Saga of a New Land

Game Master karlprosek

A Kingmaker campaign of politics, intrigue, and war.

Maps:
Combat Map | Current Area Map
Greenbelt and Barony Map | Needs updating Stolen Lands Map

Reference:
Kingdom Tracker Spreadsheet
BLANK Loot Sheet | Quest Tracker | Known NPCs


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Male Human (Ulfen) Ranger 7; Hp: 76/76; AC 18; F:8, R:7, W:4; Perc +12
Fenrir:
HP 44/44; AC 19; F: 7, R:8, W:5 ; Perc +6

I started a List. Feel free to change/amend/add to so we have all our information in one place.

@DM, can you post it in the campaign info so we can all work on it?


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Brand Oluffson wrote:

I started a List. Feel free to change/amend/add to so we have all our information in one place.

@DM, can you post it in the campaign info so we can all work on it?

Done!


Male Human Cleric 7 (HP 42/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}
Brand Oluffson wrote:

I started a List. Feel free to change/amend/add to so we have all our information in one place.

@DM, can you post it in the campaign info so we can all work on it?

Thanks for that!

Truthfully, the Redshields could lead anywhere from a trickle of trade to a major influx of a family looking to be ennobled here formally or other alliances. A lot still in the air depending on how they react.


2 people marked this as a favorite.
Male Human Cleric 7 (HP 42/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

DM Vayelan, I know i sometimes get..enthused. Hope the last rites bit works for you.


3 people marked this as a favorite.
Female Changeling Sorcerer (Sage) 7 | 37/37 HP | AC16 T13 FF14 | CMD15 | F +3 R +5 W +8 | SR 13 | Init +3 | Perc +9 | Arcana +17, Dungeoneering +15, Fly +6, History +13, Local +11, Planes +16, Religion +12, Sing +8, Spellcraft +17 | Spells: 3rd 5/5 2nd 7/7 1st 7/8 | Conditions: Mount

Don't mind me, I'm just taking notes for an Inquisitor I play in a home game.


2 people marked this as a favorite.
Male HP:72/72 AC:20 T:15 FF:14 F:+6 R:+5 W:+4 Perc:+11 Init:+5 Bastard Sword +12, 1d10+3 CMB:+10 CMD:+20 Human Cavalier 7 (Daring Champion)

and here I thought my Character was long winded...lol
I like it, good job


Male Human Cleric 7 (HP 42/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

Ha. Thanks. Yes. Bydar's not the strong SILENT Type too often :)


Bydar wrote:


DM Vayelan, I know i sometimes get..enthused. Hope the last rites bit works for you.

I thought it was an excellent bit of creativity. Good job!


CG Male Halfling uRogue 1/Wizard 3/Arcane Trickster 1| HP: 36/36 | AC: 14 [22] T: 14 FF: 11 [22] CMD: 14 | F+3 R+8 W+7 +2 vs Fear | Init +3 | Perception +20, +1 vs traps Low-Light |
Tracked Resources:
Spells 1st 4/4, 2nd 3/3; Extend 3/3; Reservoir 3/4

Not feeling well tonight (no COVID symptoms, just can't think and I'm exhausted). Please bot me as needed and thank you for your patience.


In case there's any confusion, the whole party has reconvened by the time Syretia performs her song at night.


Male Human Cleric 7 (HP 42/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

This seemed like a good window of opportunity for "hey, we can cure blindness for most. Interested?" but without being that blunt about it


Male HP:72/72 AC:20 T:15 FF:14 F:+6 R:+5 W:+4 Perc:+11 Init:+5 Bastard Sword +12, 1d10+3 CMB:+10 CMD:+20 Human Cavalier 7 (Daring Champion)

are we missing anything?
anyone have an opinion on what we should do next with the kingdom building phase....if we are in one.


CG Male Halfling uRogue 1/Wizard 3/Arcane Trickster 1| HP: 36/36 | AC: 14 [22] T: 14 FF: 11 [22] CMD: 14 | F+3 R+8 W+7 +2 vs Fear | Init +3 | Perception +20, +1 vs traps Low-Light |
Tracked Resources:
Spells 1st 4/4, 2nd 3/3; Extend 3/3; Reservoir 3/4

I don't think so! Booker doesn't have strong opinions on the building yet, his first priority is getting his family set up with Sapphira! He'll probably be pining for a proper thieves' guild at some point though (or whatever support system is appropriate to the leadership role he ends up having).


Male HP:72/72 AC:20 T:15 FF:14 F:+6 R:+5 W:+4 Perc:+11 Init:+5 Bastard Sword +12, 1d10+3 CMB:+10 CMD:+20 Human Cavalier 7 (Daring Champion)

what about supply sergeant....lol


I wasn't sure whether the party wanted to head out again soon to pursue Mercifax or wait and complete another kingdom turn.

If you want to complete another kingdom turn, then we need to decide if you want to claim another hex, build any terrain improvements, what buildings you construct in your settlement, and if you make any deposits to or withdrawals from the treasury.


Female Changeling Sorcerer (Sage) 7 | 37/37 HP | AC16 T13 FF14 | CMD15 | F +3 R +5 W +8 | SR 13 | Init +3 | Perc +9 | Arcana +17, Dungeoneering +15, Fly +6, History +13, Local +11, Planes +16, Religion +12, Sing +8, Spellcraft +17 | Spells: 3rd 5/5 2nd 7/7 1st 7/8 | Conditions: Mount

I'd thought we were heading out as soon as we could, but I'm okay with doing another kingdom turn.


Male HP:72/72 AC:20 T:15 FF:14 F:+6 R:+5 W:+4 Perc:+11 Init:+5 Bastard Sword +12, 1d10+3 CMB:+10 CMD:+20 Human Cavalier 7 (Daring Champion)

So how does everyone want to proceed.
Set out again in a few days or stay here for a week while we handle city business.?


CG Male Halfling uRogue 1/Wizard 3/Arcane Trickster 1| HP: 36/36 | AC: 14 [22] T: 14 FF: 11 [22] CMD: 14 | F+3 R+8 W+7 +2 vs Fear | Init +3 | Perception +20, +1 vs traps Low-Light |
Tracked Resources:
Spells 1st 4/4, 2nd 3/3; Extend 3/3; Reservoir 3/4

I want to handle city business, but my concern is the pubic perception of leadership "taking a day off" (I know we aren't!) when there is a Dragon on the loose.

My vote is to rest up, prep if possible, and head back out Dragon-hunting!


Male Human Cleric 7 (HP 42/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

Apologies for my quietude. RL has been a bit ..dramatic of late, and quite hectic

Bydar does have a lot on his plate but much of it can be off panel I suppose and he certainly understands the fact a certain dragon remains a big priority


Male Dwarf Forgepriest 7 | hp 68 | AC25 T11 FF 24 | CMD 16 | F +9 R +3 W +9 | Spd 20' | Init +5 | Perception +14
Spoiler:
Blessing: 6/6, Fervor 2d6 6/7, Sacred Weapon +1 7/7, Sacred Armor +1 7/7

While chasing down the dragon seems like a priority (main quest), without any clue of where he went, nothing's stopping us from doing some of the side quests and exploration while we go looking out for him.


Male HP:13/13 AC:19 T:12 FF:17 F:+4 R:+2 W:+1 Perc:+2 Init:2 Bastard Sword +3, 1d10+2 CMB:+3 CMD:+15 Human Cavalier 2

So how about this then...
We take a few days to get prepared and let it know to the public know what is going on with the dragon and that we are preparing to deal with the menace. We do a kingdom turn...
I think we should continue the roads towards Olegs...claim the land with the silver mine.

Maybe we build more farms, housing or

A brewery (since the fangberries are close by.)

A foundry since we have the Silver Mine...

After this will travel to the Sycamore tree ( if we have a cure of sorts) and then on up the shrike river towards the Crossing and near the dragon. We can check out a few landmarks that are along the shrike...

I am thinking we need to stick around here for a few days at least to keep people happy that we are here.


Rules-wise, each PC or NPC occupying a leadership role needs to spend at least 7 days per month attending to their duties, although these days need not be consecutive. If they cannot complete these duties, their role is treated as vacant for the kingdom turn, which imparts different penalties depending on the role.


CG Male Halfling uRogue 1/Wizard 3/Arcane Trickster 1| HP: 36/36 | AC: 14 [22] T: 14 FF: 11 [22] CMD: 14 | F+3 R+8 W+7 +2 vs Fear | Init +3 | Perception +20, +1 vs traps Low-Light |
Tracked Resources:
Spells 1st 4/4, 2nd 3/3; Extend 3/3; Reservoir 3/4
Sir Andreas der Eisfalke wrote:

So how about this then...

We take a few days to get prepared and let it know to the public know what is going on with the dragon and that we are preparing to deal with the menace. We do a kingdom turn...
I think we should continue the roads towards Olegs...claim the land with the silver mine.

Maybe we build more farms, housing or

A brewery (since the fangberries are close by.)

A foundry since we have the Silver Mine...

After this will travel to the Sycamore tree ( if we have a cure of sorts) and then on up the shrike river towards the Crossing and near the dragon. We can check out a few landmarks that are along the shrike...

I am thinking we need to stick around here for a few days at least to keep people happy that we are here.

I'm no expert at this sort of thing, but I think prioritizing the Silver Mine during our kingdom turn would be best. Then we get more BP over time, right? In comparison, the other options are all static bonuses, correct?

This makes sense to me: we spend the seven days now dealing with kingdom stuff/prepping for our next major outing, making it public that we will be dealing with the Dragon ASAP. Then we head out as Jovich describes above.


Female Changeling Sorcerer (Sage) 7 | 37/37 HP | AC16 T13 FF14 | CMD15 | F +3 R +5 W +8 | SR 13 | Init +3 | Perc +9 | Arcana +17, Dungeoneering +15, Fly +6, History +13, Local +11, Planes +16, Religion +12, Sing +8, Spellcraft +17 | Spells: 3rd 5/5 2nd 7/7 1st 7/8 | Conditions: Mount

I'm on board with claiming the hex with the silver mine (marked as Sootscale Caverns, right?) and building a Mine there. I think it counts as a Resource so it would get us +2 to Economy and +2 BP each turn. Road for the hex with the River Crossing.

I like the Brewery idea. It'll help keep our stats balanced and it makes sense narratively since we have the Inn up and running along with the nearby farms.


Male Human Cleric 7 (HP 42/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

Fair reminder about the 7 days. Bydar was missing his flock anyway. I'm afraid he can be a bit of a mother hen :)

Naturally Bydar's vote would be for a Shrine (And not necessarily one to Shelyn). From a IC perspective, he thinks as demands for both healing, health, and spiritual comfort grow, it becomes more and more important. From a OOC perspective, I admit the -1 to Unrest might be handy to keep the folks calmer after such things ad mad dragons on the loose etc. :)

That said, the Silvermine is a must

Whatever building with go with, Bydar's Stoneshape spells will help make things a little cheaper BP wise


Male HP:72/72 AC:20 T:15 FF:14 F:+6 R:+5 W:+4 Perc:+11 Init:+5 Bastard Sword +12, 1d10+3 CMB:+10 CMD:+20 Human Cavalier 7 (Daring Champion)

OK
so it sounds like everyone is on board with....

claiming the hex with our Kobold allies.

roads towards the Outpost. (I think we have two roads...the hex with the capital and going to the river crossing. I can be wrong here. I thought we could build two roads per a turn for some reason...I can not remember why I think this.)

To avoid double BPs when a hex has a river in it...we should build roads to the sycamore tree and then up to the gold mine.

This is the part I am not sure of and would like DM Vayelan's input on this.
Claiming the hex with the silver mine, do we get a mine there as part of claiming that hex (since it is an abandoned silver mine) or do we have to build that as part of our Kingdom turn? Syretia has a point...is it a resource hex?

if it is not part of the claim then we are building a mine.

If it is part of the claim then are we wanting to build a brewery?
or
a foundry to go along with the mine?

Brand...you still with us?


Male Human (Ulfen) Ranger 7; Hp: 76/76; AC 18; F:8, R:7, W:4; Perc +12
Fenrir:
HP 44/44; AC 19; F: 7, R:8, W:5 ; Perc +6

Sorry been on and offline. I’m good with the suggestion, but do think we can’t let the dragon thing fester!


Male HP:72/72 AC:20 T:15 FF:14 F:+6 R:+5 W:+4 Perc:+11 Init:+5 Bastard Sword +12, 1d10+3 CMB:+10 CMD:+20 Human Cavalier 7 (Daring Champion)

If there is anything anyone wishes to do over the next seven days...now is the time to RP it out. lol


Claiming the hex with the Sootscale cave does not automatically add a mine. Constructing a mine is done during the Terrain Improvement step in the Edict Phase. However, this is separate from the Building Improvements step, so you can build a road and mine as terrain improvements, then still construct a new building in Charis. The main limitation is your treasury, which currently holds 26 BP.

Right now, you only have a road built in the hex with Charis. Building a road in the other hex you have currently claimed would not incur the double cost penalty from the river because it contains the natural river crossing feature.


Female Changeling Sorcerer (Sage) 7 | 37/37 HP | AC16 T13 FF14 | CMD15 | F +3 R +5 W +8 | SR 13 | Init +3 | Perc +9 | Arcana +17, Dungeoneering +15, Fly +6, History +13, Local +11, Planes +16, Religion +12, Sing +8, Spellcraft +17 | Spells: 3rd 5/5 2nd 7/7 1st 7/8 | Conditions: Mount

I suggested the Brewery over the Foundry because it's 10 BP cheaper and won't increase our Unrest.


Syretia suggests a brewery. Christian suggests a brewery or foundry. Bydar suggests a shrine.

Any other thoughts?


Male Dwarf Forgepriest 7 | hp 68 | AC25 T11 FF 24 | CMD 16 | F +9 R +3 W +9 | Spd 20' | Init +5 | Perception +14
Spoiler:
Blessing: 6/6, Fervor 2d6 6/7, Sacred Weapon +1 7/7, Sacred Armor +1 7/7

Either are good, but I agree that the unrest isn't something we should neglect.


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Male HP:72/72 AC:20 T:15 FF:14 F:+6 R:+5 W:+4 Perc:+11 Init:+5 Bastard Sword +12, 1d10+3 CMB:+10 CMD:+20 Human Cavalier 7 (Daring Champion)

OK so then how about this...
We claim silver mine
Terrain improvements.
Build the mine for the silver.
Build roads in the hex with the river crossing site.

Build a brewery as our new building.

Sound good?
I think this is 15BP....


Male Human (Ulfen) Ranger 7; Hp: 76/76; AC 18; F:8, R:7, W:4; Perc +12
Fenrir:
HP 44/44; AC 19; F: 7, R:8, W:5 ; Perc +6

Yeah that’s good sounding to me!


Kingdom Turn 2 - Arodus 4718

Starting Treasury: 26 BP

Upkeep Phase
Determine Kingdom Stability:
Stability Check DC 23: 1d20 + 18 ⇒ (7) + 18 = 25
Stability Check Effect: Success => +1 BP
Consumption Cost: 4 BP
Fill Magic Item Slots: None
Modify Unrest: No change from stats

Edict Phase
Assign Leadership: No change
Claim or Abandon Hexes: Claim Sootscale Hex (1 BP)
Build Terrain Improvements: Mine in Sootscale Hex (6 BP), Road in River Crossing hex
Create and Improve Settlements: Brewery (6 BP) in Charis
Create Army Units: None
Issue Edicts: No change

Income Phase
Make Withdrawals from the Treasury: None
Make Deposits to the Treasury: None
Sell Expensive Items for BP: None
Collect Taxes:
Economy Check DC 23: 1d20 + 16 ⇒ (11) + 16 = 27
Result: Success => +9 BP
Ending Treasury: 19 BP

Event Phase
25% base chance of event; 75% base chance if no event last turn.
1d100 ⇒ 93 = No Event


CG Male Halfling uRogue 1/Wizard 3/Arcane Trickster 1| HP: 36/36 | AC: 14 [22] T: 14 FF: 11 [22] CMD: 14 | F+3 R+8 W+7 +2 vs Fear | Init +3 | Perception +20, +1 vs traps Low-Light |
Tracked Resources:
Spells 1st 4/4, 2nd 3/3; Extend 3/3; Reservoir 3/4

That's a successful Kingdom turn, right?

Made all the checks, made some BP, were able to make the buildings/improvements we wanted.


Male Human (Ulfen) Ranger 7; Hp: 76/76; AC 18; F:8, R:7, W:4; Perc +12
Fenrir:
HP 44/44; AC 19; F: 7, R:8, W:5 ; Perc +6

Way to go team! Sorry I've been offline a lot recently - was off work for the week. Thanks for covering :D


Female Changeling Sorcerer (Sage) 7 | 37/37 HP | AC16 T13 FF14 | CMD15 | F +3 R +5 W +8 | SR 13 | Init +3 | Perc +9 | Arcana +17, Dungeoneering +15, Fly +6, History +13, Local +11, Planes +16, Religion +12, Sing +8, Spellcraft +17 | Spells: 3rd 5/5 2nd 7/7 1st 7/8 | Conditions: Mount

Real quick question: Do we add the +2 BP from the Mine starting this turn or next turn? Asking just cause the Edict phase where we built it is before the Income phase and I think this is the first time something like this has come up.

I also increased our size in the Consumption section of the tracker now that we've added an extra hex.


Syretia wrote:

Real quick question: Do we add the +2 BP from the Mine starting this turn or next turn? Asking just cause the Edict phase where we built it is before the Income phase and I think this is the first time something like this has come up.

I also increased our size in the Consumption section of the tracker now that we've added an extra hex.

Good question! The bonus from the mine will start next turn, since it is under construction during this turn. Changes made during the current turn will take effect on the following turn.

Also, thank you for updating the Consumption. I must have missed that while updating the rest of the sheet.

...

Since previous discussions also raised the subject of Unrest, I wanted to propose a house rule.

Your kingdom's current Unrest is 0. With the rules as written, any event or improvement that reduces Unrest further would simply go to waste. Instead, I propose that whenever you would reduce the kingdom's Unrest when it is already at 0, you would each earn "Goodwill Points." These can be redeemed to gain a +2 bonus on a non-combat skill check or a +1 bonus on a kingdom check. This represents your citizens' willingness to help you and cooperate based upon the effectiveness of your leadership.

How does this sound?


Male Human Cleric 7 (HP 42/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

Another question...

Is the 2 BP savings for stoneshape (once per turn) counted in the above?


Male Human Cleric 7 (HP 42/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}
DM Vayelan wrote:
Syretia wrote:

Real quick question: Do we add the +2 BP from the Mine starting this turn or next turn? Asking just cause the Edict phase where we built it is before the Income phase and I think this is the first time something like this has come up.

I also increased our size in the Consumption section of the tracker now that we've added an extra hex.

Good question! The bonus from the mine will start next turn, since it is under construction during this turn. Changes made during the current turn will take effect on the following turn.

Also, thank you for updating the Consumption. I must have missed that while updating the rest of the sheet.

...

Since previous discussions also raised the subject of Unrest, I wanted to propose a house rule.

Your kingdom's current Unrest is 0. With the rules as written, any event or improvement that reduces Unrest further would simply go to waste. Instead, I propose that whenever you would reduce the kingdom's Unrest when it is already at 0, you would each earn "Goodwill Points." These can be redeemed to gain a +2 bonus on a non-combat skill check or a +1 bonus on a kingdom check. This represents your citizens' willingness to help you and cooperate based upon the effectiveness of your leadership.

How does this sound?

I like it. A good "Remember when they helped us get the..." among the villagers and so makes sense


Bydar wrote:

Another question...

Is the 2 BP savings for stoneshape (once per turn) counted in the above?

No, it was not. Thank you for reminding me. I've amended the treasury.


Female Changeling Sorcerer (Sage) 7 | 37/37 HP | AC16 T13 FF14 | CMD15 | F +3 R +5 W +8 | SR 13 | Init +3 | Perc +9 | Arcana +17, Dungeoneering +15, Fly +6, History +13, Local +11, Planes +16, Religion +12, Sing +8, Spellcraft +17 | Spells: 3rd 5/5 2nd 7/7 1st 7/8 | Conditions: Mount

I like the house rule! Can we use it retroactively on Kingdom checks (for when we fail a roll by 1)? I assume it doesn't stack with the extra BP we get from a successful Stability check. :)


Male Human Cleric 7 (HP 42/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}
DM Vayelan wrote:
Bydar wrote:

Another question...

Is the 2 BP savings for stoneshape (once per turn) counted in the above?

No, it was not. Thank you for reminding me. I've amended the treasury.

YAY! I'm useful!!

:D

Thank you


Male Human Cleric 7 (HP 42/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}
Brand Oluffson wrote:
Way to go team! Sorry I've been offline a lot recently - was off work for the week. Thanks for covering :D

Was slow myself for a while there. Welcome back, amigo!


Syretia wrote:
I like the house rule! Can we use it retroactively on Kingdom checks (for when we fail a roll by 1)? I assume it doesn't stack with the extra BP we get from a successful Stability check. :)

Yes, we can use it retroactively on a Kingdom check that has just been rolled.

If you use it to make a Stability check successful, you would still get the 1 BP for having 0 Unrest. I think it remains mechanically balanced since that 1 BP is not too powerful of a boon, and it thematically makes sense because they represent the high spirits of the populace.


Male HP:72/72 AC:20 T:15 FF:14 F:+6 R:+5 W:+4 Perc:+11 Init:+5 Bastard Sword +12, 1d10+3 CMB:+10 CMD:+20 Human Cavalier 7 (Daring Champion)

If there is nothing else that anyone wishes to do...I think we can move along with finding this dragon.
Sound good to all.

I would like to acquire some specific ales, wines, booze that we think the dragon will enjoy...

I like the house rule


CG Male Halfling uRogue 1/Wizard 3/Arcane Trickster 1| HP: 36/36 | AC: 14 [22] T: 14 FF: 11 [22] CMD: 14 | F+3 R+8 W+7 +2 vs Fear | Init +3 | Perception +20, +1 vs traps Low-Light |
Tracked Resources:
Spells 1st 4/4, 2nd 3/3; Extend 3/3; Reservoir 3/4

I like the rule too!


Also, I think I finally understood what Syretia was actually asking. The stability check at the start of each kingdom turn, if successful and with 0 Unrest, will just generate the extra BP but not the goodwill points.

What I meant with my reply was that if, in one kingdom turn, you succeed on your stability check and build a house while Unrest is 0, you would earn the BP for the stability check and goodwill points for building the house.


Female Changeling Sorcerer (Sage) 7 | 37/37 HP | AC16 T13 FF14 | CMD15 | F +3 R +5 W +8 | SR 13 | Init +3 | Perc +9 | Arcana +17, Dungeoneering +15, Fly +6, History +13, Local +11, Planes +16, Religion +12, Sing +8, Spellcraft +17 | Spells: 3rd 5/5 2nd 7/7 1st 7/8 | Conditions: Mount

Hey Booker, that gives you 7 days of downtime for us to make scrolls that you can then copy into your spellbook. Take your pick from my curated selection of spells:

2nd—burning arc, hideous laughter, invisibility
1st—burning disarm, grease, heightened awareness, identify, mage armor, mount, snowball

If you just want scrolls, too, then obviously my DCs are a lot higher than a generic scroll or even the ones you can make.

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