Leinathan/mdt's Kingmaker: Sanita's Group (Inactive)

Game Master leinathan



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

Hello all! I'd like it if you popped in here to dot this thread.

We'll start soon enough.


Female Halfling Bard 7

Dotting.


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

.


(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

Dotting...


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

Dotted as well.


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

Thread's first real post is up! I hope y'all are ready for what's happening.


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

Updated status bar, I noticed it didn't take in account my new shiny gear since the reboot . )

Also - are the trolls n friends making their presence obvious? IE would there be time for a quick casting of Shield before we enter the chamber?


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

You wouldn't know exactly what was there before you entered the chamber - they aren't being loud enough.

They're not, however, engaging in combat at the moment, so I'm sure you have time to cast it while Wil talks. They'll notice, though.


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

With us.

LN Huge Army Humans(Fighters) 500 CR 4
HP:22 ACR:4
DV:14 OM:+4
Speed:1 Consumption: 2
Morale: +0 Morale Checks: +3

Commander: Dante Skyborn
Cha Mod: +2
Pr(Soldier): 9/5 = 1
Leadership: 6+2+3= 11
Boons: Flexible Tactics, Loyalty


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

Fair enough =) I shall refrain from starting anything off prematurely


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

Oh my gosh, I'm so sorry I forgot about your army thing.

It's perfectly fine if you want to have a Huge army, but given the size of the kingdom I think that's what I want to cap it at.

I'm going to say that you can have a maximum army size 1/10th of the size of your largest city. Thus, you cannot increase the size category of your army until you increase the size of your largest city to 10,000 people.

You can have as many separate armies as you want, but each separate army cannot be larger than two size categories smaller than the largest army you can maintain. Thus, you can maintain as many Medium armies as you like, up to 50% of your kingdom's total population, assuming you can pay for them.

All army units begin as 1st-level warriors, and can be re-trained by a character of the appropriate class and leveled up by a character at least three levels higher (assuming that character is the leader of the army) than the desired level of the army units.

Training 1st-level warriors costs nothing, but increasing level or re-training costs 1 BP per effective level you grant them, and takes 1 month per 3 size categories of the army. Thus, a Colossal army takes 3 months to train, and changing 1st-level warriors to 1st-level fighters takes 1 BP. Training those fighters to 2nd-level takes 2 BP, and so on. Currently, with 10 BP and four months, Dante could train his army to 3rd-level fighters, and individual army units cannot exceed 5th-level.

Unfortunately, the army's presence changes the whole dynamic of this encounter, and I have to add another dozen trolls in the kobold caves with their leader. Consider them all in the main chamber with you guys, but similarly not being aggressive at the moment.

Currently, I want to consider the army a Huge army of 1st-level warriors, without any bonus equipment that one must pay for in kingdom-building. That makes it CR 3, and because it is Huge only paltry militia and the town guard remain behind at Domierov.

Is all of that satisfactory to you?


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

Thats cool, I figured 500 at 1/10th pop was a decent maximum with still being able to leave some people.


(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

Domierov
CN Size 12 Kingdom
Control DC 33
--------------------
Statistics
--------------------
Economy 35; Loyalty 30; Stability 31
Consumption 0; Income Modifier 6; Unrest 0; Unrest/Turn 0
Fame 4; Infamy 0
--------------------
Leadership
--------------------
Ruler Baron Wilhelm Orlovsky
Councilor Felicia Shimmerscales
General Dante Skyborn
Grand Diplomat Lanya Beladon Medvyed
High Priest Anastacia Sotrmwing
Magister Dareon Lebeda
Marshal Rowan
Royal Enforcer Vacant
Spymaster Roan
Treasurer Fhârn
Warden Vors
--------------------
Hexes
--------------------
Gold Mine Hills (D19 - Hills southwest of Zatoksta)
Improvements Mine, Road
Greenlands hills (F18 - North of Stag Lord's fort)
Improvements Quarry, Road
Greenlands hills (E20 - Mite hills north of Sootscales)
Improvements Mine, Road
Northern Greenlands (C20 - South of Zatoksta)
Improvements Farm, Road
Northern Greenlands (A19 - North of Zatoksta)
Improvements Farm, Road
Northern Greenlands (A20 - Northeast of Zatoksta)
Improvements Farm, Road
Northern Greenlands (B20 - East of Zatoksta (Bokken's))
Improvements Farm, Road
Northern Greenlands (A21 - Northeast of Zatoksta)
Improvements Farm, Road
Sootscale Caves (F20 - East of Stag Lord's)
Improvements Mine, Road with Bridges
Stag Lord's Fort (G19 - Along Tuskwater lake)
Improvements Fishery, Road
Thorn River Crossing (E19 - Northeast of Stag Lord's fort)
Improvements Quarry, Road with Bridges
Zatoksta - Formerly Oleg's (B19 - Along South Restov Road)
Improvements Farm, Road
--------------------
Settlements
--------------------
Zatoksta - Formerly Oleg's
CN Large Town
Corruption +2; Crime +2; Law +0; Lore +3; Productivity +1; Society +2
Danger +0
Demographics
Population 5000
Marketplace
Base Value
1,500 gp; Purchase Limit 10,000 gp; Spellcasting 5th
Minor Items 1 ring, wand, or wondrous item; 1 potion, scroll, or wondrous item; Medium Items —; Major Items
Buildings: Dance Hall, Exotic Artisan, Garrison, Granary, House, House, House, Inn, Jail, Library, Noble Villa, Shrine, Stable, Stockyard, Tavern
--------------------
Diplomatic Agreements
--------------------
Restov Embassy, Treaty +8 (Unbalanced against you)
--------------------
Armies
--------------------
Domierov Defense Force XP 1200
--------------------
N Huge army of human (kellid) (Fighter 1)
hp 22; ACR 4; Morale +5 (Flexible Tactics: +5 to change tactics during battle.)
DV 14; OM +4
Speed 2 Hex; Consumption 2 BP

Dante Skyborn
Charisma Modifier 2
Leadership 11
Profession (soldier) ranks 6
Commander Boons Flexible Tactics, Loyalty
--------------------

Flexible Tactics Army gains +5 to Morale checks to change tactics.
Loyalty Army gains +2 to Morale checks.


(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

Updated my sheet to account for the above information. We have less saved consumption. Not a big deal. Also we have only 45 instead of 46 BP. Whoop-de-doo.

Working on an IC post. :)


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

Did you pull the amount of soldiers with us way back will? Because the huge refers to the number of soldiers not the individual unit's size.


(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

Fixed it. :)


My apologies for sticking my nose here...

Pst. Dante. Please check your PMs. :D

/interruption


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

Trial by combat ?


(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

You trying to get your glorious leader killed? :P

Also not sure what's going to happen with our army when a bunch of trolls march out of the cave without us... Fun times?


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

;)

We had 500 soldiers right? That's over thirty per troll ...


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

But you can't kill trolls without fire.


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

Acid works too : ) On a completely unrelated topic, I suggest we immediately start burning high-sulfur fuel as to bring forth some glorious acid rain ^^

But I'm sure one of the soldiers could be bothered to fetch a torch while the others keep on hacking the trolls apart!

Note: Due to the update of CdG and Regeneration, it is now a perfectly fine solution to trolls! Do we want it to be ?


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

That's true, acid does work. However, in order for an army unit to be effective against trolls, you'll need to purchase specific acid or fire-based weaponry.

For example, pitch-coated arrows and torches, along with the ranged weaponry upgrade. The fire arrows would have a cost that I'll have to work up, but it won't be much.

Another would be a vial of acid for every soldier. Again, I'll find a BP cost for that before we get to upgrading them.

Also, Dante, we've hit a snag. You don't actually have any rangers. You have 500 1st-level warriors. Also, they're not mounted until you purchase mounts for them XD

If you want to send a few of your 1st-level warriors out after the trolls, you can, they're just not especially equipped for tracking (not that tracking fifteen trolls is super hard).


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

I thought that to have mounts your kingdom just needed a stable, which he have.

But otherwise yeah, I figured that fire arrows are simple to make, or just have 100 arrows hit a troll get it to -100 hp and then just run up with a torch and set it on fire.


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

You have to have a stable in order to purchase the mount upgrade, but you still need to purchase it.

It's a good upgrade. +2 OV and +2 DV.


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 will fetch his Any-Tool from his horse and try to see what he can do.

With the lion-share of the army at our back, we could probably erect some decent fortifications if needed - like a palisade or a small fort. Pots of boiling *something*?

Besides, perhaps we ought to send atleast a garrison back home to report about the latest development - and make sure no ambitious troll gang tries their luck!


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

Just to poke some life into this - let's brainstorm on what we can do to keep the kobolds safe!

As an blacksmith and a mage, Fhârn suggests a really sturdy door - preferably accompanied by some sort of device to turn anyone trying to open/tamper with the door into a crispier version of themselves, should the kobolds disagree with their course of action.

An sturdy iron door is a good start. With some research, spells such as Rune of Durability and Book Ward should be able to form a basis for some decent door security. He already have Arcane Lock ready - which is a start.

Then there is only the matter of turning insistent trolls on fire.

One can use boiling pots and pipes - or perhaps some sort of bellows to blow burning stuff some distance. I even think there is a siege weapon that spews fire - perhaps we could invest in one of those? They are short ranged (60' line or 30' cone) but if fired from 'arrow'-slits and covering only the entrance they could work.

Also - mandatory reading material for our kobolds: google Tucker's Kobolds :P

Any thoughts or reflections?


Male Human Oracle 3 (Seer)

All sounds good, but it isn't going to help much against a concerted assault.


Male Human Oracle 3 (Seer)

Also, waiting for Wilhelm to respond to people.


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

Anything we can do to turn the kobold cave into a more defensible position would be welcome. I'm not we can afford to split the army too much if we want to retain the ability to fight the trolls (I'm not even sure we can do that yet - we don't know the full extent of their numbers). Besides, I'm not sure how human guards would fare or be received.

I think some did ask Shimmerscale a few things too : )


Male Human Oracle 3 (Seer)

I'll go through later today and reread, probably missed something in my fit of histrionics. ;)


(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

Hey guys. I'll get a post up sometime today. Sorry for my temporary absence. Work got the better of me with a few deadlines.


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

And I've been a little.... out of sorts for a few days. I'm sorry to all, and I'll get going soon.

It's a little habit of mine to let this game progress in large part on its own because y'all like to roleplay so much, but sometimes I ought to take charge and just go on myself.


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

./poke :)?


(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

See the main discussion thread. I'm still here but having a major case of writer's block. I promise to get something (no promises of quality) up shortly.


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

So your plan is to send soldiers after the trolls, to track them, yes? I have questions. Also, you're sending Munin to observe?

A. How many soldiers are you sending?
B. How far are you instructing them to go before they return?


(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

A.) Up to Dante
B.) See A

If he decides to consult with us before he sends em off, I'd suggest no further southwest then ~24 miles (2 hexes) from the Stag lords fort. At that point, maybe they should maintain some sort of perimeter?


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

We should make sure to supply a few patrols with horses and place signal pyres, so we can receive an advance warning. To meet any incursions at a time and place of our choosing.


Male Human Oracle 3 (Seer)

I'll have a large post ready in about 4 hours time.


Male Human Oracle 3 (Seer)

Hit a mental wall. Hard.


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

Random thought: What if we collapsed all the larger entrances to the Soothscale caverns? If only kobold-sized tunnels where left, it would be hard for the Trolls to do anything!

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