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


2,251 to 2,300 of 2,664 << first < prev | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | next > last >>

Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Cool, and agree on the kingdom thing.


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

Sanita will keep her bonus in Economy, unless something else comes up to require it to be moved. That will help us grow faster.


(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 here's a rough breakdown of what I think the first year should look like. We can discuss this IC/OOC, but I want to not some thoughts now.

Month 2:

  • I suggest we annex a hex and build a road and farm on it to reduce our consumption to 0. The trade off is that we increase our DC by 1.
  • We get a free brothel (aka dance hall) and house (2bp).
  • Have another guaranteed economic boom event.

Month 3:

  • I suggest we hold off annexing hexes until we get our stability and loyalty up a bit higher.
  • Build a house for 2 bp (instead of a tenement as per the gold rush) and a garrison (28 bp). The garrison is expensive, but it gives a big discount on jails and granaries which will help out quite a bit.
  • Have our final guaranteed economic boom event.

Month 4:

  • Depending what our stats are like, we can start annexing again here.
  • Build a house for 3 bp if needed (probably not) and an inn (10 bp). I chose an inn for RP reasons (place to sleep) and for the boost to loyalty/economy.

Month 5:

  • Depending what our stats are like, we can start annexing again here. I'd suggest we do so here, and grab the mine and improve it (6 bp for 1 economy and +1 BP per turn.)
  • Build a house for 3 bp if needed (probably not) and a noble villa (24 bp). We get an increase in all our stats and, more importantly, a discount on a bunch of useful things.

Month 6:

  • I think we should take another hex and build either a quarry or a farm (probably a farm to reduce consumption to 0 again).
  • Build a house for 3 bp if needed (probably not) and we have some flexibility here. I think I like the idea of either a library, jail or exotic artisan. It should depend on what our scores are at this point.


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

Ok, I don't have any information on the kobolds, so I feel comfortable making this proposition, especially since I'm not handling the kingdom building part.

I was looking over the kingdom building rules, and I think we could either form a Union with the Kobolds, or perhaps subjugate them, rather than create a Vasselage.

Forming a Union wrote:


Just as a kingdom can divide into separate pieces, kingdoms may want to unite to become a more powerful political entity. If the leaders in each kingdom agree to the union, the process is relatively smooth. During the Event phase, follow these steps.

First, combine the Treasuries and any other mobile assets (such as armies) of the kingdoms. Next, determine how much Unrest in each kingdom is not from leadership and building modifiers. Average these numbers together (minimum 1 Unrest).

Then follow the steps for founding a kingdom . Treat leaders who change roles as changing roles within the same kingdom.

Once you've got your new, combined kingdom, add the Unrest from earlier to the Unrest for the new kingdom.

The GM may influence any of these steps as appropriate to the situation, such as giving hexes in the smaller kingdom a temporary Loyalty penalty for 1 year, or giving the entire kingdom a 1d4—2 Stability modifier each turn for 6 months.

The advantage of this approach is that the kobolds (a one hex kingdom) and the main kingdom (us) pool their treasuries and can work together. It also lets us share people between kingdoms to cover rolls. This is also helpful for all the cohorts that are coming down the pike, as there are more spots to put them that are useful.

Alternately, we could subjugate them now, I think. The penalty is based on the size of the kingdom subjugated, and it's a -1 right now. That's not bad, and our rolls are good enough to start that we could subsume them. I don't know exactly how it would effect us without official stats on the kobold 'kingdom', but as small as it is, yet still advanced (and with a mine already), it would save us BP to build a mine, they'd come with one. It only takes 3 consecutive successful stability checks to merge the two.

Just a thought.


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

Subjugate have such an awful tone to it - I would prefer Union as they are our friends. But I haven't come to terms with the kingdom building rules yet so take this with a grain of salt.

I can't see any glaring flaws in Wil's suggestions either. It is quite amusing to see the paladin suggesting we get a 'dance hall' asap - but they seem to give an whole slew of positive modifiers to the kingdom ...

ps. The Dance Hall looks like a freebie. Not as fun as I imagined ^^

Edit: Hmm I had an idea!

What if we used the downtime building/organization rules to construct a townhall/central office?

While building my house, I contemplated hosting my council (team of bureaucrats) there, but it felt wrong. But if we all chip in a bit we could have a central location where we all could 'work' and manage our kingdom offices from. (I realize some might want to operate out of more discreet locations - but a meeting spot is always handy ^^).

Handy rooms for this 'Town Hall':

Armoury, Guardhouse and Elite Guards. Perhaps a gauntlet and/or defensive walls also.

Perhaps a ballroom or ceremonial room and lodgings (or real, expensive bedrooms even!) for messengers and official visits?

A belltower? They usually had those I heard :)

Common or Sitting room for "fika" breaks.

A lavatory for obvious reasons.

A few offices to work in.

A scriptorium for scribes and secretaries. Could be upgraded/supplemented with a printing press

Perhaps a trophy room ?

A vault, perhaps trapped and hidden, to store our kingdom resources :) (the valuables atleast!)

A War Room (big room with maps) might be handy to have meetings in.

Later, this could also host books as a library.

By my quick approximations - we would get an functional hall for ~5000gp (most of the mentioned stuff!), which is only 500gp each.

Thoughts?


Male Max HP 38
Stats:
AC/Touch/Flat: 19/13/17 | Fort/Ref/Will +5/+4/+9 | Init +2 | CMD 17
Druid of Erastil 7
Skills:
Bluff 2, Climb 3/5, Perception 22, Sense Motive 4, Stealth 15, Swim 3/5, Kn(Geo/Nature) 8, Profession (Cartographer) 8, Survival 14

Sorry for being out of touch, I didn't see that there was new posts in the discussion thread. My fault for not checking anyways. So after reading two pages to catch up, I do not see anything that I object to. I'll look it over again when I get home from work and also decide if I'd like to take a cohort and followers as well as build a house of my own eventually.


HP 65/65, AC 17, T 12, FF 15, CMD 21, F +7, R +4, W +5, Init +6, Per +10

Also checking back in.

I have lost the big picture in all these posts I have to catch up upon. Could one give me a few bullet points?


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

Edited my previous post with a new suggestions :)

Welcome 'back'!^^

Bullet points:

*MDT (Sanita) & leinathan (Dareon) shares gm responsibility

*Felix is back!

*Hol backed out.

*To make it easier for the GMs, we are resetting our gear to 16000gp, or 20000gp for crafters.

*We are soon going to take a full years downtime to build the kingdom

*If you are planning on picking up cohorts, you are free to introduce them already. (But they wont be 'cohorting' yet ^^)

*Evelynn is Sanita's future cohort, whom have come to visit.


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

Note that subjugate in this context just means 'take over'. It can be by force of arms, or it could be by mutual agreement.

Basic Differences :

Union : Merge two kingdoms into one. End result one kingdom.
Advantage : One Kingdom, merge treasuries, buildings
Disadvantage : Have to populate leadership positions for both kingdoms or take penalties

Subjugation : Smaller kingdom becomes part of larger kingdom
Advantage : Gain treasury of smaller kingdom and buildings, Requires single leader position (Viceroy)
Disadvantage : Hexes from Smaller kingdom Always receive 'no king' penalty

Vassalage : Create new kingdom
Advantage : Only requires a Viceroy
Disadvantage : Can't Vassal existing kingdom, Requires BP be split


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, okay. In this case, Subjugate do sound like the best route - especially since it would open up a council position for Felix/Shimmerscale :)

But we might want to word it differently in any treaty we sign ^^


Submission for Dante's cohort.


Female Halfling Bard 7

Presenting the character I made to join your game, I hope you like her.
The Halfling woman gets down from her Horse. Everything about her it's name is a symbol, a message, a promise . From her simple clothes (she insists - almost brags - she is not noble, but a daughter of Cheliax escaped slaves, and she shouldn't dress like something she isn't) to the name of his pony.
"Here Liberty! We have arrived. "
She greets everyone, and after listening the proposal, she asks for a change to speak. Her voice is clear and strong. Powerful but filled with delicate emotion.
"That is not acceptable. I know some of you are not from the Stolen Lands, but here we have a law. A promise we made for every person, every mother, every child. The Six River freedoms. And one says Slavery is an Abomination. Do we want do make a kingdom where we make a slave of somebody because he got I'll and couldn't pay a loan? Because a drought destroyed his crops? Because his child got sick and had to pay to heal him? Do you really want to make someone an "Indentured Servant", a cynical way to call a slave, a mother that steal to feed their children? That is what you want to become? "
The Red Rose. They call her that. The leader of a" Political" Party, the Freedom Party, as they call themselves. Their headquarters, known as "the rose garden" is recognized by the wonderful roses blooming in the courtyard, and the unstoping activity of the members. The Red Rose their most vocal and visible member. The White Rose, the Cleric you know is their real leader and guide [/ooc](her cohort, a Cleric of Milani)[/ooc]. The Purple Rose, a gnome expert in producing ways to distribute their message, and the rest of them, always organizing the people, organizing them, educating them. (her followers) .
Wyssal, after looking all of you, she continues.
"I know you have good intentions, but the laws and precedents you set here, at the start of this nation, will determine what is it. What it means. Are we tyrants at the service of the rich and powerful, doing their dirty work on our "subjects", eager to imprison, enslave and punish the hard working people of this great land? Is that what we are? A collection agency? Or do we believe in "Oathbreakers die"? The good people of this Lands repay their loans, not because fear of punishment, but because they are true to their word. I believe in them, and you should too."
The small halfling shakes, believing every word she says.
[b] "About the exploration plans, we must expand as fast as possible. What we have outside our borders is not "resources" to grab, but families, children, old people, that right now live under the rule of bandits and miscreants. We must reach to them. Help them. That is the message, the legacy, the hope I want to give my children. That is the nation I want to be part of.

She hits her chest with a closed fist, and turns to look at each one in turn.
Hope you like her. I am working in putting the details in the profile, but in short she is a bard with sound Striker archetype, barrister profession and leader of a political party of Mileni worshippers.


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

Sanita smiles, someone who'll argue with more people than she does. Excellent. A good way to slip from the limelight and back into the shadows.

Just a note, debt was not the main way to become indentured. It was to incur criminal debt. For example, burning someone's house down, you worked off the rebuilding costs, plus any time the judge set as extra for the act itself. SO it's less about debt than criminal activities. Conning someone out of money and spending it, etc. Bad debts (like a failed business or falling behind on taxes) were more just you sell everything to make good on it as best you can.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Personality wise, I think it's fine.

Can't find any crunch to evaluate. And the cohorts would be living in the area, but not be cohorts yet. Just getting them in now so they are around instead of all magically appearing at level 7. :) So followers at level 7.


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

"Tyrants of the rich and powerful? That is an interesting idea! We are - by default - scions of the rich and powerful since we, the council, are the wast majority of them here in Domierov! And I do seem to recall doing my dirty dishes earlier. So perhaps we have already fallen down the slippery soapy slope."

The arcanist leans back in his chair, anticipating a lengthy debate. I've heard of these 'Rose'. Now the question is - anarchist or perhaps actually helpful? We shall see! With a playful grin he takes a sip of tea and carries on.

"Indentured servitude from criminal actions. Sickness hardly qualifies as criminal. Actions that create a debt or damage to society or innocents must be repaid or reprimanded - and would you rather have them rot in jail? That hardly the epitome of freedom my friend."

//

Yepp - from what I read she seems ok : )


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Dante, your cohort looks fine crunch wise. Please type up some background for her if you don't mind? If you prefer to keep it quiet, that's fine, but Lienathan and I will need to know it. Also, the background may impinge on other PCs if she's a full blood of one of the houses (or even a half blood with permission to use the name).


M Human HP 64/64 AC 21, T 11, FF 20/ Fort+8 Ref +2 Will+2 +2 vs fear.

She is Dante's Daughter as per his background, but I will add one for her.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Ah, I see! Sorry, didn't think to look in Dante's background for her. :)


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

Still working on buying stuff. Going to build a monastery at Oleg's and staff it with an acolyte and a unit of guards.

For magic items, I'm adding a +1 mithral breastplate. I had added a handy haversack, but I'm wondering if a belt of giant strength might work out better.

Anyway, I want a wizard cohort, but I'm having trouble coming up with motivations.
I did have some seeds for an idea, while driving today, so maybe I'll be able to come up with something. Trouble is, I after a day at work, I forgot some of the story.

Edit: The kingdom building stuff looks OK to me, Wilhelm.

@ Wyssal. Are you sure you're not from Galt? :P Just kidding.


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

You know, seeing everyone that's taking Leadership, I might take something else instead to cut down on the clutter and the amount of work that I have to do :)

It opens up that one feat slot that I've been looking for, too.


Female Halfling Bard 7

Well, the idea is that she is a politician, and somewhat a demagogue.
I put the information in the profile, I also attach:
PCGen Character File
PDF Character Sheet
I have a couple questions for the DM's:
- I took the Pioneer Kingmaker Trait, I changed the "Horse" for a "Combat Trained Pony". It is cheaper. Is that valid?
- I took the Sound Striker Archetype. Is it acceptable? If acceptable: Can Weird Words send several attacks on the same target?
- I bought an Efficient Quiver. Can Wands be stored in it? Is it a Free or Move action to retrieve them?
- I bought many wands, is that valid? At least two are for "RP" purposes (put Rose grafittis in the walls for example ;) Is that valid?
I only "bought" 16,000, even if she has the Craft Wands feat. I plan to use the rest for the Rose Garden, her party headquarters.
Please tell me which changes I need to do to her.


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

@Wyssal/mdt/leinathan - While I'm not a GM, I thought I'd chime in regarding the Sound Striker. I tried to make one not long ago and I found this. Bear in mind that it is not an real update or rewrite, merely the design teams ideas. My personal opinion would be that they made it kindof weak. (on the other hand, mauling someone for 6d8+18 is a bit strong.)

Also note that you will need to know the spells to craft a wand, as it is a spell trigger item (can't ignore it for a +5 DC on the spellcraft check).


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Ok, having looked over weird words, I don't like the original power, nor the suggested mods. Not saying it's not ok, just saying I don't like the ambiguity in the original, nor the off the cuff fixes the dev team suggested.

Lienathan? Wyssal? How about this?

Weird Words (Su): At 6th level, a sound striker can start a performance as a standard action, lashing out with 1 potent sound per 2 bard levels (maximum 10), each sound affecting one target within 30 feet (an individual target can be struck more than once). These are ranged touch attacks. Each weird word deals 1d8 points of damage plus the bard’s Charisma bonus (Fortitude half ), and the bard chooses whether it deals bludgeoning, piercing, or slashing damage for each word. Regardless of the damage type, sonic energy resistance stacks with any DR the creature has to reduce the damage.

This cuts down on how many it can do per round (3 per round at level 6), and spreads out the damage increase over 20 levels. Also, it makes sense that things with sonic energy resistance can reduce the damage.

On wands and Efficient Quiver...

I've always allowed them, although the official word from SKR is no. Lienathan, how do you feel about it? However, note that while an the EQ might allow the wand to be pulled quickly and accurately, if Lienathan is also ok with it, it would still be a move action that provoked to put the wand back.


Female Halfling Bard 7

Looks great. If I can say a word, I want to take the Sound Striker archetype because it reminds me "the weirding way" from David Lynch's Dune. In that spirit I imagine wordstrike to ignore hardness (but a full round attack at short range; maybe only affecting unattended nonmagical objects).
About Weird words the change sounds great, but if it's affected by sonic resistance, shouldn't it be sonic damage, instead of P/B/S?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Yep, and that makes more sense.


Female Halfling Bard 7

So, this is the way it stays?

Original: wrote:

A sound striker gains the following type of bardic performance. Neither performance can be performed more quickly than a standard action.

Wordstrike (Su): At 3rd level, the sound striker bard can spend 1 round of bardic performance as a standard action to direct a burst of sonically charged words at a creature or object. This performance deals 1d4 points of damage plus the bard’s level to an object, or half this damage to a living creature.
This performance replaces inspire competence.

Weird Words (Su): At 6th level, a sound striker can start a performance as a standard action, lashing out with 1 potent sound per bard level (maximum 10), each sound affecting one target within 30 feet. These are ranged touch attacks. Each weird word deals 1d8 points of damage plus the bard’s Charisma bonus (Fortitude half ), and the bard chooses whether it deals bludgeoning, piercing, or slashing damage for each word.
This performance replaces suggestion.

House Ruled: wrote:

A sound striker gains the following type of bardic performance. Neither performance can be performed more quickly than a standard action.

Wordstrike (Su): At 3rd level, the sound striker bard can spend 1 round of bardic performance as a full round action to direct a burst of sonically charged words at an unattended nonmagical object. This performance deals 1d4 points of damage plus the bard’s level, ignoring hardness.
This performance replaces inspire competence.

Weird Words (Su): At 6th level, the sound striker bard can spend 1 round of bardic performance as a standard action, lashing out with 1 potent sound per 2 bard levels (maximum 10), each sound affecting one target within 30 feet (an individual target can be struck more than once). These are ranged touch attacks. Each weird word deals 1d8 points of damage plus the bard’s Charisma bonus (Fortitude half), and the bard chooses whether it deals bludgeoning, piercing, or slashing damage for each word for purposes of bypassing Damage Resistance. It deals sonic damage. Sonic energy resistance stacks with any applicable DR the creature has to reduce the damage.
This performance replaces suggestion.

Any changes?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Looks good to me, if Lienathan likes it. At 20th, it does 20D8+60/70 pts, splittable against multiple targets.


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

Okay, I played around with the organization rules for downtime. Here is what I made:

Town Hall, rooms & staff:
Rooms:
Armory 390gp
Ballroom 760gp (or Cermonial Room 1180gp)
Common Room 300gp
Escape Route 360gp
Guard Post 320gp
Kitchen 160gp
Lavatory x2 240gp
Offices x13 1560gp
Scriptorium 320gp
Secret Room (well hidden) 720gp
Storage 120gp
Trophy Room 250gp
Vault x2 600gp
War Room 300gp

Staff:
Bureaucrats 200gp
Elite Guards x2 340gp
Lackeys 120gp

It is a central location to have our meetings in - so we don't have to bother Oleg so much ^^

It contains offices for everyone as well as an war room (situation/council room) for meetings.

The war room has a hidden compartment which contains a small vault for our sensitive information. Less important information is stored in a locked storage. The cellar has a bigger vault to hold our material valuables (BP?). The doors and locks to these instances will be Arcane Locked for extra safety (keyed to the thirteen PCs).

There is a common room and a kitchen to facilitate longer work passes, and a ballroom and a trophy room to entertain guests or official functions. There are two lavatories for obvious reasons.

The house is staffed by five bureaucrats (scribes, aides) and five lackeys (chef, cleaner, waitress ect). The house is guarded by two elite guards (warrior III) at all times, three during work hours.

The house contains both an armoury and an escape route if the worst comes to it, and the front door is protected by a Guard Post.

The combined bureaucratic efforts of the town hall and its staff rolls an income roll with a +45 modifier (either gold or influence), earning (average) 110gp each month. Which it contributes to our party fund (a raise dead in about four years).

It is going to cost each member of thirteen 550gp (truly, a tiny bit less - but the rest goes to the fund).

If people are interested in this - please let me know.

I'll draft up an layout and host somewhere.

If you're not - please let me know too :)

And thoughts are welcome!


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'm fine with it, but Sanita doesn't have that much money right now. However, if it's being built over downtime, then Sanita will have time to make that much over the year using downtime rules. She's actually got a pretty good GP roll once her house is done (about 3 months). Assuming she devotes a couple of weeks per month to gaining capital, she'd have :

Craft (Alchemy) : 1d20+17+2+66 = 95, or 9.5 GP per day. That's actually probably less than what she'd make actually crafting alchemy items, given she crafts twice as fast as normal. So, at 5 days per week, that would be 95 GP per month. So it'd take about 6 months to make the 550 for that building.


1 person marked this as a favorite.
Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Ok, I'm ready on my end, but can't start my end untill it's decided whether we do a full year down or not. And the parties.

Leinathan should be free shortly now that finals are over.


Female Halfling Bard 7
Fhârn wrote:

"Tyrants of the rich and powerful? That is an interesting idea! We are - by default - scions of the rich and powerful since we, the council, are the wast majority of them here in Domierov! And I do seem to recall doing my dirty dishes earlier. So perhaps we have already fallen down the slippery soapy slope."

The arcanist leans back in his chair, anticipating a lengthy debate. I've heard of these 'Rose'. Now the question is - anarchist or perhaps actually helpful? We shall see! With a playful grin he takes a sip of tea and carries on.
"Indentured servitude from criminal actions. Sickness hardly qualifies as criminal. Actions that create a debt or damage to society or innocents must be repaid or reprimanded - and would you rather have them rot in jail? That hardly the epitome of freedom my friend."

Wyssal smiles sweetly at Fhârn.

"Jail is where the powerful put the poor that disobey. The real thiefs, the real murderers, they got away with it and live in their mansions. I don't think the good people of the Stolen Lands are rebellious slaves to be punished, and if some of them do commit crimes, they should be seen as sick brothers. Helped, not exploited."
She closes to you.
"I am here talking to you, asking to you, because you have the power. I believe in your good intentions, here and now," - she puts a hand on her heart - "And believe me, we the people in your lands are thankful for your help, and believe you are great and good people. But the laws and institutions you create can, and will, be used for nefarious purposes in the future if we don't have the care to prevent tyranny from creeping its way back. Criminal actions? Who decides what a criminal action is? Who can decide when a mother must lose her liberty and choose if her children will live in a prison or alone in the streets if she is unable to pay a loan? You?"
She looks directly at you.
"We must protect the people, and not be eager to create the means for their future enslavement."
She sits, her small 3' frame to small for the chairs, her feet dangling.
"Do you know why the common people of the Stolen Lands don't want police or constables? Because they only protect the rich, so the poor don't steal from them. But here, in the River Kingdoms, we believe You Have What You Hold. We must not let the rich and powerful to become tyrants. We must let the humble hardworking people of this land be free, and prosper, in peace and safety of those who want to enslave them! And I think you are going to help me create a great new nation in peace and liberty. Or am I wrong and we only changed the Stag Lord for another tyrant?"


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Yes! I'm finally done with school. I should be able to get some posting done tonight (maybe) and finally opening up my thread.

AS FOR WYSSAL. I agree with everything that's been done to the archetype, but she has WAY too much gold. Cohorts should NOT have PC gold. They get Heroic NPC gold, which for level 5 is something like ~3,000gp, and qualifies for the 25% bump from Crafting feats.

I'm SORRY for the wait, I've been moving all day today and yesterday and will be again tomorrow.


Male Max HP 38
Stats:
AC/Touch/Flat: 19/13/17 | Fort/Ref/Will +5/+4/+9 | Init +2 | CMD 17
Druid of Erastil 7
Skills:
Bluff 2, Climb 3/5, Perception 22, Sense Motive 4, Stealth 15, Swim 3/5, Kn(Geo/Nature) 8, Profession (Cartographer) 8, Survival 14

Wyssal isn't a cohort. She's the new PC.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Wyssal is Corsario's character (our new player). :)

I think you're still exhausted from finals. :)


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

@leinathan Congratulations! Welcome to freedom^^

@Debate/Wyssal

Since this thread isn't really the place for extended RP - I put my reply in a spoiler. How were you thinking of introducing her in game ? Similar to the show here - or something else?

Reply:
"You ask that we should surge forth as saviours from bandits and miscreants - yet the people does not want policing? Odd." Fhârn gives her an teasing smile and turns away to grab an empty cup and fills it with tea, heating it with a swift gesture before handing it to the halfling. "But yes, we have considered your heart-wrenching example with the starving mother. Such problems stem either from the lack of funds - which was one of the reasons we selected indentured service as a 'punishment'. By training an pickpocket or vagabond in a craft - and giving them an entrance to the market, we sought to create the best way to rehabilitate them to society." He gives her a sad smile. "We are most certainly trying to make the Stolen Lands a better place - but any tool or institution powerful enough to be worth having can be misused. The solution can not be to neuter the tool - only to watch those whom use it"

@Teams

Uh so yeah it kinda happened - I gave my advisers little stat blocks (sorry mdt!). They will probably be introduced during the downtime year - and their information is accessible trough my profile. Also linked below if anyone wants to spend a minute or two proof-reading : )

Advisers:
Charles Willow

Charles is the oldest on Fhârn's private council, and its unofficial leader. He is withered, white haired and walks with a cane. In his younger days he was an canny merchant and esteemed scholar - but due to political reasons he retired some ten years ago. Now the promise of new ventures and chance to (partially) shape a young kingdom has brought him out. He is a bit behind the times, having purposefully ignored most of the last ten years political development, but his sharp mind is thirsting for the task.

LN Old Human Expert III Init +2

HP 16/16, CMD 6, AC 8/8/8, Fort +0 Ref -1 Will +5

Str 5 Dex 7 Con 8 Int 17 Wis 14 Cha 11

Feats: Improved Initiative, Extra Traits & Alertness; Traits: Pragmatic Activator, Bruising Intellect

Eye for Talent; Speaks Common, Issian, Elven, Dwarven, Draconic, Gnome, Halfling & Chelaxian

Skills: Bluff (3) +6, Diplomacy (3) +6, Intimidate (3) +9, Know (History: 3) +9, Linguistics (3) +9, Perception (3) +10, Profession (Merchant, Scholar; 3) +8, Sense Motive (3) +12, Spellcraft (1) +7, Use Magic Device (3) +9

Notes: Has an extensive wardrobe of finely tailored outfits, each a bit dusty and unmodern. His right sleeve contains a Wand of Magic Missile (CL 3, 5 charges, +2 to activate). He has lived far to long to let any snivelling whelp end his live now - when time deprived him of his swordarm, he merely adapted.

Timirton Esper

Mr Esper, or Tim to his friends, are the team's scribe. He also knows a surprising number of titbits about everything between the sky and ground (and a few things beyond!). Facts acquired mostly by scouring libraries and reading - books are his favourite obsession. At the start of his career, he fancied himself an author but quickly found himself unable to progress beyond the research stage of his works. With a happy-go-lucky attitude he merely shrugged and started working for other authors instead - both as a researcher and later a scribe. The offer to join the council had good timing - he had just exhausted his local library. And perhaps the proximity to adventures and the frontiers would give him the opportunity to finally pen his book!

CG Gnome Expert II Init +0

Hp 14/14, CMD 12, AC 11/11/11, Fort +1 Ref +0 Will +2

CL 2, 1/day: dancing lights, ghost sound, prestidigitation, speak with animals

Str 10 Dex 10 Con 13 Int 13 Wis 8 Cha 11

Feat: Dilettante

Eternal Hope; Speaks: Common, Gnome, Sylvan, Elven

Skills: Know (all: 1) +7, Perception (2) +6, Profession (Scribe: 2) +7, Spellcraft (2) +6

Notes: Tim first met Munin while under the effect of his Speak with Animals spell. He was greatly surprised at how well-spoken the raven was. He was even more perplexed when the bird continued to converse with him long after the spell worn off.

Vivian Heartwood

The halfing is the youngest, and the most energetic of Fhârn's councillors. She serves as a Mistress of Maps, quickly providing directions and planning logistics. Vivian always had an interest for nature and its beauty, but suffered from several bouts of deliberating sickness as a child. As a result, she frequently had to contend with drawings and books instead of the real thing. Bedbound, she painstakingly learned how to paint and draw so she could save the scenes she witnessed outside during the short bouts she was feeling well. When she grew up, she decided to pick up a craft that would let her both visit nature - and use her skills. Work in a small kingdom near the untamed wilds of the Stolen Lands seemed perfect for her! And whom knows - perhaps a fey even pays them a visit?

NG Halfling Expert I Init +2

HP 7/7, CMD 11, AC 13/13/11, Fort -1 Ref +2 Will +3

Str 7 Dex 15 Con 8 Int 10 Wis 12 Cha 13

Feat: Scholar (Geography, Nature)

Adaptable Luck 3/day, Ingratiating; Speaks Common, Halfling

Skills: Know (Geography, Nature: 1) +6, Profession (Cartographer, Painter: 1) +7 Perform (Wind: 1) 7, Stealth (1) +10, Survival (1) +5

Notes: On her spare time, Vivian likes to enjoy the outdoors and play flute. And find beautiful scenes to paint. Charles are sometimes annoyed at her for always dashing around - but so far she has managed to deflect his wrath with a quick smile.

Raul Sesearth

Raul is the third son of minor noble from Kyonin. With no duties to speak of - and little wealth to waste - he set out to travel the world. Never having any particularly adventurous personality, for Raul this meant visiting other nobles and courts across Golarion. One of his elder brothers however had a slightly different onlook on life and accompanied Destor and Fhârn for a while. When he heard that his former companion sought councillors he informed Raul. Intrigued by the opportunity to see a human kingdom bloom from the safety of solid walls, the elf took the job. The sharply dressed elf brings heraldic knowledge as well as tact to the council.

NN Elf Expert II/Aristocrat I Init +4

HP 17/17, CMD 12, AC 14/11/13, Fort +0 Ref +1 Will +5

MWK Rapier +3 (1d6 18-20x2); CL 3, 1/day: Comprehend Languages, Detect Magic, Detect Poison, Read Magic

Str 11 Dex 13 Con 10 Int 11 Wis 8 Cha 13

Feats: Extra Traits, Noble Scion (Lore); Rich Parents, Warrior of Old

Envoy, Urbanite; Speaks Elven, Common

Skills: Acrobatics (2) +6, Diplomacy (3) +7 [+9 to gather information], Know (Local, Nobility; 3) +7/9, Perform (Dance: 2) +6, Sense Motive (3) +5 [+7 to get a hunch of the situation]

Notes: Raul is actually older then Charles, but he doesn't have the heart to tell him. And he is slightly worried what Charles might do to rectify the situation ...

Hennra Stoenskild

Hennra be described with three words: stout, stubborn and meticulous. While these traits are by no means uncommon in dwarves - she is also gifted with an almost limitless patience. She is a very effective lawyer - taking great joy in deconstruct her opponents and their statements. Of course, one could almost never tell with her emotions kept hidden behind a mask of professionalism. She was referred to the council by one of the local notaries (whom had grown tired of the time and parchment her trials took).

LN Dwarf Expert II Init -1

HP 14/14, CMD 10, AC 9/9/9, Fort +0, Ref -1, Will +3 (+2 vs poison, spells & spell-like)

Str 11 Dex 9 Con 10 Int 12 Wis 15 Cha 8

Feat: Stone-Faced

Speaks: Dwarven, Common, Terran, Draconic, Elven

Skills: Bluff (2) +4 [+8 to lie or conceal motives, DC 25 to get a hunch], Diplomacy (2) +4, Know (local: 2) +6, Linguistics (2) +6, Profession (Lawyer: 2) +7, Sense Motive (2) +7

Note: Off duty, Hennra has a great sense of humour. Crude humour - the sort that makes Vivian giggle for hours.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

I've created a spreadsheet for teams and positions. I'm hoping this spurs a discussion of team makeup. Personally, I'd rather the players work out the groups rather than Leinathan and I. Or at least have input.


Male Human Oracle 3 (Seer)

So am I resseting to 16k gp, because I can add that headache inducing list if you like.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Yes, level 6, 16K gp for Shimmer


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

In relation to the old topic of WBL: Lanya only took the Beguiling Bangles (worth 11k) from the loot we found and gathered.

The rest is still her own equipment from the start. Sorcerers don't need much. Also the 2325 gp I got as a share from the sold loot.

I'd need to payback Sanita still, how much do I still owe you for the dress Sanita?

I should see what I want to spend the remaining gp on.


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

Nothing else Lanya, Sanita pulled some family strings for the dress. :) Part of her attempt to make amends for earlier. Kertuffle approved it at the time as a family favor.


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

There are four main melee people - Fhârn, Wil, Vors & Dante. Wil and I are more defensively inclined (Lay on hands, Mirror Images & Shield) and the two others are more offensively inclined (big swords and the STR to back em up!).

Therefore, I suggest that I and Wil is not in the same team, neither is Vors & Dante. That way both groups have one fighter that can dish out the pain and one that can absorb the pain. Furthermore, Vors is slightly more likely to take damage due to the mechanics of Rage (-2 AC) so I suggest Vors + Wil and Dante + Fhârn for the fighter pairings.

Furthermore, we have five arcanists. Two are full casters - Lanya and Dareon so it would be a waste to have both in the same team. By the same token, three are prepared (Dareon, Bej and I) while two are spontaneous (Lanya and Wyssal). Thus I suggest that Dareon (prepared, full caster) team up with Wyssal (spontaneous, partial caster) while Lanya and & Bej makes for the other pairing. I will probably be mixed up in melee and can't be relied on to cast a spell at the right moment.

There are four diviners (plus Wil) - two whom may channel energy (Shimmerscale & Ana). I suggest we don't put both of them in the same team. Rowan brings Argos along, so I suggest him for the smaller team. Roan probably wants to protect his brother - so he will probably go with Wil (the larger group then).

Suggested groups

Sanita's

Wil
Vors
Roan
Sanita
Lanya
Bej
Shimmerscale

Dareon's
Fhârn
Dante
Dareon
Wyssal
Rowan
Anastacia

Motivation

One group gets a trapfinder (Sanita), the other someone with high perception (Rowan). Shimmerscale ends up in the larger group since she is more fragile then Anastacia. One group get two full divine casters while the other gets 1.5 + Sanita whom knows Cure Light Wounds. One group gets the top wizard and two lesser arcanists and the other gets the sorcerer and second-to-highest wizard.

This is just a quick draft/suggestion based upon trying to achieve two balanced teams. There are surely thing I've missed. But it is a start : )

Thoughts ?


(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

Looks fine to me. It's pretty similar to the reasoning I'd have given.

@leinathan: Congratulations on finishing school!

@Corsario: Welcome to the game.

@Everyone: So the plan is to do take the first month of exploration and then go exploring? Or are we just doing the full year of downtime? I think it makes sense from an IC perspective to do the shorter period to take a week or so to explore if only because of the ghost/undead thing. Of course, we could say that we simply ended up being too busy running the kingdom to actually have time to explore. I'm fine either way.


Female Halfling Bard 7

Thanks Wilhelm. Hope I can fit nicely with you all.


Male Human Oracle 3 (Seer)

Circlet of Persuasion 4500gp
Headband of Alluring Charisma +2 4000 gp
Deathwatch Eyes 2000 gp
Eversmoking bottle 5400

That covers my items if no one objects.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Hey all! I'm finally back, after all of my moving drama and my end-of-term drama.

Sorry for forgetting that you're a real person, Wyssal, I was pretty exhausted after all.

Here is the group that I will DM. Please, if you're to be in Sanita's group (and even if you're not) go ahead and dot the thread, please.

Felix - no mundane items? No clothing or weapons or food or adventuring gear? No backpack?

Liberty's Edge

Kingmaker Exploration Map

Fhârn: We can continue later.
Leinathan: No problem.
About Felix: Well, she IS a Kobold... :P No need for clothes


There was already 100 gold worth of stuff on the character so I'm just leaving that there and subtracting it from the 100 left over from wbl.


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

Alright, co-GMs. Anastacia is updated to 6th level wealth.

I gave her:

+1 mithral breastplate.
+2 Belt of Giant Strength.
Monastery gpv 3,270
Acolyte gpv 440
Guard team gpv 100

Traded light warhorse in for heavy warhorse. See Avalanche spoiler in my profile.

Spent the rest of my gold on spell components and adventuring gear. Notably, a masterwork back pack and harrow deck. I can break it down to the cp, if you need me to.
Herolab has me at a gear value of 11,310, with 6 gp left. This excludes the teams and building.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Personally, I don't need a cp breakdown. I trust people in general, unless they give me a reason not to.


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

@mdt/leinathan - Have you managed to reach Kertuffle yet ? There was a number of loose strings left - among other things, he noted that my cohort would be carrying an vague unspecified warning. I'd like to know if that is still in or if there are more details before I introduce her : )

Also - Bump =)

1 to 50 of 2,664 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Kertuffle's Kingmaker Discussion All Messageboards

Want to post a reply? Sign in.