Kingmaker: Varnhold Vanishing

Game Master BloodWolven

Elkheart

The Greenwatch Wardens

Varnhold

Combat Map

Tomb Map

Varnhold Map.

Bounties!!


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Male LN Warpriest 7 of Erastil | Aasimar Outsider (Native) & Humanoid (human) | Speed 30ft | HP 56/56 | AC 20, T 16, FF 14 | CMD 22 | F +11 R +11 W +14 | Init +6 | Perc +13, Sense Motive +10, Diplomacy +16 | Reroll 1/1 | Sacred Weapon 7/7 | Fervor: 9/9 | War blessing 9/9 | Resistance 5 vs. Cold, Acid, Electr | Active Conditions:

Sorry everyone but I have to drop the group. :-(

Kind of overwhelmed by the story so far and cannot get into my character.

Thanks for everything!


Vitals:
HP: 13/37 | AC: 17_ T: 12_ FF: 15 | Perception +13, Initiative: +2 | Fort: +9 _ Ref: +6 _ Will: +10 (+14 vs. fey) | CMB: +5, CMD: 15, Speed: 30
Non-binary NG Undine Druid (feyspeaker) 7
Skills:
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16

All the best, Lamaar!


Male Elf CN Gestalt Druid (Nature Fang) / Shifter (Mooncaller) 7| 30ft speed | HP: 62/62| AC: 26/21/22|Init: +5|Perc: +14|Fort: +13|Ref: +15|Will: +16|CMB: +9 CMD: 22|C.LB +1:+11;1d8+3|Q.Staff: +9;1d6+3|Claws: +11;1d6+4|
Skills:
Acro:+14| App:+3|Bluff:+0|Clim:+6|Diplo:+0|Disg:+0|E.A:+4|Fly:+8|H.A:+5|Heal:+10|Inti :+0|K.Nat:+13|K.Geo+13|K.Pla:+6|K/Loc:+4|Ling:+10|Ride:+4|SM:+6|Sleight:+10 |Spell:+13|Stealth:+14|Sur:+14|UMD:+0|

All the best Lamaar.


What do you do now? I am sure you don't want the NPCs pulling you along...


Male Kitsune
Vital Stats/Skills:
HP: 78/78 (90/90), - AC: 34/T: 14/FF: 24 – Perception +14 - Initiative: +6 - F: +16 / R: +13/ W: +16 (14) - CMB: +13 (15) - CMD: 29, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +21 (23 Fey), Handle Animal +12, Kn. Geography +11, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +18, Sense Motive +14, Spellcraft +15, Survival +11

Sorry I didn't make the connection to the other hexes as "already explored" meant the purpose of the trip was accomplished. Awhile back when you mentioned exploring during down time a included those hexes I should have realized that screwed with our plan.

We can turn south and explore down toward Lake Silverstep; N30,36, 37, 44, 45, 46 and further south. That would get a look at the rest of the border hexes and a look at the rivers which are going to be trade routes in the future.

Or we can return to Varnhold, role play the formal induction of Varnhold into Greenwatch and go from there.


What will it be exploration or induction?! Whichever gets more votes we will do that.

N30, hills

N33 Culcheck Spriggans Cave, hills

N36. hills

N44. hills

N45. hills - lake Silverstep:

Lake Silverstep, so named for the legend that its waters
filled the footprint of a great silver wyrm many ages ago,
is the cleanest and clearest source of water in the Stolen
Lands. Its primary source is from the Gurdin River,
but countless smaller rills and streams empty from the
mountains in dramatic cascades along the lake’s eastern
shores. With the exception of the mud f lats (area Q), the
shores surrounding the lake consist of idyllic swaths of
nettles, cattails, reeds, and lilies and are home to numerous
nixies, grigs, and faerie dragons. These fey are incredibly
bashful and shy, and it’s unlikely that any of them will be
brave enough to make contact with the PCs—though stats
for these creatures can be found in Pathfinder Adventure
Path #31 and #32 if such contact is established.
The waters of Lake Silverstep host an enormous variety
of fish; the most common are small, thick-bodied silver
eels—quite delicious and much sought after by gourmet
chefs. The fact that dangerous predators often hunt along
the shores of the lake, combined with the fact that silver
eels are difficult to catch due to their uncanny ability to
sense hooks in bait, together ensure that demand for the
eels remains high. It’s a DC 30 Survival check to catch
1d6 silver eels over the course of an 8-hour expedition,
but baiting the hooks with goodberries, for some reason,
seems to help immensely—fishing with goodberries as
bait grants a +10 bonus on the Survival check to catch eels.
Although the lake encompasses numerous hexes, only
this particular hex counts as a resource hex if claimed
by a kingdom.

N46. mountains

random encounters for 5 days: 12d20 ⇒ (10, 5, 12, 6, 19, 14, 4, 3, 16, 10, 18, 12) = 129
random encounters for 5 days: 12d20 ⇒ (14, 12, 4, 19, 6, 6, 3, 10, 7, 15, 6, 14) = 116
random encounters for 5 days: 12d20 ⇒ (9, 17, 20, 11, 19, 17, 4, 7, 15, 20, 6, 6) = 151
random encounters for 5 days: 12d20 ⇒ (4, 17, 11, 17, 9, 10, 8, 18, 5, 10, 3, 7) = 119
random encounters for 5 days: 12d20 ⇒ (3, 16, 7, 17, 16, 5, 10, 17, 7, 20, 2, 17) = 137


Vitals:
HP: 13/37 | AC: 17_ T: 12_ FF: 15 | Perception +13, Initiative: +2 | Fort: +9 _ Ref: +6 _ Will: +10 (+14 vs. fey) | CMB: +5, CMD: 15, Speed: 30
Non-binary NG Undine Druid (feyspeaker) 7
Skills:
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16

It makes more sense to do the induction first, then continue exploring.


Male Kitsune
Vital Stats/Skills:
HP: 78/78 (90/90), - AC: 34/T: 14/FF: 24 – Perception +14 - Initiative: +6 - F: +16 / R: +13/ W: +16 (14) - CMB: +13 (15) - CMD: 29, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +21 (23 Fey), Handle Animal +12, Kn. Geography +11, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +18, Sense Motive +14, Spellcraft +15, Survival +11
GM Wolf wrote:

What will it be exploration or induction?! Whichever gets more votes we will do that.

N30, hills

N33 Culcheck Spriggans Cave, hills

N36. hills

N44. hills

** spoiler omitted **

N46. mountains

[dice=random encounters for 5 days]12d20
[dice=random encounters for 5 days]12d20
[dice=random encounters for 5 days]12d20
[dice=random encounters...

Yeah I brought it here first to get a feel for what people want to do.

N33 is from the old Varnhold notes I assume, it is further east than I was thinking of going until we cross back over the mountains.


Male Elf CN Gestalt Druid (Nature Fang) / Shifter (Mooncaller) 7| 30ft speed | HP: 62/62| AC: 26/21/22|Init: +5|Perc: +14|Fort: +13|Ref: +15|Will: +16|CMB: +9 CMD: 22|C.LB +1:+11;1d8+3|Q.Staff: +9;1d6+3|Claws: +11;1d6+4|
Skills:
Acro:+14| App:+3|Bluff:+0|Clim:+6|Diplo:+0|Disg:+0|E.A:+4|Fly:+8|H.A:+5|Heal:+10|Inti :+0|K.Nat:+13|K.Geo+13|K.Pla:+6|K/Loc:+4|Ling:+10|Ride:+4|SM:+6|Sleight:+10 |Spell:+13|Stealth:+14|Sur:+14|UMD:+0|
Vesi "Feyspeaker" Medvyed wrote:
It makes more sense to do the induction first, then continue exploring.

I agree with this.

The faster we get this out of the way the better.


Okay sounds like we will go with the induction of Varnhold into Greenwatch. Quince if you would do the honors.


Male Kitsune
Vital Stats/Skills:
HP: 78/78 (90/90), - AC: 34/T: 14/FF: 24 – Perception +14 - Initiative: +6 - F: +16 / R: +13/ W: +16 (14) - CMB: +13 (15) - CMD: 29, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +21 (23 Fey), Handle Animal +12, Kn. Geography +11, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +18, Sense Motive +14, Spellcraft +15, Survival +11
GM Wolf wrote:
The group likely take the next week exploring the grasslands before returning to Varnhold or Elkheart. You find a few interesting things along the way but mostly just fertile grasslands waiting to be farmed.

Sorry I feel like I am really screwing things up here.

I have very little care what precisely we do next. Going back to town or exploring more. I brought the question to Discussion because as a player I don't want the Duke to make all the decisions for players. Quince is the Duke of Greenwatch not the game. So I want to make sure everyone is having a say.

From what happened here in discussion most folks seemed keen on returning to town and moving forward to the inducting Varnhold into Greenwatch.

Quince's response to Saren was basically a look at what will eventually need to happen not a let's do this right now declaration. It was an at some point statement meaning that in the future whether we go back to town first or not we want to see those spots on the map.

So looking at GM Wolf's snapshot there. Did we explore south and there for have new hexes explored or did we finish exploring where we were and then go back to town?


1 person marked this as a favorite.
M Aasimar (Elf)
Vital Stats:
HP 56/56 | AC25, T25, F19, CMD33+ | F+11, R+14. W+12 | Init+4 | CMB +8/10+ | Speed 50' | Per+15
Unchained Monk 5/Evangelist of Irori 2
Skills:
Acrobatics+14~, Bluff+1, Climb+7-, Diplomacy+13, Escape Artist+4-, Knowledge (Religion)+11, Linguistics+13, Perception+15, Perform (sing)+13, Sense Motive+17, Stealth+4-, Swim+7-

Spent the weekend supporting my wife's desire to play the Diablo Open Beta, which meant I was watching the grandkids more than usual. Sorry.

Honestly, Dinenen wants to get to working on the tower. He's going where it seems he can contribute, because he believes he should. Continued exploration or the induction is simply about putting things along a timeline, as far as he can tell.


Male Kitsune
Vital Stats/Skills:
HP: 78/78 (90/90), - AC: 34/T: 14/FF: 24 – Perception +14 - Initiative: +6 - F: +16 / R: +13/ W: +16 (14) - CMB: +13 (15) - CMD: 29, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +21 (23 Fey), Handle Animal +12, Kn. Geography +11, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +18, Sense Motive +14, Spellcraft +15, Survival +11

Cool. We need to do a kingdom turn. Taking me forever to get it ready. During the Kingdom turn we claim hexes. Including at least one that connects the lands of Greenwatch to the 18 hexes that Varnhold lies in.

At the end of the turn we will then be able to Annex Varnhold.

Assuming you want the monastery in the mountains where the ruined tower was, during the following month (the next kingdom turn) we can break ground on a mountain settlement which will be the monastery and the village that will surround it. After 4 months it will be built (prepping mountain zones takes 4 months).


If you don't request magical assistance with creation of the tower, as said above it will take 4 months to create it.


Male Kitsune
Vital Stats/Skills:
HP: 78/78 (90/90), - AC: 34/T: 14/FF: 24 – Perception +14 - Initiative: +6 - F: +16 / R: +13/ W: +16 (14) - CMB: +13 (15) - CMD: 29, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +21 (23 Fey), Handle Animal +12, Kn. Geography +11, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +18, Sense Motive +14, Spellcraft +15, Survival +11
GM Wolf wrote:
If you don't request magical assistance with creation of the tower, as said above it will take 4 months to create it.

True we have a lyre of building and an Efreet.


Male Kitsune
Vital Stats/Skills:
HP: 78/78 (90/90), - AC: 34/T: 14/FF: 24 – Perception +14 - Initiative: +6 - F: +16 / R: +13/ W: +16 (14) - CMB: +13 (15) - CMD: 29, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +21 (23 Fey), Handle Animal +12, Kn. Geography +11, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +18, Sense Motive +14, Spellcraft +15, Survival +11
Vesi "Feyspeaker" Medvyed wrote:
Does Varnhold come with any existing buildings?

YES!!

Kingdom Spreadsheet

This lists on the Varnhold Tab the current grid, as well as what buildings are already there.

Brewery
Exotic Artisan
Garrison
Granary
Inn
Smithy
Tannery
Temple
Trade Shop
House


Male Kitsune
Vital Stats/Skills:
HP: 78/78 (90/90), - AC: 34/T: 14/FF: 24 – Perception +14 - Initiative: +6 - F: +16 / R: +13/ W: +16 (14) - CMB: +13 (15) - CMD: 29, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +21 (23 Fey), Handle Animal +12, Kn. Geography +11, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +18, Sense Motive +14, Spellcraft +15, Survival +11

Buildings added to the cities during the Erastus Turn

Elkheart District 2 Library 6BP x 1/2 because of Academy Cost 3BP
Elkheart District 2 Trade shop Cost 10BP
Fort Promist Inn Cost 10BP
Tazlford Waterfront 90BP
Tazlford Garrison 28BP

Total Cost 141BP 900-141=759


M Aasimar (Elf)
Vital Stats:
HP 56/56 | AC25, T25, F19, CMD33+ | F+11, R+14. W+12 | Init+4 | CMB +8/10+ | Speed 50' | Per+15
Unchained Monk 5/Evangelist of Irori 2
Skills:
Acrobatics+14~, Bluff+1, Climb+7-, Diplomacy+13, Escape Artist+4-, Knowledge (Religion)+11, Linguistics+13, Perception+15, Perform (sing)+13, Sense Motive+17, Stealth+4-, Swim+7-

A zealot on a holy quest isn't going to take shortcuts.

Oh, yeah, buildings! I would have voted: Schools, Libraries, temples, healing huts/herbalists.


Male Elf CN Gestalt Druid (Nature Fang) / Shifter (Mooncaller) 7| 30ft speed | HP: 62/62| AC: 26/21/22|Init: +5|Perc: +14|Fort: +13|Ref: +15|Will: +16|CMB: +9 CMD: 22|C.LB +1:+11;1d8+3|Q.Staff: +9;1d6+3|Claws: +11;1d6+4|
Skills:
Acro:+14| App:+3|Bluff:+0|Clim:+6|Diplo:+0|Disg:+0|E.A:+4|Fly:+8|H.A:+5|Heal:+10|Inti :+0|K.Nat:+13|K.Geo+13|K.Pla:+6|K/Loc:+4|Ling:+10|Ride:+4|SM:+6|Sleight:+10 |Spell:+13|Stealth:+14|Sur:+14|UMD:+0|

I for one would like Varnhold to be officially inducted into the Greenheart. Also so He can drop the management of Varnhold to the next competent ruler.

Once all that is done, Lykan is more then ready to get into exploring.


A Viceroy will be established to control Varnhold for Greenwatch.

NPCs won't be voting in regards of what to make next.

To all the new and current players, which part of the government would you want to be apart of, keep an eye out for active players... Kevros was going to return but I still haven't heard from him directly since, I think work got busy again... maybe in a few months... Anyways what role do you want?


Vitals:
HP: 13/37 | AC: 17_ T: 12_ FF: 15 | Perception +13, Initiative: +2 | Fort: +9 _ Ref: +6 _ Will: +10 (+14 vs. fey) | CMB: +5, CMD: 15, Speed: 30
Non-binary NG Undine Druid (feyspeaker) 7
Skills:
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16

Minister of Forestry and Agriculture. :D

Vesi is happy to stay an advisor for now, but in the future either Councilor or Grand Diplomat. Since the kingdom is already pretty committed to living in harmony with nature, I don't feel the need to be very active in that area.


Male Kitsune
Vital Stats/Skills:
HP: 78/78 (90/90), - AC: 34/T: 14/FF: 24 – Perception +14 - Initiative: +6 - F: +16 / R: +13/ W: +16 (14) - CMB: +13 (15) - CMD: 29, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +21 (23 Fey), Handle Animal +12, Kn. Geography +11, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +18, Sense Motive +14, Spellcraft +15, Survival +11

The buildings I added this Kingdom Turn were for the other cities. Because Varnhold wasn't ours till after we claimed the connecting hexes so. Kingdom turn that accounted for the claimed Hex.

Next Kingdom turn which I am working on shortly. Will be Varnhold is officially ours.

That's not to say that during a month we couldn't do a lot with a Lyre of Building and if Sulvanii wants to grant wishes.

Typically I have avoided using the Lyre so that I can use it in game as needed.

Wishes I wanted to leave wishes for players to get goodies.

Our Kingdom is rather well off anyway. Unless we roll 1's we auto succeed most checks.


Male Kitsune
Vital Stats/Skills:
HP: 78/78 (90/90), - AC: 34/T: 14/FF: 24 – Perception +14 - Initiative: +6 - F: +16 / R: +13/ W: +16 (14) - CMB: +13 (15) - CMD: 29, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +21 (23 Fey), Handle Animal +12, Kn. Geography +11, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +18, Sense Motive +14, Spellcraft +15, Survival +11
Vesi "Feyspeaker" Medvyed wrote:

Minister of Forestry and Agriculture. :D

Vesi is happy to stay an advisor for now, but in the future either Councilor or Grand Diplomat. Since the kingdom is already pretty committed to living in harmony with nature, I don't feel the need to be very active in that area.

Warden of the Fern LOL

Technically speaking the only Vaccancies we have in Kingdom Roles are Heir and Consort.

Quince is a follower of Erastil so he won't be flaunting extra-marital relationships.

Succession would be an issue of existing Wardens selecting a new Lord Commander of the Wardens "Duke."

Varnhold technically didn't even need a "Viceroy" because they are not a subdued holding. I was unaware of the game term "Viceroy" when I named Lykan that. I thought all our cities needed one. But cities don't have formal game term leadership roles only subdued peoples do. Currently Krazok is our only real "Viceroy" as the leader of the Lizardfolk.

Our current Councilor is Sulvanii and the current Grand Diplomat is Bearik. Both are NPCs we will have to work with Wolf as to when and how such places are vacated.

Cleo (former player now NPC) might want to step down as Magister to fous on running her academy exclusively? That would open a role that Sulvanii or Selena want to move to.

Selena (NPC) really didn't want to be Treasurer and would prefer to be Magister. Treasurer might be something that Sulvanii would want. Which would open up Councilor. If it is something that Bearik would want that would open up Grand Diplomat.

Bearik might have attracted enough fame and notoriety for himself that he can retransition to demi-godhood. Or reveal himself to be the deceased god Aroden (That's my fan theory). Either way he would likely have bigger fish to fry than being our Grand Diplomat. Also I would love to add son in law to a deity to Quince's string of titles.


Male Kitsune
Vital Stats/Skills:
HP: 78/78 (90/90), - AC: 34/T: 14/FF: 24 – Perception +14 - Initiative: +6 - F: +16 / R: +13/ W: +16 (14) - CMB: +13 (15) - CMD: 29, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +21 (23 Fey), Handle Animal +12, Kn. Geography +11, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +18, Sense Motive +14, Spellcraft +15, Survival +11

I caught a mistake in my Erastus Kingdom Turn Calculations.

I when dealing with Consumption I subtracted 6. But looking at the spreadsheet and how the formulas work it is a negative 6 and any negative is calculated as 0.

I added back the 6BP.


Male Kitsune
Vital Stats/Skills:
HP: 78/78 (90/90), - AC: 34/T: 14/FF: 24 – Perception +14 - Initiative: +6 - F: +16 / R: +13/ W: +16 (14) - CMB: +13 (15) - CMD: 29, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +21 (23 Fey), Handle Animal +12, Kn. Geography +11, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +18, Sense Motive +14, Spellcraft +15, Survival +11

I realized that we could have resolved the monster attack from last month's Kingdom Turn with a roll.

Erastus Kingdom Event Resolution:
Monster Attack (continuous): A monster (or group of monsters) attacks the kingdom—pick a hex the PCs have
claimed to determine which hex the monster is active in. You can determine the type of monster by rolling on a wandering monster table until you get a result of CR 7 or higher. If the PCs don’t set out to defeat the monster
or monsters, a Stability check removes the threat. If the monster is not defeated, Unrest increases by 4. If your kingdom’s Unrest is 5 or higher, the hex the monster dwells in becomes unclaimed at this time (this is in addition to losing control of hexes during Upkeep due to high Unrest).

Stability vs Control DC 88: 1d20 + 101 ⇒ (15) + 101 = 116 Success: Monster was dealt with. GM Wolf do you want me to do a random encounter roll to figure out what our Reeves and Outriders took down or should we assume that Spriggans remain a problem?

Arodus Kingdom Turn

Upkeep Phase:

1- Stability vs Control DC 88: 1d20 + 101 ⇒ (17) + 101 = 118 Auto success + 1 BP
2- Consumption -10 (0): Treasury: 766 BP - 0=766BP
3- Magic Item Slots (5)
50% Chance of Availability Elkheart 1: 1d100 ⇒ 44 No
50% Chance of Availability Elkheart 2: 1d100 ⇒ 16 No
50% Chance of Availability Ft. Promise: 1d100 ⇒ 23 No
50% Chance of Availability Tazlford: 1d100 ⇒ 52 [1,000 gp] robe of infinite twine
50% Chance of Availability Varnhold: 1d100 ⇒ 17 No
4- Unrest is 0

Edict/Improvement Phase:

1- Leaders- No Vacancies
2- Claim Hexes- 4 Hexes 2, 3, N16, & N9 Costs 4BP: 765-4=761
3- Establish and Improve Cities (10 Buildings):
Varnhold Academy 52BP You wanted a school. It also halves the cost of several buildings.
Varnhold Library 6BP (1/2 Cost) 3BP
Varnhold Caster Tower 30BP (1/2 Cost) 15BP
Varnhold Magic Shop 68BP (1/2 Cost) 34BP
Varnhold Monument 6BP Memorial to those lost to Vordakai
Varnhold House 3BP
Varnhold Cit Wall 8BP (1/2 Cost) 4BP
Varnhold Cit Wall 8BP (1/2 Cost) 4BP
Varnhold Cit Wall 8BP (1/2 Cost) 4BP
Varnhold Cit Wall 8BP (1/2 Cost) 4BP I figured that given that Spriggans have been around and caused problems. Walls seemed to make sense. Probably should start thinking walls in our other cities too.
Total 761BP-118=643BP
4- Terrain Improvements (5)
Roads 72, N24, & N23 Costs 9BP: 643-9=634
Farms- Hex N2, N8 Costs 4BP: 634-4=630
5- Edicts no change

Income Phase:

1- Deposits- None
2- Withdrawals- None
3- Magic Item Sales- None of eligible price to convert to BP
4- Generate Income Economy Vs Command DC Economy vs Command DC 92: 1d20 + 114 ⇒ (16) + 114 = 130 Divide by 131/5 = 26BP
26BP+630BP=656BP

Event Phase:

Kingdom Event: 1d100 ⇒ 9

Bandit Activity (continuous): Bandits are preying upon those who travel through your kingdom. Make a Stability check. If you succeed, your kingdom’s defenses stop the banditry before it causes problems. If you fail, the bandits reduce your kingdom’s Treasury total by 1d6 BP (each time you roll a 6, reroll that die and add the result to the total).

Stability Check Vs Control DC 92: 1d20 + 101 ⇒ (12) + 101 = 113 Bandits Pacified

Question to GM Wolf. If Quince were to use his Lyre of Building to help building this month would that be enough to cover all four walls for Varnhold? Half? Which means we might have 4 more buildings we could build elsewhere.


I would be happy enough to reside as a supportive role to anyone wanting to take over being the Grand Diplomat.

You would have the resources for the walls but the questions are,
"Is the wall wood or stone?
How tall do you want the walls to be?
How thick?"


Male Kitsune
Vital Stats/Skills:
HP: 78/78 (90/90), - AC: 34/T: 14/FF: 24 – Perception +14 - Initiative: +6 - F: +16 / R: +13/ W: +16 (14) - CMB: +13 (15) - CMD: 29, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +21 (23 Fey), Handle Animal +12, Kn. Geography +11, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +18, Sense Motive +14, Spellcraft +15, Survival +11

Wow lots of stuff happening. I might be a little confused part of the fun of downtime.

We might need to clarify a few things.

I know we want to build a monastery. The site that came up in gameplay as a monastery was in the mountains where there was a ruined tower. That location is 2 hexes away from the city of Varnhold. We have a couple ways to cut down on travel time but unless we have chosen to not build there and to build the monastery in the village of Varnhold instead some of us are going to be in the mountains and not in town during some of the down time.

So the monster attack. Where is the monster attacking? You mention all of us being awoken by our rings. Quince during this time is likely spending days on Duchy business in both Elkheart and Varnhold, building in the village of Varnhold and nights at home. A lot of NPCs responded some of whom I would have assumed were in separate locations.


Male Kitsune
Vital Stats/Skills:
HP: 78/78 (90/90), - AC: 34/T: 14/FF: 24 – Perception +14 - Initiative: +6 - F: +16 / R: +13/ W: +16 (14) - CMB: +13 (15) - CMD: 29, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +21 (23 Fey), Handle Animal +12, Kn. Geography +11, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +18, Sense Motive +14, Spellcraft +15, Survival +11
Bearik wrote:

I would be happy enough to reside as a supportive role to anyone wanting to take over being the Grand Diplomat.

You would have the resources for the walls but the questions are,
"Is the wall wood or stone?
How tall do you want the walls to be?
How thick?"

Let me think about that. My thinking when I asked the question was the "City Wall" that are outlined in the book as city buildings. But if we are building outside of that system then I suppose more detail could be used.


Male Elf CN Gestalt Druid (Nature Fang) / Shifter (Mooncaller) 7| 30ft speed | HP: 62/62| AC: 26/21/22|Init: +5|Perc: +14|Fort: +13|Ref: +15|Will: +16|CMB: +9 CMD: 22|C.LB +1:+11;1d8+3|Q.Staff: +9;1d6+3|Claws: +11;1d6+4|
Skills:
Acro:+14| App:+3|Bluff:+0|Clim:+6|Diplo:+0|Disg:+0|E.A:+4|Fly:+8|H.A:+5|Heal:+10|Inti :+0|K.Nat:+13|K.Geo+13|K.Pla:+6|K/Loc:+4|Ling:+10|Ride:+4|SM:+6|Sleight:+10 |Spell:+13|Stealth:+14|Sur:+14|UMD:+0|

Varnhold walls should be stone.
We should have shelters too and hidey holes.

Lykan doesn't need some position since he's on his own 'personal' quest and if a week or more passes then....

Will save 1d20 + 16 ⇒ (17) + 16 = 33 to not lose myself to what ever animal I'm morphing half way too.

I would like a druid groove if possible though. I've never seen a druid groove in any of my kingmaker games.


Male Presenting Aerial Vudrani Arcanist - 7

Kendryl's focus (foci) are a Sky Corps and a Scry Corps: no nation as magically advanced as this should still be turning over rocks to explore teritory. Aerial recon followed up by precision divination should make the process much much more efficient allowing the group to know where its presence is really needed.


Male Kitsune
Vital Stats/Skills:
HP: 78/78 (90/90), - AC: 34/T: 14/FF: 24 – Perception +14 - Initiative: +6 - F: +16 / R: +13/ W: +16 (14) - CMB: +13 (15) - CMD: 29, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +21 (23 Fey), Handle Animal +12, Kn. Geography +11, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +18, Sense Motive +14, Spellcraft +15, Survival +11
Lykàn Delĩss wrote:

Varnhold walls should be stone.

We should have shelters too and hidey holes.

Lykan doesn't need some position since he's on his own 'personal' quest and if a week or more passes then....

Will save 1d20+16 to not lose myself to what ever animal I'm morphing half way too.

I would like a druid groove if possible though. I've never seen a druid groove in any of my kingmaker games.

We can definitely look into Druid grove.


1 person marked this as a favorite.
Male Kitsune
Vital Stats/Skills:
HP: 78/78 (90/90), - AC: 34/T: 14/FF: 24 – Perception +14 - Initiative: +6 - F: +16 / R: +13/ W: +16 (14) - CMB: +13 (15) - CMD: 29, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +21 (23 Fey), Handle Animal +12, Kn. Geography +11, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +18, Sense Motive +14, Spellcraft +15, Survival +11
Kendryl wrote:
Kendryl's focus (foci) are a Sky Corps and a Scry Corps: no nation as magically advanced as this should still be turning over rocks to explore teritory. Aerial recon followed up by precision divination should make the process much much more efficient allowing the group to know where its presence is really needed.

Makes logical sense. There is no building or Kingdom option that triggers that.

We would need to recruit natural flyers or get enough magic items or spells into the hands of recruits.

We have good relationships with the fey but gettting them to focus on a mission might be difficult.

Certainly can be done but we would need to figure out how to do it.


Quince Medvyed wrote:

Wow lots of stuff happening. I might be a little confused part of the fun of downtime.

We might need to clarify a few things.

I know we want to build a monastery. The site that came up in gameplay as a monastery was in the mountains where there was a ruined tower. That location is 2 hexes away from the city of Varnhold. We have a couple ways to cut down on travel time but unless we have chosen to not build there and to build the monastery in the village of Varnhold instead some of us are going to be in the mountains and not in town during some of the down time.

So the monster attack. Where is the monster attacking? You mention all of us being awoken by our rings. Quince during this time is likely spending days on Duchy business in both Elkheart and Varnhold, building in the village of Varnhold and nights at home. A lot of NPCs responded some of whom I would have assumed were in separate locations.

No worries! I made a few posts with NPCs to give an idea of what I was looking for.

Saren's felcrested Drake has the same speed boost as the elks, so he can easily return each night. Leaving his soldiers at the construction site.

Oh that is true as Krazok is likely at the construction site with his lizard folk underlings. But with his steed he could make Elkheart in about 8 hours.


1 person marked this as a favorite.
Male Kitsune
Vital Stats/Skills:
HP: 78/78 (90/90), - AC: 34/T: 14/FF: 24 – Perception +14 - Initiative: +6 - F: +16 / R: +13/ W: +16 (14) - CMB: +13 (15) - CMD: 29, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +21 (23 Fey), Handle Animal +12, Kn. Geography +11, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +18, Sense Motive +14, Spellcraft +15, Survival +11

Given that we were granted the opportunity to use the Lyre of Building for the City Walls we had 4 buildings that we could add throughout the kingdom.

Varnhold Cathedral (Druid Grove) 58BP
Varnhold Herbalist 10BP
Elkheart Upgrade Academy to University 26BP
Elkheart District 2 Military Academy 36BP (1/2 Cost) 18BP

Unfortunately there is no formally named "Druid Grove" in the Kingdom Buildings. However the language for shrines, temples and cathedrals on the SRD gave some vagueness to the design and even included "Grove" as a possibility. As such. I sprung for Cathedral. It gives the biggest Kingdom Stat Bump and more magic item slots.

The only building that Dinenen did not get was an herbalist. Now we got one. I upgraded the Academy to a University in Elkheart (that halves the cost of other things later including the Military Academy).


Yeah that sounds great Quince, thanks for the kingdom building!

If you have any questions you can ask them here. If you have direct questions to combat or whatnot you may ask it in gameplay with ooc or here.


I am sorry to say I don't have time to update today. I am hoping to get some good rest as I have an observation tomorrow. I will update tomorrow!


Male Elf CN Gestalt Druid (Nature Fang) / Shifter (Mooncaller) 7| 30ft speed | HP: 62/62| AC: 26/21/22|Init: +5|Perc: +14|Fort: +13|Ref: +15|Will: +16|CMB: +9 CMD: 22|C.LB +1:+11;1d8+3|Q.Staff: +9;1d6+3|Claws: +11;1d6+4|
Skills:
Acro:+14| App:+3|Bluff:+0|Clim:+6|Diplo:+0|Disg:+0|E.A:+4|Fly:+8|H.A:+5|Heal:+10|Inti :+0|K.Nat:+13|K.Geo+13|K.Pla:+6|K/Loc:+4|Ling:+10|Ride:+4|SM:+6|Sleight:+10 |Spell:+13|Stealth:+14|Sur:+14|UMD:+0|

Taking a week's break from all my games with great apologies.

I have fractured my finger. It involved a lego piece, a hop, another lego piece and stairs.


Vitals:
HP: 13/37 | AC: 17_ T: 12_ FF: 15 | Perception +13, Initiative: +2 | Fort: +9 _ Ref: +6 _ Will: +10 (+14 vs. fey) | CMB: +5, CMD: 15, Speed: 30
Non-binary NG Undine Druid (feyspeaker) 7
Skills:
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16

Oh no, hope it heals soon!


Male Kitsune
Vital Stats/Skills:
HP: 78/78 (90/90), - AC: 34/T: 14/FF: 24 – Perception +14 - Initiative: +6 - F: +16 / R: +13/ W: +16 (14) - CMB: +13 (15) - CMD: 29, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +21 (23 Fey), Handle Animal +12, Kn. Geography +11, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +18, Sense Motive +14, Spellcraft +15, Survival +11
Lykàn Delĩss wrote:

Taking a week's break from all my games with great apologies.

I have fractured my finger. It involved a lego piece, a hop, another lego piece and stairs.

Oh no.

"my kids" have a gigantic LEGO collection and know how that can go. I hope you feel better soon.


The mind goes many places with those details, take care and recover quickly!


No communication from Kendryl moving us forward.


Male Presenting Aerial Vudrani Arcanist - 7
GM Wolf wrote:
No communication from Kendryl moving us forward.

I so totally swear I wrote a post reporting my scouting to Quince :(


Oh no!!! It happens to the best of us!


Male Presenting Aerial Vudrani Arcanist - 7
GM Wolf wrote:
Oh no!!! It happens to the best of us!

Do you know that I do a CTRL-A, CTRL-X, and CTRL-V for all of my posts so that prior to clicking Submit Post I can be sure what I have written is saved to the Clipboard? I am totally that paranoid ...


Male Kitsune
Vital Stats/Skills:
HP: 78/78 (90/90), - AC: 34/T: 14/FF: 24 – Perception +14 - Initiative: +6 - F: +16 / R: +13/ W: +16 (14) - CMB: +13 (15) - CMD: 29, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +21 (23 Fey), Handle Animal +12, Kn. Geography +11, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +18, Sense Motive +14, Spellcraft +15, Survival +11

A couple months ago we talked about army units. I think at the time we mentioned not using the mass combat rules.

What should we assume are the basic skills of guards, soldiers, militia, academy students, reeves and so on.

I ask because most of the Players have useful buffs and things they can do to prepare. Quince has a whole bunch of wands that could be handed to people with the ability to use wands or UMD. Meaning someone could be dropping more walls of fire, fireballs, the call lightening wand could be passed down the line giving up to 50 people the ability to call down a lightning strike once a round for 5 minutes (50 rounds).

Is it safe to assume that our soldiers, reeves and guards have training in UMD?


Most of the soldiers, reeves and guards would not have UMD unless you wanted that specifically trained. Just say so and we will have it so.

I am not planning on using the mass combat rules.

If you venture out of the gate you will have a dozen trolls to deal with and a few larger than life creatures.

Soon the colossal creatures will be attacking a Northern gate. So I am looking to see what you do? As it stands most want to wait and see what happens. If no one goes to help with the colossal creatures Larina, Soren, and the soldiers should handle it. Kevros and Katrina would likely appear to aid them along with a few others.

So what do you do? Will you go out and join Sulvanii and Jorne in the field? Stay atop the wall and prepare with more magic or what?

The generals appearance is a foreboding of events to come. Though only one of them would face you today should you take the field. The others will back up and watch the skirmish.


Male Presenting Aerial Vudrani Arcanist - 7
GM Wolf wrote:

Most of the soldiers, reeves and guards would not have UMD unless you wanted that specifically trained. Just say so and we will have it so.

I am not planning on using the mass combat rules.

If you venture out of the gate you will have a dozen trolls to deal with and a few larger than life creatures.

Soon the colossal creatures will be attacking a Northern gate. So I am looking to see what you do? As it stands most want to wait and see what happens. If no one goes to help with the colossal creatures Larina, Soren, and the soldiers should handle it. Kevros and Katrina would likely appear to aid them along with a few others.

So what do you do? Will you go out and join Sulvanii and Jorne in the field? Stay atop the wall and prepare with more magic or what?

The generals appearance is a foreboding of events to come. Though only one of them would face you today should you take the field. The others will back up and watch the skirmish.

Kendryl can totally be the Trainer for a UMD training program, that would be awesome.


Vitals:
HP: 13/37 | AC: 17_ T: 12_ FF: 15 | Perception +13, Initiative: +2 | Fort: +9 _ Ref: +6 _ Will: +10 (+14 vs. fey) | CMB: +5, CMD: 15, Speed: 30
Non-binary NG Undine Druid (feyspeaker) 7
Skills:
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16

Vesi would prefer to stay on the wall and support with healing/summons/putting out fires.

And as a newly-joined player I'm not sure what everyone's combat capabilities are, but if you think Vesi would be better suited elsewhere please let me know.


Male Kitsune
Vital Stats/Skills:
HP: 78/78 (90/90), - AC: 34/T: 14/FF: 24 – Perception +14 - Initiative: +6 - F: +16 / R: +13/ W: +16 (14) - CMB: +13 (15) - CMD: 29, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +21 (23 Fey), Handle Animal +12, Kn. Geography +11, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +18, Sense Motive +14, Spellcraft +15, Survival +11
GM Wolf wrote:

Most of the soldiers, reeves and guards would not have UMD unless you wanted that specifically trained. Just say so and we will have it so.

I am not planning on using the mass combat rules.

If you venture out of the gate you will have a dozen trolls to deal with and a few larger than life creatures.

Soon the colossal creatures will be attacking a Northern gate. So I am looking to see what you do? As it stands most want to wait and see what happens. If no one goes to help with the colossal creatures Larina, Soren, and the soldiers should handle it. Kevros and Katrina would likely appear to aid them along with a few others.

So what do you do? Will you go out and join Sulvanii and Jorne in the field? Stay atop the wall and prepare with more magic or what?

The generals appearance is a foreboding of events to come. Though only one of them would face you today should you take the field. The others will back up and watch the skirmish.

That works for me.

You mentioned the north gate. Are more than one gate being attacked? LOL Do we have more than one gate? LOL


Male Kitsune
Vital Stats/Skills:
HP: 78/78 (90/90), - AC: 34/T: 14/FF: 24 – Perception +14 - Initiative: +6 - F: +16 / R: +13/ W: +16 (14) - CMB: +13 (15) - CMD: 29, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +21 (23 Fey), Handle Animal +12, Kn. Geography +11, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +18, Sense Motive +14, Spellcraft +15, Survival +11

Kendryl I like your plan. Its risky but flying makes it a good choice.

That said. Lots of NPCs seem to want to go outside the walls or send troops outside the walls. Isn't that how all the Dothraki died and was widely panned by historians after that episode of "Game of Thrones" LOL.

The walls and gates exist to give soldiers cover to not have to been in melee.

Unless they top the walls or break the gates. Is their a good reason to go out there? I am open to alternative approaches but tactically I haven't seen a great reason to risk ground troops.

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