Kobold

Ordrax Silentback's page

236 posts. Alias of Jovich.


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Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

Seeing that no one is responding to Ordrax's obvious ploy of keeping the group informed, he opts for a different approach.

Perhaps you would like to speak to the rest of us. Just over there on the other side of the rocks. Come on I will show you exactly where they are located.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

I have been going through some rough personal stuff lately and I am sorry that I have not been as active as I would like. The quantity of my posts is not there nor is the quality. Planning to move in a couple of months (again) with the drama of personal life and the stress of figuring out all the logistics of the schools for the kids, housing, new doctors and my wife's career is just one huge quagmire of red tape and hoops to jump through. This has all led me to a state of total physical, mental and emotionally drained.

I plan to keep up as best I can with the games but as I know you understand, this is a game and will take a back seat to RL.
Bot me as you need to. I hope and pray that this mess is resolved soon and life goes back to normal.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

Very curious for one with no name...poor form indeed...

I guess you could say I am just browsing...


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

Ordrax speaks quickly and with concern.
Except for the sneaky kobold that is...
Not happy that he was caught unawares, Ordrax pulls forth his little hammer.
Not nice to come sneaking up on people...good way to get yourself killed.

His voice is loud enough that he hopes it carries to the others.

Pilgrim...nope.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

I got a large statue of a lizard-faced man...on some pedestal. It is missing the arms and legs...the face is gouged from some deep scratches like whomever did this really did not like it. Rubbish is heaped all around me and there is a strong rot odor. No one about that I can tell.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

Let us see what we can see then.
Ordrax slowly climbs up rubble and looks around a bit before trying to squeeze himself through the small opening.

EA: 1d20 + 4 ⇒ (17) + 4 = 21
As he start to push throught he stops his squirming and remains still. He eyes and head moving from side to side...looking for the danger that should be there.
Perception: 1d20 + 5 ⇒ (5) + 5 = 10


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

toes....


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

I will be out of town till the 22nd or 23rd. I can still post but it will be from my phone. I may not be able to see the maps.

I will be very tired at the end of each of these days. I am in the process of finishing my roof on the viking house. Thousands and thousands of little cedar shakes sidings to be stapled into my roof. This part is being done by myself...I may not post often, if need be...Bot me.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

Picking up on a vibe that he touch a nerve...
not so fast...I do believe some questions were asked...and would require answers.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

Ordrax looks surprised that someone is here but it quickly fades as he hears the woman speak.
Laughing slightly at the threat, his teeth showing
Wow, really...straight to the threats...ok then.
Your huckle bearer, not anymore and it is too late for that.
Intimidate: 1d20 + 4 ⇒ (19) + 4 = 23

He looks up at the others and then points at the tattooed woman.
I call dibs on her toes.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

Keep an eye out for snakes. There may be something of value here. A door maybe that leads to something of value.
Perception: 1d20 + 8 ⇒ (1) + 8 = 9
+9 total vs traps


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

ordrax remains still as he takes in the scene. Shifting his eyes from one spot to the next.
...lizards?...
Perception: 1d20 + 8 ⇒ (2) + 8 = 10


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

Ordrax keeps a slight distance between him and the river.
Do not want any snakes to pop out of the water for an easy snack

He looks back a few times at the macaw.
I heard that those bird are pretty tasty. I am starting to get hungry.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3
Grak Firethrower wrote:
How about this - since we're here, let's take care of the snake problem and then we can go sailing. It may help us in the future if we need more work done on a ship.

Sounds like a good idea to me


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

Your man is dead...something hit him or bit him on the head.

Looking at the pigs...
These guys, well they did not like that we were walking down the path. We felt that maybe dinner was a better use of them.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

Lead the way then


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

Lead the way


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

Getting tired of waiting for an answer, the kobold climbs up to see if the man is alive or not. Taking a quick look at the unfortunate pirate, ordrax climbs back down. As he is climbing he informs everyone what he saw. He is dead or so will be, either way we should get moving along. Let's get out of here before what ever killed him comes looking for us.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

I think what is happening is the active players are posting and waiting on the not so active players to post. At some point the story can not move forward without a post from those players or the dm bots them to move us along. I have nothing wrong with botting those players and if it becomes a constant issue. Remove those players and get ones that are interested in playing the game.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

Is he dead?


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

I am home from Pennsic War 48.
Lots of excellent fighting and good times even with some very sore ribs.
I will have a post up sometime soon. Still have a tone of things to clean, unpack and put away.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

I am at Pennsic War 48 till August 11th and I will be back to normal posting at that time.

I have my phone and I have the ability to post but the responses will be limited and at odd times. I will have to limit how often I post as my wife has gotten my oldest daughter involved in pokemon go. This is eating up a lot of our data for our phones. I want her to enjoy the game so I am limiting what I do with my phone until we get back home. If it is needed..bot me.
Thank you.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

That does not look good.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

you would never have to worry about someone to talk to...


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

What the f~@~...


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

Ordrax charges the closest pig and swings his mace at the stuck creature. Trying to remain outside the web.

Attack w/ Charge: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12
Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Sneak Attack if able...Due to the being stuck in the web: 2d6 ⇒ (2, 4) = 6


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

Ordrax continues to move slowly forward, maintaining his thoughts that he is still hidden in the bushes.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

Just got home. We got a lot done over the weekend. Foundation, floor and walls are all done. We also wrapped the structure in water proofing.

I get to go back up in a couple of days to start filling in the dirt to cover up most of the house. I also will start building my stone wall.

Then it is on to the loft and roof. Still need to build a door and complete the fire place in the floor. Then after all that is done I get to start work on the carvings inside. I have a few people I know who love to do these things. That will help out as I will be very busy forging the a frame to hang all my cast iron pots from.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

I take it this is a surprise round and can only take one action.?
Ordrax moves forwards and off to the side of the path. Using the jungle as cover. His little mace comes to his hand, ready to do battle with some tasty creature.

Perception: 1d20 + 17 ⇒ (16) + 17 = 33


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

I will be out of town till late Monday night. I an starting the actual construction on the viking house and will a bit busy. So my posting will be limited at best as it will be from my phone. BOT as needed.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

Othdrax motions for everyone to stop.
I see two boar up ahead...


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3
Grak Firethrower wrote:
"OK, first we check on Godwin out at the watchtower, then we can go snake hunting.

Sounds good to me


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

Snake is good...especially with sliced Myceloid. Keep away from the mouth as the like to eat everything whole...and alive. At least that is what I know of the darkland variety.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

As Veltisiel walks off...
So we are not going snake hunting?


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

I thought we were going snake hunting.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

That there folks is Merrill Pegsworthy a Free Captain of the Shackles. He was of the Andoran navy until...well I not sure but he was disgraced somehow.
The little Kobold points to a man in the middle of a semi-circle, the one with the peg leg, who is wearing an Andoran officer's jacket and epaulets.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

KN Local: 1d20 + 8 ⇒ (18) + 8 = 26
Perception: 1d20 + 8 ⇒ (12) + 8 = 20

Ordrax keeps his posture neutral and does not say a word for some time.
Well there goes the neighborhood. The Cheliaxians will not be happy.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

Maybe we could see what is going on in that area?


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

Ordrax places his hand over his eyes and shakes his head in amusement as Raush yells at it. He chuckles softly.
It is a snake...no legs..


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

knowing that he can do nothing in the water against the snake, he pulls back from the edge in hopes of drawing it out of the water.
I hope it is hungry enough to follow us. Back away from the edge. Draw it up on land where we can better fight it.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

Ordrax watches as the Kobold goes into the water followed by Raush. Knowing he can do nothing at the moment he runs to the edges to see what he can do.
Well...those two are f#%*ed.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

Thank you everyone for your words. I am doing much better and feel I can start to spread my wings so to speak. I am slowly getting myself back into PBP games. I will post a few times here and there but should be back to normal posting in a couple of days or so. I am not pushing myself to quickly as my wife would not be happy. So baby steps...


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

Since there was still snow on the ground our meeting was a little shorter than I thought it would be.

I came home Saturday night and ended up going into AFib. I was admitted to the hospital and spent several days on blood thinning medications. I had too many test to remember and blood drawn every 6 hours. Not a fun time at all. I ended up getting a cardio version with one shock at 250 Joules. I am soar as hell from the burns and at home now. I will try and get a post up when I can but I will be honest...it is not my main priority right now. lol Bot me as needed for the next couple of days please. Thank you.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

I will be away this weekend finalizing last minutes details before we break ground and start to build the viking house. I will be able to post but it will be short responses.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

A little side adventure might bring in some treasure we could use to lower what we owe? It might help us out in the long run.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

As the others are away on shore, Ordrax continues to roam the ship. HE is getting himself acquainted with the ship.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

Ordrax remains on the ship. He walks all over the ship to make sure it remains safe and secured.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

We put into port and sell of what little we have. Use that to buy needed supplies and maybe recruit some people on a payment after the first job is done type of deal. Granted that will be a very hard sell. I may even be able to relocate a few items...maybe.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

I will be traveling until next Sunday. I will have my laptop and phone with me so my ability to post will not be infringed...but since I am traveling into another country I will be limited in when I can post. It is not that much money for the international phone plan but we are only using it for emergencies. I will be able to post when we get to the hotel and log in on the laptop. If I am needed and it can not wait till later that night, please go ahead and bot me.
Thank you in advance


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

Ordrax goes about inspecting the hold that will be use to store the loot and supplies. His eyes roam from one board to the next and everything in between. Rooting out any hiding spot for a secret stash that may have been over looked. Once he is satisfied with the room he walks around the ship inspecting every other room. Every now and then when someone walks by him, they can hear him counting as he walks. He takes time out to inspect the looks on any door or storage container. Once he is satisfied with the condition of the locks he make his way back to the the storage hold and takes the locking mechanism apart and cleans it out. The device works just as well as before but now it is clean of any salt or grim the may cause it to malfunction...or worse break open. He keeps to himself as he explores the ship from top to bottom. When word reaches him about another ship, he makes for the deck to see what the plan will be.

I had a much more detailed post but it was eaten and I did not have the time to do it again...



(Browser is Firefox 5.0)

If you go into Focus mode and then open a thread there in an alternate tab (so you have the Focused message boards on one tab and the thread you want to read in a second tab), and you clear a dot from the focused message boards, that tab will refresh into the open thread, so you end up with two tabs open to the same thread.

(No idea what would happen if you open multiple threads on multiple tabs...)


Disclaimer: I practice criminal defense IRL. In fact, I had a particularly depressing jail visit on Friday, which has kind of been on the back of my mind all weekend long. So on Saturday, I get my hardcopy of Trial of the Beast, and I'm sitting through it (having ignored the PDF in anticipation of the hard copy), with a big ol' grin on my face. I totally want to run this for the (non-gamer) folks at the office (though since I've slated Carrion Crown for the next AP I'm running for my weekend group after Kingmaker, I've got the gamers in the office covered) sometime.

So first off - big ups from the legal perspective of investigating a case. I thoroughly enjoyed reading the adventure, and I appreciate the central tenet of the eponymous trial itself.

Though I must deduct a point for the portrayal of the (court-appointed) defense counsel as a stuttering incompetent. (Reference to My Cousin Vinny aside.)

If do end up running for some of the folks at the office, I'm thinking of changing the entire structure, including making the role of the barrister's one of the PCs. And then watch the craziness ensue!


Okay... so page 461 of the Core Rulebook states that, when randomly determining the available magic items for the magic item slots in a given settlement, one should:

R.A.W. wrote:
Reroll any items that fall below the community's base value.

However, such a statement is left out of the Kingmaker Kingdom Building Rules. However, it's pretty clear to me that the intent of the Kingmaker rules are to mimic the magic item availability rules for Pathfinder (IE, 75% if the item is of the base value or lower, otherwise check the magic item slots.) So the question (And I'm leaning towards 'yes' on this one):

Are we, in the context of Kingmaker settlements, supposed to be rerolling magic items that come up as lower than the base value of the given settlement?

(While I don't belong to that group of players that believes the magic item economy completely wrecks Kingmaker, I can see why having a race to building your city's base value up to 4,000 gp might get annoying, in that now all cities automatically produce at least 2 BP per turn. So I could see this being a problem, I'm just curious what everyone's interpretation might be, and what the original intent was, if the designers care to comment.)


So one of my players recently complained that, while they're enjoying both parts of the campaign - IE, the adventuring and the kingdom building - the two parts have felt a little too disjointed for him. He doesn't really have a feel for what his character's role, as Baron, might be. So I thought it'd be fun to take a break from the adventuring side of things, and have a few sessions where the PCs just do in character kingdom interaction.

The basic setup is that the PCs are throwing a festival - Erastil's Harvest Feast to be precise - as a backdrop to some diplomacy (they've invited several delegations - a Mivoni trading barge, Baron Varn and his retinue, a group of Aldori swordlords from Restov, and a delegation from Kyonin, as the baron is a forlorn elf who wants to reconstruct ties to the Viridian Crown.) So a part of the diplomacy will be selecting the proper level of decorum and activities for the festivities, which I'm treating as a kind of interactive event. (The PCs are also dealing with the two distinct group of their citizens - the rough and tumble River Folk, and the slightly more refined, if dour, Brevic colonists that they initially brought with them.) If the PCs manage to please a particular group, they'll gain some temporary (or perhaps permanent) bonus to their kingdom stats.

With that in mind, I drew up the following rules, which I thought might be helpful to someone else out there. (Hidden behind a tag because it's rather long):

Spoiler:

THROWING A PARTY
Rules for Festivals

In order to have a successful festival, you must plan the events and budget the details of the festival exactly. Your kingdom has been gathering resources for festivals on a yearly basis, drawing from a pool of Consumption points already accounted for each month (hence, the festival will cost you nothing from your treasury.)

A festival consists of four basic elements:
Location: Where the festival will be celebrated – throughout the kingdom, localized in one city, in every city (but not every hamlet)? The more spread out the festival is, the higher the cost of the festival, but the more people will be affected.
Food: What kind of vittles can the folk at your festival (generally) expect to have available?
Propaganda: How will the festivities be advertised – through word of mouth, or will there be criers and announcements in every street corner?
Activities: Activities provide discrete entertainments and events for the festival goers, to keep everyone occupied.

Budget: Your budget is measured in festival points (FP). You cannot draw a negative pool of festival points. You can acquire more festival points by digging into the Kingdom’s Treasury, however. You can withdraw 1 BP for 4 additional fp.
Your current allocated budget for the festival is 16 FP. Note: I calculated this based on the number of Festivals per year. Since they have 6, which is 2 consumption points, I figure they gather 24 BP per year for festivals, which is 4 BP per festival. And using the 1 BP = 4 FP rubric (which I figured from the roughly 1 BP = 4,000 gp rule), you get 16 FP.

LOCATION
Before beginning to plan the festival, you must decide where the festival will be held. Select one of the following:
• Capital City (1 FP): Holding the festival in Lelarin centralizes the festival and forces those in outlying communities to travel to the city. Not everyone in the Kingdom is likely to make it to the festival, however.
• All Cities (4 FP): You can instead choose to hold the festival in all of your cities, simultaneously. This will increase the number of people exposed to the festival, but more preparations must be made.
• Everywhere (6 FP): The last choice is to celebrate the festival throughout the entire kingdom. Preparations will be made not just in Lelarin, Leveton and Candlemere, but in every manor and hamlet in between.

FOOD
The next step is to plan what kind of supplies will be available for your people to purchase. Select one of the following:
• BYOF (0 FP): You’ve chosen not to supply any foods – people must make do with whatever’s in their pantries and stores. Not the best way to throw a party, but times are lean…
• Street Vendors (2 FP): You’ve hired dozens of street vendors and brought in supplies from the outside to sell fruits, meats and breads off of mobile carts. Not very healthy – or classy – but people love their finger foods!
• Halls and Kitchens (4 FP): A clear upgrade from street vending, these temporary tents hold ovens and kitchens where food can be prepared fresh for your visitors to dine upon. The fare won’t be much better than what you find at a common inn, but it’ll be hearty and filling – and folk will have places to actually sit.
• Food Faire (8 FP): Showcasing some of the better local cuisine, you’ve invited culinary masters from around the region to partake in your festival. They’ve brought the freshest produce, best cuts of meat, and masterful equipment, to provide your people with a gourmet dining – and breakfast and lunch – experience for the duration of the festival.

PROPAGANDA
Your citizens need to learn about the festival, otherwise how are they going to get there! Select one of the following:
• Word of Mouth (0 FP): You trust that rumor and word of mouth will be enough to get the people to come and attend.
• Rumor Mill (1 FP): Well, maybe you’ve paid an innkeeper here or there to plant a rumor yourself. You won’t promise anything you can’t deliver, but it doesn’t hurt to work up some of the excitement yourself.
• Town Hall Announcements (2 FP): Hiring a few criers couldn’t hurt. Let the people know directly what the plans for the festival are going to be!
• Advertising Blitz (4 FP): A modern day (or prior day?) P.T. Barnum. Everyone in your kingdom – and some beyond – will know there’s a festival brewing.

ACTIVITIES
Having decided the basics of the festival, the final task is to select from a range of activities to complete the festival. You can select up to three events per city district that the festival occurs in (based on your choice of Location, of course).
• Banquet (3 FP): A feast held for a select group of individuals. Regardless of the Food level selected, those invited to the banquet will react as if you’d selected the highest grade.
• Bazaar (4 FP): An open-air bazaar of tradesmen and trade goods. Tends to appeal to those commercially minded.
• Fencing Tournament (4 FP): Setting the stage to test contestant’s skills with one particular type of weapon – sword, club, mace, axe, staff, etc. Tournaments tend to bring in and entertain those who appreciate martial skill at particular arms.
• Games (3 FP): Simple carnival games, meant for all levels of skill. One of the simplest forms of hands-on entertainment.
• Hunt (2 FP): An organized hunt allows a select group of individuals some face time with the nobility, as well as the opportunity for excitement in the selected game. Appeals to those adventure-minded who don’t mind getting dirty.
• Joust (8 FP): Setting the lists, claiming a prize, and testing the strength of your people in battle! A known crowd pleaser and favored of the nobility.
• Magical Display (2 FP): A simple light-and-magic show. Fun for the whole family.
• Melee (4 FP): Testing the strength of arms of a nation is best done through the melee, a free-for-all fight in a controlled arena. Appeals to the bloody minded.
• Menagerie (8 FP): Exotic beasts from the wilds and beyond, caught, caged, and displayed for all to see. Appeals to children, academics, and those with an adventurous spirit!
• Mummers’ Troupe (3 FP): Hiring mummers to stage plays and farces throughout the city. These plays tend to be simplistic and aimed at pleasing the common man.
• Parade (1 FP): From a military march to a parade of organizations in your city, the parade is a good way to show national pride.
• Religious Service (2 FP): A religious or cultural service to mark the occasion. It strengthens cultural bonds and appeals to those traditionalist among your citizens.
• Stage Play (4 FP): Putting on a stage play is complex business – from setting the stage to acquiring costumes – but these complex works of art, often including music of some form, appeal to the nobility.
• Street Performers (1 FP): Hiring a few dozen street performers in order to keep the visitors entertained – from jugglers to street magician to poets and comics. Simply walking around the streets of your city will be a pleasure.

We haven't playtested it yet, but the math is more or less solid. Each of the groups they're catering to has certain Likes and Dislikes, and interactions that occur with them in a particular location will be impacted by those Likes and Dislikes. The festival itself will be mostly RP, with some opportunity for skill checks which will impact how the groups react. (Similar to the 4E Skill Challenges, but nowhere near as limited or structured).

I'm also looking for ideas for more activities, if anyone can think of some.


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Hey all - my group's finally defeated the Stag Lord after a couple months' play time (and a large, computer-crash related hiatus) and is about to receive their charter from Restov to settle the Stolen Lands. As such, I ran them through the kingdom building rules and was immediately beset with requests and questions on how PCs could tailor their characters to improve their kingdom - so I figured some feats might be a cool idea!

So I sat down and worked out some feats I thought were interesting - at least one for each leadership role, sometimes two depending on function. What do you guys think? (I'm especially interested in hearing from more experienced groups who already have kingdoms up-and-running and could foresee the effects of some feats more readily than I, who have only tinkered around with the rules on paper.) (And also, I've been reading the Song of Ice and Fire, so many of the feats are... inspired by certain characters. Feel free to shout them out if you spot 'em.)

SOLOMON’S WISDOM (KINGMAKER)
Your rule is less a product of your cult of personality, but rather marked by your just and wise counsel.
Prerequisites: Must be a Ruler of a kingdom, Wis 13+
Benefits: You use your Wisdom bonus instead of your Charisma bonus to determine your leadership modifier.

VOICE BEHIND THE THRONE (KINGMAKER)
You have the ruler’s ear in most things, and as councilor can ensure that the will of the people is heard above all others.
Prerequisites: Must be the Councilor of a kingdom, 5 or more ranks in Diplomacy or Knowledge (local)
Benefits: Your bonus to your kingdom’s Loyalty increases by +2. Additionally, choose either Stability or Economy. So long as you remain Councilor for your kingdom, you can add your Wisdom or your Charisma modifier (the same choice you made for Loyalty) to that score.

ARTISTRY OF WAR (KINGMAKER)
Your ability to lead men into battles is not a product of your fame or strength, but rather your masterful knowledge of the art of war.
Prerequisites: Must be the General of a kingdom, Int 13+
Benefits: You add your Intelligence bonus to your kingdom’s Stability modifier.

WARRIOR KING (KINGMAKER)
Your people need no other General – and your Army needs no other King.
Prerequisites: Must be a Ruler of a kingdom.
Benefits: So long as you are Ruler, your kingdom suffers no penalty for lacking a General. You may also add your Strength modifier to your kingdom’s Stability. You are considered a General for purposes of feats and class abilities. Your kingdom loses the benefits of this feat if you assign a General.
Normal: An individual can serve only a single role. Not having a general decreases your kingdom’s Stability by 4 points.

FOREIGN MINISTER (KINGMAKER)
You are a notorious ambassador, famed for your diplomatic ability to negotiate difficult matters.
Prerequisites: Must be the Grand Diplomat of a kingdom, 5 or more ranks in Bluff and Diplomacy.
Benefits: For every 5 ranks you have in Diplomacy, your kingdom’s Stability score increases by +1. For every 5 ranks you have in Bluff, your kingdom’s Economy score increases by +1.

THEOCRATIC RULE (KINGMAKER)
Your kingdom needs no mortal ruler, for the gods themselves have blessed the faithful with leading your people.
Prerequisites: High Priest of a kingdom without a Ruler, Wis 13+, Cha 13+
Benefits: You can act as both Ruler and High Priest of a kingdom, granting the benefits of both offices accordingly. Your kingdom suffers no penalties for lacking a Ruler, so long as you are High Priest. You gain alignment bonuses to your kingdom according to your patron deity as well as your kingdom’s alignment.
Normal: A kingdom without a ruler cannot claim new hexes, build improvements, or purchase city districts, as well as gaining Unrest every turn.

DIVINE RIGHT (KINGMAKER)
Your ruler has this office by divine right – mostly on your say so.
Prerequisites: High Priest of a kingdom, Ruler and High Priest must have the same patron deity.
Benefits: If the Ruler of your kingdom is within the allowed alignments for your patron deity, your kingdom gains alignment benefits as your patron deity’s as well as (stacking with) your kingdom’s alignment. You may choose to deny the kingdom this benefit at the beginning of every turn, at your say-so.
Special: If you and the kingdom’s Ruler do not have the same patron deity, you do not lose this feat, but your kingdom cannot gain the benefits of the feat.

ARCANE HEADMASTER (KINGMAKER)
You (or a close associate) are the headmaster of the kingdom’s very own School of Magic, increasing your kingdom’s magical resources.
Prerequisites: Magister of a kingdom, access to an Academy or Caster’s Tower building
Benefits: One Academy or Caster’s Tower of your choice grants an additional magic item slot for 1 major magic item. Additionally, you can build a number of academies equal to your Intelligence modifier at half cost. These academies need not be built immediately, and if your Intelligence modifier increases, the number of academies you can build at half cost also increases.

FRIENDS IN THE WILDS (KINGMAKER)
Your ties to the natural world allow you to better perform your job as Marshal.
Prerequisites: Marshal of a kingdom, Druid or Ranger with an Animal Companion, ability to cast charm animal or charm monster.
Benefits: You grant your kingdom a +2 bonus to its Economy and Stability scores.

SECRET POLICE (KINGMAKER)
As Royal Assassin, you head an entire organization dedicated to eradicating crime and radical elements. This organization is so feared, its name alone inspires dread in the hearts and minds of the citizenry.
Prerequisites: Royal Assassin of a kingdom, Leadership feat.
Benefits: You add your Charisma bonus (if positive) to your leadership bonus to Loyalty. Additionally, your kingdom’s Unrest is reduced by 2 during each Upkeep phase.
Normal: Your kingdom’s Unrest is reduced by 1 during each Upkeep phase.

EYES AND EARS (KINGMAKER)
You’ve cultivated a network of eyes and ears which you use to your kingdom’s advantage.
Prerequisites: Spymaster of a kingdom, Leadership feat
Benefits: You gain a +3 bonus to whichever kingdom statistic you decide to modify on any given turn. Additionally, whenever your kingdom rolls an Assassination special event, you – or a handful of guards, at your choice – are able to be present.

RUMOR MONGER (KINGMAKER)
Spending your days in taverns and markets, you pick up a lot of stray rumors, which you’re trained to sort and sift through to find morsels of useful truth.
Prerequisites: Spymaster of a kingdom, Diplomacy 5 or more ranks
Benefits: You can choose two of your kingdom’s statistics to modify with your leadership modifier. You can still choose to change which values to modify during your kingdom’s Improvement phase (you may change only one per phase.)

MASTER OF COIN (KINGMAKER)
You have a gift for procuring, producing, and maintaining gold in your kingdom’s coffers.
Prerequisites: Treasurer of a kingdom, Profession (Accountant) 5 or more ranks.
Benefits: Your kingdom’s Consumption is treated as if it were lower equal to your Intelligence or Wisdom modifier (your choice). This still cannot lower your Consumption below 0.
Special: Should you no longer serve as the kingdom’s Treasurer, the consumption of the kingdom rises to its normal levels.

ORGANIZED WATCH (KINGMAKER)
You’ve organized your cities’ watchmen and guardsmen into professional organizations, with regular training and personnel supervision – and a fancy name, too.
Prerequisites: Warden of a kingdom, Leadership feat, access to a Garrison.
Benefits: You add +2 to your kingdom’s Economy. Additionally, all Garrisons and Watchtowers – either presently built or in the future – reduce unrest by an additional point