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DM Aron Marczylo's Kingmaker - Part 1: Stolen Land (Inactive)

Game Master overfiend_87


2,051 to 2,100 of 2,763 << first < prev | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | next > last >>

Master of Procrastination and Grognardia

Think I posted this earlier, but I'll post it again to make a point:

Oleg’s Trading Post: The trading post is a versatile structure built to serve as a place of business. If the PCs decide to found a city in this hex, they can incorporate Oleg’s as a free Shop, Stable, or Watchtower in their city grid (once chosen, the function of Oleg’s within the new city cannot be changed).

Temple of the Elk: Although the Temple of the Elk is partially ruined, building a city here gives the PCs a head start on a Temple, halving the initial cost of building such a structure.

The Stag Lord’s Fort: Located at the heart of the Greenbelt on a defensible hill near a plentiful source of water, fishing, and trade, the Stag Lord’s Fort may be the single best place to place a capital city. The fort itself gives the PCs a head start on building a castle, halving the initial cost of such a structure. In addition, if the PCs make this site their capital city, their nation gains a +1 bonus on Economy, Loyalty, and Stability due to its centralized location and ease of defense.

Unlike the other two, if the Stag Lord's Fort becomes your first and capital city you gain a +1 over all three rolls. Can't remember If I was clear about that or not but basically you don't get this bonus if it isn't your capital city.

Concerning there being no one to fill a diplomat role, you can always pick up someone later in the adventure to add to that role.


Male Half-Orc Cavalier (Gendarme)/5
Carina Stigard wrote:
Make that 2 headbands if Ganit and James can get them. I could use 1 as well.

Please stop trying to spend my money and play my character! Why do I have to keep repeating this?


Master of Procrastination and Grognardia
Jameson Addercop IV wrote:
Carina Stigard wrote:
Make that 2 headbands if Ganit and James can get them. I could use 1 as well.
Please stop trying to spend my money and play my character! Why do I have to keep repeating this?

I thought they meant their own money personally.


Human Ranger 3 / Rogue 2
Stats:
HP 38/38; AC 18, touch 13, Flat Footed 15; CMD 19; Fort +3, Reflex +9 (Evasion), Will +4; Perception +11 (+1 v traps; +2 v Humans); Initiative +3
Jameson Addercop IV wrote:
Carina Stigard wrote:
Make that 2 headbands if Ganit and James can get them. I could use 1 as well.
Please stop trying to spend my money and play my character! Why do I have to keep repeating this?

While I feel for you on past offenses made, I'm pretty sure this was just adding another thing to the shopping list. We just opted to be the errand boys.


Male Half-Orc Cavalier (Gendarme)/5

I apologize, I misread this and past posts of this nature caused me to jump to conclusions. Again I shouldn't have snapped and I'm sorry.


Female Changling(Hulking) Sorcerer - Orc Bloodline/5 - HP: 12/28; AC16,T14,FF13

James, my understanding was that you and Ganit were going to make a shopping trip to Restov - to magic up your armor, etc. Bron and I both have cash to spend and I think that both of us want to get Headbands of Charisma (4000gp each).


Male Half-Orc Cavalier (Gendarme)/5

You are correct, I posted in a hurry with my mind not in the game and this is the result. Again, my apologies.


Female Changling(Hulking) Sorcerer - Orc Bloodline/5 - HP: 12/28; AC16,T14,FF13

Lol, no problem - my post took 10 minutes to post, I actually posted it before your prior post. Damn slow hotel internet.


Master of Procrastination and Grognardia

Yeah it's no problem, sometimes I end up misreading something and exploding, but that's because I wear my heart on my sleeve. Actually, I think I'm banned from the Swtor forums because I exploded at some of the offensive and stupid people that were appearing on there.


Male Human Wizard 4 (hp: 33/33 AC: 13, FF: 12, T:12)

Folks, for my two copper and what it's worth, I think we should build a castle on the stag lord's fort. The benefits appear to be great!

As for Zorestar's role, Magister sounds like the most valuable. However Grand Diplomat sounds the most intriguing. He has lived and travelled extensively, and would fit well in his background. My only concern would be his average charisma. The education aspect of Magister is also interesting. I could go either way.

Level 4 Hit Points 1d6 ⇒ 4


Master of Procrastination and Grognardia
Zorestar Lebeda wrote:

Folks, for my two copper and what it's worth, I think we should build a castle on the stag lord's fort. The benefits appear to be great!

As for Zorestar's role, Magister sounds like the most valuable. However Grand Diplomat sounds the most intriguing. He has lived and travelled extensively, and would fit well in his background. My only concern would be his average charisma. The education aspect of Magister is also interesting. I could go either way.

Level 4 Hit Points 1d6

both Magister and Grand Diplomat, as well as most areas are either/or. Magister it's Int or Cha and Grand Diplomat it's Int OR Cha. You don't add the two toghether :p


Male Human Wizard 4 (hp: 33/33 AC: 13, FF: 12, T:12)

Aron, will their be role playing opportunities with these positions, or will these jobs simply add to the stats of the kingdom?

What do you think is more important, economy or stability? Anyone?


Female Changling(Hulking) Sorcerer - Orc Bloodline/5 - HP: 12/28; AC16,T14,FF13

By my understanding, you need just enough Stability and Loyalty to not fail the checks at this point. You need as much Econ as you can get as for every 5 you beat the DC by, you get an extra BP. Thus, if we get our Econ bonus to say 21 and roll a natural 20, we would get 4 extra BP for that month. I do not think that there is any bonus to beating the DC on Loyalty and/or Stability.

As a note. While I understand the IC and OOC reasons for starting the settlement at the Stag Lord's castle, there is a counter argument for using Oleg's initially.

Oleg's is closer to Restov, so people would feel safe and know that they are only 1 days travel from their families and the safety of the Swordlords if something happened. Once we get a small settlement at Oleg's and people realize that this area formerly known as the Stolen Lands and a place of bandits and death is now safe, we start a second settlement at the Stag Lord's Fort and immediately build the Castle as our centerpiece.


Male Orc Expert 5

I have a better argument against Olegs.

Defense.

Olegs sits literally on the border of Brevoy and Greenland (seriously?). Not far from that are the river kindoms. If you ask me the best thing we can do is get lost in the wilderness and nestle ourselves quite deeply and not too far from a river. The fort is already half built with this idea in mind. Oleg's is right off a road and was meant more as an outpost (that was failing) than any major sanctuary. I'm not taking into account the kingmaker rules here as I've never familiarized myself with them.

But just using some sense here it would be foolish to try and build a city on the border of a nation that may not necessarily be friendly to us forever. Political climes can change. People can get desperate, the swordlords of Restov may simply decide to break free of Brevoy entirely and decide to take our stuff in an effort to fuel a civil war with brevoy, etc. etc.

Plus the symbolism involved. If you build on Oleg's you are plopping a city on top of a place where the man moved there to get away from cities. Congrtulations, jerk. We look like we simply waltzed in and took his place without asking. Even if he acquiesces to our desires it would still look like it was under coercion.

It is better to take the stag lord's fort purely because we were the ones who cleared it of its squatters. We own it, we took it by strength of arms and none can contest it (except the undead camping near it but that's a matter for the priests to deal with I'm just a homicidal hobo). Putting it that deep in the wilderness also places us in a central location in our domain making it easier to reach trouble spots and harder for enemies to reach us otherwise.


Human Ranger 3 / Rogue 2
Stats:
HP 38/38; AC 18, touch 13, Flat Footed 15; CMD 19; Fort +3, Reflex +9 (Evasion), Will +4; Perception +11 (+1 v traps; +2 v Humans); Initiative +3

The fort is hands down the best place to settle. It puts you at a body of water and an adjacent hex is an intersection of rivers which helps to control trade and gives us a constant connection to clean, yummy (you guessed it) water. My only concern would be not knowing exactly what you're settling next to.


Female Changling(Hulking) Sorcerer - Orc Bloodline/5 - HP: 12/28; AC16,T14,FF13

Ok - majority is for the Stag Lord's next question is who in what positions and what buildings we want. If we build the Castle if costs a full 27BP, and together with the +1/+1/+1 for having a central location starts us of in month 2 with +3/+3/+3. One drawback is that it takes a full month to prepare each hex as all the initial ones are hills. We can take the River Crossing hex in month 2 and then the Sootscale hex in month 3 which should give us both the natural resource Econ bonus as well as the trade with Varnhold bonus.

I will try to get something up about buildings later this evening, but I think that I sort of discussed it earlier.

Month 2 - Castle --> 27BP, +2 Econ, +2 Stability, +2 Loyalty (plus +1/+1/+1 from central capital); House --> 3BP
Month 3 - Graveyard --> +4 BP, +1 Econ, +1 Loyalty (With the undead rising, this is logical, give them a place to rest.)
Month 4 - Smith --> 6 BP, +1 Econ, +1 Stability
Month 5 - Tannery --> 6BP, +1 Econ, +1 Stability --> cannot be by house - lots of trappers
Month 6 - Library --> 6 BP, +1 Econ, +1 Loyalty
Month 7 - Brothel --> 4 BP, +1 Econ, +2 Loyalty, +1 Unrest; House --> 3 BP, -1 Unrest

Just some thoughts, I would like someone else to give some input. All I have so far is opposition to the Brothel in month 1.


Master of Procrastination and Grognardia

Concerning the undead, you have all delt with them, destroying anythat were still there that had built up over the years :D

Also Oleg's outlook was more of a grumpy man dissappointed in Brevoy, but the other nations nearest didn't offer much closer and he doesn't have the cash to get to places that would suit him and his wife so he'd be quite comfortable with a kingdom here.

Also in reguards to what Zorestar said, I'd be happy with roleplaying it out. Yes it'll be adding numbers, of there are always events for things that may happen in the kingdom and it can be roleplayed as a character flubbing a speech or accidently insulting a noble or something. There are almost limitless supply of random things that can happen in an event, including heroes visiting and buying magic items.

Also another bonus for having the Stag Lord's Fort is as it's so close to a body of water you can build a Watergrond.

Waterfront (90 BP; must be adjacent to a water border):
A port for arrival and departure when traveling by water, facilities for building ships, and a center of commerce. City base value +4,000 gp; 3 minor items, 2 medium items, 1 major item; halves cost of Guildhall and Market in same city, halves Loyalty penalty for tax edicts; Economy +4; limit one per city.

Which is unseemly expensive, but as you can see from the benefits is totally worth it with all the magic items you'd be generating, the bonus to the City's base value and the Econ bonus.


Female Changling(Hulking) Sorcerer - Orc Bloodline/5 - HP: 12/28; AC16,T14,FF13

If people read all my prior posts. I was proposing the initial settlement being in the north. Then in a few months, founding a second city where Stag Lord's fort was as our capital - this way we can have searched the hexes around the fort.

Either way is good, it is just much more expensive to get started in the south because each hex takes a month and costs 2 BP instead of 1BP with grassland.


Master of Procrastination and Grognardia

When are you guys going to investigate the hexes? Before or after Ganit and Jameson's trip up north.


Female Changling(Hulking) Sorcerer - Orc Bloodline/5 - HP: 12/28; AC16,T14,FF13

I sort of wanted to investigate them on the way north, but was outvoted.

Guys, any thoughts? Do we make a quick 3-4 day trip to the south?

Or, James and Ganit could get some equipment together on their shopping trip to help get us set up at the fort as we begin to rehab it (I assume general stuff that would be covered in the BP for the fort/Castle transformation.. If this is the case, Bron and I will do our thing, Zorestar can hit on the Varnhold doll, and Telias can test his skills at catching field mice.

Sort of six in one, half dozen the other.

Aron, when do we start to explore the hexes to the south?


Master of Procrastination and Grognardia

Well you need to explore hexes and have them mapped out before you can claim them, otherwise they're just unmapped and unusable, leaving two big holes in your map.

Also the south with be open for exploration after you've set up your kingdom in Kingmaker part 2 - Rivers Run Red *grins as he says it in the most dramatic voice possible*

On kingdom building, the kingdom building doesn't start until you establish your first kingdom so you basically get to prepare and claim your first hex for free, but the castle isn't built fully until the end of turn 1, however it does state that any construction related magic such as lyre of building or spells like fabricate or wall of stone can reduce the buildings BP, though I don't think anyone has any spells that could be seen as helpful in construction.

Edit: Also the first place you settle will automatically be the captial of your fledgeling nation.


Master of Procrastination and Grognardia

Also a note, I'll be going to visit family in Wales next week, but I'll have net and will be able to reply atleast once a day, but not too fast.


Master of Procrastination and Grognardia
Sir Bronwyn Raslov wrote:

Here's a sample city map, with the fort in the middle.

Here's the (still almost blank) region map. The highlighted hexes would be the ones claimed.

edit: Colors are off 'cause I exported it at low-quality jpg to speed load times. I can easily export with a higher quality.

Think I already said this, but you've really taken a lot of work off my place doing this, thanks :D

Also, you forgot to add Jhod's temple to the map, as I assume you might wish to claim that at some point as it gives you a start on a temple (half price) and here at the stats of the structure:

Temple (32 BP): A large place of worship dedicated to a deity. Halves cost of Graveyard, Monument, and Shrine in same city; 2 minor items; Loyalty +2, Stability +2; Unrest –2.


Male Human Bard 4

Wow that is nice! So this means we won't 'lose' the first month preparing the land? Then it's Stag Fort all the way across the sky.

Aron, I can export the map files from the other adventures and mash them up together to make one super-map. The software I use to extract the images leaves them without icons and etc, so I don't think it will spoil the adventure. I can also take the icons for ruins (and natural resources) just as I did with the cities; I just need an updated campaign map to get the locations straightened.


Female Changling(Hulking) Sorcerer - Orc Bloodline/5 - HP: 12/28; AC16,T14,FF13

Bron, there is a map, just check the top of the campaign info page.

If we get the first hex immediately even though it is hills, then definitely. We can then start work on the hex with the River Crossing, and then the following month work on the one with the Kobolds - which will also give us the Varnhold bonus once we build a road.

Bron, all the resources are key as the give a variety of bonuses - for instance at the river crossing, I assume we do not have to spend the extra BP to build a bridge.


Master of Procrastination and Grognardia
Sir Bronwyn Raslov wrote:

Wow that is nice! So this means we won't 'lose' the first month preparing the land? Then it's Stag Fort all the way across the sky.

Aron, I can export the map files from the other adventures and mash them up together to make one super-map. The software I use to extract the images leaves them without icons and etc, so I don't think it will spoil the adventure. I can also take the icons for ruins (and natural resources) just as I did with the cities; I just need an updated campaign map to get the locations straightened.

I always update the campaign info with a new map. The current newest map is here and the two black spaces are unmapped, however the one to the East of the Boggard's Lair is where you encounters the terrorfying Tuskgutter who, you later, served up as back and many other meats extracted from a pig :p


Master of Procrastination and Grognardia
Carina Stigard wrote:

Bron, there is a map, just check the top of the campaign info page.

If we get the first hex immediately even though it is hills, then definitely. We can then start work on the hex with the River Crossing, and then the following month work on the one with the Kobolds - which will also give us the Varnhold bonus once we build a road.

Bron, all the resources are key as the give a variety of bonuses - for instance at the river crossing, I assume we do not have to spend the extra BP to build a bridge.

The Kobold hex won't give you a straight connection to Varn's lands as there is a river currently cutting you off, however if you made a bridge that would be different, though I'm sure you'd do that at Derik Nettles crossing and the statue at the crossing can be just a bit of fluff, no extra BP, especially as it'll just be a standard statue made in his name.

Edit: This is how I view the statue only with old man Nettles in place and a plaque beneith, something about standing up to bullies which is what he did in life as he didn't cave to the Stag Lord ordering him to give his men free passage.


1 person marked this as a favorite.
M Human Druid 5

And the druid felt he was delicious. The hawk was also thankful for the entrails.


Master of Procrastination and Grognardia
Telias Markan wrote:
And the druid felt he was delicious. The hawk was also thankful for the entrails.

lol I faved that, it made me laugh :D


M Human Druid 5

Was actually responding to the tuskgutter comment. Though Telias the Cannibal has a certain ring to it. Will have to bear that in mind sometime.


Male Human Bard 4

Took some hunting down but I found the font used in the original map and got the icons sorted out. The image's a little heavy though. Linky.


Female Changling(Hulking) Sorcerer - Orc Bloodline/5 - HP: 12/28; AC16,T14,FF13

Looks great Bron.

I could use some input from everyone else on what we want to build and what roles we will all assume. Zorestar has been mulling over the Magister/Grand Diplomat and Bron is shooting for Ruler (yeh, like I am going to let him have that). I can either jointly rule if/when we get married, or take Grand Diplomat or Councilor or something else Charisma based if we do not have enough to fill all the roles. James I am pretty sure will make a great general. Telias and Ganit seem to want to be scavengers on the outskirts of society (Gwen will fix Ganit, not sure about the new bird man.)

Thus, we need as many NPCs as we can get to join in other roles. I listed my thoughts earlier and several people decided that being racist and distrusting kobolds was their choice, but really did not get much on my other proposed roles. If Ganit does not want the Marshal slot, probably Gwen or her father could take that role as well.

DM Aron - initially when the settlement is fairly small, could someone like Chief Sootscale or Svetlana or Oleg take the job part time - so that Oleg could continue to run his trading post and then come down to the castle for a week a month or so the check on the treasury? I assume that eventually they will move down and open a store in the town once we build one, or a stable, or something of that sort, and continue to help with government.


Female Changling(Hulking) Sorcerer - Orc Bloodline/5 - HP: 12/28; AC16,T14,FF13

Ok, so:

Month 1: Claim Stag Lord Hex (0 BP); build Castle (27BP, +2 Econ/+2 Stability/+2 Loyalty/+8 Defense)
Month 2: Claim River Crossing Hex(1 BP); build Graveyard (4BP, +1 Econ, +1 Loyalty) (where the zombies were, bury them properly) (DM Aron - is the graveyard really +1 Econ/+1 Loyalty?)
Month 3: Claim Kobold Hex(1BP), Build Farm in River Crossing Hex(4BP), Build Road in same hex(1BP)(I believe River crossing is free bridge); Build Smith (6BP, +1 Econ/+1 Stability)
Month 4: Build Road in Kobold Hex with Bridge(2BP); Build Tannery (6BP, +1 Econ/+1 Stability)

Using this should be our stats:
Month 1: Spend 27 BP, 23 BP left --> +2 Econ/+2 Stability/+2 Loyalty
Month 2: Spend 5 BP, 18 BP left --> +3 Econ/+2 Stability/+3 Loyalty
Month 3: Spend 10 BP, 8 BP left --> +4 Econ/+3 Stability/+3 Loyalty/-2 Consumption(farm)
Month 4: Spend 8 BP, 0 BP left --> +7 Econ/+4 Stability/+3 Loyalty extra +2 from Varnhold bonus

Also, we should get a +1/+1/+1 for the central location of the capital and a +2 Loyalty/+2 Stability if we go with NG for an alignment (it will be +2 Econ/+2 Loyalty if LG).

This will burn through our initial resources in 4 turns which is pretty quick, but it gives us a good Econ base. If we put our big hitters in Econ positions, Bron/Carina = +10 Econ with the headbands, Zorestar = +5 if he is Magister, and we should be +3 to +6 from the Spymaster & Marshal. All total, by month 4 we should be at about +25 to +28 on Econ with a DC of 23 I believe. Thus, we should be making 1-4BP/month as income. We will also get 1 BP from having no unrest if we can keep it that way.


Master of Procrastination and Grognardia

Sootscale did say he'd wish to work with your settlement on terms of the agreement and he's Lawful, so he'll fall within your laws, especially if it's more profitable for him and his people than sitting around a silver mine.

Graveyard might be a typo, I know there was one refering to cost of a building plus I don't see how building a gaveyard would be a +1 Econ unless this nation will be a "Soilent Green" type. AFterall, it's recycling :D.

Also I believe I might be wrong about Varn and it's a +1 instead of +2, but I'll check.


Male Human Bard 4

I think we may still need to spend 1 BP to claim the hex, and 2 others to prepare the city. We should take that moment and spend an extra 1 to build a road leaving the castle anyways. In the end of the first month we'll have a Consumption of 2 (1 for the hex we have, 1 for the city); which means that in the beginning of the next month we'll have to spend 2 BP just to feed people.

I agree with your plan, Carina, but we can build the farms in the same month we claim the River Crossing hex, and that will help A LOT (Consumption will be 1 instead of 3).

About the buildings: Could we substitute the Tannery for a Mill? The cost/bonuses are the same, but I believe a mill will be needed to grind the produce from the farms, and we have the water borders.

I'd go for Smith > Mill > Tannery > Brothel > Library. It would be good to squeeze an Inn and/or Tavern, but they're SO expensive!


Female Changling(Hulking) Sorcerer - Orc Bloodline/5 - HP: 12/28; AC16,T14,FF13

I look at the Inn/Tavern and wonder whether we can sit on a smaller/middle size settlement for a while and get one of the good price reducing buildings. For instance, if we could save 40BP. we could get an Arena, which cuts the price of a Temple & Garrison in half, which likewise cuts the price of a Brothel/Park/Tavern & City Wall/Granary/Jail in half. The ultimate coup would be to save 90 and get the Waterfront which reduces the Market and Guildhall which then reduces Black Market/Inn/Shop and Pier/Tradesman/Stable which saves a ton of BP (Black Market goes from 50 to 25, Market from 48 to 24, Guildhall from 34 to 17, etc.) With those 3 alone, you have saved 66 BP which is 70% of what was spent on the Waterfront.

My choice would be to get a few more cheap buildings (2-3 Smiths, 2-3 Mills, 2-3 Tannerys, etc.) all of which have Econ boosters and get our income up to 6-10/month. Then save up for a few months to be able to get the big items that really boost Econ and the other city stats.

I have no problem with the Smith > Mill > Tannery > Brothel > Library route. Should probably get a brewery in as well although it does not help with Econ.


Male Human Bard 4

How about the name? We could do a simple vote ooc.

I think that after we get the kobold hex (on the 4th month) we could claim the former mite hex, which contains all that cavern complex that can be used to store things, etc (I think provides a +1 Stability). And then keep claiming hexes north (the 5th month we could take the other mine hex and get another +1 Economy) and building farms until we get to Oleg's. Then we could annex it (he seems willing) and develop it into one of those buildings. On the long term we get the grasslands hexes near Oleg's and build farms on them. There's a big if, though: we would only expand if we could cover the increased DC. We shouldn't risk overextending and get a high control DC.


Male Human Bard 4

It's a good idea to try and get a big-budget-building, but I honestly believe it will be out of our bounds in the short-term. I mean, even if we can keep a steady 5 BP gained per month, it would take a year and half to get the 90 BP for the waterfront. The biggest selling point for the waterfront (the major item) would be impossible to use for quite some time (it's a DC 50 to sell it). I think when we have around +40 something Economy we could more easily get the money to buy it.

I think we should maintain a steady increase in stats to keep bonuses near the DC. Keep claiming hexes to the north and building farms to get Consumption to 0. And then maybe stop expanding, consolidate until we can claim the Temple of the Elk hex and restore that temple (for half-price). Whaddya think?


Male Human Bard 4

One question: Does the "Plant" hexes (Radish Patch and Fangberry Thicket) count as a Resources (increasing the economy by 1)? If not, do they have any purpose on the kingdom-building rules?


Female Changling(Hulking) Sorcerer - Orc Bloodline/5 - HP: 12/28; AC16,T14,FF13
Sir Bronwyn Raslov wrote:
One question: Does the "Plant" hexes (Radish Patch and Fangberry Thicket) count as a Resources (increasing the economy by 1)? If not, do they have any purpose on the kingdom-building rules?

I was wondering the same thing.

I think that we should only take enough hexes to keep consumption at 0. Any more is a waste. Also, as long as Unrest is at 0, we get +1BP/month which is a nice bonus.

I think that Smith/Tannery/Mill/Library/Graveyard/Brothel and potentially a Shop/Inn/Town Hall/Noble Villa (we need some place to stick Zorestar) are the best for the money (Town Hall/Villa are 1/2 price with the Castle). I hate building too many Inns/Shops as they become 1/2 price once we have a market.


Master of Procrastination and Grognardia
Sir Bronwyn Raslov wrote:
One question: Does the "Plant" hexes (Radish Patch and Fangberry Thicket) count as a Resources (increasing the economy by 1)? If not, do they have any purpose on the kingdom-building rules?

nope and no purpose for kingdom building rules to my knowledge, but basical if it's not a resource (resource being the little gold coin with a crown for the symbol of both mines) then it's not a resource and won't give you a +1 to Econ.

Also concerning the marriage thing you can get Jhod to marry you. It'll be in the eyes of Erastil, however you'll be considered legally married and can always have it renewed under a deity of your choosing. With you having cleared out the bear and left the temple for him and being only too happy to clean it up he'll be glad to do it for free too. Especially if done at his run down temple as it's considered holy ground.


Male Human Bard 4

So about the name? Greenwood? Greentopia? Woodstock? Telias's Funhippieland?


Female Changling(Hulking) Sorcerer - Orc Bloodline/5 - HP: 12/28; AC16,T14,FF13

Greensylvania? I think something with Sylvan or Sylvania in the name would be cool, just cannot figure out what.


Master of Procrastination and Grognardia
Carina Stigard wrote:
Greensylvania? I think something with Sylvan or Sylvania in the name would be cool, just cannot figure out what.

Greensylvania, home of the vegetian vampire known in some cultures as Cound Duckula

Used to watch that as a kid, lol. Hard to believe he was the voice of Delboy in Only Fools and Horses.

And just for fun....batman.

Lol that scene has everyone in England in stitches whenever that episode is replayed on TV.


Male Human Bard 4

aaah british humor...


Female Changling(Hulking) Sorcerer - Orc Bloodline/5 - HP: 12/28; AC16,T14,FF13

Greenholm has a nice ring to it. Or Sylvanholm.


Male Human Bard 4

How about dale? Greendale, it's almost a real kingdom! (yes I'm a Community nerd, get over it).


Male Orc Expert 5

I happen to like british humor. It's the last place on earth where smart people can still act completely and utterly silly. But then my two favorite writers are Sir Pratchett and Neil Gaiman. So I suppose it can't be helped.


Male Orc Expert 5

Fair question what's the cultural equivalent of Brevoy to reality?

Because I refuse to call it holm if we're not germanic. Or dale if we're not british or 50's america. Or stan if we're not middle eastern or slavic.


Female Changling(Hulking) Sorcerer - Orc Bloodline/5 - HP: 12/28; AC16,T14,FF13

Ok, here is a dumb name - Sylverde. A combination of Sylvan and Verde (green in spanish I think).

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