gameplay thread.

And Dante might want to measure up the land, to evaluate if the channel idea is viable ... : )

Edit: The linked map (of course!) didn't follow the quote. Here it is!


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1
Fhârn wrote:
What if some enterprising king/kingdom were to dig a channel between one of the rivers near the teal hexagon on our map (where Wilhelms group is set to explore ...) and the East Sellen River? That would make the route quicker.

There are likely some logistical issues with this plan, but I won't say any more. We'll have to see as we explore. :)

I do like the idea of expanded river based trade, but I think we'll want to involve the Pornos family in any plans. Or we could just wait until we're not as dependent on them. Either is good. :)


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Hmm, wild guess: The channels would pass trough the forest of "OOh that is a nice trap you are making, it would be a shame if something happened" ? : ) But true, any such wild ideas will have to wait until we have a better lay of the land and more resources to commit.

The Pornos have been pleasant to deal with so far, so I'm sure they wouldn't be too adverse to it. On the other hand, they just founded a freakin country to secure their land based route... : )


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

I updated the loot sheet with whatever I could find. If you have other stuff that I missed, feel free to add it yourself.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Hmm. I think the good captain gave us a hint about these complications you mentioned Wil (Boggards). However, they could be seen as 'helping us maintain a monopoly' on river trade going south ...

We shall see : )

Edit: @Wil The sheet looks correct from what I can see : )


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Fhârn is going to be looking to sell some of the new loot in Silverhall or New Stetven - mainly the mundane items. I'm uncertain if we should plan another trip to sell of the expensive items - and it would feel inappropriate to liquefy them without giving the rest of the gang a chance to look at them! : )

To abstract the game a bit, could we assume that Fhârn and Sanita happen to have great hunches of which items might interest the rest of the party and try and sell the others : )? Else I fear we might be gone for another month!^^


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

Looking through the list of loot we got, I don't honestly see anything Sanita would want. :(

On the other hand, we need to id the staff.

Kertuffle? Sanita will use an identify extract the next day to id the staff. She'll take 10 on the roll if she can (that will ID anything up to caster level 18). If not, the roll below...

Identify: 1d20 + 8 + 10 ⇒ (5) + 8 + 10 = 23

That should ID anything up to caster level 13.

She'll identify the magical weapons as well, just to make sure they aren't +1 flaming or something. Again, either taking 10, or if you want rolls...

Identify: 1d20 + 8 + 10 ⇒ (13) + 8 + 10 = 31
Identify: 1d20 + 8 + 10 ⇒ (17) + 8 + 10 = 35
Identify: 1d20 + 8 + 10 ⇒ (15) + 8 + 10 = 33
Identify: 1d20 + 8 + 10 ⇒ (5) + 8 + 10 = 23
Identify: 1d20 + 8 + 10 ⇒ (8) + 8 + 10 = 26


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

The (studded) leather armour?

It helps with a lower Armour Check Penalty and higher Dex cap (for the mutagen).

Unless you are allergic to enchanted armours that are out-armoured by mundane in the same category :P


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

Actually, I missed that. Sanita would indeed claim that armor.

What I REALLY want is Mithral Kikko. But I need Masamura to introduce her to eastern armor, and then to save up for Mithral. :)


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Hmm. Medium armour with -3 ACP? And mithral... Sneaky, but expensive!

Buy Fhârn a scroll of Fabricate and a picture book instead. I'm sure he can whip up something ^^


Male Human (Issian) Fighter 1/Transmuter 5

At this point, we have a decent chunk of Northern Greenbelt mapped and explored. Sanita and Fharn are currentyl at the 4th of Gozzran I think, so they'll take at least another week until they come back at Oleg's. (Anastacia's group came back Pharast 27th, Wilhelm's probably will Pharast 29th).

When Wilhelm's group comes back in two days, I don't think we should go exploring some more while waiting for the two of them, but rather start some downtime.

We should decide right now though, because downtime works better if you can take a whole week of it rather than just two days.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Yeah. Fhârn would like some downtime. Ironically, it is looking like he will get very little of it.

But - Kertuffle said we still managed to acquire some during our adventures, so there should be a few extra days to work with : )


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

We can discuss this when I get back IC, but my thought is that we should get our crafted gear in order before we do a lot more exploration. If we take roughly 2 months of game time to start running our kingdom, that would give us 6 weeks of downtime with which to craft gear and do other stuff. That's also enough time for us to start to expand towards the lake (taking a few hexes as we go). At that point, we probably want to finish exploring around the Stag Lord's fort so we can guarantee there aren't any more nasty surprises in store for us before we claim it and make it our capital (which I think we should do at earliest convenience). I've highlighted a few routes that outline where I think we ought to explore after a few months of downtime/kingdom building.


Male Human Ninja4
Spoiler:
AC 16/12T/14FF, HP 27/27, Fort +4, Ref +6, Will +2, Init +2, Per +8, Ki 3/3,

Bad news... I won't have time to run or play in any campaigns for a long while. At least a Month or more. Something suddenly came up that I have to focus on. Really sorry.

I might can bring in a newer character later on if you wish. Maybe say Masamura got a letter of pardon and is returning home.

Really sorry.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Sorry to see you leave Masa! Good luck with whatever it is you need to deal with : )

//

The route seems to be split for two parties. Makes sense, since we are down to ten at the moment - and cohorts and those people are still a level away.

Also, Six weeks of downtime? That might be enough for Fhârn to craft himself that Armour of Awesomeness™ he always dreamt of! I'll have to run some math when we get back 'home' and divide the loot . )


Male Human Ninja4
Spoiler:
AC 16/12T/14FF, HP 27/27, Fort +4, Ref +6, Will +2, Init +2, Per +8, Ki 3/3,

Simple but time consuming. Ugh...


Sorry to see you go Masa! Good luck.

This is indeed a very good point to do downtime for the month of Pharast. Everybody can get two weeks of downtime. If you'd like to hire teams, you can do so, but they won't show up for a couple of weeks (mid Gozrah, but early enough in the month you'll gain their benefits for the next set of downtime.) I'm also OK with taking two months of downtime/Kingdom phases to give Sanita and Fharn an opportunity to rejoin.

Now that we are down two people and the extra person from the last round of recruiting has not responded to my PM, I'm thinking of recruiting another player or two. I don't think I'm going to reopen the recruitment thread at this time, but instead I'm going to ask if anyone knows of someone who might be interested.


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

I know of someone who might be interested, if you'd like me to invite them over to read.

Hate to see you go Masa, hope things clear up for you.

At least, this makes the kingdom positions easier. Sanita can slide over into the Spy position, which she's well suited for.

Also, Kertuffle, any chance some eastern armor might have made it's way to Silverhall or the Capitol of Brevoy? So Sanita can see some Kikko armor and fall in love with it? :)


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

Sorry to see you go, Masamura. I hope real life things clear up a bit for you. Take care!

As far as recruiting goes, I have a friend who'd be interested, but he's not available until sometime into August, so that's probably not optimal. :) I'll do some checking with my other PBP groups and see what turns up. I'd like to find two more people if possible, so we can evenly divide into four groups. A divine type and another sneaky type would be nice.


male human psychic (amnesiac) 7/investigator (questioner) 1 | hp 71/71 | AC 18, touch 11, ff 18, CMD 14 |Fort +6, Ref +6, Will +10 | Perc +13, Init +1 | 1st 7/8, 2nd 8/8, 3rd 4/5, PP 3/5, insp. 6/6, DH 7/8

He's in a couple of my games - Aardvark DM is a reliable and good poster. Check my Legacy of Fire game. He plays Koritylija.

As for recruitment, unless you like huge groups, I'd prefer to keep it as-is, actually...


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

Note: I said four groups when I mean three (each with four people).

I agree with your solution to our kingdom position quandary, Sanita.


@Sanita
20% chance of Kikko armor being on display: 1d100 ⇒ 52
Please invite your friend to PM me if he's interested.

I'll also PM Aardvark DM. We'll see if these two are interested.

Sorry, no Kikko armor.:(


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

PM'd them, will let you know, if they don't.

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