Of Kings and Commoners - Kingmaker AP

Game Master RPGGGM

With the heart of the Stolen Lands explored and the bandits who ruled there scattered, the long-contested realm finally lies open for pioneers and settlers to stake their claims.:
Amid the rush of opportunistic travelers, the PCs find themselves stewards over a new domain, tasked with the responsibility of guiding and guarding a fledgling nation struggling to grow upon a treacherous borderland. Yet the threats to this new nation quickly prove themselves greater than mere bandits and wild beasts, as the monstrous natives of the hills and forests rampage forth to slaughter all who have trespassed upon their territory. Can the PCs hold the land they’ve fought so hard to explore and tame? Or will their legend be just one more lost to the fangs of the Stolen Lands?

The Current Charter! | Avalon (test) | Party Loot Defunct | The Trading Post | Regional Map Folio | Tactical Map Folio | Ultimate Campaign | Ultimate Rulership


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Status: Dusty | Hp 33/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

"Well, there's something magical left at least. Not sure what though... We'd need to wake one of the wizards, they could probably tell."


Skills:
Perc:+10|Stealth:+11|Acro+10|Climb/Swim +9|SM+9|Sur+8|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+1|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:59/59|AC:19|T:14|FF:15|CMB:+9|CMD:23|Fort:+8|Ref:+8|Will:+4|Init:+4 | Slayer 3 Fighter WM 3

"What's our aim, do we need to worry about the wall?


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Zokon Santyev wrote:
"What's our aim, do we need to worry about the wall?

Primarily to show Shepherd Jhod the site and make it safe. He seems keen on rededicating the place to Erastil and making it a functioning holy site again. He's been so fixated on dreams he's been having about the place that he refused all of the party's offers to make him a member of Avalon's governing body--something that you have to sort out before you start kingdom-building.

If Fergus[bot] were awake and here he could tell you-- {looks at character sheet, finds dice, rolls...}
Knowledge (arcana): 1d20 + 14 ⇒ (8) + 14 = 22
--Nothing at all about the magical aura aside from the fact it takes some pretty powerful spellcasting to leave residual auras (which is now gradually disappearing). The magic itself is not directly connected to the mirrored surface which itself has no magical qualities (according to detect magic anyway), maybe it's irrevocably broken.


Male Human (Mwangi) Cleric of Erastil 4

"Zis place eez incrédibuhl! Ai feel a strange sensé of déjà vu. Eet eez lik ai 'ave alréady been haire befaire een my dreams --No, not dréams! Zey waire vishe-ons! Airastil 'as offaired mé 'is fairgivénéz. Zis eez my penance...."
Jhod looks up and you see tears run freely from the corner of his eyes. He kisses the top of his longbow. He offers up prayers and thanks to Erastil.


Skills:
Perc:+10|Stealth:+11|Acro+10|Climb/Swim +9|SM+9|Sur+8|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+1|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:59/59|AC:19|T:14|FF:15|CMB:+9|CMD:23|Fort:+8|Ref:+8|Will:+4|Init:+4 | Slayer 3 Fighter WM 3

"Ahh so you like it then, well, lets look around a bit make a few plans and then you can come back and get supplies and help, to make it what you need. So that as a spiritual leader and advisor in Avalon you have someplace to direct people to."


Male Human (Mwangi) Cleric of Erastil 4

"Oui! Zere eez much to do." the shepherd says wiping his eyes.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

The rest of the dungeon appears to be cleared out (aside from the wizard Eldiocesan and his Magnificent Mansion and Tamris and Rain), Jhod doesn't seem to notice the subtle 'advisor to Avalon' bit just yet. For more info on Jhod's reluctance to take a seat on the ruling council see hereabouts.

Also, here's the current status on that ruling council.

Also, of note you have a small army of workmen in a big wagon train from Brevoy somewhere about, and Akiros and the men at the Stag Lord's old fort need to be relieve/fed/sheltered before winter comes on in a couple of months.

One of us will have to look into that in moment to see where things stand there. Alas, I've got to get to work just now. ;)


Skills:
Perc:+10|Stealth:+11|Acro+10|Climb/Swim +9|SM+9|Sur+8|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+1|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:59/59|AC:19|T:14|FF:15|CMB:+9|CMD:23|Fort:+8|Ref:+8|Will:+4|Init:+4 | Slayer 3 Fighter WM 3

So capitol has not been built yet, Akiros is holding the fort where capitol will be built, supplies coming, , cool, off to work myself


Status: Dusty | Hp 33/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

I think that's the summary of things.

And unless we intend to hold Jhod's feet to the fire, I think we might have to find another priesty type on the council.

Or get better at asking =)


Skills:
Perc:+10|Stealth:+11|Acro+10|Climb/Swim +9|SM+9|Sur+8|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+1|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:59/59|AC:19|T:14|FF:15|CMB:+9|CMD:23|Fort:+8|Ref:+8|Will:+4|Init:+4 | Slayer 3 Fighter WM 3

So where to now, do we goto the fort or maybe go and escort the workmen? Both? Zokon asks quizzically


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Illthir Winlowe wrote:

I think that's the summary of things.

And unless we intend to hold Jhod's feet to the fire, I think we might have to find another priesty type on the council.

Or get better at asking =)

Or maybe both.

Zokon Santyev wrote:
So where to now, do we goto the fort or maybe go and escort the workmen? Both? Zokon asks quizzically

Hey! That's my line! ;)

So here's a possible list of things to do right now:
1) find a High Priest for Avalon.

That's the whole list. You can try building a kingdom and setting up the capitol without all of your ruling positions filled if you like, but it does make thing harder. You do have a request in for a Treasurer from the Church of Abadar, God of Banks and Cities, in Brevoy, that you are waiting to hear back on. Maybe you could swap whomever they send out for the High Priest role and find a Treasurer, or do something else. You know people in the region. Ask "Chick" and Wilbur to be your Treasurer and High Priest. You can always rearrange things later. The choices are yours.

Ultimate Campaign wrote:

The High Priest tends to the kingdom’s religious needs and guides its growth. If the kingdom has an official religion, the High Priest may also be the highest-ranking member of that religion in the kingdom, and has similar responsibilities over the lesser priests of that faith to those the Grand Diplomat has over the kingdom’s ambassadors and diplomats. If the kingdom has no official religion, the High Priest may be a representative of the most popular religion in the kingdom or a neutral party representing the interests of all religions allowed by the kingdom.

Benefit: Add your Charisma modifier or Wisdom modifier to Stability.

Vacancy Penalty: Stability and Loyalty decrease by 2. During the Upkeep phase, Unrest increases by 1.

The Treasurer monitors the state of the kingdom’s Treasury and citizens’ confidence in the value of their money and investigates whether any businesses are taking unfair advantage of the system. The Treasurer is in charge of the tax collectors and tracks debts and credits with guilds and other governments.

Benefit: Add your Intelligence modifier or Wisdom modifier to Economy.

Vacancy Penalty: Economy decreases by 4. The kingdom cannot collect taxes—during the Edict phase, when you would normally collect taxes, the kingdom does not collect taxes at all and the taxation level is considered “none.”

Link to Ultimate Campaign


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

As the discussion continues anyone still looking for magical auras notices the unknown aura on mirrored wall fade a bit as the time passes.


Female Half-elf Paladin 3/Cleric of Sarenrae 3 || HP 65/65 (65/65 nonlethal) || AC 22/10 Tch/22 FF || F+12 R+6 W+14 || CMB +7 CMD 17/17 FF || Init +0 || Perception +6, low-light vision

"I suppose that if Jhod doesn't want the responsibility, I could take the role of religious leader," Serena says.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Serena Mistcastle wrote:
"I suppose that if Jhod doesn't want the responsibility, I could take the role of religious leader," Serena says.

According to our chart, Serena is currently slotted in as the Grand Diplomat. You can swap out for another role if you like, but then you will need a new Grand Diplomat or just take the penalties for not having one.

Ultimate Campaign wrote:

The Grand Diplomat is in charge of the kingdom’s foreign policy—how it interacts with other kingdoms and similar political organizations such as tribes of intelligent monsters. The Grand Diplomat is the head of all of the kingdom’s diplomats, envoys, and ambassadors. It is the Grand Diplomat’s responsibility to represent and protect the interests of the kingdom with regard to foreign powers.

Benefit: Add your Charisma modifier or Intelligence modifier to Stability.

Vacancy Penalty: Stability decreases by 2. The kingdom cannot issue Diplomatic or Exploration edicts.

An online source for Ultimate Campaign Rules


Skills:
Perc:+10|Stealth:+11|Acro+10|Climb/Swim +9|SM+9|Sur+8|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+1|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:59/59|AC:19|T:14|FF:15|CMB:+9|CMD:23|Fort:+8|Ref:+8|Will:+4|Init:+4 | Slayer 3 Fighter WM 3

"Hmmm.. A Grand Diplomat would be a great role for a Skald, the tales and stories would sway the most droll opponent and as a councilor a Paladin would have a great voice in keeping the kingdon on the side of right without that self same righteousnessness getting in the way diplomatically... But i'm just the figure head... he says a little trepidaciously

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