TWO's Mythic Kingmaker: Fey Winds Blowing (Inactive)

Game Master The Wyrm Ouroboros

Informational:

Discord Servers:
General standard Pathfinder.
PFS Org Play Online server.

The former is more informational and stuff, but the latter has 'tables' for more private discussions. There, I am as I am here -- The Wyrm Ouroboros.

Character Image List
PC Tracking Sheet, New Follower Wealth, Etc.
Mythic-Level Leadership-Style Feats and Path Abilities thread
Rules for Dueling.
Trello PF System Flash Cards, mainly verbal duels at this time.

Languages:

Because this is a PbP, we have the opportunity to use neat scripts and that sort of thing for different languages. For this campaign, we will use those languages that can be found in Google Translate. When doing so, for audible speech, use the Latin-alphabet phonetic translation (typically found underneath the box in which the script translation appears) so that we can read what it sounds like. If, however, the conversation is telepathic, mental, or if the words are physically written down, use the language's own script, if it has something else (Arabic, the Cyrillic alphabet, etc.), which is usually found inside the translation box.

Taldan is the 'Common' trade tongue, pretty much everyone uses it, therefore we use English.
Azlanti ==> Latin
Varisian ==> Spanish
Chelaxian ==> Italian
Garundi ==> Hebrew
Keleshite ==> Arabic
Hallit ==> Russian
Mwangi (Polyglot, I guess?) ==> Sesotho
Mwangi-related ==> Igbo
Shoanti ==> German
Ulfen ==> Norwegian
Vudrani ==> Punjabi
Osiriani ==> Amharic
Skald ==> Icelandic

Tien (Tian-Shu, Lung Wa)==> Chinese Traditional
Dan (Tian-Dan, Xa Hoi) ==> Myanmar
Dtang (Tian-Dtang, Dtang Ma) ==> Vietnamese
Hon-La (Tian-La, Hongal) ==> Mongolian
Hwan (Tian-Hwan, Hwanggot) ==> Korean
Minatan (Tian-Sing, Minata) ==> Indonesian
Minkaian (Tian-Min, Minkai) ==> Japanese

Druidic ==> Welsh

Elvish ==> Bengali
Dwarves ==> Ukranian
Gnomes ==> Armenian
Halfling ==> Greek
Draconic ==> Macedonian

Orc ==> Czech
Goblin ==> Estonian
Gnoll ==> Kyrgyz
Giant ==> Yiddish
Ettin ==> Haitian Creole

Lizardfolk (or some reptilian race) ==> Telugu.

Sylvan ==> Gujarati
First Speech ==> Persian
Terran ==> Maori
Ignan ==> Nepali
Auran ==> Uzbek
Aquan ==> Lao
Aklo ==> Basque
Orvian ==> Malagasy

Celestial ==> Scots Gaelic
Abyssal ==> Yoruba
Daemonic ==> Marathi
Infernal ==> Javanese
Protean ==> Esperanto

Characters, Fame and Honor, Rolls, Etc.:

ginganinja
Amavin Zephyra (Sorcerer (Stormborn) 7, Nemesis, P/CF: 21, CH: 28)
. .. . and Ishana Tamanna (Warpriest (Calistria) 5, Prophet, P/CF: 5, No Honor Code): 25 / 2 / 1
Phntm888
Aramil Wellys (Magus 7, P/CF: 23, Truth-Seeker, CH: 22)
. . and Porablum Flapzit (Bard 5, Magnum Opus (Perform: ???) P/CF: 9, No Honor Code): 6
Zayne Iwatani
Lyda (Hunter 7, P/CF: 21, No Honor Code)
. . and Deneb Flynvias (Druid 5, P/CF: 7, No Honor Code)
wehrpig
Dargaryen Blanc (Fighter (Aldor Swordlord) 7, P/CF: 24, CH: --)
. . and Marlovaur Fellnight (Cleric (crusader, Erastil) 1 / Cavalier (strategist) 4, P/CF: 9, CH: --)
Sam C.
Theodric Valtrava (Fighter (Two-Weapon Warrior) 7, P/CF: 23, CH: 19 (Chivalric))
. . and Darvan Singra (Paladin (Iroran Paladin) 5, P/CF: 7, CH: 15+1d6 (Chivalric))
Jereru
Tomáš Dušek (Fighter (Weapon Master, Aldori Dueling Sword) 7, P/CF: 24, No Honor Code)
. . and P. László Nagy (Cleric (Herald Caller) 5, P/CF: 9, No Honor Code)
derpdidruid
William Lawsrick (Samurai (Order of the Flame, Western) 7, P/CF: 22, CH: --)
. . and Winnie Lawsrick (Alchemist 5, P/CF: 7, CH: --)
DeviousDevious
Acaciano (Druid (Treesinger) 7, P/CF: 25, CH: 18)
. . and Tai Reen (Ranger (Warden) 5, P/CF: 9, CH: 15)
Kain Gallant
Kaellin Greenleaf (Ranger 7, P/CF: 20, CH: 19)
. . and Sylvara Amalur (Bard 5, P/CF: 9, CH: 20)
Daedalus the Dungeon Builder
Darivan Orlovsky (Magus (Bladebound) 7, P/CF: 20, CH: 25)
. . and Sylvia Calrian (Wizard (Conjurer) 5, P/CF: 6, No Honor Code)

:: Leaders ::
[dice=Amavin's Perception]1d20+8[/dice]
[dice=Aramil's Perception]1d20+0[/dice]
[dice=Lyda's Perception]1d20+13[/dice]
[dice=Dargaryen's Perception]1d20+7[/dice]
[dice=Theodric's Perception]1d20+8[/dice]
[dice=Tomas's Perception]1d20+13[/dice]
[dice=Bartek's Perception]1d20+0[/dice]
[dice=William's Perception]1d20+1[/dice]
[dice=Acaciano's Perception]1d20+13[/dice]
[dice=Kaellin's Perception]1d20+17[/dice]
[dice=Darivan's Perception]1d20+10[/dice]

[dice=Amavin's Initiative]1d20+6[/dice]
[dice=Aramil's Initiative]1d20+3[/dice]
[dice=Lyda's Initiative]1d20+4[/dice]
[dice=Dargaryen's Initiative]1d20+3[/dice]
[dice=Theodric's Initiative]1d20+4[/dice]
[dice=Tomas's Initiative]1d20+5[/dice]
[dice=Bartek's Initiative]1d20+6[/dice]
[dice=William's Initiative]1d20+1[/dice]
[dice=Acaciano's Initiative]1d20+2[/dice]
[dice=Kaellin's Initiative]1d20+5[/dice]
[dice=Darivan's Initiative]1d20+6[/dice]

:: Cohorts ::
[dice=Ishana's Perception]1d20+7[/dice]
[dice=Porablum's Perception]1d20+9[/dice]
[dice=Deneb's Perception]1d20+14[/dice]
[dice=Marlovaur's Perception]1d20+7[/dice]
[dice=Darvan's Perception]1d20+5[/dice]
[dice=Father Laszlo's Perception]1d20+9[/dice]
[dice=Kliment's Perception]1d20+9[/dice]
[dice=Winnie's Perception]1d20+0[/dice]
[dice=Tai's Perception]1d20+12[/dice]
[dice=Sylvara's Perception]1d20+1[/dice]
[dice=Sylvia's Perception]1d20+4[/dice]

[dice=Ishana's Initiative]1d20+4[/dice]
[dice=Porablum's Initiative]1d20+2[/dice]
[dice=Deneb's Initiative]1d20+3[/dice]
[dice=Marlovaur's Initiative]1d20+7[/dice]
[dice=Darvan's Initiative]1d20+2[/dice]
[dice=Father Laszlo's Initiative]1d20+4[/dice]
[dice=Kliment's Initiative]1d20+1[/dice]
[dice=Winnie's Initiative]1d20+2[/dice]
[dice=Tai's Initiative]1d20+4[/dice]
[dice=Sylvara's Initiative]1d20+3[/dice]
[dice=Sylvia's Initiative]1d20+7[/dice]

:: NPCs ::
[dice=Coalhouse's Perception]1d20+14[/dice]
[dice=Alysandra's Perception]1d20+11[/dice]
[dice=Coalhouse's Initiative]1d20+4[/dice]
[dice=Alysandra's Initiative]1d20+1[/dice]

========================================================================

House Rules:
  • Dealing Minimum Damage: You can attempt to do minimum damage with your weapon by taking a -3 (vs -4 to turn it into nonlethal damage) penalty to your attack. If you succeed in hitting but only just (i.e. 'right on' the number you need to hit), you do your full standard damage; if you hit by more than that, you do your weapon's minimum damage. While this is usually 1 hp, in the case of a multi-die weapon (2d4, 2d6, etc.), it may be more. You may not add anything extras (strength or dexterity, sneak attack, precision, etc.) in order to increase your minimum; you will do (generally) 1-2 hp and that's all. (This is best used as a show of skill, nicking someone enough to draw blood but not do any real damage.)
  • Wild Shape: Druids will be familiar with all creatures of the type(s) they can wild shape into that exist within their home domain (that being defined on a standard 12-mile-hex area map of a five-hex diameter circle, or as close to it as is reasonable considering terrain, e.g. one side of a mountain rainge, with a maximum of 19 hexes); this includes subtypes that are in the area. . . . For creatures outside of their home range, they must make a KS: Nature roll with a DC equivalent to 10 + (Creature's CR) + (1 per 50 miles beyond the druid's home range) to know enough about the animal or plant creature to wild shape into it. If the druid has been familiarized with a creature despite it being well outside his home domain or the creature's natural range (e.g. a tiger in a sideshow, the druid's extensive traveling), familiarization being able to take at least three hours studying and interacting with the creature(s), he may add that creature to his 'familiarity list' for which no roll is required.


601 to 650 of 808 << first < prev | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | next > last >>

There are, of course, various others who take oath - Kawaler Nikita Alexeyevich, Captain of the Guard, and Kawaler Theseus Pendrake, Captain of Horse, both created Viscount; Oskar Vorwilde, Seneschal, created Baron; Lady Leilatha Edasseril of the Silver Star, Julius Nighthammer of the Nighthammers, and a handful of other notables, all created Count Electors. Azaneth Nymaah of the Cenobitic Order of the Silver River, swears a somewhat more complicated oath - not to the King and People, but to the Nation and People, binding the council of masters of this chapterhouse of her Order; for her pains, she is told that the chapterhouse is in perpetuity to provide a confessor-sage for the monarch of Krádira. This causes a few eyebrows to lift amongst those representatives of various gods - Zámoždom Duchovný in particular looks both intrigued and amused - but nobody makes any sort of comment or outcry. Azaneth herself doesn't seem surprised, so it's clearly something that's been at least discussed beforehand.

After the last of these (Julius Nighthammer, for what it's worth), there is nobody in the chairs on the dueling table who hasn't sworn, and of those groups in the 'accepted' list, only the mercenary Black Company and the International Businessmen carters remain.

"Captain Jonathon Croaker; Lady Dorotea Senjak," calls Janus in her duty as herald after the now-traditional three strikes of the mithril-made war-spear. The two seperate themselves from the small cluster of Company black uniforms on the back benches, and come up a side aisle together, moving with the sort of ease that suggests they've fought back-to-back many times before. When they arrive, both come to a off-breed sort of attention, perhaps as much parade-ground discipline as the Company uses, before easing into a sort of parade-rest, their hands clasped behind their backs.

The king regards them both for a moment, then nods. "While it is not usual to do this sort of thing publically, I want it to be known; the Crown of Krádira has hired the Black Company for forty months, starting upon the first day of Calistril, in the four thousand seven hundred and tenth year of Absalom Reckoning, said contract to expire at the end of the thirty-first day of Desnus, in the four thousand seven hundred and thirteenth year of Absalom Reckoning." He pauses for a moment as if trying to remember a speech, then continues. "This contract may be extended by negotiation, the earliest date of such negotiation to be the first day of Abadius, in the four thousand seven hundred and thirteenth year of Absalom Reckoning; the earliest date of the terms of such negotiations to become active being the first day of Sarenith, in the four thousand seven hundred and thirteenth year of Absalom Reckoning. Is this to your understanding and agreement?"

"Your Majesty, it is," drawls Captain Croaker.

"Excellent. I look forward to working with you." Chalm nods to them, and Croaker and Senjak return to that odd 'attention' pose before heading back to their Company cohorts. He regards the crowd thoughtfully for a long moment, then finally speaks. "Finally, I require public oath from the one who handled security tonight." The king glances around again before nodding at Alysandra, who'd also been scanning the crowd. She in turn gives a slight shake of her head, then bangs the mithril war-spear three times on the stone square.

"Coalhouse Porter!!"

For a moment there's only the movement of people glancing around, then by the wall near the doors one of the bow-carrying guards (a human female) reaches up to pull off her helmet. Her form vanishes to reveal the well-dressed green-skinned half-orc, who removes his quiver of arrows and hands bow and quiver off to one of the spearmen he'd been standing next to; while he doesn't look surprised, the one on the other side does. The half-orc approaches, then gives a swordsman's bow to the king. "Sire."

He then steps forward and goes to one knee, taking up the cushion upon which everyone else who'd sworn fealty had knelt. "Your Highness," he says, returning the cushion to young Prince Tobias, who takes it despite looking confused. That done, however, Coalhouse goes to both knees on the bare stone of the floor, and clasps Chalm's hand with the oath breaker's brand between them. The king murmurs something to him, to which Coalhouse nods. With Alysandra prompting, he declares, "I, Coalhouse Porter, son of Baron Marek Lachowicz and Bula the Whore," - this, of course, causes any number of nobles in the audience to gasp with offense - "being of sound mind and without reservation, swear fealty of mind, body, and soul to the Nation and People of Krádira. I swear to bear loyal and true service to the Nation and People of Krádira, and to honor, preserve, protect, and uphold the laws, justice, and mercy of and for the People of Krádira against all enemies, foreign and domestic, and to bear true faith and allegience to the Nation and People of Krádira. I swear to faithfully execute the charges given to me, to protect and guide the people of whom I am a representative, guarding them in times of peril, nurturing them in times of peace, leading them in times of war, and counseling them always with justice tempered by mercy, as the gods give me the wisdom to so do. This I swear to do until my final death, the world's end, or the people release me."

King Chalm nods. "For the People of Krádira, and with the gods and these as witness, I accept your oath, Coalhouse Porter. As overlord of the People of Krádira, and with the gods' help, I swear and shall answer fealty with fealty, protection with protection, justice with justice, and oathbreaking with vengeance, until my final death, the world's end, or your rightful release. By my authority as king, I name you People's Elector, which position you shall hold for five years, or until the People see fit to appoint another in your stead."

Coalhouse murmurs something which makes the king give a brief snort of amusement, but the now-revealed-head-of-security finally rises, then steps around to mirror his half-sister's position on the right of the royal family, standing easily with his hands hooked into the back of his belt.

"Thus, the oaths," says the king. "I am led to understand that our gracious host, the Lord Mayor of the Free City of Restov," and here Chalm half-turns to nod courteously at the mayor behind him, "has directed to be prepared quite the sumptuous banquet. I encourage everyone to partake, but request a moment of time alone with those newly sworn to me, and their personal lieutenants." As the crowd begins to stir, he adds in a voice trained to project clarity across a battlefield, "Black Company Captain and first officer as well."

========================================================================

After the host and the rest of his guests file back into the Great Hall, and wonderful smells filter through to taunt those who haven't gone ahead, Chalm gestures for those remaining to rise and approach. Though he remains seated on the stool (and that on the dais), this puts his eyes only a little above most everyone else's, in a position to see each of you, leaders and cohorts alike; smallfolk, of course, are generally encouraged to be in front, not lost in the forest. "Well. Glad that's out of the way." he starts, looking a little grim - or perhaps a little relieved, a twitch of the corner of his mouth his version of a smile. "Ladies and gentlemen, we have our work cut out for us. For all my words, I know Krádira won't be built in a day, a month, a year, even a decade. We have a lifetime's worth of work ahead of us - yes," he adds, nodding to the long-lived elves, dwarves, and others, "even your lives. Don't think you can give us forty or fifty years and be done with us; you swore not only to me, but to the people. Your oath is up -- until your final death, the world's end, I or those who come after me release you, or Krádira is no more. Because the people of Krádira will always need you.

"Now, you all may be wondering why we're doing this in the beginning of bloody Calistril. Politics, of course - my cousin Noleski is a right nasty-minded backstabbing bastard, trying to cut my throat along with the hamstrings of all the liberty-minded Rostlanders who want to break the country back into Issia and Rostland and get out from under his weasely thumb. I'm getting too well-known, too respected, so he wants me out; Rostland is starting to get restless, so he wants to steal their thunder. He suggested in passing on Ascension Day back in Kuthona that he might bankroll a colonization if I led it; not wanting to be assassinated some night in the very near future, I agreed that might be possible. We negotiated brass tacks starting on the Winter Solstice, which led to the Proclamation you all saw.

"What this means is that while he is bankrolling us, that bankroll is contingent on us getting moving in two days, and the primary settling core - that's all of us here, us and the groups you represent - being out of the country in no fewer than seven days. It's Calistril second; we have to be well into the Greenbelt south of the South Rostland Road by Calistril ninth. Were it mid- or late summer, that wouldn't be a problem; now, fifty-plus miles to make in the middle of winter, maybe a bit of a problem." He pauses, letting those who can appreciate his black irony with their laughter.

"So. I'd like us to set off in three waves - tomorrow, early as possible, those rangers and druids," he nods to Acaciano, Lyda, and Kaellin, "and others who can travel swiftly and alone, to begin scouting ahead - road conditions, dangers, that sort of thing. Starday, those primarily mounted head out; we'll ride off the road if we make it mucky, but we'll mostly be out there to break apart drifts covering the road, so we move only as fast as the wagons can, which means any dangers the scouts uncover, we take care of. Sunday, the wagons and the walkers move out; that's going to be the bulk of us, including the farmers and families who have to go with us now. Those are the people to whom you've all sworn your loyalty; those are the ones who'll do the real grunt-work of turning Krádira from words spoken before nobles into something to be proud of."

Chalm looks across the entire group for a long moment. "Without them, we're nothing. We protect them with our lives. Questions or suggestions?"

Who's Left, and Who's Right:

All right. The question will be, 'who's here'? The answer is all of the PCs and cohorts, the king and his children, as well two dozen others - the NPC leaders and their seconds.

I've decided to forego the very limited potential for RP during the dinner in order to let you know the 'background' of why Chalm agreed to do this in the middle of winter, and to let y'all ask questions and propose solutions.

I intend to shoot out answers very quickly, and shoo everyone off to dinner on Saturday - which will mean a post about how great dinner is, and Chalm getting cajoled into getting dressed (and then stating that if he's gotta get into the iron monkey suit, all of YOU have to get into your iron monkey suits, i.e. all the main PCs getting fully equipped). Let you all post (if you want) until Sunday or Monday, and then the screaming and running begins.


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

With the grand show made of the oathtaking finally over with, Theodric is visibly happy--in his general bearing, at any rate, if not his hidden expression--to turn his thoughts to the concerns raised by his new liege. And almost immediately, several points come to mind, which he brings to Chalm's attention by raising a hand and stepping forward just a bit. "I have a few questions, sire. In light of your blunt character assessment of your cousin and his strong desire to see the last of you, by one way or another, are we going to have to keep watch for more than just bandits and monsters as we travel? Because there are bandits, and then there are bandits, if you understand my meaning. Also, your mention of a hard time limit to be out and gone implies a penalty for not meeting that condition. Is that an accurate assumption then, and what would the penalty be if it is?"

Somewhat nervous now, as he gets sudden and unwelcome mental image of indistinct eyes focused on him, the swordsman has to pause a moment and take a few calming breaths before continuing. "Finally, are there any plans in place for how the caravan is to conduct itself under varied circumstances? Camp discipline, what to do about stragglers, what to do during an attack, and such things? I imagine that most of us here are at least familiar in passing with such things, but the folk we're to be escorting likely won't be, and I'd hate to try wrangling them during a crisis when they all decide that their own course is the best one to follow." Unseen behind him, Darvan nods his heartfelt agreement with his leader's words; both have a small measure of personal experience with that very issue, and neither wants to really repeat it any time soon.


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Aramil moved forward simply to stand in the group, but Porablum drug him over to the end of the group furthest from Nymaah. The elf shook his head - understanding the Bleaching wasn't catching was different from asking Porablum to stand near the other gnome - but he said nothing as the King explained the situation to them. Pleased what he'd heard about the new King was accurate, he agrees with King Chalm's assessment of his cousin, and the plan for leaving.

Thinking about the obstacles they would face on the road based on their deadline to be out of the country, Aramil nods in agreement with Theodric's questions before posing one of his own. "As to the riders needing to break up the snow drifts, would it be beneficial to have some fire elementalists from the Frozen Flame accompany the riders to melt them? That might allow the wagons to travel more quickly."


Nimue, already standing up front, tenses up slightly.
Mordred, standing behind her, puts his hand on her shoulder, as if to suggest to her to refrain from speaking up.
Gently touching his hand with her own, she steps forward, easily gliding out from under his grasp:"Sire, if there are people who mean you ill, people in power and from your family, no less, could the princess and prince be in danger? Securing your heiress as a ward would doubtlessly be in your cousins interest, if he were to try and maintain a significant influence on the direction our combined efforts in your name will take. After you made them prince and princess official, and in the chaos of a hasty departure in the middle of winter they could be vulnerable and valuable. If there is a need for extra security, I would like to volunteer for that task - I swore to follow the princess as well, when the time comes - it would be a dishonor if I failed to keep her safe until that day, may the date be far off when she needs to follow in your footsteps."


Cohort: Samantha

"Well said Theodric. I've spent some time a merchant, and some time guarding merchants, and the one thing I am certain of is that once word of this little expedition into the middle of nowhere in winter gets out, every half starved bandit from here to the border of Galt is going to come looking for us. If we were on boats, we'd outrun rumor, but wagons in winter? Not a chance. Our best hope, therefore, is going to be a policy of zero runaways. We can't stop the word of today getting out, but we can stop the people we come into contact with on our journey from bearing tales of our location, and until we have a fortified position from which to begin the business of taming the wilderness, we're vulnerable. That means we need to find and control the existing traders. Someone buys the goods the bandits steals, and they bring them out to sell to the rest of us. That someone will happily sell the bandits or the bandits news of our travels. Those men will need to be convinced to join our merry band, or at least kept from running off to bear tales."

She grimaces before resuming talking.

"I assume everyone involved has their wagons of supplies, and we've just sworn to protect our share of farmers and milliners and the like. Those are honest men, women, and they have their children to look after. A brave people, our Krádirans, but to a longbow they look like so many victims, and those men I just mentioned would happily slit their throats if they thought to escape. No, we need to keep the entrepreneurial murderers of the wilderness far far away from them. Neither our supplies nor our charges will be any use at all if they end up dead or scattered in a bandit ambush, much less bandit escapes. Taking slaves is an abomination, prisoners endangers the people of Krádira so we need to put those men to work, and we're not going to be able to trust them. Any ideas?"[b]

"So that's the first problem, but even if that goes swimmingly we'd be foolish to count on it. Plan for the worst and you can only be pleasantly surprised. It's always served me well in matters of magic and trade, I imagine it will serve us well in matters of politics and logistics. I think the worst that can happen is something Political, but we'll have to talk about that later. What's the second worst then? My guess is that the second worst that can happen is our Krádirans end up scattered by a bandit attack on the wagon train. We'll need to have a plan in that case. First if we do end up scattered, we'll want a place for the train to regroup. Second, we'll want a place for the members of this room to regroup. Any ideas?"

Knowledge Geography: 1d20 + 9 ⇒ (12) + 9 = 21
Profession Merchant: 1d20 + 13 ⇒ (4) + 13 = 17

"I have one for the farmers at least. The best I know of the roads is that there's spring wagon trains from Restov to New Stetsvan. If we were in the west I could draw you a map of the river with timings by vessel all the way down to Mivon, but the east is just wagons, oxen, and more wagons. I hired a local driver team, names Kit and Company, and I suggest that we do our best to strip the city of drivers if we have the funds for it. Not only do we assure ourselves we have the only men and women with knowledge of the road, we also keep them from talking to their friends in the wilderness, of either sort. Once we're on the road, I'll be sure to ask Kit if he knows more, but he said 'I'm not lofty like the rest of you, and the animals need me'. I believe him."

Her impersonation of the old driver comes with a grin before she continues.

"Plans and Politics seem as bad as Plans and the River and now I sound like my aunt. Longwinded. My apologies, Sire. Anyways, the south road is a wagon road, which means there's going to be some kind of wagon posts along it. I couldn't tell you their names if you paid me, but the names don't matter for this. Just that there are some buildings out there. The posts might even be abandoned for the winter for all I know. They might be little more than shacks. Still, it's a building with a roof and enough of a wall to keep the tack and tools dry, and that's more than those farmers will have if they get separated from us. Any chance we could re-purpose one of them as an entry point to our kingdom of the wild without upsetting your cousin too much? Or creatively paint it? Finding our missing sheep in the wilderness will be a great deal easier if they have somewhere they know to go."

She sighs, then looks around the room, and her bearing shifts a moment as she peers up into the corners. The sigh is louder this time and she nods once to herself.

"Finally I hate to be a bearer of ill tidings, but everything we're saying now can be overheard if someone with talent or the coin to hire it felt so inclined. It's just too big a room and too many people passed through it to be certain it's us alone. I'm a modestly talented diviner, and my apprentices wouldn't have any trouble listening in. I'm sure that's true of plenty of other mages both present and absent. That means whatever we decide for our own security, we should wait till we're on the road to discuss in detail. Nethys knows I hate having to try and keep secrets, but we're going to need them in the days ahead."

She nods at the elf's comment.

"As for melting snow? That's trivial enough that my apprentices could handle it near the wagons, and we could easily task someone to go with the outrider group for large drifts. It's the beasts on two legs and four I'm concerned about, not the water. And there's another thing I never would have said a year ago."

She grins once more and waves Samantha over, noting the comment about apprentice assignments to her second.


Hunter 7 | HP 39/63 | AC 20, Touch 15, FF 16 | CMB +6 | CMD 20 | Fort +7, Ref +10, Will +6 | Init +4 | Senses: Darkvision, Perception +13 Defenses: 5/fire/cold/elec | Hunter Spells: 1st 5/5, 2nd 4/4, 3rd 1/2 | Cohort: Deneb Flynvias

:Aramil:

"Earth or wind would be preferable to fire. Mud makes for slow if not impossible travel," Lyda says stepping a little further forward and looking at Aramil. Deneb was actually standing in front of her out of necessity. He was looking a little pale from Chalm's announcement. That was a lot of political muck to sift through.

:Chalm:
She turns back to the king. "Who and what is the preferred lines of communication for road conditions, dangers, and general updates?"


:Selene:
Deneb shakes the bad thoughts from his head and steps up on the table so he can be seen and heard. "Bandits? Sounds like someone is doubting the scouts. If there are bandits anywhere on this road we will be sure to dissuade them. In my experience, their resolve does not last long against lightning and thunder or arrows from the trees." He looks over at Acaciano for the last part.

:All:
"Thoedric's bandits will be the real threat. For that I think we need to be in communication with one of you fine mercenary groups, preferably your outriders. Any volunteers?"


Hunter 7 | HP 39/63 | AC 20, Touch 15, FF 16 | CMB +6 | CMD 20 | Fort +7, Ref +10, Will +6 | Init +4 | Senses: Darkvision, Perception +13 Defenses: 5/fire/cold/elec | Hunter Spells: 1st 5/5, 2nd 4/4, 3rd 1/2 | Cohort: Deneb Flynvias

:All:
Lyda nods at Deneb's idea and tacks on. "Support from one of the mage groups will be helpful. Long lasting spells for defense from attacks and the weather. A ready response group." She also looks around for someone to step to agree for either job.


:Chalm:
"You know this time frame sucks," Deneb says to the king very aware that that is the purpose of it. Planning was going to have to be minimal. Several groups of very ambition people were going to have to work together to make this happen safely. Choas was going to be a close friend for a while.

OOC:
Sorry this isn't in one post. Had a few ideas in a short amount of time and figured I should get them out quick or else get ninja'd and have to change things often. I imagine things are going to pick up rather quickly as the excitement increases.


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

Turning, as best as he can judge, toward Deneb's voice, Theodric is quick to offer a counter to his argument regarding the prospect of actual banditry against the caravan. "Anyone willing to turn to such a life, with all of its attendant risks and scant rewards, is either desperate or insane. Don't underestimate what either of those states will drive folk to do. Just one well-stocked farmer's or merchant's wagon, to say nothing of our own with their generous road supplies, will likely keep a small group in modest comfort for the rest of the season if they can take it." He grimaces behind his mask as he remembers a few--thankfully rare--encounters of particular note. "And that's not even taking into account those groups that may be driven into action by someone or something that they fear more than us. I'm not saying we should plan for every last little possibility, but ignoring something as unlikely is a damn fine way to get ambushed by it later on."

Theodric then nods in the direction of Selene as he addresses a point she's raised. "The matter of prisoners is definitely relevant, and I have a possible solution for it." Turning his concealed face toward the king once more, he offers his idea. "That stone you had swear our oaths on, could that be used to hold any prisoners to acceptable oaths as well? Say, an offer of royal pardon in return for their service to the crown and agreeing to forsake the commission or knowing support of such activities in the future?" With a shrug and slight adjustment of his mask to allow a waft of cooler air to pass underneath it, he concludes his suggestion. "Such folk, or those who survive more than a season or two, often have some useful skills to offer. Turning them away from crime to a life of usefulness might encourage others to come in of their own accord, it could give you a nice reputation for mercy, and an equal reputation for unflinching justice when you hang those who refuse the clemency or violate it."


HP: 60/60 | AC: 20 / T: 15 / FF: 15 | Fort: +6, Ref: +5, Will: +1 | CMB: +5, CMD: 18 | Init: +6 (+2 in Forest), Perception: +9 (+2 in Forest)

:Theodric:

Mordred turns towards Theodric as the other Human suggests using the oathband:"Or those prisoners will swear any oath you ask of them, then run back to their bandit friends under cover of the night, and wear their brand as a mark of honor. As you said yourself, those willing to risk their lifes would be desperate or insane. In either case, I would not trust them to stay true to their oaths."

:All/Selena:

Turning to the others, he continues: "But I doubt we will have much to worry about from waylayers and regular bandits. They will learn of our journey...if not from people we meet, then from other travellers, or because it plays into the interests of people opposed to what we are trying to do here. Holding people we meet on the road hostage to try and keep our travels secret will not work, and only cause the riverfolk to hate us. We have swordlords, mages, rangers, warriors aplenty. Even a well-organized bandit group would struggle to discomfort us. I believe it's intrigue, backstabbing and well-funded and organized opposition we will need to be worried about. There's plenty of people who would not want this operation to succeed. A small paramilitary group funded from beyond the borders would be a lot more troublesome than the whole lot of bandits trying to make a living in these lands together - moving fast and sudden would be in our best interest, then."


:Theodric:
Deneb nods in agreement. "I have met both but there is a third group that is just as large. Cowards. People to whom banditry came easy because they are big and strong that prey on the weak. Show a strong front and most, will turn tail. The desperate can be bargained with if a show of force is not enough. Food, warm clothes, general survival knowledge. Might even agree to join with us."

Lyda chimes in as the voice for her group. "We're fairly equipped to handle that but we may need some extra resources."

:Chalm:
"I don't think we want this to feel like an invasion do we?" He turns to Chalm for verification.


Cohort of Selene

At Lyda's comment she looks thoughtful, then begins ticking off names as she goes.

"That's true. Light and Wind is more my specialty than Almaya's, Selene. I'll see if Nicholas can ride with the wagons themselves to clear them. I'll volunteer for an outrider, that leaves Selene and the other high arcanists free to provide a heavy response if needed? Most of our magic users have a fair control over the wind, although snow is heavy. Our one water expert likes to joke that it's easier to make things with iron than snow. As I'm sure our druid friends will attest, magic is probably best saved for blockages. For long distances and small drifts, shovels will be best."


Cohort: Samantha

Selene waves her apprentice off as Samantha continues to think about which magi might be useful for weather related tasks.

"I think the logistics will sort itself out, assuming our companions can collaborate. They all seem competent, and steady. I do agree that we need some chain of command - I'm perfectly willing to take orders or give them, but arguing in the snow, a storm, or battle is a great way to get killed. We have some able field commanders in our company, do we not?"

She nods, then continues.

"They're the reasonable choice during this journey to interface with the scouts and the train, and dispatch the trouble clearing companies as required. As for staying in touch, sending a voice over the miles is possible but unreliable. Better is the simple pen and ink, and perhaps some waterproof bags. We can agree how to mark buried reports easily enough."


Male Half Elf Druid (Treesinger) 7 | HP:84/84 | AC: 17; T: 13; FF: 15 | Fort: +8; Ref: +4; Will: +10 (+4 vs Fey, +2 vs Enchant.) | Low-light Vision; Init: +2; Perception: +13 | Cohort: Tai Reen

::King Chalm's initial request::

"It would be our honor, my King," Acaciano replies, "to scout at the vanguard."

Tai chips in, "Indeed it would, King Chalm. The snows and their drifts will have Krádira's best interests at heart."

=============================

::Transportation/Messages::

Acaciano offers his opinions, including one very bad pun:
"Let's not count any options out just yet. If we've magic that works and it can be spared, so be it. If it's better to melt a path, we melt a path. For what it's worth, I can move through the snows faster than most can walk a summertime road. Though I expect the easiest solution of all might be Deneb, the fledgling postmaster of Krádira."

Spoiler:
That is a terrible pun, and I'm so sorry everyone had to read it.


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

Darivan and Sylvia, after a brief but incomprehensible meeting after the oath-taking was finished, join the fairly large group with Chalm. Sylvia stays incredibly quiet, but Darivan feels quite at home in the crowd.

"For clearing the path, perhaps if we had some clerics conjuring water? It would ice over fairly quickly once it was created, but it would help lower the snowbanks, I would think. And it is far easier to adapt wagon wheels to drive on ice, rather than snow. However, fire mages would be much more efficient and practical, assuming they can sustain such magic for so long. I'm not aware of any minor magics that conjure a decent flame, but that could simply indicate I have more to learn.

"I'm not terribly worried about bandits, however. Provided we adequately guard the caravans at night, have the riders stay close to the wagons, and leave a few skilled combatants riding on them, I doubt bandits would bother us much. They don't want to be out in the snow more than we do, after all. In my experience, the bandit is a notoriously lazy creature, second perhaps only to the mage."

He takes a deep breath, then continues,

"Sylvia and I would be best suited to be among the riders, in my experience. Her bird can help keep an eye out for marauders from the skies, but neither of us have any particular skill in the wilds, beyond basic survival tactics.

"That being said, I must ask, what is our current destination? What is our plan to survive the winter? We'll need someplace where all of our followers can stay and begin building accommodations, while we drive off the bandits and monsters that already live there."

It may gust in blizzards:

So, this is when the earlier conversation would have happened, at least in part.

Acaciano- Don't worry, you won't have the worst pun in this game.

Selene/Samantha- Do we want Darivan and Samantha to know each other? Also, careful with the dice rolls. Not spoilering that kind of a thing is a good way to make the Wyrm mad.


Human Conjurer Wizard (Teleportation) 5 Leader: Darivan Orlovsky, Familiar
Gwaihir:
Init +3, Per +18
HP 40/40, Init +7, Per +4 (+3 in bright light, +2 with familiar), AC 12/12/10, Fort +3, Ref +4, Will +4; Effects none

Sylvia, speaks up shortly after Darivan finishes,
"With all due respect, my lord, how much will it cost, to run an entire caravan through the snows of Cocytus-bound Calistril? It must be a small fortune. Might it not be cheaper to simply pay for a skilled spellcaster to spend a day or two mass-teleporting many of us to our destination?

"A powerful enough one might be able to get any amount of people through in a matter of hours, rerouting us through a demiplane. Granted, it would cost a small fortune, though still affordable for a new kingdom, and it would be a nightmare finding such a powerful wizard… but the Technic League would have at least a few capable of such legendary magic, and that's not counting the possibilities of sending a message to an arcane school in Absalom, or even Nex.

"What might take us months would instead take hours, and we need not fear banditry, foul weather, or sabotage. I suppose a high priest might also be capable of the epic spell-power required, and the church of Abadar might prove sympathetic to our cause."

She gives a brief smirk, and Darivan's face plummets,
"Unless of course, you want us to slog through the snow for weeks on end? Great way to build loyalty for your new subjects."

(To the side, Darivan breathes a sigh of relief. Sylvia ignores him.)

We're off to see the wizard…:

Basically, Sylvia is suggesting they hire a wizard (though a cleric would also work) to cast greater create demiplane a couple times, opening up a pair of permanent gates from Restov to the middle of the Stolen Lands. Granted, it would cost a pretty penny, but going off of the spellcasting costs in the CRB and assuming a 17th-level caster, it would be about 1,530 gp three times (once to create it, twice more for the gates), plus 50 for the 500 gp forked rod focus, for a total of 4,640 gp or 4,740. A cleric of Abadar might grant a sizeable discount, as well, given the goal of the expedition (to bring order to a lawless land and spread civilization) Another solution would be casting teleportation circle. It would cost 2,530 with the material cost, but wouldn't be able to transport the caravans (assuming 20 feet wide at the most, when they could fit in through a gate, but not through the 5-foot radius teleportation circle. Even a simple gate, cast twice (once to get people to a friendly plane, such as Axis, once to get them back to Golarion). Granted, it would only be open for 17 rounds at most, but with a 20-foot wide entrance, a lot of people could make it through. A summoner could also manage it.

I realize this kind of defeats the spirit of the journey, but… It's a realistic question. It would cost 4,000 gp, or 1-2 BP. That's less than the cost to build a house. Considering the benefits, it's almost cheap.


William being mostly quite while the more knowledgeable folk ask questions on the trip they are to take, pipes up at the mention of using magic to make the journey.

"I've plans to make rough maps of the areas we trek through while finding a spot to settle, not to mention we want to make sure we aren't going to a place caught right in the middle of hostiles. Teleportation magic may be good for traveling, but when you're trying to find a good spot to stay in a place where little is known? Its better to go by foot."

Stroking his beard for a moment, William continues "And on the bandit issue... I will slay any criminal whom threatens this expedition." William says, pointing at the ground in a stern manner."I hope you would all do the same. Brigands deserve no quarter amongst those of honor and I will not make amends with those who once made a living out of waylaying the innocent, if none are willing to end a bandits crime the only way you can with no civilization." William ceases stroking his beard as the grizzly topic of executions are insinuated "Then... I will do what must to be done... I'll ride along the caravan and guard everyone. I loath the idea of being miles away from my children in such a dangerous place."

OOC:
Just the reasoning I could come up with for why on foot may be better than teleporting, aside the cost and story avoidance of course.

William doesn't like the idea of taking dangerous men prisoner when there's no way to get rid of them, its a sad truth, but if it comes down to it He will carry the executioners burden as he feels He has the most to lose should they stay alive and betray any trust we give them.


"Coalhouse Porter" speaks Tomas to his own self. "I must remember that name, he seems to be quite a resourceful person."

Then the King has some words with them, and explains why the enterprise has been planned in the middle of bloody winter. "It seems this country is full of bloody backstabbers and opportunists" he thinks with disdain. "Though technically, I'm an opportunist myself. Only thing is I found the opportunity somewhere else."

After that, everybody seems to discuss what are they going to do and what are their skills, while Tomas has the terrible feeling that he is good... at nothing.

"Your Majesty, I am here to do whatever task you entrust me with."


:: Fake bandits and the time frame ::
"I am not concerned about my cousin sending bandits to attack us; yes, if we fail he wins, but if we succeed, he also wins - and the latter is a more significant political boon to him, so he wants us off and working. The main penalty for us is loss of certain starting funds; the letters of credit are valid only after certain dates, and under minimal conditions - to encourage hard work on our part, instead of being lazy. The first letter requires our mob to be at least three miles south of the South Rostland Road by Calistril tenth." He gives Deneb a grim look of agreement.

:: Lines of communication ::
"Communication, particularly between the scout force and the mounted, mmm, 'problem solvers', shall we say, has been my primary concern; my hope has been that between you people, you would come up with a way to solve it. In my admittedly limited experience with them, druids and rangers typically can convince animals to act as couriers of messages, so I'm hoping that that ... will be a non-problem."

:: Security of the children ::
"While I am somewhat more concerned about my childrens' security, that has been handled." He nods at Coalhouse, who looks away in mock innocence. "Additional assistance," adds the king while nodding at Nimue, "would undoubtedly come in handy, but I'd prefer that most of you were on the active front instead of the defensive."

:: Real bandits, prisoners, and an invasion ::
"I agree with the thought that there will be few real bandits on our course; few merchants are able to move during the winter, so only the most desperate bandits are out seeking them. I doubt we'll have the chance to take prisoners, but if we do, then prisoners they will be; we have a few dozen sets of manacles. Once we get to where we're going, they'll have the chance to work off their offence and become an upstanding member of our society. It isn't as though we're marching ten thousand soldiers into Mivon or Sevenarches, a month or six to the south; we're moving two thousand people into the sparsely-settled Stolen Lands." Muttering, he adds under his breath, "Which is an invasion by any stretch of the imagination ..."

:: Camp Discipline and Rallying Points ::
"I will be taking command of the lead cavalry force; Sarra will be the final authority of the civilian caravan and camp, with Sir Pendrake as commander of her cavalry screen and Captain Croaker of the Black Company, which will serve as infantry protection and camp security. Oskar will be assisting her in this - showing her how it's done, mostly, but she'll have the final decision when it comes to options, including any actual discipline issues. Considering we're moving - what, over a thousand people - in the middle of winter, with people to find the problems, then people to make them problems no longer, it'll take some serious, bold, competent, and desperate people to manage to attack the caravan itself. Still, that's why there's a cavalry screen and infantry. The civilians," he adds grimly, "will undoubtedly be civilians if the fight comes to them. If they panic, run away, and get lost, the likelihood of them surviving long enough to rejoin us a day or three later is for all practical terms nonexistent. We will be the most significant thing anywhere near the road, a moving city; we are our own rallying point."

:: Melting Snow, Spell-Cast Transport ::
"I'd rather not melt the snow; trampling it down will work fine, so let's keep the magic to a minimum. That includes spending thousands of gold on something that we really don't need," and here he gives Sylvia a long warning look, "when we'll sooner need that gold for something we really, really will need."

Bits and Bobs:

Achieving the long-range transport is like making rabbit stew: "First, catch a rabbit." The world is not rife with 17th-level spellcasters; Elena Comăneci as a 13th-level sorcerer is the highest-level spellcaster within a hundred miles, and that includes the priests. (FYI: The 67 year-old Rytier Kanamir Khavortorov, The Aldori, is at 16th level pretty much the highest level character in the entire south of Brevoy, and possibly in all of Brevoy.)

That having been said, spending 4,000gp to get a thousand people any particular distance - even, or perhaps especially, one that's functionally within a week's normal travel - is a prime example of The Adventurer Disease, wherein you lose perspective on the actual value of goods due to a relatively overwhelming amount of cash. You can buy a decent-sized farm - land, critters, buildings, and all - for the price of your +1 weapon; you can buy a good-sized manor house for the price of your +2 weapon. If you had a full-blown +5 Holy Avenger, you could exchange that gp value for four warships, and have enough pocket change left over to crew and provision them all of them for a year. While later on in the campaign I have no doubt you will be using exactly this sort of short-cut, at this stage it's considerably beyond overkill.

I also disagree - strongly - with the idea of 'it takes thousands upon thousands of GP to build a simple house' translation of BP to GP and the rest, especially since you can buy that manor house for 4000gp. In any case. That's a topic for a bit later on.


William is taken aback by chalms willingness to take the bandits on their journey should they capture any. "Well, I suppose that's even greater reason to hope against bandits then." He clearly dislikes the idea of bandits being towed along with his friends and family but will not question Chalms decision.

Hope those manicals are strong.


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

Receiving answers to his questions, among others, Theodric nods in understanding and takes a few moments to think things over, occasionally leaning to the side to consult softly with Darvan. His new peers are a sharp bunch, and between them cover most everything of concern that Theodric and Darvan can think of (and a number of points that hadn't occured to them as well).


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Aramil nods at King Chalm's decision on melting snow. His main concern had been snow drifts they couldn't trample over, but hopefully they wouldn't encounter any.

He also agrees with King Chalm's stance on if they take bandits captive. After all, they likely knew at least a bit about the local area, and could provide them with direction to possible water sources or point out hidden dangers. Executing them out of hand was needlessly short-sighted.

"A good plan for the bandits. I've found that while some are irredeemable criminals, there are those who have simply been forced into the life and never had the opportunity to try something different, or turned to banditry with no other choices. As long as they do not return to banditry after serving a sentence for their crimes, executing them is merely a waste of life. I actually have a reformed bandit accompanying us into the Stolen Lands to help protect my wagon. He's a good man, and skilled with his blade."


:Acaciano:
"Acorn-y joke if I ever heard one," Deneb counters. "Leave the comedy re-leaf to me okay. You..."

"Deneb." Lyda cuts off any more.

"Right. Why don't we sit together at dinner with the any other scouting groups. We can work out the details then or meet later tonight at one of the fine establishment nearby."


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

"What's the caravan's defense going to look like? From the sounds of it, we will be highly spread out and vulnerable to attack." Darivan inquires.

....the wonderful wizard of Oz:

Agreed. It's highly infeasible, but it needed to be suggested. Darivan and Sylvia both have a highly... practical view of magic. The idea of the demiplane also has a few extra bonuses (such as easy access to supplies and easy to defend), so I mentioned it. This is a brainstorming session, no?

That said, there are spells to contact someone on the other side of the world, and spells to get you there as well.

And, I totally agree with you that houses are seriously overpriced. You'd have to sell 12,000 gp worth of magic items to build one, but it's technically RAW...


Male Half-Elf Ranger 7 | hp 77/77 | AC 19; t 14; ff 16 | Fort +7, Ref +9, Will +6 | Perception +17 | Init +5 | Cohort: Sylvara Amalur | Effects: Haste (+1 attack, +1 dodge AC & Reflex, +30 ft., 1 extra attack)

:: King Chalm ::
Kaellin is privately impressed by Chalm's blunt assessment of his own cousin's motives. He finds such honesty refreshing in someone in a noble position. His respect of his new king increases, and is a bit of a relief if this is the type of person he'll be serving.

The half-elf nods to Chalm. "It'll be an honor and pleasure to take part in the scouting, Your Highness. My companion, Greyfang, is reliable for both her senses, and her ability to travel far and fast. She should be able to help wih maintaining the lines of communication."

:: EVeryone ::
"I'm not opposed to sending bandits to their deaths, but like Aramil says, not every bandit is a cold-blooded villain. If given the chance, it would be good to add their strength to our own. It would take time and a lot of work, for sure, but I'm willing to take that up if need be. Plus, it should give us a good reputation. We might have an easier time if people think it's better to join us than try to attack us."

"Still, we should prepare our defenses for the worse, just in case."

"For clearing the road, it might be best to try mundane means as much as possible. Save our magical resources for a last resort, and in reserve in case of emergencies."

Houses in KM:

In the Kingdom Building rules, one "house" is actually a small collection of buildings and not just one physical building ("A number of mid-sized houses for citizens."). It's easier to rationalize the higher prices in BP for buildings as if you are building not just one physical building. An "Inn" is actually an inn plus some housing for the employer's family and their employees. For better idea of what an actual building would cost, we should look to the Downtime rules (where a house is minimum 1,290 gp).

Speaking of which, GM, any thoughts on integrating DT rules alongside KM? Start our own businesses and build our own personally buildings (and possibly integrating them into the kingdom's stats), assuming we have long stretches of time not doing adventurer-type activities.


Human Conjurer Wizard (Teleportation) 5 Leader: Darivan Orlovsky, Familiar
Gwaihir:
Init +3, Per +18
HP 40/40, Init +7, Per +4 (+3 in bright light, +2 with familiar), AC 12/12/10, Fort +3, Ref +4, Will +4; Effects none

After Darivan speaks, Sylvia is quiet for a while, seeming to be thinking deeply on a topic, not so much listening to the others, "Something we could do for prisoners, assuming we have a strong enough priest, is give them a conditional curse of some sort. Something that would trigger if they broke any regulations or rules, and leave them disabled if they tried to run away."

We better leave:

As you may have noticed, Sylvia thinks more on the magical side, whereas Darivan is the spokesperson for more mundane issues. She's currently advocating for marks of justice on captured bandits, which isn't doable at the moment, as it's a 5th-level spell. However, she doesn't know how powerful some of the other spellcasters are that are coming along, and she only has a rough idea of spell levels, in any case.

Something to keep in mind for in a few levels, at least. Might make a good rehab program.

I like the idea of using downtime. It gives us something productive to do for those of us who don't want to invest all of our time into making magical items.


:Chalm:
Nimue bows to Chalm once more when she receives her answer:"I will serve as you wish in whatever way I can be most useful, sire."
Nodding to Coalhouse and bowing to the Princess, she continues:"If your chief of security desires my help, I'll be ready."


HP: 60/60 | AC: 20 / T: 15 / FF: 15 | Fort: +6, Ref: +5, Will: +1 | CMB: +5, CMD: 18 | Init: +6 (+2 in Forest), Perception: +9 (+2 in Forest)

:Darivan/Everyone:
Mordred turned to the others discussing strategy - a topic he felt quite comfortable with: "As I understood, we have scouts, rangers, druids up ahead, making sure our planned path is feasable. A mounted group ahead moving to fix obstacles, and the bulk of the troops will be with the caravan itself. If the infantry remains with the wagons, those should be save. But our cavalry screen will be lacking, if we need mounted problem solvers up ahead. The scouts will be the ones most vulnerable. They will be in small groups, far ahead...if anybody would run into trouble, with bandits or otherwise, it's probably them - maybe we could outright split our cavalry, keeping one part right with the caravan for additional security and as our eyes, and the other part following almost inmediately behind the scouts...working together with them on solving any problems on the road, be they hazards posed by nature, or by other people."

:Chalm:
Turning to the king, he added a question to his suggestion:"Sire, will it be left to us to decide which of the groups to add our strenght to? Or is there a plan in place?"


Female Human Sorcerer 7
Stats:
Init +6 Perception +8

"I presume that you would also need at least one diplomatic advisor close at hand when scouting" Amavin mentions carefully, thinking ahead. "The greenbelt isn't entirely abandoned, and a 'moving city' is going to be intimidating to anyone existing in the area. Having someone with a silver tongue - I'm sure Coalhouse has a good candidate - would help smooth over any tensions that an initial scouting party might come across."


::Amavin/Mordred::
"Sir. Madam," Deneb says, calling for their attention.He looks back and forth between them until he has their attention. "Where's the trust? You don't think we can handle a few bandits entrenched for the winter?" he says looking at Mordred. "Or assuage their fears and convince them this is a good thing?" switching to Amavin.

"Scouts will be in pairs. Threats will be avoided or observed. They'll wait for support before taking any action. They will not engage unless absolutely necessary," Lyda chimes in with further specifics on her plans. At least for her group that is.


Female Human Sorcerer 7
Stats:
Init +6 Perception +8

"I think it would be a mistake to assume the only threats the Stolen Lands offer are a bunch of desperate bandits - and to ignore the rightful concerns of a colleague" Amavin counters in a mild tone, giving Deneb a disinterested look.

"That said, to answer your question, no, I don't trust you to handle such a diplomatic situation, anymore than you would trust someone like me to be a superior scout to you, or to be better with a blade than a well trained warrior. We all have our strengths, and I recommend we play to them."


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

Darivan nods, "I agree with.... the lady Zephyra, that was it. While not every scouting pair needs a diplomat, it would be best to have one on hand,"

Sylvia chimes in, "Ideally, if anyone can teleport, they could serve to bring the diplomat wherever they are needed."

Darivan gives his friend a quick glare, "And ensure that all scouts know common courtesies, to avoid causing needless offense."


HP: 60/60 | AC: 20 / T: 15 / FF: 15 | Fort: +6, Ref: +5, Will: +1 | CMB: +5, CMD: 18 | Init: +6 (+2 in Forest), Perception: +9 (+2 in Forest)

:Deneb:
"Oh, I think you can handle a few bandits. I'm just saying they could present trouble if they get the jump on a group they outnumber. My concern is not with those alone, though. There's all manner of creatures in these lands. Not all of them sleep through the winter, and prey is scarce. I dare say there's things out there capable of outrunning and tracking you that you do not want to stir up with a single companion...yet confront them we may have to, lest a hungry beast tries to prey on the caravan...our guards could handle that, but it would not be good for the morale of the settlers."

Trouble on the horizon:
Realistically, the original random encounter table for Kingmaker varies wildly from deadly to harmless. If GM TWO even remotely keeps that wide range of possible results, then there's definitely some we don't want to come up for people in groups of two.


Hunter 7 | HP 39/63 | AC 20, Touch 15, FF 16 | CMB +6 | CMD 20 | Fort +7, Ref +10, Will +6 | Init +4 | Senses: Darkvision, Perception +13 Defenses: 5/fire/cold/elec | Hunter Spells: 1st 5/5, 2nd 4/4, 3rd 1/2 | Cohort: Deneb Flynvias

Lyda steps between Amavin and Deneb. She crosses her arms as she assumes her full height, plus heels, and stares the sorceress down. "We have made no such mistakes. We don't assume, we observe. And from what I have observed recently, the only thing you are superior in is being arrogant and aggravating."


"Woah. Okay ladies. Let's take a step back and breath." Deneb moves around the side and a little further down the dueling table to at least be seen by both women. I raises his hands in a placating gesture, looking a little fearful between the two. "We're going to be working together from now on so let's not start off, stepping on each others toes." He puts on a winning smile and looks back and forth between them. "Lady Zephyra. With all due respect, you don't know me and it was rather judgmental to say you wouldn't trust me with 'handling' the situation. I do have experience with this and there is a very big difference between handling and being superior. I also do not know you so could very well be better. But you haven't done good job of proving your point." He then looks around as if trying to find someone. "I wonder if the food is ready. I am certainly starving and that always makes me grumpy." He was hoping a distraction and bit of humor might smooth things over.

Lyda just continues to stare, waiting for an answer and certainly not helping.


Male Half Elf Druid (Treesinger) 7 | HP:84/84 | AC: 17; T: 13; FF: 15 | Fort: +8; Ref: +4; Will: +10 (+4 vs Fey, +2 vs Enchant.) | Low-light Vision; Init: +2; Perception: +13 | Cohort: Tai Reen

Acaciano fiddles with the Magethorn Manacle on his arm at the continued talk of spellcasting, and nods along with the group. It seemed his concerns were all being discussed, and the right ideas mentioned.
He'd leave it to the king to decide important matters of course, and for smaller things, if he felt like the conversation was moving too far away from the right choice, he'd speak up. For now though, he was content to watch.


Hunter 7 | HP 39/63 | AC 20, Touch 15, FF 16 | CMB +6 | CMD 20 | Fort +7, Ref +10, Will +6 | Init +4 | Senses: Darkvision, Perception +13 Defenses: 5/fire/cold/elec | Hunter Spells: 1st 5/5, 2nd 4/4, 3rd 1/2 | Cohort: Deneb Flynvias

:Mordred:
Lyda fields this response as it also involved her. "Every hunter that steps into the wilderness knows it might be their last. Its an inherent risk we all accept. But large groups are likely to be spotted by such beasts and men. And it is not as if help will not be available. I think we can manage a large screen and still keep people less than a half mile apart. If some of your people would like to leave tomorrow we can certainly reduce that distance."

Pfft. Trouble.:
Yes but that doesn't always mean roll for init. Smaller groups are less likely to draw attention or ire. Each NPC will make a judgment call but, for the most part, fleeing is the first priority.


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

"I believe Amavin suggested that Coalhouse might have a candidate in mind to handle the negotiations, not that she herself was volunteering for the job, Countess Lyda. And, while you may have no experience dealing with her abilities, I do have that advantage, and though I'm sure you are quite skilled, Deneb, I can guarantee she is better. As to not trusting you to handle the situation, you'll forgive me, but the reputation of the Voice of the Mountains is that of being a group of wilderness explorers, not one with a history of negotiation or diplomacy. Based on that reputation alone, can you blame her for thinking you have little experience in convincing others to your way of thinking? It is only the natural conclusion to be reached." Aramil steps into the situation, clearly seeking to smooth the bumps over in this initial interaction between the two groups. Fixing Lyda with a direct but not unkind look, the elf says, "Furthermore, it is best not to assume anything about someone else based on a less than five-minute long conversation, regardless of what you think you observed. I suggest you take some time to get to know your fellow Count-electors before making any snap judgements of them - as a friend of mine once said, such a position comes with certain expectations, both in action and in behavior."

Aolis had often talked about the responsibilities inherent in being a member of the nobility, even an adopted one such as he had been. Though Aramil hadn't quite understood some of it, he was grateful for the lessons now. This certainly wasn't a course he had seen his life being set upon when he first took up the sword and spell, but it was where he found himself, and he would see it through.


Female Gnome Oracle 4 | AC 17, touch 13, flat-footed 13 | Fort +2, Ref +3, Will +4 | HP 22/28| Init +2 | Perception +9, low-light vision
Spells:
1st - 1/6, 2nd- 4/4

Porablum, meanwhile, felt her curiosity getting the better of her. She began studying the gnome who had brought up further security (Nimue of Deepwood), and looking for a way to find out a bit more about her once the discussion group broke up. She hadn't met her yet, and wondered where she was from. What sort of fun adventures had she had, and how she came to be here. Porablum was very eager to learn more about another gnome.


HP: 60/60 | AC: 20 / T: 15 / FF: 15 | Fort: +6, Ref: +5, Will: +1 | CMB: +5, CMD: 18 | Init: +6 (+2 in Forest), Perception: +9 (+2 in Forest)

:Lyda:
"With all due respect, stepping into the wilderness alone out of a false sense of pride is reckless and not helpful in the least. We are scouts for a moving city. Not woodsman playing hide and seek with playful fey. When you are not on a road, out in the woods, marshes and hills, half a mile is a huge distance. We will not see one another, we may not hear one another, if the weather turns bad, we may not even find one another. Magics of all kinds can help, but even so, making your way across wilderness terrain for even half a mile may take too long to give assistance to anybody in dire need of help."

:Lyda, Aramil:
When Aramil spoke up, Mordred felt that the Elf was right:"My concern for your, or others safety may be ill-placed and unnecessary, but I assure you my intentions and motives are both honorable and pure. I did not mean to criticize, only to point out that we indeed have a variety of skills and abilities, and we should make use of them all. For more and better synergy, I suggested larger groups, not because I found any of those present lacking in any way."

Trouble finds you, or you find trouble:
It does not usually mean roll init. But the important aspect is our mission/goal: We are supposed to clear a path for a ton of non-combatants. Hiding and waiting to see if it's hostile when the main caravan rolls up could be interpreted as "failing to do our job". To clear the path, we best damn well make sure it's not going to try and pick off our kindergardeners the next day. I'm not saying kill anything that moves, but we will have to see how beings react to an invasion of territory...because while scouts can hide, the carts can't. Technically, the scouts could hide, then call for the cavalry, and take a look together...but then, we may as well move in a group already, making it less likely something goes wrong IF whatever manner of creature is there rolls great on it's perception checks and decides it's time for a snack.

That said, if you insist on going alone, I'm definitely not stopping you. Just questioning if it should be the standard mode of operation for everybody, just because you prefer to do it this way.


William shuffles his feet unconfortably next to Winnie, who is visiably enjoying the Caty scene. William does, however nod at Deneb's proposal of dinner. "It's probably the right way to go about it. Haven't eaten much since a little after mid day, would be nice to have a goodly meal before discussing things as important as this."


Hunter 7 | HP 39/63 | AC 20, Touch 15, FF 16 | CMB +6 | CMD 20 | Fort +7, Ref +10, Will +6 | Init +4 | Senses: Darkvision, Perception +13 Defenses: 5/fire/cold/elec | Hunter Spells: 1st 5/5, 2nd 4/4, 3rd 1/2 | Cohort: Deneb Flynvias

:Mordred:
"It's neither pride nor recklessness. It's practical," Lyda says starting to become cross. But she didn't need another enemy here so she takes a deep breath and tries a different route. Seriously, why couldn't they trust here to do her part? Was it her heritage? Was it a mistake to reveal herself yet? "I could explain it all now but we'd miss dinner. If you want to meet later I can tell you the whole thing if that would make you more comfortable. I have done this before through even more dangerous territory."

the whole kit and caboodle:
Full idea is to send have several groups of two fan out in front of the caravan. One ranger and one druid. Ranger watches for tracks, sightings of dangerous beasts and bandits and tries to do so while remaining unnoticed. Druid is support and communication. They'll prepare defensive spells and at least one animal messenger. Should they run across a threat, they'll observe if they haven't been spotted. If it needs to be dealt with they'll send for aid to do the dealing. If they have been spotted, they will try to flee, hide or evade and send for aid. There are three level 7's in my group alone plus level 5 cohorts and there are two other scouting groups. I don't think the random encounter table throws out anything higher than CR 5. Half-mile was a ballpark guess. I, as the player, have no clue what the best way to handle this would be. I have zero training here and not sure what to look up for research. I am essentially using entertainment knowledge (Ranger's Apprentice, Attack on Titan) to find a logical solution. It sounds solid to me be I really don't know.

If someone with actual knowledge or experience could weigh in,
that would be nice.


Nimue left Mordred to speak for himself. He did speak in her name, and he knew it, there was no call for her to interject on his behalf, in whatever discussion he had decided to get involved in.
With the Count-Electors and their second-in-commands all assembled, she used the chance to try and memorize names and faces. With some joy, she realized that among the leutnants, there were other smallfolk...halflings and gnomes.

:Porablum:
One of the gnomes seemed to look over at her, too, probably studying the crowd. Feeling the natural connection that comes naturally with seeing another of the same race, Nimue's gaze lingers on Porablum for a moment, before she smiles and gives a little wave with her hand in her direction as if to say hi.
The official part is over. Some informality will be fine...

Kit and Caboodle:
Oh, the easiest would be to simple wildshape and scout alone. Realistically, it would not even be us doing the scouting. We have tons of followers, which we would direct and process their reports. It's a gameplay thing that we are up ahead and running into trouble, and it's also a gameplay thing where I suggest to go at least in groups of 4. As for the CR, the original random table, yes. That means stuff up to +4 over our party level, or around CR 10(if our average level is 6 between cohorts and leaders. CR 10+ has plenty stuff that could eat a Level 7+ Level 5 for breakfast within a few rounds-


:Aramil:
"Fair enough on most points. I was really referring to myself in terms of diplomacy. The rest of our group, not so much. It'd be a fair judgement. But she was not talking about us. She was referring to me. So yes, I can and will blame her for that," he says looking at Amavin as he says this. "If she is so amazing at diplomacy she is making a very poor showing."

Kit and Caboodle 2:
I both doubt he is and pray he isn't using an encounter table with CR 10+ when we have followers present. Plus, rangers and druids have notoriously low charisma most of the time. There will be few followers or powerful druids. Wildshape is 4th level and is once a day for a max of 4 hours. That is not nearly enough to scout the whole day as an unassuming squirrel. Level six is the only time that is feasible since you get a second use per day. I don't know how many level 6's we'll have between the three groups so I can't make an accurate call.


HP: 60/60 | AC: 20 / T: 15 / FF: 15 | Fort: +6, Ref: +5, Will: +1 | CMB: +5, CMD: 18 | Init: +6 (+2 in Forest), Perception: +9 (+2 in Forest)

"And yet, you bicker just as well as she does, and I admittedly do as well. But Aramil and Amavin got the right of it. We are all good at what we do, or we would not be here. And nobody should feel hurt about the fact that others are better than them in something they take pride in. I am used to the wilderness, take pride in my connection with nature...yet I would never assume to be more skillful than Lord Acaciano. All the same, Amavin is certainly aware that I would cut her down in a duel with weapons, if it came to that. If you feel insulted by what was said, I would suggest to look within. No insult can emotionally hurt you if there is no truth to it. If she is wrong, simple prove your skill when the chance comes, and the joke is on her.", Mordred also attempts to stop the disgraceful display he became a part of in front of the king. It would not do for this to reflect badly on Nimue.

More Kits and stuff:
Honestly, with us soon being Level 8/Mythic 1, I heavily doubt he uses a CR 5 table. If there's followers alone, he may tune things down a bit and go with a pack of wolves. But if there's a couple of mythic Level 8-ers, then that won't do in terms of challenge.
I fully expect followers to die. Plenty of them, over the campaign. @Wildshape: I was referring to the higher-level Druids. But even the lower-level ones could take turns: The idea being that with clear sight and a decent fly speed, they could cover a large area quickly, then direct people towards areas that could be problematic. Basically an AWACS for the forward group.


Male Human Sorcerer 7 HP 59/59, Init +6, Per +0, AC 18/12/16, Fort +5, Ref +5, Will +6 Cohort: Kliment Yaroslav [L1 8/8, L2 7/8, L3 5/5]

Bartek remains more or less at attention during the conversation, though he does let out a sigh of dismay at the bickering that has begun

I can see that our ability to work together will be thoroughly tested by the creation of this kingdom, instead of banding together at the time of our entities creation we let pride and wanting to be correct split us apart

Bartek awaits the king's reply to Mordred about where each member of the group would be stationed, hoping to be placed with Kliment in the cavalry screen to act as the cavalry's crowd control. Getting to know everyone better could wait until the real work started so their true character would show as far as he was concerned.


:Mordred:
Deneb raised a finder and opened his mouth but shut down the words quickly. He then closed his mouth and began rubbing his temple. Even his patience had limits. He was still bickering now that others were getting involved but he had in no way meant to insinuate that he was better than anyone, just that he was good enough to handle it. When Mordred is finished, he puts on a strained smile and says "I'll do just that." He then walks over to Lyda and begins pushing on her legs to move her away from the group. "On behalf of me and my associate I apologize for an offense given. Maybe we an reconcile later. Have a lovely evening." Lyda resists at first but is allowed to be moved though she still stares daggers, partially ruining his attempted apology. They resort to angry whispers as they leave.

Pit and a poodle, Wait what:
I am hoping there will be some kind of escalation and not throw murder beasts at us at the start but who knows. And like characters of our level, monsters of that level should be just as rare.

@Wildshape. You need a leadership of 17 for a single level 4. We are level 7, minimum cha 12 and +3 from the DM. That's only an 11. Gotta have some real focus in cha or leadership to get 17 this early. And as I count, only four high level druids (Deneb, Acaciano, an NPC leader in Voice of the Mounties, and another in Voice of the Trees) and one can't wildshape yet.

I originally thought they'd spread out behind the front line so as to be available as support for anything ahead but they could be the lead and have the lower level people fan out behind. It depends on how much we terrain we want to cover. Speaking of, the terrain will be almost exclusively plains. I've seen the maps. Should have good field of vision, even a half mile away.

Then again, this might all be moot depending on how the DM runs it.

Clarification:
They aren't leaving, just moving away from the focal point of tension.


HP: 60/60 | AC: 20 / T: 15 / FF: 15 | Fort: +6, Ref: +5, Will: +1 | CMB: +5, CMD: 18 | Init: +6 (+2 in Forest), Perception: +9 (+2 in Forest)

Mordred watches as the two move away, and looks over at Chalm...the meeting had not yet been concluded, but then, it was simply a gathering, not a council...which is why all of them were here in the first place.
Still, it would set an interesting precedent wether such was acceptable without being dismissed, or not...

What-what?:
Nimue does have a Level 4 in my retinue. A hunter, not a druid, with a hawk companion. With improved Empathic Link, he can provide all-day aerial surveillance, if needed.
@Good enough to handle: May be. May not be. But with the many players we have, it's probably the friendly thing to do to give those people the spotlight who excel at a job, rather than gamble by letting the forward scouts handle EVERYTHING. *shrug*
Regarding field of vision and how spread-out and all those details: I assume we'll learn more when we depart...I seem to remember quite a few wooden and hilly areas, but my memory may be spotty. Then again, in a Blizzard, I'd rather be in the woods than in an open plain, so I guess no matter what, things can take a turn for the worse ;) We'll learn more when we get this show on the road.


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Aramil watches as Deneb and Lyda move away, Lyda still staring daggers before shaking his head. They seemed to take what we said as an insult towards their skills in general, as opposed to their ability to negotiate. Aramil will turn back to the King with a sigh, before sending a shrug in Amavin's direction as though to say, Well, I tried.

Kit and caboodle:

Actually, Lyda's plan is exactly what I would do for a scouting set up - although I wouldn't say having been a boy scout is a way of saying I have more experience with this than their player does. Wildshape is definitely not a viable solution for the full scouting abilities at this time - Chalm is also, I suspect, intending to have non-Wildshape capable people in the scouting groups. I don't believe Hunters get Wildshape, either.

However, we could use those three who are capable of what amounts to an all-day Wildshape in an oversight capacity, keeping an eye on the scouting groups. If a scouting group gets into trouble they won't be able to handle, one of those three can alert either the nearest scouting group for aid or the cavalry if the problem is big enough, then guide whoever to the location. If the Druid in each group prepared speak with animals, they wouldn't even have to wild shape out to alert a scouting group that a nearby group was in trouble.

On an unrelated note, Aramil really wasn't trying to imply he didn't trust either of you, just that, based on your reputation, he doesn't know any of you are actually good at Diplomacy. After all, as Deneb said, social skills and Charisma aren't high on a Druid/Ranger/Hunter's list of priorities.

1 to 50 of 808 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / TWO's Mythic Kingmaker: Dinner With Friends All Messageboards

Want to post a reply? Sign in.
1 to 50 of 678 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

6 people marked this as a favorite.

PROCLAMATION
BE IT SO KNOWN that the office of the Regent of the Dragonscale Throne, acting within its own authority and upon the advice of the Swordlords of Restov, and for the greater good of the People of the Nation of Brevoy, has granted unto Chalm Surtova, cousin of His Majesty Noleski of Brevoy, the throne and charter of the lands south of Brevoy, that wilderness region commonly known as "The Stolen Lands".

HIS MAJESTY Chalm Surtova thereby does call for a body of reputable and experienced explorers and adventurers of acceptable social standing, that they may be granted the honor of swearing fealty unto him, that they may become his vassals and liegemen, uphold his rights and honours, execute his laws and justice, and protect his people and country. They shall be required to uphold the River Freedoms in his name, yet establish upon the land that Freedom that shall replace the Sixth, that the people shall have not what they can hold, but what they have earned and created by their own labors. They shall thus be required to strive against banditry and other unlawful behavior should it be encountered, to clear the land of perils and monsters, to develop their assigned fiefdoms, and to protect the subjects of the new kingdom.

IN RETURN for their oath of temporal fealty unto His Majesty Chalm Surtova, his line, and his nation, should they be of honourable estate, they shall receive patents of nobility from His hand as appropriate to their labours and station, and shall partake of the kingdom's largesse in proportion to the labour and effort with which they shall invest it.

SHOULD you perchance be of a company of venturers of reputation and honor, and should you be interested in settling a new land and bringing order and progress to such a wilderness, you are commanded to present yourselves and your credentials to His Majesty's chamberlain, Fidel Réviser, and His Majesty's Captain of the Guard, Sir Costaud Soutenir, to be found within the City Hall of the Free City of Restov, on or before Oathday 26th day of Abadius, 4710 AR, that they may be reviewed and submitted to His Majesty Chalm Surtova for acceptance and oathtaking during the gala the Crown of Brevoy does command to be given for His Majesty Chalm Surtova by the Lord Mayor of the Free City of Restov, Ioseph Sellemius, to be attended by the Nobility and Swordlords of the Free City of Restov, upon Oathday 2nd day of Calistril, 4710 AR.

SO DECREED on this Toilday 2th day of Abadius, 4710 AR, under the watchful eye of the Overlord of Restov, by King Noleski Surtova, by the authority granted him as Regent of the Dragonscale Throne.

(Signed)
Noleski Surtova, Brevoy Rex

(His Seal)

About the campaign:
This will be loosely based off the Kingmaker campaign path, with a number of significant changes. Most of them will be familiar to those who have applied to or played in Corsario's Kingmaker campaigns, but some of them are new.

First, this will be a significant undertaking - not four nobodies going out to set up a couple of farms in the Greenbelt and beyond, and hacking through a few 'issues', but a sizeable number of individuals seeking their fortunes, with oaths of fealty sworn to a recognized noble that the current king trusts moderately, but can do without if he fails like so many other things in the River Kingdoms. As a consequence, this game will have:


  • A large number of players - up to 16 - with cohorts and followers, enabling them to roleplay both in concert and at odds with each other;
  • Advanced (7th level) and complex characters, with magic items, extensive equipment, abilities, backgrounds, IC history with each other, and the like;
  • Multiple smaller groups of 3-8 individuals, sometimes all of one type (leader/cohort), sometimes a mixed bunch, where leaders will not necessarily be paired with their own cohorts, thus enabling players to be involved in multiple experiences (and not have to RP off themselves); and
  • plenty of spotlight time - a fair amount of politics, significant chances to be underhanded (or to NOT be underhanded), enforcement of law and order, slam-bang fights, at least one war, flamboyant duels, spectacular magical fireworks, and who knows, maybe even a romance or two.

As written above, this is Noleski Surtova stealing a march on the Restov Swordlords, so politics and a social situation will be involved right out of the gate. However, hot on its heels will be a fight, a kidnapping, a discovery, a running battle, a choice, a chase, another fight, another social situation (of sorts), another choice, and ...

... and that's just the prologue.

This campaign will start out at a higher level, and also go Mythic (with certain enhancements of my own devising). This is not a campaign to learn to play; while people new to the system are welcome, I certainly hope to have people who know the system inside and out upon whom I can lean if/when it comes to crunch.

Speaking of crunch, I am utterly unfamiliar with the Kingdom and Army rules; while use of them is well in the future, if anyone has good experience and can shepherd us through them, it will be of benefit. If we do not gain anyone with such knowledge, I am more than willing to play fast and loose, using and abusing knowledge skills, followers, random die rolls, and lots and lots of narrative to describe effort put into growing the kingdom.

If you are thinking you won't get to be the king or queen (even if, as Mel Brooks says, "It's good to be the king") in this game, you are correct; you probably won't, since the aforementioned Chalm (pronounced 'Calm') Surtova is the king, and you are going to be his firemen. I use the word 'probably', however, because the reason for Mythic tiers is because though this game is based off the Kingmaker campaign (and all its events will take place in this campaign), you will have a far more difficult task ahead of you than just spanking some bloody jumped-up nymph for getting too big for her britches. You will be epic; you will be legendary; you will be Mythic.

Or, y'know - you'll die.

All players from Corsario's Kingmaker - Agents of the Kingdom are not only invited, but have priority and immediate acceptance into the game. Yes, even Axhammer, Grogimus, with the caveat about it being a requirement of the game that he swear an oath of temporal (i.e. earthly) fealty.

About the recruitment:
As stated, I am looking for 8 to 16 players, each of which who will start with a main character and a cohort. (So 16 to 32 characters at game start.)

At game start, characters will be organized (with their cohorts) into groups, based off common elements or themes within their backgrounds and characters; it will be a given that these groups have been in existence for at least five years, and that any particular individual has been a member of the troupe, fighting beside and protecting and trusting each other, for at least two years. (This gives you a sizeable depth of trust implicit with each character and cohort in your group.)

Teams may have worked with each other, may have been rivals, but at the very least they will know of each others' reputation. Rivals may have fought each other on the field of battle, but after the war they should be able to have a drink together. This will not be a PvP game.

The first adventures will see characters out of necessity working together; afterwards, past group allegiences will be remembered but superseded by loyalty to the entire group, and players will be expected to trust each other, "mix and match," and split into any configuration needed at the moment.

If you can assemble your groups on your own, that's great.

Recruitment will be open for one month, until the night of Sunday, 18 December 2016. I will allow myself a week to analyze and make selections, and intend to give Christmas presents by posting the roster of accepted individuals late Christmas Eve / early Christmas morning, so you have plenty of time to make a good character.

More importantly, take the time to assemble a coherent background that fits into Kingmaker, Brevoy, and the River Kingdoms. Good writing, and a good background, counts highly. The area and culture are loosely based off post-Renaissance France and Spain (what with duelling); do your homework. Most importantly, understand that I have done my homework, and can puncture an overblown background with a rapier wit.

(Get it? Duelling and rapier wit? See what I did there? ... okay, never mind, forget I said anything. Sheesh, you people ...)

Ask questions. Be flexible. Be friendly. Be Courteous. Be willing to have fun.

Valid Sources and Options:
Except for psionics, all Paizo if it can be explained into the region. (Like I said, background counts.) No 3rd party unless added below.

Unchained Classes as below.
Fractional Base Bonuses.
Background Skills.
Artistry and Lore skills available.
Skill Unlocks available.
Scaling items available.
Words of Power available.

I don't have everything memorized; if you're wondering, ask.

Character Creation:

Primary Character (PC)

Level: 7
Attributes: Point Buy, 25 points. Minimum Charisma 12. (This is a hard minimum, so don't try to finagle me.)
Races: Core primary. Featured races may apply, but I will select at most 1 Featured race out of every 5 characters.
Alignment: Any Good; Lawful Neutral, True Neutral.
Classes: Core and Base (no 3rd party). Barbarian, Monk, Rogue, and Summoner must be Unchained. No witches. Standard multi-classing, no variants.
Archetypes: Maximum 1 per class. 3rd party archetypes only to replace those lost to Unchained.
HP:
. . Game Start: Maximum for level.
. . Advancement: Average (round up) + 1 (So 1d8 = 6.)
Traits: 2, 1 must be Racial or Kingmaker; +1 from 1 Drawback.
Feats: Normal for race, class, and level.
. . Bonus story feat; initiating events assumed to have happened.*
. . Bonus leadership feat: Leadership. To get it out of the way now, no, you cannot have Cohorts instead.
. . Crafting Feats allowed, but all items at start are purchased at full cost (no discount).
Skills: Unchained, +1 background skill point per level.
. . Profession and craft skills may be useful for downtime.
. . See 'Crafting Feats' above regarding items at start.
Gold: 24,000 gp, no crafting.
. Magic Item Limits:
. . 1 magic up to 8,000 gp
. . 1 magic up to 4,000 gp
. . Any magic up to 2,000 gp
. . 2 wand maximum + 1 healing wand
. . 10 potion/scroll maximum, +10 healing potions/scrolls
Spells and Spellbooks: Not initially tracked. For those who msut find and transcribe spells (e.g. wizards, etc.), double the 'new level' spells (4/level for a wizard).

* - You know - you've died and come back to life, or you've stolen 1,000+gp worth of stuff and you've kept souveniers, whatever. I am particularly flexible with Story Feats; if there's an effect you want, but the thematics of the Story Feat doesn't quite fit what you want (e.g. Dynasty Founder, but you want to build a trade company), don't worry, ask me and I'll work with you. Same thing with Traits.

Leadership:

Leadership Feat
In this game, Leadership - including your follower numbers - will grow into importance. You must build the cohort you acquire from the free feat. You possess a general reputation modifier of +3 (of 'Renown' and 'fairness and generosity'); you possess no benefits nor drawbacks as of yet in regards to follower reputation.

Cohorts
Your cohort is your secondary character; you should put almost as much effort into their character and background as you do your own. Your cohort should either amplify your PC's main strength (a fellow cavalier, for example), or else take care of one sector of situations (one, not all other) where your character is weak - magic, social situations, underworld issues, etc. As your cohort will often be seperate from your PC, hyperspecialization is ... not recommended, but will be accepted, because if they get killed, you get a Leadership penalty for your next cohort, don't you?

Cohort Creation

Level: As per your PC's Leadership feat. Special rule: cohorts will gain in levels in lockstep with the PCs, remaining at least 2 levels behind them (again as per your PC's Leadership feat).
Attributes: Point buy, 20 points.
Races: As PC, including 1 Featured per 5 characters.
Alignment: As PC and Leadership.
Classes: As PC.
Archetypes: As PC.
HP: As PC.
Traits: As PC.
Feats: As PC, including bonus story feat. Will gain 'nesting' Leadership-style feat at 7th level (may select Cohorts now, if desired, and gain a free feat at 7th).
. . Crafting Feats as PC.
Skills: Unchained, no additional background skill point.
. . Profession and craft skills may be useful for downtime.
Gold: 10,000 gp, no crafting.
. Magic Item Limits:
. . 1 magic up to 3,000 gp
. . 3 magic up to 1,000 gp
. . Any magic up to 500 gp
. . 1 wand maximum + 1 healing wand
. . 5 potion/scroll maximum, +5 healing potions/scrolls
Spells and Spellbooks: As PC.

Followers
Followers do not need to be fleshed out, but you are permitted to do so. Followers above 1st level may possess PC classes; only 1/3 of 1st level followers may have a PC class.

Attributes: NPC (Basic).
Races: As PC, including 1 Featured per 5 characters.
Alignment: As PC and Leadership. No Evil or Chaotic Neutral Minions, thank you very much.
Classes: As PC.
Archetypes: As PC.
HP: As PC.
Traits: 2 traits, 1 of which must be Racial or Kingmaker. No drawbacks.
Feats: Normal for race, class, and level. No bonus feats.
. . Crafting Feats as PC.
Skills: Unchained, no additional background skill point.
. . Profession and craft skills may be useful for downtime.
Gold: Depending on level, below.
. L3: 3,000 gp
. . 1 magic up to 1,000 gp
. . 1 wand maximum, including healing.
. . 2 potion/scroll maximum, +2 healing potions/scrolls
. L2: 1,000 gp
. . 2 potion/scroll maximum, +2 healing potions/scrolls
. L3: 300 gp
. . 1 healing potion.
Spells and Spellbooks: As PC.

If you do not flesh out the followers to such an extent, they will be presumed to have the equipment necessary for their assigned task - masterwork if possible, standard if not. L3s will possess 1 CLW wand and 2 CLW potions; L2s will possess 2 CLW potions, and L1s will possess 1 CLW potion.

Future followers will come similarly well-equipped; your NPC followers (as you can tell) are a couple steps above the average when it comes to equipment. I have yet to determine magic-item breakdowns, but followers will generally possess PC-level wealth-by-level.

Recommendations:

- Builds: Build the build you want to play.
- Background: Limit your background plot twists to 1, maybe 2. An overcomplicated background typically irritates me. Let it make sense, not be a fantasia; that's what the game is for.
- Writing: Be coherent, use all the rules for spelling/punctuation/capitalization/etc. Ugly writing makes for an ugly character.
- Leadership: Consider your character in light of the people they've drawn to them. Why do they follow you? What do you offer them that they can't find elsewhere?

How to improve your chances:

- Personality: Give your PC one, and not a two-dimensional cardboard one. Take a moment to come up with a dozen adverbs or adjectives that describe him or her. Lively; bubbly; disgruntled; thoughtful; irascible; tender-hearted. Whatever they are, come up with them, and then infuse them through your background.
- Equippage: You don't live in your armor, and you need to move your gear. Reflect your character's personality, background, everything else in their gear.
- Background: Overcomplex is overcomplicated is bad. Simple is beautiful. Most people are just people; most heroes are just the right people in the right place at the wrong damn time.
- Location: This is Brevoy; don't come from the far side of the world without a Very Good Reason.
- Description: What's that 12+ Charisma mean? Are you a stunning 20 Cha elf with legs that go all the way up? Or a 16 CHA half-orc who might have a certain rough attractiveness, but whose power of personality lights peoples' spirits on fire?

How to waste your time and mine:

- Ask to use your own race / class / 3rd-party product.
- Totally min/max your character.
- Ignore the build requirements.
- Create a character background that makes no sense.
- Make a loner.
- Be incoherent.

Special Notes on Alignment:

I use the 9-point system for Law/Chaos and Good/Evil. Actually, I technically use an 89-point scale for each of those two (L/C and G/E); there are 'transition points' where you really know you're about to slide, and you can get a decent idea of how far you're sliding one way or another due to certain acts and the like. However, while Good/Evil is relatively easy to explain, talk about, agree upon, Law/Chaos is not.

Law and Order are essentially synonymous; a Lawful person likes structure, whether internal or external, in their lives. Social structure tends to be important to them; self-discipline tends to be at least as important. They tend to follow laws - just laws if they're a Good person, any laws if they're an Evil person, and then twisting the letter and the intent of the law until it squeals to their advantage.

Chaos and Freedom are equally synonymous; a Chaotic person likes freedom in their lives. A Chaotic individual prefers the freedom to be able to make their decisions without social pressures to make them a certain way. They tend to believe that people can make their own life decisions without someone somewhere telling them that they can't make certain ones. They may choose to obey a law (or laws), but it's their belief in freedom that allows them to make that decision.

All of them believe in consequences for your decisions; only madmen and qlippothics believe otherwise.

In most RPGs with alignment systems, and especially in Pathfinder, alignments are essentially objective conditions. What that means in game-play is that if I warn you you are currently or about to be engaged in an act or situation that may radically shift or violate your alignment restrictions, then take it as guaranteed as gravity, as certain as water being wet, that that's the condition that's happening.

Like with anything - see my 'I want to have fun too' section in 'about myself', below - you have two OOC posts at best to try to convince me that what you're doing does not violate your moral code (Good/Evil) or your code of ethics (Law/Chaos). Understand / realize / remember, however, that while you play your character, I play all the rest of the world around your characters. That's the king, and the servant girl, and the wind and grass and trees and monsters and, oh yeah, the Gods. If I post that your cleric character is getting the sense that Cayden Cailean disapproves of the imposition of her will upon someone, and you can't convince me in a post or two over in the Discussion thread that your actions are essentially freedom-loving, then that's the way it is - your actions, at that moment, are not approved-of by the Lucky Drunk as being too Lawful. Back off and keep your alignment, or press on and accept the consequences, whatever they may be.

About myself:

I am an a@@~*@$.

Let me say that again, just so that you and I are on the same fvcking page:

I am an a*~%*~&.

I will not coddle you. I will not automatically be careful not to insult your tender-wender feelings. I will kick your ass when you're being a schmuck, I will kick your head when you're being a pedant, and I will kick you out of the game if you deliberately wind me up. If you don't need any of those things done to you, you will find that I generally like people, that I'm a laugh riot, that I don't take myself too seriously, and that I can take an insult like a champ. But make sure you're wearing your big-boy/girl pants if you want to play here, dammit.

I run with an eye towards realism. That doesn't make my game a slavish image of reality, and that won't make this a simulation instead of a game, but someone who uses ass-backwards logic in the vein of 'well, the X here could be anything, it's a fantasy X with magic' is going to get Gibbs-slapped the first time they say it, and b!tch-slapped the second - because fantasy games like this one have their core roots in what we as humans know. Brevoy and the River Kingdoms are a blend of late- and post-Renaissance Spain and France, adding a touch of robber-baron and bandit king to it. Nobles in Brevoy have a vested interest in seeing the commoners kept in their place, even if the commoners aren't their commoners. You can spurn these things, but doing so will have consequences - and those consequences can mean you getting executed for giving offense to a royal person.

I do not play your character - only the rest of the world. This means that you control what your character does, I do not. What I do control and dictate is how the rest of the world reacts to your charater. If you diss the princess, the nobles around her take affront on her behalf. You might get repeatedly challenged to duels. You might be seized by the royal guard for lèse-majesté, taken out back, and be executed for the treason under which that class of actions is defined. I don't dictate what you do; I only dictate what the rest of the world does in reaction to what you do. Heal a person? Defend a town? Slay a marauding dragon? They love you, your reputation grows. Start throwing fireballs around the tavern - or the town? Well, they don't love you, but your reputation DOES grow; just not the sort of reputation you might want.

Learn the Six River Freedoms. Seriously, if you're playing in the River Kingdoms (and we are) this sh!t winds up impacting about 80% of your interactions. The above declaration - and, essentially, what 90% of the game is going to be about - is strong-arming a majority of the Kingdoms into changing #6 ("You Have What You Hold") into actual rule of goodness and law, as #6 essentially legalizes banditry. #4 might get a facelift, but learn, learn to love, and live by the other four as if your life depended on them - because they probably will.

I write the way I want myself, my character, or the world to be viewed. I write very, very well for an amateur, and I've been trying to break into the pro scene (if I can get at least one of my ten different projects done), but it means that I write well. And I check my writing before posting it. And I tend to use word selection specifically for its implications and impact. (Subtlety is my friend, though it may not be yours.) The more you write, the more you learn to write; the better you write, the more people want to play with you. Learn to write well - and then do so.

I want you to have fun. Being a player means wanting your character to do Cool Sh!t(TM). That means Spotlight Time - you know, the moment in the game where you do Cool Sh!t(TM)? That's when the spotlight is on you and your character, and you do your Cool Sh!t(TM). That spotlight can move fast - there's a lot of characters that are going to be here - but if you want to try some wild-ass stunt, then by all means, try your wild-ass stunt. I am, in fact, here to facilitate your wild-ass stunts. I am also here to provide you with Object Lessons on why wild-ass stunts are wild-ass, because when you fail, you look like a wild ass. (And if it's a wild-ass stunt, then I think there should be a reasonable chance of you failing - but I'm pretty sure we'll figure out together what 'reason' in such a case means.) But I'm also here to cheer when your wild-ass stunt succeeds, and reward you appropriately for managing to pull it off, you crazy kid.

I will be flexible - within reason. If I have a set-piece I need to run you through, then you will encounter that set-piece no matter where you go - Mivon, Daggermark, or Absalom. However, if you try to hie yourself all the way to Absalom or some other place that is clearly well out of the campaign expectations (e.g. the River Kingdoms and environs), then I reserve the right to be a bit cross about it, and Gibbs-slap you for making me twist reality not only into a pretzel, but into a Moebius strip in order to make everything work because of your ludicrous craptastic journey to Absalom just because your oats are up and you want to have a go at the Starstone.

I want to have fun too. I am not going to get involved in huge arguments about politics, an off-the-wall interpretation of a rule that depends on how you define one word, or whatever. I am open-minded, and I know what I don't know - to wit, much of the system. However, I've been playing and running pen-and-paper RPGs for over thirty years, and so I can smell a bullsh!t attempt at sixty paces. You have one (1) chance - that means two (2) posts max, and maybe one (1) post - to convince me of a rule interpretation. If I say no, roll with it, and try again the next time, because the next time I may agree with you for a myriad of reasons. Like I said above about realism and playing the rest of the world, though, it means that for the most part, 'usual consequences' will be usual. What I said above about you having fun means that I WILL adapt the game to the wild stunts you crazy kids try to pull off - either through consequences due to your failures, or amazement due to your successes. But if I start approaching this game with trepidation, if the moment I see '3 new messages' I get a sour feeling in my gut, I will locate the cause of my upset and I will make it not be a cause of upset any more, either through telling the offender to get their act together, or removing them from the game for not having done so. Because I want to have fun too.

And because I am an a!@*~!#. I reserve lots of rights - the right to Gibbs-slap you, to tell you you're being a schmuck or a pedant, to ask you what drugs you're smoking if you think you can use two lances at once during a charge, to take a phone book to you if you think your special snowflake deserves special treatment. I especially reserve the right to kick your butt out if you not only go out into left field, but stay out there and scream and whine and cry and tell me I'm being unfair for doing all of the things I've already warned you right above this very statement that I was going to do. I also reserve the right to run a howling good game, to write like a poet (and to write entirely new poetry appropriate to the game), to make pugnacious NPCs, to make you fear for your character's life, to run you ragged, and to try to make this the best game ever played on Paizo.com.

And I'm setting out to finish this game, not just start it. And hoo-boy, what a finish. Do you feel like going up against a god? You do? Great, because that's just the opening part of Act 6's main attraction.

Now, you got all that? You did? And you're still here? Smokin'. Go put together a character, and let's go make fvckin' magic.

I look forward to reading your submissions.


1 person marked this as a favorite.

Dotting: Interesting take. I will start building a submission.


Hmm, we'll see if I can come up with two linked characters. That was a stumbling block for me last time a game vaguely like this came up.


This sounds like a tremendous headache on your part, but this is just way too cool to pass up.


I shall be placing a Dot of Tentative Interest here. Even if I do not manage to come up with something, this seems like a game that would be interesting to at least follow.


Similar dot of tentative interest.

Dark Archive

@GM TWO: I have a tricky question for you... as far as I understood, the main characters will often taken missions always from the secondary and vice versa, but what would happen if the main character looks like to be the cohort?

My idea is of a stalker vigilante who has the social identity of an unassuming page/squire of a famous knight. The knight would be the actual follower. Would this be possible at all?

P.S.: Hi Wyrm! I was Baltor in your Homecoming game.


Dotting here. Thanks for the heads up.

Grand Lodge

Dotting to read a bit more later


I'm very intrigued by this, it looks fantastic and different enough from regular Kingmaker that I'm okay with applying here. Holy crow, though. This seems fantastic.


Holy shit yes. I mean dot.

Edit: Some clarification required.

GM TWO wrote:
Except for psionics, all Paizo if it can be explained into the region. (Like I said, background counts.) No 3rd party unless added below.
GM TWO wrote:
Classes: Core and Base (no 3rd party). Barbarian, Monk, Rogue, and Summoner must be Unchained. No witches. Standard multi-classing, no variants.

Does this mean all paizo is allowed for character options but we are only allowed Core, Base and Unchained classes?

Grand Lodge

A lot to go by but I mean making this is making your own party


dotting here per pm...


dot


Dot~


Dot


Alright, this game sounds invested enough to be interested (and I've been looking for a new kingdom-builder).

P.S. Would you like to have a few players/characters offer to take point on kingdom stuff? I'm currently running a game with kingdom-building elements, and would be happy to help crunch mechanics on that.

* * *

EDIT: Okay, also: echoing the above question on classes—does this mean no hybrid, psychic, or vigilante classes? (Also, are PrCs limited to the original set of books?)


Oh! And I noticed the above comment on psionic classes. Did you mean occult classes? (Since psionics are 3pp, but psychic classes aren't)


Alright. I've finally decided to submit a human barbarian. And the time to really hone it.


Oh, now this looks cool. I'll have a Half-elf Magi up by tonight.


Zayne Iwatani wrote:
GM TWO wrote:
Except for psionics, all Paizo if it can be explained into the region. (Like I said, background counts.) No 3rd party unless added below.
GM TWO wrote:
Classes: Core and Base (no 3rd party). Barbarian, Monk, Rogue, and Summoner must be Unchained. No witches. Standard multi-classing, no variants.
Does this mean all paizo is allowed for character options but we are only allowed Core, Base and Unchained classes?
thunderbeard wrote:
Okay, also: echoing the above question on classes—does this mean no hybrid, psychic, or vigilante classes? (Also, are PrCs limited to the original set of books?)

All right, that's what I get for doing a 'copypasta' from someone else's old campaign, and not having my wits about me and my head in the game when it comes to PF classes and PrCs and stuff. So let me handle these one at a time, and please forgive me if my terminology is screwed up; it's pretty clear that I've screwed up the differences between 'Core' and 'Base' classes, and forgot things like the hybrid classes.

Psionics: For some reason I thought the psionics stuff was Paizo. (Dreamscarred Press, now that I actually look at the cover. Duh.) So thankfully that's by-definition out. :D

Psychics: Thank you for mentioning this, because I totally forgot about it. My apologies, but psychics adds another level of complexity to things, and I'd rather not go there.

P&P Explanation: Understand that I like the ideas for both of these; one of the best characters I played in early AD&D was a heavy-duty psionic class. But at least at the moment, both psionics and psychics (or both simultaneously, if they're essentially the same thing by different names) are rulesets that have been radically revised from what I learned lo these many years ago, and I'm pretty much completely unfamiliar with the revised versions. Maybe at some point I'll try to play in or run a game that's entirely psychic/psionic so I can get used to the rulesets, but for now, that's a morass I'm not ready to wade into. (That and a player a few years back created a true monstrosity for a game I was in; left a bad taste in my hindbrain that will take dedicated effort to scrub out.)

Hybrids and Unchained: Obviously all the Unchained classes are not only allowed, they're mandatory. The hybrid classes (Arcanist, Bloodrager, Brawler, Hunter, Investigator, Shaman, Skald, Slayer, Swashbuckler, and Warpriest) are all entirely allowed.

Vigilante, other Paizo classes and PrCs: This has been inquired about by several people, but the following is the best Q so I'm going to quote it and answer it directly.

Sir Longears wrote:

I have a tricky question for you... as far as I understood, the main characters will often taken missions always from the secondary and vice versa, but what would happen if the main character looks like to be the cohort?

My idea is of a stalker vigilante who has the social identity of an unassuming page/squire of a famous knight. The knight would be the actual follower. Would this be possible at all?

Hi, Sir Longears!! Good to see you again.

The vigilante and all other classes and PrCs found throughout the Paizo line, so long as they are not psychic classes (which would violate the 'no psychic stuff' above) are allowed. This is what I get for not having a Paizo-to-Wyrm dictionary handy, huh?

However, in specific regards to the vigilante and the question asked above, my answer is this: 'This would be a problem.'

As I understand it, the vigilante class uses secret identities and the like to move unnoticed among the populous; fine as far as it goes. Works better when the game stays in one specific city, but since the game will not always be monsterslaughtering in the wilds, it could still work. I don't know the class very well, but I HOPE the 'secret ID' would still be able to survive a combat at their class level.

The specific question asked - 'can my leader be a vigilante' - is a trickier question to ask. If you want the TL;DR answer up front, it would be 'No, only a cohort can be a vigilante.' The explanation behind that is that the leaders are the people being summoned, and who will be called to affix their names to a legally (and, shortly thereafter, magically) binding document. You can't do that if the people in charge don't know that you're the leader. Should the above happen, the cohort would become the actual noble, be looked to for decisions which would in reality be above his pay grade, and all the rest. It would be Bruce Wayne in the Wayne Industries boardroom, trying to make decisions he is in no way prepared for because Alfred is the real Batman with the super-genius intellect.

As a consequence, the actual leader needs to be the public leader. This does not mean that you can't play a vigilante; I absolutely love the idea that a cavalier's batman (in its original meaning) or squire/page is secretly a flamboyant, semi-psychotic Scarlet Pimpernel or Zorro, running around behind a mask doing bad things to worse people, unknown perhaps even to his 'lord and master' the noble knight. But doing the reverse would have dire, and possibly unplayable, consequences for your characters in the very near future.

--------------------------------------------

As a notation, one of the legacy players (a sizeable number of whom have gone 'YAY!', which in turn makes ME go 'YAY!!') has enquired about Spheres of Power. I have heard of SoP several times, and have taken a look at it, but I have two current problems with it:

  • Spheres of Power is AFAIK not in Hero Lab, which I am leaning heavily on for my balancing and double-checking. (And if you use Hero Lab, please include a link to your character file(s) so I don't have to go through the labor of doing it all again.) If anyone knows of a SoP add-on for Hero Lab, let me know.
  • I am very, very not familiar with the system, which raises my concerns in regards to 'adding on a sub-system' found in the psionic/psychic stuff above. However, because and only because it is a legacy player asking, I will be creating the first of a series of threads, 'Walk Me Through It', that will assist me (and hopefully others) in learning this particular sub-system, how it works with the rest of the game, how well it balances, and the like. (I plan on making WMTI posts for the kingdom-building rules, the army rules, and the Path of War stuff - though that won't put PoW on the approved list any time soon.)
So. When I create the various WMTI threads, I'll post links here, and anyone interested can go try to teach this dullheaded ol' wyrm how to do something shiny and new, fight off that brain plaque for another few weeks, and hopefully keep me from early-onset Alzheimer's, which is a close personal fear of mine.

As a reminder to bloody well everyone: read every single word and spoilered thing in that first post. There are critical things to be found there, the most critical being that entire 'About myself' bit, which I hope will pretty much set expectations for GM/Player interactions during the game. As well, you are not done with your character until you've built both of them. I'm seeing a fair number of 'I'm gonna make a Gender Race Class!!' when in reality it should be 'I'm thinking about a Gender Race Class, with a Gender Race Class cohort, and a group of people who Concept.'

A good example would be my GMPPC (GM pseudo-PC) being carried over from the previous game - Coalhouse Porter, a male half-orc rogue/monk who is a very straightforward baggage handler, and his half-sister cohort Alysandra Janus, a female half-elf bard who puts y'all to shame in the diplomacy and contract negotiations department. Their concepts evolve together; you won't be able to properly build one character without giving serious thought to the other. So give it serious thought!!

Questions!!

Dark Archive

Thanks for the answer Wyrm! Since it is going to be a problem, instead I'm probably going with a paladin as the main PC and a vigilante disguised as his squire but that actually is a spy/assassin.

I was inspired by Robin Hobb books.

The Paladin will be a noble, a honored warrior and a good man in general.

The Squire/Vigilante/Spy/Assassin will be his nephew. I'm aiming for a royal assassin, working directly for the crown, sent on his first field mission... being a squire is a pretty good disguise since it would allow him free movement both in courts as well among the common folk.

The plan is for the Paladin to not know about his nephew's assassin role (which he would disapprove since he needs to be LG) but he would also be somewhat aware of his nephew's spying job, even if he believes the boy is doing so for his father and not for the crown.

The fun stuff is that the vigilante can have two tendencies... one for the social persona (LG) and the other for the vigilante (LN) so there would be little chances for the paladin to smell something weird.


The Wyrm Ouroboros wrote:
Spheres of Power is AFAIK not in Hero Lab, which I am leaning heavily on for my balancing and double-checking. (And if you use Hero Lab, please include a link to your character file(s) so I don't have to go through the labor of doing it all again.) If anyone knows of a SoP add-on for Hero Lab, let me know.

FYI, A simple google search for Spheres of Power Hero Lab will bring up this link.

As for learning Spheres of Power, I will say it is probably the easiest pathfinder system that I have ever come across. I am sure that when you finally create the 'Walk Me Through It' threads you will find it short.


My character's cohort is a monk with an archetype... I have to convert him to an unchained monk, but can I keep his archetype?


Alrighty! Revising my plan away from using psychics suggests I'll be building two sorcerer brothers (if it's okay, I'm planning to have one go veiled illusionist, and one to go arcane trickster).

Now to decide on secondary classes (I've got occupations/roles, but it's worth thinking about things like what classes best fit those roles).

* * *

Is there a preferred format for submissions, or just "generally make it look clean?"


Dot for interest.

I'm thinking a blind two-weapon fighter, with the appropriate feat chains, and his perky alchemist cohort--who is also his dealer, since the incident that left our stalwart hero without his eyesight also left him hooked on a sordid little concoction to manage the pain.


1 person marked this as a favorite.
Sir Longears wrote:

Thanks for the answer Wyrm! Since it is going to be a problem, instead I'm probably going with a paladin as the main PC and a vigilante disguised as his squire but that actually is a spy/assassin.

I was inspired by Robin Hobb books.

Know them well, so I understand where you're coming from.

Sir Longears wrote:

The Paladin will be a noble, a honored warrior and a good man in general.

The Squire/Vigilante/Spy/Assassin will be his nephew. I'm aiming for a royal assassin, working directly for the crown, sent on his first field mission... being a squire is a pretty good disguise since it would allow him free movement both in courts as well among the common folk.

An ... interesting theory, with one core equally interesting issue that raises its head, to wit 'how will I be an assassin without being of Evil alignment?' (Recall/read the alignment notes above.) There are ways around it, but this is definitely something you need to explain, because for the long-view game that the PCs will be the agents of accomplishing, the manner and methodology is as important as the success.

Sir Longears wrote:

The plan is for the Paladin to not know about his nephew's assassin role (which he would disapprove since he needs to be LG) but he would also be somewhat aware of his nephew's spying job, even if he believes the boy is doing so for his father and not for the crown.

The fun stuff is that the vigilante can have two tendencies... one for the social persona (LG) and the other for the vigilante (LN) so there would be little chances for the paladin to smell something weird.

Two things.

First, a LG individual - or rather, a non-paladin LG individual - can very, very easily approve of the efficiency of the use of an assassin. Quietly murder one individual, prevent a war that kills thousands, that sort of thing. (Rulers especially need to possess this capacity.) Paladins need to be made of sterner, or perhaps more focussed, stuff; while they might be party to infiltration, the fellow who needs killing would definitely be required to have a blade in his hand, have a chance to survive.

Second, 'spy and royal assassin, on his first mission for the crown', is not likely to be a situation in which such a character would be finding themselves at any time in the next RL six months to a year. I do not deny that the spy skillset (whether acquired via archetype or PrC) will be useful in the future; there are plenty of cities and governments that need to be 'cased'. Assassin, should you manage to come up with a LN or TN methodology that you can stick to, is similar - potentially very useful, even if it's only in the defense. But unless you go out of Brevoy and make your cohort an assassin-spy for someone else, the only Royal within reach at game-start who is currently outfitted (per se) with spies and assassins is Noleski Surtova.

Consider also the potential personal-conflict issues lurking. After the paladin gives an oath of fealty, should he discover that his cohort is NOT working for him and the king to whom he's sworn that oath, he would be honorbound to capture and bind him over for the king's justice if he could do so, or slay him if he could not. (And a paladin ... what's a paladin get you that you can't acquire some other way? ;) )

So the core issue that needs to be addressed (by me, really) is this:

If you do not make sure your characters - both leaders and cohorts - are free to give their full and complete loyalty, you are running a very real and immediate risk of needing to write up a new one. Because of that, this is something that would break an application.

Azrael the Avenger wrote:
My character's cohort is a monk with an archetype... I have to convert him to an unchained monk, but can I keep his archetype?

Yes. Purple Duck Games' archetype is the approved Unchained update for Zen Archer.

thunderbeard wrote:
Is there a preferred format for submissions, or just "generally make it look clean?"

By preference the standard from Hero Lab, and if you have Hero Lab, you should provide the file to me. (Keep your GM happy!! Let him do less work!!)

Grovestrider wrote:
FYI, A simple google search for Spheres of Power Hero Lab will bring up this link.

Twenty bucks for one add-on; ouch. But thanks for the link.

---------- ---------- ---------- ---------- ---------- ---------- ---------- ---------- ---------- ---------- ---------- ----------

The first 'WMTI' post, for Spheres of Power, is now up. Also available (and recommended) for use is the Recruitment Tracking Sheet, with an example already filled in. (Columns with green headers should not be written into.) You should link your character's name to their information, for easy access for me. Ability gauges (Enable / Control / etc.) are from 0 to 1, going by quarter-points. Anyone who thinks their character deserves above a 1 in something ... is probably tooting their own horn too loudly, and will receive a particularly detailed examination by me when that time rolls around.


What's the timeline on this whole thing? I'm just now realizing that this will be a bit of work, and I might need to pace myself a bit.


Hi GM! Submitting Timm Tones here for your appreciation. I have the Hero Lab file, by the way, and I can send it to you. :)


1 person marked this as a favorite.

Regarding Spheres of Power (a system that is entirely unknown to me by the way), the following couple of links may help. "May" being the operative word here as at first glance they do seem somewhat complicated and maybe a little reminiscent of Words of Power (please note the "at first glance" caveat).

Click me!

Hey, me too!


thunderbeard wrote:
What's the timeline on this whole thing? I'm just now realizing that this will be a bit of work, and I might need to pace myself a bit.

I believe I posted the timeline on the recruitment in the 'About the recruitment' section of the very first post. Let me check.

Yup, I did.

If you meant something besides the recruitment, please specify. Otherwise, try reading the original post.

Timm Tones wrote:
Hi GM! Submitting Timm Tones here for your appreciation. I have the Hero Lab file, by the way, and I can send it to you. :)

I do not want you to send a file to me; I do not want to give my email out if I don't have to. I also would prefer not receiving a PM just to tell me you're applying, when a submission - and questions about submissions - belong in the thread. Give me a link to your character file, where-ever you might host it (Google Drive is a handy place).

Also, if you're going to use something that requires specificity - like, say, six cracked ioun stones giving skill bonuses - then you need to actually detail that specificity.

In addition, I am not appreciative of this sort of tactic, in gaining a +1 boost to every CHA skill for only 1200 gp. While technically legal, it is just the sort of thing that makes me go 'okay, that character looks dodgy'. Seeing multiple stunningly massive skill bonuses on a 7th level character, 60' darkvision on a human, a +1 tonfa buried in the gear, and 'loves the shadows' attributes combined with 'loves the light' attributes, definitely makes me go 'WTF?!?'

Post a link to your character file, and I'll load it up and take a look at some point. But just on a technical glance-through, even before reaching the background, I believe this would be destined for the circular file. My suggestion would be for you to trash what appears to be a revision of an old character, complete with legacy oddities, and start from scratch.


Sounds like a very interesting game. Gonna see if I can come up with an Engaging character or two for it. I have ideas.


I can't find any archetypes listed for unchained monks and nothing for purple duck games under regular monks... does anyone have the info on this archetype for me? If I have to pay for a book, I'd rather rethink and rebuild the cohort with a completely different idea...

Dark Archive

Ok, I'll be breaking this in a couple spoilers.

LN assassin:
I believe that the Lawful component is easily explained by the assassin having to answer to someone else. He doesn't kill whoever he wants, just those he is pointed to, depending on his organization. If he was a member of an assassin guild, he'd follow his superiors orders... if he was a freelance assassin, he'd follow his contracts to the word. In the proposed scenario, he would be an assassin working for the kind (either king Noleski Surtova or king Chalm Surtova).

The Neutral component is a bit more tricky. In my mind the fact that you need to kill someone don't make you evil, much like an executor isn't inherently evil... they might like their job (thus being evil) or dislike it, but know that it should be done nevertheless. A LN assassin would not like to kill people, but would know that he have to do so... I imagine that such role isn't one that enables someone to quit his job and live thereafter.

The Player Companion: Champions of Balance book gives a couple guidelines about how to play neutral PCs and in the LN session it even gives the example of executors, who see their job as a necessary one and focus on doing his duty and expects the others to also do their own.

The Squire:
I imagine him much more as a spy than an assassin. He'd know for sure that it is possible for him to receive a mission to kill someone (and he had even received training for this situation) but he is not really looking for it.

His social persona would be one of a clumsy and easy going squire, who does his duties quickly to have some spare time to hang around both with soldiers, the staff of the noble houses, and the common folk.

The Knight:
Thinking about changing him back to cavalier to avoid too much problem if he eventually discovers the full scope of his squire 'job'. As a LG (or even LN) knight, he would be ultimately loyal to his king/liege. As long as he is following his king/liege orders, he would also try to do whatever good deeds he seems needed.

If it is possible, I'd like to connect him to the Surtovas somehow, such as a cousin of King Chalm, someone who have played with him when both were young. Still unsure about his house or his banner.

Relationship:
Inspired by Robin's books, the squire would be a bastard son of some Surtova noble, perhaps a nephew of King Chalm if possible.

The knight and the squire have met a couple years ago and the knight was the one responsible for the squire's training in arms. The squire would respect the knight like a paternal figure (or an older brother, not sure yet) and would be a bit jealous about his role as a knight instead of a spy.

The knight would also love the squire and his mission is to make the boy a proper knight someday, even if he has suspicions that the boy might have something else in mind.


Azrael, got you covered. 3PP Purple Duck Games - Unchained Monk Archetypes.user.

Long nasty day at work; tired. Will look at stuff later.


thanks... can't seem to open it with anything I have on my computer... the format .user doesn't work for me... can you format it as a pdf maybe? or .txt or .doc? thanks.


Um ... okay, sorry, thought you had Hero Lab. (That was a Hero Lab file. Dur me!! :P :D ) Look for a message to your PMbox shortly.


Settled on Cavalier and Wizard for my characters and a lot of different backgrounds. Not sure how political I want to get yet.


ok thx


Well, this sounds absolutely fascinating and awesome!

Got all sorts of ideas runnin through my head, but a quick question on presentation:

I tend to use the Paizo official stat block(aka, what you would see in the Bestiary), is that acceptable? I lack Hero Labs, and do not plan on buying it, at least any time soon.

Edit:

Are you OK with us swapping standard racial traits for ones from ARG, Inner Sea Races, etc?

Also, out of sheer curiosity, why no witches? I don't plan on using that class, but it just seems odd to not allow that, vs say Gunslinger, Samurai or Ninja.


I am 90% sure the witch thing is a carry over from the previous game. I have no idea how The Wyrm Ouroboros feels about Witches - he might also be opposed to them, but I know the original GM had them banned from his recruitment due to power concerns and to avoid dealing with Evil Eye/Misfortune/Slumber/Ice Tomb shenanigans.


Leadership Feat wrote:

Cohort;

Feats: As PC, including bonus story feat. Will gain 'nesting' Leadership-style feat at 7th level (may select Cohorts now, if desired, and gain a free feat at 7th).

Could you please explain this a bit more? Does this mean my Lvl 7 PC gets a Cohort and 10 followers, and my Cohort gets an additional 7 followers? And therefore my PC has effectively 17 total?

Also, I think I will create a Monk for this, very fast, wind stance, panther style, high charisma. His cohort will also be a monk, but with a focus on dragon style, strong and brash.
The followers are the reminants of a Clan of Ki Artists who are still loyal to the PC, and so they are all low level Monks as well (or warriors if they cant all be monks) and so he tries to lead the clan as best he can while still training them.

So a clan of Martial Artist monks :)


Good morning, GM! A few questions:

1. For your own writing / personal preference, how where do you fall on the Machiavelli vs. Howard Dean scale in terms of volatility with intrigue?

2. Are there any topics or tropes which particularly bother you in character creation / in-game discussion we should be aware of? For example, does tough-guy-with-a-soft-heart feel too cliche? Does detailed description of torture bother you?

3. You've stated you're ill-inclined towards non-core races for this campaign, and I understand the reasoning behind that. Would you consider permitting the watersinger archetype for Bard to be used by a core race instead of an Undine?

4. What are your feelings about platypodes?

5. Would you consider a follower of Hanspur to be too unwieldy for the aristocrats of the River Kingdoms to entrust on such endeavors as would be embarked upon in this campaign?

6. Though prices for goods have set starting points in the books, would you be open to markets responding to excess supply / shortages in goods to adjust their prices accordingly?

Many thanks!


This sounds interesting. I'll see if I can find the time to get something together.

My initial idea is a couple that are both followers of Desna. One would either be a bard or an evangelist cleric while the other would probably be a flying blade swashbuckler(though perhaps with a one level dip in warpriest due to the heavy prerequisites required for all the starknife feats). Obviously the followers would be more followers of Desna. Both would use Desna's Shooting Star divine fighting technique. I worry though that the bard stuff will be redundant with your GMPC, thoughts on that? Edit: I guess your bard is a negotiator, so overlap won't be too much of a problem.

How do you feel about VMC? Did I miss where it was mentioned? Considering going VMC Cavalier (Order of the Star) if I do end up going for the cleric option.

Will you allow the Master Performer and grandmaster performer feats without the faction requirements? Would the evangelist cleric qualify, or only if I were to go bard? Not sure what these ranks usually mean in terms of levels. If you do require the faction requirement, perhaps I could have my Bard come from Taldor, it's not too far away.

What class I do end up going for my performer probably depends on the answer to the above questions.

Do we get skill unlocks for free when we reach 5/10/15 skill-ranks or do we have to pay a feat? It might be fun to spend a feat and a trait to get a bit intimidate on my swashbuckler, but I'm not sure I want to spend two feats and a trait.

Your restrictions on gear is rather inflexible. For my swashbuckler for example I probably want a blinkback belt (5000 GP), a Headband of Charisma (4000 GP) and a +1 starknife (2330 GP). Any chance you can losen those requirements? What I normally see is a restriction that one item can't be more than half your gold (though 8k certainly works), but that you are free to chose whatever you want for the rest. Alternatively, could you consider raising the threshold to 2,5k for "any magic item", so we can afford +1 weapons?


GM TWO wrote:
...Standard multi-classing, no variants.

I am crafting up a wizard from the elf houses who plans to oversee arcane knowledge and learning in the new kingdoms.


Gonna give it a read. Might have an Arcanist or Bard I wanna try out for it. But will give it all a read later.


That's a shame. They really are two very different mechanics. VMC is just like a feat chain/package and actually possible to pick up by casters without hurting themselves too much. Hope my other question is allowed.


This sounds like an interesting game. My only question is in regard to this part:

GM TWO wrote:
The area and culture are loosely based off post-Renaissance France and Spain

I was under the impression that Brevoy and the River Kingdoms were more equivalent to Slavic eastern Europe (i.e. Poland, Kievan Rus, Muscovy) in the early middle ages, a confluence of Iobarian, Ulfen, and Taldor culture (instead of Russian, Norse, and Byzantine Greek) with the additional obvious George R.R. Martin influences. "Russian Westeros," was I believe what James Jacobs called Brevoy.

Let me know if I missed something somewhere (and if the Russian accent I've done for Oleg and Svetlana the times I've ran Stolen Lands was misguided), or if this is just your homebrew version of Golarion.


Harakhty Suntooth wrote:
3. You've stated you're ill-inclined towards non-core races for this campaign, and I understand the reasoning behind that. Would you consider permitting the watersinger archetype for Bard to be used by a core race instead of an Undine?

Check out the Racial Heritage feat. Humans, Half-Elves, and Half-Orcs can be any racial archetype.

* * *

Pendrak wrote:

I was under the impression that Brevoy and the River Kingdoms were more equivalent to Slavic eastern Europe (i.e. Poland, Kievan Rus, Muscovy) in the early middle ages, a confluence of Iobarian, Ulfen, and Taldor culture (instead of Russian, Norse, and Byzantine Greek) with the additional obvious George R.R. Martin influences. "Russian Westeros," was I believe what James Jacobs called Brevoy.

Let me know if I missed something somewhere (and if the Russian accent I've done for Oleg and Svetlana the times I've ran Stolen Lands was misguided), or if this is just your homebrew version of Golarion.

Golarion names/language don't correlate with historical political structures/cultures. While outfits, names, and language in Brevoy are probably somewhat Slavic (Brevoy is really far north, and it's COLD), their noble houses system of government, general love of dueling, high-mobility court structures, legitimized piracy, and loose coalition of city states centered around prestigious coalitions all mirror Renaissance Italy more strongly than anything else.


Are we allowed to edit our submissions after submitting them, but before the deadline? Nothing stat-wise, but if we're supposed to try and weave our backstories together somehow....

1 to 50 of 678 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Recruitment / TWO's Mythic Kingmaker - Fey Winds Blowing All Messageboards

Want to post a reply? Sign in.