Going by the Kingdom rules in Ultimate Campaign, these are the leadership roles available, and the key attributes needed to be successful in that role.
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]
Royal enforcer can also use Dex
i also assume that we are probably going to be doing a watered down version.
We are only a barony after all, we are not trying to grow and take over everything, so perhaps we will only need a few and assume that the main government does the rest
Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4
I'm willing to experiment. This will help my future campaign planning in my homebrew world as well. Looks like I'd only be good for a warden or general though. Go figure, eh?
Interesting. It looks like Charisma is important everywhere. I guess it depends on where we want the highest chances of a successful action for Amestri's position.
Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4
Well, gotta inspire confidence and loyalty in followers, and that's usually done best with a convincing speech and a winning smile, or somesuch. Doesn't mean we CAN'T do it, just makes die rolls a little tilted.
I'll be going over the kingdom rules in my shiny new Ultimate Campaign shortly; generally, I'd say the rules will work well, with the caveat being that you're really not founding a kingdom, per se. I'll likely be more lax with the rules than the book says - for example, I don;t necessarily have an issue with one character filling more than one role, as long as everyone thinks it is fair.
Also, I want everyone to feel like they are invested and have authority - Landon's idea of a figurehead ruler and a council that actually makes decisions seems good to me. But, it's up to you guys on how you want to play it.
We should probably also get a list of potential quests/allies to be recruited going at some point, too.
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]
So far quests I can recall
MArius and the druids-Though we have to take out the malarite druid
Hezar's family-Can rally up some support amongst the people of Zazzas
Janiries and Soren-Support from the elves
Belgrin/Pontus-Dwarven help
Anyhting I missed?
Also can we handwaive selling all the loot? Jan had a good total a while back but we needed to know how much the gold and silver bars were worth etc.
Yeah, no need to sell items we could use. We also have three potions and two scrolls.
- 3 small vials - a potion of enlarge person; a potion of cure light wounds; and a potion of protection from evil
- 2 small scroll cases, stopped with wax with magic missile, and summon monster I scrolls inside
We'd need to know how much we can get for the mundane weapons, armour and gemstones. The Composite Longbow +2 we have in the party loot we should also keep.
Had a thought. Considering we'll have a couple of areas under our purview (e.g. out "vassals"), and we'll need to be out adventuring to clean the area up... We could use NPCs to handle much of the day to day (like Hezar's folks, etc.). I would, however, nominate Belina to be the one to oversee the noble families... particularly the Stendarrs...
Using the kingdom rules in Ultimate Campaign, we only need to be doing the leadership stuff for seven days every month. Which gives us plenty of time to go off adventuring.
But yeah, having NPCs around to do other roles would be good.
You could definitely go after the Malarite on your way; it's your choice, going forward, which quests you want to pursue and which you don't. Basically, instead of pre-preparing tons of stuff, I'm going to be generating content and storyline in response to your actions - with an element of surprise and a bit of randomness tossed in, of course.
I'm working on a map of the area of your barony, as well as smaller maps for the estate and the keep, and for the villages and duchies around. It's a lot of mapping! My ideal is to have a map 100 squares across and 50 tall, each square representing 1 square mile. I've done less than a 10th of it so far, and I already have 13 "hot spots" identified. I've bitten off a lot to chew, but I can do it!
Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4
I'll be looking forward to seeing it develop. I have a campaign/campaign setting in the works, and any tricks I can learn for saving time, making content, and polishing the whole thing up, I'll definitely take.
side note: Comcast needs to learn to read a calendar. Internet transfer started early, threw off my plans pretty hard. Improvising now, should be normalized in a day or so.
Am stuck at work preparing a presentation on our last security audit, not sure when I'll be able to post. Apologies! Will post something meaningful when I can :-)
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]
DM, how should we handle Apollo for this excursion? My thought is that Hezar can carry him in a satchel or something, when he is not running around. Also Hezar has been working on teaching him the trick Heel. How has that been going? I have hit the DC sometimes and failed it others
Apollo can certainly act as if he has the heel feat; I do want to emphasize that, since he's just a cute little puppy (and Hezar is only 3rd level) that Apollo presently won't have any in-game impact. Once Hezar reaches level 4, I'll handwave his age and size and he'll be a full animal companion. At present, he's just a cute little NPC who couldn't contribute in any way, save for his adorableness. :-)
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]
Oh yeah I know I just don't want him to get splattered by a fireball lol. Very attached to my little friend. Maybe we can find some kind of in game reason for him to get larger, some kind of ranger ritual
Also what is the count on the loot that we sold I assume that we are just handwaiving the sale
@ Matthias - Most likely not the same person - the nightcloak ripper was quite a few years ago, and all indications were that the killer was a mad devotee of Bhaal; victims (including children) would be ritually killed then left in the street, covered by a black shroud. Kane seems more animalistic in his approach, and has been careful not to harm children - in keeping with Malar's tenets.
@ Hezar - Thanks for the link!
As for players who haven't checked in for a bit - hopefully they will soon. I know there was a slow patch there, and then I miscalculated this groups' interest in having a social gathering. Things will pick up shortly, as you'll be back on the road and in pursuit of a crazed Malarite!
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]
assuming soren is gone
305 gp 8 sp 5 cp per person.
Of course the stuff we did not know how to sell like broken weapons we keep. Perhaps if we get some smiths we can repair them and arm a militia cheaper
Sorry friends, my employer decided at the last minute to send me off to CTTA for a long weekend course; I've only my cellphone with me for internet access, and during the day I have no time at all. Unless I accidentally get shot or something (which I'm sure won't happen) I should be back and posting on the 30th. Apologies for not telling you in advance - I found out only a few hours before I had to leave, as a spot opened up due to cancellation. I'll be back soon!
That course was exhausting! I haven't spent that much time all kitted up in body armour since my last tour in Afghanistan - and now that I'm back at work, we jump straight into a security audit. I should be back and posting before the end of the week, sorry everyone!
Yikes, those were a tough few days. Security audit at work was not so great - thank God I'm relatively new and not considered responsible for the systems that were in place. Then, Kat's mom had a fall, which turned out to not be too serious, but was still concerning.
But, am back at it! Apologies, real life has been kicking my ass the past few weeks.