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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Felix - I had alot of trouble logging in yesterday as well. I probably spent an hour trying to get to the Paizo site.
Anastacia I owe you an apology as well as Lanya. I was so short on time yesterday primarily because I had spent the aforementioned hour that I was making notes on a piece of paper and somehow got your names mixed up.


Looting the bandits you obtain the following
Light Riding Horses 11
Saddles 12
Saddlebags 12
Bit and Bridles 12
Leather Armor 12
Longbows 11
Arrows 240
Short Sword 11
Trail Rations 24
Alchemists Fire 2
Dagger 1
Composite Longbow (+2 STR)
Silver Stag Lord Amulet worth 20gp
Gold 145

1 Dead Light Riding Horse

The Silver Stag Lord Amulet is a small silver amulet shaped in the likeness of a stag's skull. It was worn by Happs.
I've put a link to a Loot Page at the top of the campaign. If you take some loot for your character please edit the page. Thanks.


Oleg's Trading Post:
Oleg and Svetlana Leveton accepted a charter from Restov to rebuild an abandoned border fort into a trading post to try and take advantage of the trade along the South Rostland Road and the numberous hunters, trappers and loggers that make their living in the area. If you wish to purchase an item from Oleg's as long as the price is less than 250gp and isn't illegal or immoral you can purchase it. If you want something else Oleg can get it in one week providing you pay a downpayment. In exchange for the initial defeat of the bandits the party can stay here free of charge, free meals.

Oleg gratefully gives Viktor 150gp and 6 Potions of Cure Light Wounds, and 3 Potions of Shield of Faith. I'm adding these to the loot list. Also any of the bandits gear the party does not wish he will buy at full price.


Male Human HP 7/12 | AC 14 T11 F13 | CMD 14 | F +0 | R +3 | W +0 | Init +3 | Per +3

I'll take 1 horse with saddle, saddlebag and bridle. I imagine everyone who doesn't have one will as well.

Kertuffle, when you say you're adding them to the loot list, are you keeping a party treasure list for stuff unclaimed or should we be splitting up all treasure as it's acquired?

Edit: okay, I see the loot list at the top of the page now. I requested permission to access it.


Male Human Summoner 1

Agreed on the horse lootset. Casimir will take one of those if only for status and faster travel times.


Not that familiar with googledocs but I think I've changed the access so that whoever has the link can edit it. Let me know it there is still a problem.


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

Lanya will take a light riding horse with saddle and brittle as well. The rest isn't that important to her.


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

Rowan would be interested in taking a bow. Maybe the composite if no one else has need of it.

@Magda: Sorry to see you go. Good luck in your future adventures.


Male Elf Rage Chemist 1

Marick will take a horse and the necessary tack. We could sell a lot of the weapons to Oleg since I don't think we need most of it.


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

yup horse saddle and brittle for me.


(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

Also chiming in for a horse and trimmings. I'd potentially be interested in the composite longbow, but it would be a secondary weapon for me. If someone wants it for more common use, I'd be happy with a regular longbow.


So, last bandit. Dead or alive? Inquiring minds want to know.


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

I vote for alive. I think we could use some intel on who we are up against.


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

Alive, we could use some extra information, what we do with him after is up to discussion though.


Male Human Oracle 3 (Seer)

I vote alive. Have m nonlethal him.


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

Alive for now.


Male Elf Falconer Ranger 3

Living... Do we have any paladins? If so then no interrogation... Maybe we could ask nicely and get information about the leader's whereabouts that way... Diplomacy people go!


(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

Paladin here. I'll get a RP post up in an hour or so. Trying to avoid being a stick in the mud, but I'm curious what you mean by 'no interrogation'. Asking him questions doesn't seem like a problem. Also voting for living.


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

He means no actual interogation with harm done to the bandit. Though I point out that Paladins don't have to be RP'd Lawful Stupid and interogation for the greater good maybe ok. Also so long as the Paladin doesn't actively take part, we should also be okay. Hypothetically of course, we may not need to torture, silver tongues first.


Male Elf Falconer Ranger 3

Sorry too many stupid lawful paladins I've played with... Guess there is another way to play the class.


(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

No worries. I gave some thought to the problem before I decided to play one (first time). Here's one of the better examples of some of the thoughts I've had. Basically try to avoid dictating what others do and set an example. Also interested in roleplaying the difficulty a Paladin should have with always keeping to his code. I particularly like the segments in that link entitled "Paladins as an Example" and "Paladins and Falling".


Male Human Oracle 3 (Seer)

If you look at my alias list find boulder shoulder and read posts from him. Torag is a very violent no mercy take on paladins. So is ratheal for that matter.


Male Human HP 7/12 | AC 14 T11 F13 | CMD 14 | F +0 | R +3 | W +0 | Init +3 | Per +3

Sorry for the relatively short posts of late. Busy week.


Male Elf Rage Chemist 1

That whole thing reminded me of the scene in The Gamers, Dorkness Rising when the bard bluffs the paladin into thinking someone is outside to get him to leave as they 'interigate' the prisoner.


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

I don't believe torture is all that useful a method for gaining the truth. I'm pretty sure that you can get people to confess to things they haven't done, just to stop the pain. Better to question and use Sense Motive to check for the truth. Tricking to subject into giving out information is also very effective, if we can figure out how.


Male Human Oracle 3 (Seer)

Torture works, you just have to have a base line to test it against. Also it takes a long time to condition them to telling only the truth and not what they think you want to hear.


(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
Marick June wrote:
That whole thing reminded me of the scene in The Gamers, Dorkness Rising when the bard bluffs the paladin into thinking someone is outside to get him to leave as they 'interigate' the prisoner.

Which "that whole thing" do you mean? The stories in the link I posted?

Unrelated to anything you said, Marick.
Also, just because I'm kind of curious, would the rest of the party actually try and torture a captured villain? As far as I can tell everyone has some variation on a good alignment, so that would seem like bizarre thing for them to be doing in the first place. If the situation was sufficiently bad (plot to set off a nuke in a city and he's the only lead), I could see there may be some justification. E.g. I'll violate my morals and do this horrible thing to prevent a tremendously worse thing. But it seems like for any situation short of that a good character wouldn't be so ready to just torture a villain for info.

DISCLAIMER: I'm just trying to get a feel for where the rest of group is at.


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

I would use Intimidate only as a scare tactics skill, convince them that I could do really bad things to them to make them talk.

For example Bluffing them into believing I'm a vampire or so and then use Intimidate to put the ideas in their head what I could possibly do.

I'll pick up Intimidate along the way, to do that.


I am not assuming any torture at this time. Just scare tactics and general badassness, you did wipe his group out with relative ease.

BTW - Dorkness Rising, one of my favorite movies. Hilarious.


Male Human HP 7/12 | AC 14 T11 F13 | CMD 14 | F +0 | R +3 | W +0 | Init +3 | Per +3

Viktor would be against any actual torture unless it was a dire necessity.


Male Human Oracle 3 (Seer)

Felix would probably mount a rescue attempt against the party if they tried to torture someone.


(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

Ok, sounds like we're all pretty much on the same page. My RP post from last night got devoured by the forum goblins for some reason, so I'll try and get something up shortly.


Hopefully everyone who asked can edit the Loot Sheet. I'm going to wait a couple of hours for more people to make their wishes known then I am going to make the following assumptions. Eveyone currently without a horse will take a horse and relevant tack. I will reserve one of the normal longbows and the composite longbow and 40 arrows along with anything that anyone else chimes in for. The rest Oleg will buy at full price and I will post the total gold later tonight. Also you have 9 potions to distribute.


Male Elf Falconer Ranger 3

I wouldn't mind taking a couple quivers and putting them on the horse but other than that I don't need any other supplies (unless you all really want me to have a melee weapon then I will take a short sword).


All right everyone now has a riding horse, saddle, bit and bridle and saddlebags. These are not combat trained. Dantalion has a short sword. One of either Rowan or Wilhelm have the STR composite bow, the other has a normal one and 20 arrows each. With the money the bandits have on them and the Oleg reward this gives the party 1553gp to split. Majda has received a letter from home and begs leave from Viktor to return home and deal with the problem. She donates her share to help in the future endeavour. Venkar leaves with her and also donates his share. So dividing by 11 this gives 141gp a share with 2 gp left over.

I have left Alchemists Fire and Potions on the list. Also the Stag Lord Amulet.


Male Elf Falconer Ranger 3

If no one minds I'll take the Alchemist Fires as Caelus can drop them from the sky.


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

I'd take a potion or two, and does the Amulet do anything, because I'll take it if it looks cool regardless, and also it maybe a key item.


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

If Wilhelm doesn't mind, I'd like to call dibs on the composite bow. I plan on using it as my primary weapon.


(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

All yours Rowan.


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

Thank you. I'll also take one cure potion if no one else minds. I've changed my spell selections for the next day.


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

A horse and related livery should do me. Plus a share of the gold of course.

My character now has a goal: Get to a level high enough, to cast regenerate. Anybody who has fingers cut off and stays to an honest profession will get their fingers grown back. Of course any that we meet in combat will find themselves facing the judgement of Pharasma, sooner than they might have hoped.

Edit; No need to apologize, Kertuffle. I figured out what had happened pretty quick. Didn't upset me at all, and only confused me for a second or two.


Male Human Oracle 3 (Seer)

Dang it ana I was going to do that behind the parties back. Oh well the two of us should be able to regent a lot of fingers.


Male Human Summoner 1

Sorry that I haven't been able to post here lately. Work is killing me, and I only get so much time.

I actually tried to post twice during downtimes tonight, but it kept eating my post. I'll try one more time in the morning, failing that, I'll get one in the afternoon. My apologies to all.


(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

Can I go ahead and sell my shortbow to Oleg for 1/2 cost (15gp) now that I have a longbow? Also, did we get XP for the bandits?


Male Human Oracle 3 (Seer)

141gp, a horse, and tack. Did I miss anything?


Dantalion - OK, you have the alchemist's fire

Dante - the amulet is not magical and has no fiscal value beyond what has been stated. Whether it is a key item or not, well I'm not telling..:)_I'll assume Dante has one of each type of potion.

Rowan - Wilhelm - OK Rowan has the composite bow and Wilhelm the normal longbow. You can sell the shortbow for half price but consider the following. Longbows cannot be used while mounted (Composite Longbows can however). As for experience I'm going to post something later about that. I'll assume Rowan has a healing potion.

Felix- Anastacia - Regenerators Unite! Currently 141gp horse and tack and several potions. When the bounty is paid there will be more money.


Experience and Money
The question has arrisen as to how I am going to do experience. Let's face it if I dole out the experience based on the encounters then because their are three groups you will be recieving about 1/3 the experience neccessary. So to keep the leveling more in line with the adventure path all groups will get experience awarded to the other groups. Is this fair? Maybe not, but I think it is neccessary to keep the advancement of the players in line with the module. Now in Kingmaker you get experience for exploring 12 mile hexes (25 exp per player), completing quests (currently 100exp per player) and eventually you will gain experience everytime your kingdom hits certain benchmarks. I have the quests you can complete noted in the Campaign description.

Now this leaves the question of money. This is actually going to be the hardest of the two in my opinion for I have to pump essentially 3x the money into the scenario. Feel free to let me know if you think I am not giving you enough money, but if I err it is going to be on the not giving enough money for the following reasons.
1) It's easier to fix too little money than too much.

2) I plan on being pretty generous with the downtime rules. For every month that passes (ie at the end of Pharasma will be the first instance) I will give everyone a week of downtime to do what they wish as long as it is something they could concievably do while exploring. For instance someone could be scribing scrolls, or trapping animals for their furs but not setting up a spy network in Restov.

3) When the kingdom building starts, I've found that either they are cash sinks or cash cows and since this is measured in units of 4000gp, how well the kingdom is doing almost always determines the wealth of the players.


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

So we are splitting up to attack more than one quest at a time I persume.


It looks like their will be a Zen Archer taking Venkor and Majda's place. He is by no means completely written up, just giving Viktor a head's up for planning squads.


Dante Skyborn wrote:
So we are splitting up to attack more than one quest at a time I persume.

That's going to be my assumption. Although for some things it might be better to stick together.

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