Strength and Fear: An Ustalavic Kingmaker Campaign (Inactive)

Game Master vayelan

Kingdom Building Rules
Rulership Tracker
Map: Canterwall and Neighbors

Map: The Town of Ravengro
Map: Harrowstone Grounds

Current Encounter: Koldukar - The Great Hall


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Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

I remember that, now... no biggie. It's probably where she wanted to be anyway.


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

The ghouls are incoming, we have one round of no ghouls. Only target is the Baron.


Female Humanoid (Dhampir) Bard 7 | HP 54/43 | AC: 19/14/15 | Fort: +3 (+5), Ref: +9, Will: +6 | BAB: +5, Melee +7, Ranged +9, CMB: +6, CMD: 19, | Init: +3 | Perception: +11
Valeska Talanova wrote:
The ghouls are incoming, we have one round of no ghouls. Only target is the Baron.

Are you planning on crossing the bridge and heading toward the barron? most of the party's on the other side. Leta would cross as well, but she'd be hesitant to leave the countess alone on the column lest she become cut off from the party.


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

It looks like she's giving chase...


CG Kineticist7 l 80hp, Burn 0/8 l F +11, R +10, W +6, Ini +3 l AC19, Touch14, FF16, CMB +6, CMD20 l Perc +11 l Darkvision 60ft l Spd30

To us, or the ghouls?


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8
Bashuk Cinderhand wrote:
To us, or the ghouls?

Giving chase meaning running down the Baron. Following or running towards the Baron.

I guess that means over the bridge and toward the party first, then further towards the Baron.

My understanding is that ghouls are on the way, but there are not present at the moment.

I was giving others a chance to post first. But, Kain sorta asked in his post... so she answered her intent. Get the Baron.


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

Yes, Valeska joins... Bringing up the rear. No man left behind and all that. Double move as needed.

I needed a PC to move my token, apologies.


Regarding the environmental hazards I mentioned before...

I'm going to say that if you miss an attack against an enemy, but the roll was within 2 points of their AC, they will need to make an Acrobatics check to see whether, in the process of dodging, they accidentally step on a blessed tile and take damage.

You can also attempt a Combat Maneuver Check to try and force an enemy onto either a blessed tile or one of the marked collapsible floors.


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

Oh... Forgot to move the elemental. I'm fine if it's a missed opportunity.

Otherwise they'd just pursue.

Also, does that mechanic work both ways?


Valeska Talanova wrote:
Also, does that mechanic work both ways?

No.

The ghouls are too hungry to strategically push the party members into dangerous squares.

Also, by taking up Raven's Head, the wards within the catacombs have acknowledged you as welcome visitors/protectors - similar to the grave guardian - so the blessed tiles will not hurt you any more.


CG Kineticist7 l 80hp, Burn 0/8 l F +11, R +10, W +6, Ini +3 l AC19, Touch14, FF16, CMB +6, CMD20 l Perc +11 l Darkvision 60ft l Spd30

My little sun marker keeps disappearing behind other tokens, so I just put an arrow next to the ghoul targeted by the kinetic blade attack.


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NG Human Witch (hedge witch) 7 | hp 55(41)/55(41)| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +7(5) Ref +5 Will +7 | mage armor (7 hours), message (refreshing regularly), bear's endurance 3 min
Bashuk Cinderhand wrote:
My little sun marker keeps disappearing behind other tokens, so I just put an arrow next to the ghoul targeted by the kinetic blade attack.

I saw it on the board and set it to "bring to front" so it shouldn't disappear again too easily.


NG Human Witch (hedge witch) 7 | hp 55(41)/55(41)| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +7(5) Ref +5 Will +7 | mage armor (7 hours), message (refreshing regularly), bear's endurance 3 min

Mmm, at 6 hp. Go big or go home, or wait for the cavalry? Option 1 is cast cure moderate wounds on him, Option 2 is fly over him toward the big statue so if he pursues me I might draw him into the range of the scary guardian statue (or he has to move back toward the rest of the party). But I'd rather not separate myself further from the party.

And yes, I could heal myself, but that just gives him another turn to hurt me and undo that work. I'd rather just pile on the damage--he's already taken 64 hp of damage for chrissakes--and hope he's nearly done.


NG Human Witch (hedge witch) 7 | hp 55(41)/55(41)| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +7(5) Ref +5 Will +7 | mage armor (7 hours), message (refreshing regularly), bear's endurance 3 min

(I admit, I also didn't mean to get so far separated from the party, I thought everyone was ignoring the ghouls and giving chase, per Valeska's order, though I recognize positioning got in the way of that. Ah well.)


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8
Nadiya wrote:
...I thought everyone was ignoring the ghouls and giving chase, per Valeska's order...

Everyone listen to Valeska?! Youre such a kidder... :)

Always go BIG!

No, the game never ends when your whole world depends
On the turn of a friendly card.
- Alan Parsons Project


NG Human Witch (hedge witch) 7 | hp 55(41)/55(41)| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +7(5) Ref +5 Will +7 | mage armor (7 hours), message (refreshing regularly), bear's endurance 3 min

Yeah, it's pretendy funtime games. Worse thing happens, I get to build a new character. :)


M Cavalier Cavalier 7 HP: 65/65| AC:22(25)| T: 12| FF:21(24)| Fort:+9 | Ref: +5 | Will: +10| Init: +4| Perception: +13 | Resolve: 3/4

issue is, baron is moving 60ft with a move action, without his mount, Kain is a lot less effective, and only moves 20ft with a move.

In other words, baron can move as fast as kain can with a sprint in a move action. Not really a catching up point there lol.


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NG Human Witch (hedge witch) 7 | hp 55(41)/55(41)| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +7(5) Ref +5 Will +7 | mage armor (7 hours), message (refreshing regularly), bear's endurance 3 min

Definitely did not mean to single you out, Kain. (Nor anyone in particular.) It is hard to be a cavalier in a dungeon!

Turns out all's well that ends well. :)


Female Humanoid (Dhampir) Bard 7 | HP 54/43 | AC: 19/14/15 | Fort: +3 (+5), Ref: +9, Will: +6 | BAB: +5, Melee +7, Ranged +9, CMB: +6, CMD: 19, | Init: +3 | Perception: +11

*whew* down to two rounds of Inspire left! I don't think I've ever run a bard so low at this level.


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It was a long, arduous adventure down into the catacombs beneath Clover's Crossing. You have discovered what befell the doomed residents of this and other villages that Doctor Evets has visited. Despite this tragedy, you have struck a blow against the undead preying upon the people in the more distant parts of your county.

What's more, you have recovered a powerful relic from a bygone era in Ustalav's history. Even if it is not the sort of weapon most of you would ordinarily wield, Raven's Head is a potent symbol that could strengthen your position as rulers.

And, perhaps most importantly, you have emerged from the catacombs with new allies to stand with.

These experiences come with considerable intangible rewards.

Welcome to Level 7!


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

Oh YEAHHH!

Well done, well said and thank you, kind Sir!


CG Kineticist7 l 80hp, Burn 0/8 l F +11, R +10, W +6, Ini +3 l AC19, Touch14, FF16, CMB +6, CMD20 l Perc +11 l Darkvision 60ft l Spd30

I'm still weighing what feat I want, but for her Expanded Element she'll probably be taking Aether, though I could see an argument for Water for the healing abilities.


M Cavalier Cavalier 7 HP: 65/65| AC:22(25)| T: 12| FF:21(24)| Fort:+9 | Ref: +5 | Will: +10| Init: +4| Perception: +13 | Resolve: 3/4

and with that, Kain can now take flight.


NG Female Human Inquisitor (Ravener Hunter) of Sarenrae 7 | 55/55 HP | AC22 T16 FF17 | CMD21 | F +8 R +8 W +8 | Init +7 | Perc +12 | Climb +4, Dance +1, Diplomacy +6, Dungeoneering +7, Geography +8, Heal +15, Intimidate +12, Linguistics +3, Nature +9, Planes +11, Religion +11, Ride +11, Sense Motive +15, Survival +6, Swim +4 | Spells: 3rd 1/1 2nd 4/4 1st 5/5 | Bane 7/7 | Judgment 3/3 | Conditions: None

Awesome! Here's what I get:

+1 BAB
+7 HP
Judgment 3/day
+1 rank to Diplomacy, Heal, Intimidate, Knowledge (Dungeoneering, Planes, Religion), Perception, Sense Motive
+1 background rank to Knowledge (Geography) and Ride
3rd level spells: Channel Vigor, Second Wind
2nd: Shared Training
1st: Keep Watch
Feat: Enforcer


Female Humanoid (Dhampir) Bard 7 | HP 54/43 | AC: 19/14/15 | Fort: +3 (+5), Ref: +9, Will: +6 | BAB: +5, Melee +7, Ranged +9, CMB: +6, CMD: 19, | Init: +3 | Perception: +11

Leveled up. +1 BAB, +5 HP, 2 more rounds Bardic Performance, 1 more 1st level spell (known, not cast), 2 3rd level Spells (known and cast)
+1 to most of her skills
Feat: Precise Shot


M Cavalier Cavalier 7 HP: 65/65| AC:22(25)| T: 12| FF:21(24)| Fort:+9 | Ref: +5 | Will: +10| Init: +4| Perception: +13 | Resolve: 3/4

Level up- Cavalier

BaB: +1
HP: +9
Skills: 4+int (5)
Ride +1
Perception +1
Intimidate +1
Diplomacy +1
Sense Motive +1

Challenge: 3/day
Resolve: 4/day
Feat: Monstrous Mount Mastery

Valere:
Nothing. No HD changes.

I think thats all. Note to self, first purchase should be a amulet of might fists for my Griffon.

Also, while looking into the rules of mounts, I discovered this-
Flying mounts can’t fly in medium or heavy barding. Which really puts a damper on the full-plated flying griffon vibe I was working towards


Arden Kain Brandt wrote:

Also, while looking into the rules of mounts, I discovered this-

Flying mounts can’t fly in medium or heavy barding. Which really puts a damper on the full-plated flying griffon vibe I was working towards

I'm willing to rule that the magic barding created by the Equestrian Plate does not prevent Silverwing from flying.


M Cavalier Cavalier 7 HP: 65/65| AC:22(25)| T: 12| FF:21(24)| Fort:+9 | Ref: +5 | Will: +10| Init: +4| Perception: +13 | Resolve: 3/4

huzzah. That said, are we assuming movement penalties similar to land speed?

IE, while carrying me, He has a fly speed of 40ft, so with the heavier armor it would be a fly speed of 30ft?

Also, it turns out Kain did have a con Belt before getting the strength belt, if any one else wanted that. Otherwise, I was gonna see if I could work it around Silverwing.


NG Human Witch (hedge witch) 7 | hp 55(41)/55(41)| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +7(5) Ref +5 Will +7 | mage armor (7 hours), message (refreshing regularly), bear's endurance 3 min

Woo! Will level myself up tomorrow or Sunday.

If no one else wants it, is it okay if I grab that +1 dagger?


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NG Human Witch (hedge witch) 7 | hp 55(41)/55(41)| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +7(5) Ref +5 Will +7 | mage armor (7 hours), message (refreshing regularly), bear's endurance 3 min

Nadiya is (mostly) leveled. +6 HP and 4th level spells (I picked Aggressive Thundercloud, Greater, and Dimension Door for my two automatically gained spells. If others have suggestions I am open. I was tempted to grab Neutralize Poison with Nadiya as a healer, but I feel like we're hitting a level where some extra spell damage and mobility is going to be important. I figure I might also eventually be able to buy some scrolls to imbue into my familiar.) Skill points into various knowledges, craft alchemy, craft sewing, heal, sense motive, spellcraft.

I have not yet picked a feat. It will likely be Extra Hex (actual Hex not yet selected). But I wanted to ask the GM about this feat: healing potion. It's from a Paizo small supplement and allows you to make potions that combine a cure effect with another spell effect, for the cost of both spells into one potion. I don't know how much downtime we'll have to do things like make potions, but I know Kingmaker generally does have some downtime periods, so it could come in handy. Would this feat be allowable--and a decent idea?

I am still likely to go for Extra Hex, but I figured I'd ask. Thanks.


CG Kineticist7 l 80hp, Burn 0/8 l F +11, R +10, W +6, Ini +3 l AC19, Touch14, FF16, CMB +6, CMD20 l Perc +11 l Darkvision 60ft l Spd30

Alright I settled on Aether for the expanded element, and then settled on Extra Wild Talent as my feat, to get the highly desirable Kinetic Healer.

This should be really helpful for keeping the party alive and allowing our divine casters to use their magic for others things; at 7th level Bashuk's telekinetic blast is 4d6+10 without putting an extra abilities on it, and she can heal for the same amount as long as the recipient accepts 1 point of Burn (basically just 1 nonlethal per level they have).

That's a lot of healing, and it's essentially at-will! The nonlethal is a minor downside imo; even if characters go down a little more often they're much less likely to be in danger of dying.


NG Human Witch (hedge witch) 7 | hp 55(41)/55(41)| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +7(5) Ref +5 Will +7 | mage armor (7 hours), message (refreshing regularly), bear's endurance 3 min

I've gone ahead and selected Extra Hex for the feat (would still be good to know if Healing Potion is allowable as a feat for future reference). I picked Ward which lets me give anyone but myself a +2 Deflection bonus to AC and +2 Resistance to Saves that lasts until they are hit or need to make a save. One nice perk is the witch knows when the ward discharges, so for example if someone was exposed to disease while warded, she'll know they were exposed to something while the ward was active and can make appropriate Heal checks.

Speaking of which, are we safely enough from danger that Nadiya might be able to examine folks who may have been diseased by the ghouls?


Nadiya wrote:
Speaking of which, are we safely enough from danger that Nadiya might be able to examine folks who may have been diseased by the ghouls?

Since you have decimated the ghoul population and eliminated their leader, the remaining ones will not be willing to emerge to the surface.

You can safely take shelter in one of the village buildings and begin tending to injuries and infections.


NG Female Human Inquisitor (Ravener Hunter) of Sarenrae 7 | 55/55 HP | AC22 T16 FF17 | CMD21 | F +8 R +8 W +8 | Init +7 | Perc +12 | Climb +4, Dance +1, Diplomacy +6, Dungeoneering +7, Geography +8, Heal +15, Intimidate +12, Linguistics +3, Nature +9, Planes +11, Religion +11, Ride +11, Sense Motive +15, Survival +6, Swim +4 | Spells: 3rd 1/1 2nd 4/4 1st 5/5 | Bane 7/7 | Judgment 3/3 | Conditions: None

So much healing ability in this party! And so many different kinds! You love to see it.


NG Human Witch (hedge witch) 7 | hp 55(41)/55(41)| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +7(5) Ref +5 Will +7 | mage armor (7 hours), message (refreshing regularly), bear's endurance 3 min
Miruna Blackthorn wrote:
So much healing ability in this party! And so many different kinds! You love to see it.

I find it's never a bad thing to have lots of healing and different ways to do it in a party.


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

Little hectic. working on leveling up.


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An important notice to all my games:

First off, I would like to apologize for putting off this announcement until the last minute.

My wife and I will soon be welcoming our second child into the world. We will be going to the hospital on Monday, July 31, to begin the induction process. This will be, obviously, a very hectic time for me, so my ability to post will be quite compromised.

I will bring a laptop with me to the hospital, so it will be possible for me to update games during rare moments of quiet.
However, I cannot guarantee that this will be consistent.

Thank you all for your patience and understanding.


NG Human Witch (hedge witch) 7 | hp 55(41)/55(41)| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +7(5) Ref +5 Will +7 | mage armor (7 hours), message (refreshing regularly), bear's endurance 3 min

Congratulations and best wishes to you and your family Vayelan.

If you need to formally hiatus, it might make it easier on players who just know not to check for updates for a few weeks.

At the same time, I can completely understand needing to get playtime in where you possibly can for your own sanity. Do as you need to do. :)


Female Humanoid (Dhampir) Bard 7 | HP 54/43 | AC: 19/14/15 | Fort: +3 (+5), Ref: +9, Will: +6 | BAB: +5, Melee +7, Ranged +9, CMB: +6, CMD: 19, | Init: +3 | Perception: +11

Mazel Tov on the impending youth!


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

Congrats and best outcomes in all things! Awesome!


NG Human Witch (hedge witch) 7 | hp 55(41)/55(41)| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +7(5) Ref +5 Will +7 | mage armor (7 hours), message (refreshing regularly), bear's endurance 3 min

FYI work will be busy for the coming week. I may be slower than usual to post.


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

Did Evets have ghoul fever (from a previous encounter)?

I'm leveled up, will post new updated sheet tonight.


Valeska Talanova wrote:

Did Evets have ghoul fever (from a previous encounter)?

I'm leveled up, will post new updated sheet tonight.

Yes, in addition to the party members, Evets also contracted ghoul fever.


Now that the party has returned to Ravengro, in preparation for the next Kingdom Turn, we should discuss elevating our new party members to leadership positions.

Miruna: With her high Dexterity, the best roles for Miruna would be Marshal (replacing Chao and giving +1 to Economy), Royal Enforcer (replacing Valda and giving +1 to Loyalty), or Spymaster (replacing Shontar and giving +2 to Stability, Loyalty, or Economy).

Nadiya: With her high Intelligence, the best roles for Nadiya would be Grand Diplomat (replacing Muricar and giving +2 to Stability), Magister (replacing Nikolai and giving +1 to Economy), Spymaster (replacing Shontar and giving +1 to Stability, Loyalty, or Economy), or Treasurer (replacing Straelock and giving +2 to Economy).

Leta: With her high Charisma, the best roles for Leta would be Councilor (replacing Lenora and giving +1 to Loyalty), Grand Diplomat (replacing Muricar and giving +2 to Stability), or Magister (replacing Nikolai and giving +1 to Economy). She could also replace Faunlara as High Priest (giving +1 to Stability), but this one does not seem as appropriate.


Female Humanoid (Dhampir) Bard 7 | HP 54/43 | AC: 19/14/15 | Fort: +3 (+5), Ref: +9, Will: +6 | BAB: +5, Melee +7, Ranged +9, CMB: +6, CMD: 19, | Init: +3 | Perception: +11
DM Vayelan wrote:


Leta: With her high Charisma, the best roles for Leta would be Councilor (replacing Lenora and giving +1 to Loyalty), Grand Diplomat (replacing Muricar and giving +2 to Stability), or Magister (replacing Nikolai and giving +1 to Economy). She could also replace Faunlara as High Priest (giving +1 to Stability), but this one does not seem as appropriate.

I was imagining either Councilor (Cha +4) or Spymaster (Dex +3). Leta will fill either role as requested.


NG Human Witch (hedge witch) 7 | hp 55(41)/55(41)| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +7(5) Ref +5 Will +7 | mage armor (7 hours), message (refreshing regularly), bear's endurance 3 min
DM Vayelan wrote:


Nadiya: With her high Intelligence, the best roles for Nadiya would be Grand Diplomat (replacing Muricar and giving +2 to Stability), Magister (replacing Nikolai and giving +1 to Economy), Spymaster (replacing Shontar and giving +1 to Stability, Loyalty, or Economy), or Treasurer (replacing Straelock and giving +2 to Economy).

I was thinking Magister, but I have a very amusing image in my mind of Nadiya being Spymaster and conducting a covert information gathering network of midwives and mothers. ;)

Magister probably suits her skill set best. She could manage as Treasurer. Grand Diplomat... Nadiya herself would not be very good at Diplomacy, but with her Knowledge skills she'd be aware of local and historical issues and precedents and identify people in her service to do the actual negotiating.

At least one of us should take something that boosts Stability, as that's the kingdom's lowest stat.

Also is there any NPC in the current roles that you'd prefer to replace?

What do y'all think?


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

I would say Royal Enforcer (melee image), Magister (int & knowledge) & Spymaster/Stability (dhampir, understated).

Just thoughts, you guys can decide what you'd like... I'm big on economy, but shoring up stability is wise.

This replaces two recent/until them active PCs turned NPCs (Valda & Nikolai) and an older one, Shontar.


Female Humanoid (Dhampir) Bard 7 | HP 54/43 | AC: 19/14/15 | Fort: +3 (+5), Ref: +9, Will: +6 | BAB: +5, Melee +7, Ranged +9, CMB: +6, CMD: 19, | Init: +3 | Perception: +11
Valeska Talanova wrote:

...& Spymaster/Stability (dhampir, understated).

Just thoughts, you guys can decide what you'd like... I'm big on economy, but shoring up stability is wise.

Sold. I feel it fits her character as well, wandering around at night as she does.


I've added Leta as Spymaster and Nadiya as Magister.

I'll also mention that each Kingdom Turn, the Spymaster can decide which of the three kingdom attributes (Stability, Economy, or Loyalty) to add their bonus to.


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

I guess we can discuss "transparency" OOC...

What would news of a coordinated encroaching undead invasion do to our Kingdom turn?

Also there is a outstanding offer of betrothal from some pasty Prince (who could be behind said invasion). I think he's at least in that direction.

Just not sure how overt or clandestine the game is intended to be. Are we dealing in nuance or making just making moves and "there, deal with that."

Also, I'm not sure what effect we had... did we set them back and destroy a powerful leader or "eh" there are 10 or 20 other cells like that one.

This is a great campaign, many layers at least in my head. LOL.

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