DM Variel's WotR Kingdom Building Thread (Inactive)

Game Master Neltji



For current characters that want to participate to have fun and expand themselves and their kingdom.


So at the top of the discussion page is another link for the kingdom building aspect of the 3rd book. Some changes compared to the version of kingdom building that some of you may have used in the past in such campaigns as Kingmaker. With your abilities and allies it is going to be a peace of cake for you to make the associated economy, loyalty and stability rolls for a starting kingdom. As such I am going to hand wave those rolls at this time to make things easier for all of us.

Instead what I am proposing is a more organic feel. You guys as a group get to basically choose any structure(s) under 10bp per month that you want built and we assume the BP is generated without a problem. If you want a building that costs more than 10 BP then you have to wait and take longer to get it built.

Here is the other caveat. We are going to make full use of the downtime rules in the Ultimate Campaign book. This means that you are going to be able to build your own buildings, create teams and organizations, do some research, craft items, etc. To facilitate this I am going to tell you now that you will each be given 1000gp to start your private projects. This is in addition to whatever you will find in the Citadel.

OOC you will have about 6 months of this to get yourselves and Drezen back into a normal city before you have to worry about random encounters.

Now for the incentive for doing this. Drezen was a demon infested war torn city. It has hardly anything of value to it. Thus there are barely any supplies or gear for you to purchase. Currently as a war city there are only d6 medium and 3d4 minor items for sale and those are randomized. I have kept track of the wealth and yes you are behind by WBL standards. Part of that is by design as standard wealth with mythic power can create a headache. The other part of that is you are in a war and have not had any luxury in obtaining, selling or purchasing equipment. This is where some of that can change. Taking a crafting feat and having 6 months to craft gives you a big boon. For those that don't want to invest in a crafting feat they can improve the city so it carries more magic items. Build your own shops so you yourself can make money and purchase what you want.

If you have any questions please feel free to ask about the downtime rules and we can work them out together.

In all of this though I am hoping that we can RP it out as I have a few ideas to throw at you during the course of the downtime. As there are 6 months I am going to highlight 1 of you each month with an activity or encounter. Some of you I have fleshed out already while others are still a work in progress on my end. We can take our time as well by doing it this way since we are still going through the Citadel.

Oh yes you will be 9th level and tier 3 by this time so if you need to add a feat for crafting you can do it now for this thread. I will hold you to taking it though.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

So, for purposes of this thread, we need to level up to 9th and tier 3?


You don't have to have everything up to that level but your feats and skill points would be useful for you. HP, saves, bab etc doesn't have to be upgraded.

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

Don't think I'm taking any abilities that'll affect my Kindom-building.
Does out city have anything in it yet, as far as buildings housing etc?


A few houses, a shrine to Deskari, 2 graveyards, castle, granary, barracks. Everything else is pretty much destroyed or in such disrepair that you would have to demolish it and start over.


Male Dwarf Wizard (Abjurer)-9 (Mythic Archmage 2)(Current HP 54/62)

dotting?


Yeah nothing here yet so far Pakak. I was hoping to be able to answer questions and get some ground work laid her but that did not pan out.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

wow... didn't even know about this... why not? anyway - this should dot the thread for me..


Drezen's statistics in 1 week:

DREZEN
LG large town
Corruption –2; Crime –4, Economy –5; Law +3; Lore +0;
Society –1
Qualities holy site, strategic location, tenacious
Danger +5
Disadvantages ruined
DEMOGRAPHICS
Government overlord
Population 2,150 (1,860 humans, 170 dwarves, 35 half-elves,
20 elves, 20 halflings, 15 aasimars, 10 gnomes, 10 half-orcs,
10 other)
Notable NPCs
High Priest Sosiel Vaenic (NG male human cleric of Shelyn 7)
Irabeth Tirabade, Commander of Drezen (LG female halforc
paladin 7)
Riftwarden Aravashnial (CG male elf conjurer 5/riftwarden 3)
Spymaster Anevia Tirabade (NG female human rogue 7)
Treasurer Horgus Gwerm (LN male human aristocrat 4/
rogue 2)
Warden Aron Kir (N male human rogue 5/low templar 2)
MARKETPLACE
Base Value 2,200 gp; Purchase Limit 5,000 gp; Spellcasting 5th
NOTES
Ruined Decades of demonic rule, combined with recent mass
combat, has ruined the city—most of its buildings bear
damage, and it doesn’t currently have enough citizens to
function at full capacity. (Economy –6; reduce purchase limit
by 50%; reduce spellcasting by 2 levels; reduce available
magic items in number to small town level Tenacious Despite its devastation, Drezen is now a bastion for
law and goodness. (Corruption –2; Crime –2)


It takes a while but each day Pakak and Nasira combine efforts to cast their wall of stone spells in strategic positions aiding in the rebuilding process of Drezen.

Zeriax begins the formation of a group of scouts pulled from the ranks of the Ravens to scout the city and keep an eye out for signs of demons, cultists or other enemies.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

Maelchar will aid in theconstruction, also having stone shape as a spell...


During the first month of the rebuilding of Drezen the council as appointed by the queen along with others of high standing, including yourselves meet to discuss the priorities of the long process. With the influx of goods brought from the caravan it is decided that he first order of business is the construction of smaller buildings designed to provide a basis of economy and growth. As such a blacksmith, butcher shop, and house are constructed.

The new buildings are worked upon with gusto as the city enjoys the boost in morale from seeing the beginnings of construction take place. While there is not space for cattle to be raised in the Worldwound it seems that the Shield of Valor has created a somewhat safe area for cattle to be raised in the city. Currently the area where Morgrym was being held is converted to a field allowing the cattle to graze on the hill there for food.

Pakak, Nasira and Maelchar finish the first phase of wall construction giving the city a solid defensible barrier facing west as that is the most likely area to be attacked from.

Kenebras update month 1 w/o heroes adding:

1 wall
1 blacksmith
1 house
1 trade shop

There is still room for your actions the first month to increase Drezen's buildings using your own supplies you received from the queen.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

I'm not sure where I need to look to even know what I can do with what the queen has provided. And time has been short to look - any hints?


Ultimate campaign has the rules, however if you don't want to look it up directly just tell me what you want to do and I will tell you the cost in resources or gold and the time it takes to complete that activity/ project/research/recruitment/etc. EX, if you wanted to build a library just tell me and I will tell you that it would take 29 goods, 4 influence, 28 labor and 2 magic. The tie would take 16 days to complete. At that time you would get a +2 to 2 different know checks of your choice when spending an hour researching in y0ur library. If you wanted to recruit people to provide clerical services then a level 1 acolyte would take 3 days and cost 2 goods, 2 influence, and 3 magic. A higher level priest (3rd level) takes 7 days and costs 3 goods, 3 influene, 3 labor and 6 magic.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

I will look in that tome. Thanks for the direction!


Male Aasimar (Azata-Blooded) sorcerer 9 CG Medium outsider (native, azata-blooded) Init +4, Senses darkvision (60 ft.); Perception +10 AC 12, touch 12, flat-footed 10 (+2 Dex, ) hp 63 F +7, R +7, W +7 Resist acid/cold/elect 5, concent +17
Status:
HP 63/63 || Mythic 7/7 || Spells: 4th 6/6 3rd 8/8 2nd 7/8 1st 8/8

What do we need to do to create "Ye Olde Magicke Shoppe"?


Male Dwarf Wizard (Abjurer)-9 (Mythic Archmage 2)(Current HP 54/62)

For the wall building, are we taking in Wall of Stone spells into account? And stone shape? I imagine it would save resources and time


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

I believe the Wall of Stone spells and Stone Shape were exactly what he was referring to.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

IF there is already a shrine in town, even if it needs to be reconsecrated (Nasira's job?), Maelchar will start with a tavern, using the rest of his 4th level spells for the day (after expending one on the walls, as already stated, to build up the first level of the building. Once level one is finished, he'll then let workmen build the upper levels from wood and the roof from thatch.

Otoh, if there's no shrine - he'll find a good spot for a temple and start with building a shrine, using his remaining 4th lvl spells for stone shape to make the shrine... (Hoping that in time it will grow to be a temple, and then even maybe a cathedral... It will have to be multi-denominational, of course - Iomedae, Sarenrae, Erastil, and other good gods.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

Nasira would be capable of casting hallow somewhere, yes, given she had access to the material components. Consecrate is normally a temporary effect though we might be able to make it permanent. (I didn't realize that until I just checked. Always something new to learn!)

Her initial plan for a shrine is little more than a hole-in-the-wall where at most a half-dozen could gather, leave a small token offering, or say a prayer with some feeling that it might be heard and attended by the desired deity.

Longer-term, she would be looking at building a temple, but the more I think about it, in addition to the scale of the building, that is a question of training people to run the temple and care for the worshipers, so I think month three will definitely be about people to operate the buildings.

If the cost of a hospital is prohibitive, we can scale down that ambition for now to more of a clinic and work on the temple first. It seems to have buy-in from the others already. Multi-denominational was always an unstated part of my plan - or build more focused worship centers, just have them very close to one another.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

DREZEN
LG large town
Corruption –2; Crime –4, Economy –5; Law +3; Lore +0; Society –1
Qualities holy site, strategic location, tenacious
Danger +5
Disadvantages: ruined

DEMOGRAPHICS
Government overlord

Population 2,150 (1,860 humans, 170 dwarves, 35 half-elves,
20 elves, 20 halflings, 15 aasimars, 10 gnomes, 10 half-orcs,
10 other)

Notable NPCs
High Priest Sosiel Vaenic (NG male human cleric of Shelyn 7)
Commander of Drezen Irabeth Tirabade, (LG female halforc paladin 7)
Riftwarden Aravashnial (CG male elf conjurer 5/riftwarden 3)
Spymaster Anevia Tirabade (NG female human rogue 7)
Treasurer Horgus Gwerm (LN male human aristocrat 4/rogue 2)
Warden Aron Kir (N male human rogue 5/low templar 2)

MARKETPLACE
Base Value 2,200 gp; Purchase Limit 5,000 gp; Spellcasting 5th

A few houses(Is there a set number or is it not really relevant?)
a shrine to Deskari

  • 2 graveyards
  • 1 castle
  • 1 granary
  • 1 barracks
  • 1 wall
  • 1 blacksmith
  • 1 house
  • 1 trade shop

    NOTES
    Ruined Decades of demonic rule, combined with recent mass combat, has ruined the city—most of its buildings bear damage, and it doesn’t currently have enough citizens to function at full capacity. Economy –6; reduce purchase limit by 50%; reduce spellcasting by 2 levels; reduce available magic items in number to small town level tenacious.
    Despite its devastation, Drezen is now a bastion for law and goodness. (Corruption –2; Crime –2)

    --------------------------------------------------------------------------- -------------------------------------------------------------

    Okay, the buildings I listed above, are they what we have completed so far?

    I gathered them from above posts and figured I'd put them here so I know what we might or might not have.

    And I think a Smithy would be cool for Morgrym. Now is a blacksmith the same as a weaponsmith? Armorsmith?

    Because if you look under Smithy it has this listed under it: An armorsmith, blacksmith, or weaponsmith.

    So do we have to build 3 Smiths to get all of them? If so, then Morgrym will go for the Weaponsmith.


  • AS the council breaks up after their first foray into governing the newly reclaimed city the heroes find themselves with a luxury: free time. The question though was what to do and how to spend it. While the Queen gave them a generous boon worthy of nobility in capital it was up to them to decide how to spend it.

    Both Nasira and Maelchar seemed to have similar ideas in that they focused on the spiritual aspect of the city first. Coming at it from 2 different avenues Maelchar built it from scratch while Nasira converted the old Deskari shrine. It would take about a week and a half for them projects to be finished but then there would be a place for at least 2 deities to be worshipped.

    In addition to the shrine Maelchar had grand plans for a proper inn or tavern. Using the magics available to him it was easy to provide stone in abundance for the ground floor walls. That cut the goods consumption down dramatically allowing him to have enough resources to complete both projects with only having to purchase 1 unit of labor for 10gp. Citizens pass by the location daily to see the progress on the new building. a few dwarves can be heard muttering good naturedly to themselves if the place will have good dwarven stout or if it will be that sissy elven mead. When the tavern portion is finally completed there is not an empty seat as a long line exists outside to get a chance to enter _________ (your tavern's name here).

    Maelchar's budget:
    30 goods, 51 labor, 6 influence, and 1 magic spent. 1 labor purchased. 20 goods, 0 labor, 4 influence and 9 magic available.

    While not as interesting as a tavern to the common people So'rien begins work on an establishment that caters to a more select crowd. A building with strange lines and angles is seen going up a few blocks away from the tavern in an unusual location of the city. the plot of land was not on any true street and most people had a strange feeling as they walk past it. Still the location was perfect for what So'rien had in mind as he laid plans for his magic shop. Ordering select supplies and hiring unusual contractors the building is up in a few short weeks. The proprietor is a gnome with strange hair for one of his race. Namely it was normal looking, cut short yet the rest of him was the typically gnomish extravagance.

    So'rien expenses:
    40 goods, 1 influence, 33 labor, 1 magic spent. 10 goods, 9 influence, 17 labor and 9 magic remaining.

    Still researching the clinic/hospital Nasira.


    hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
    skills:
    Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

    Debating between 'The Queen's Arms' and 'Safe Haven'... For now his initial signboard will just be a pair of crossed swords with a mug of ale above them... and he'll ask his initial patrons as well as friends which name they prefer... or another perhaps?

    Maelchar will wait til an evening before the tavern opens and ask his friends... "I've thought of a couple of names for my tavern... 'The Queen's Arms' for obvious reasons, or 'Safe Haven', also for obvious reason... have you a preference between those two? or another name to propose instead? I need to make a decision very soon. and I'd like you all to come to opening night... I'll reserve a spot for you... it might be a bit crowded."


    Male Dwarf Wizard (Abjurer)-9 (Mythic Archmage 2)(Current HP 54/62)

    "I'm not the biggest tarvern goer myself," Pakak says nose still in a book, "But I think Queen's Arms sounds better of the two. Neither is bad though."


    hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
    skills:
    Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

    "I was kind of leaning that way too, but didn't want it to sound pretentious. Thanks Pakak. I guess the Queens Arms it is then." Maelchar makes a point of letting the carpenter making the sign know, and giving him a logo idea to work off of... crossed longswords behind a crown.


    It seems that the generous nature of the queen was well spent as once ground was broken by Maelchar and So'rien others got in on the action as well.

    While perhaps not as busy and entertaining as The Queen's Arms, there is a positive feeling and a sense of pride and general thankfulness as word spreads of the plans for a true hospital in the city. The members of the army are the most appreciative as some of them actually break down and cry in memory of fallen comrades that perhaps would have stayed alive if a proper hospital was available. While most are still devout followers of Iomedae Nasira notices that there are a good amount of crusaders that stop at the shrine near the hospital to give thanks and offer a prayer to Sarenrae.

    Nasira budget:
    spent 49 Goods, 5 Influence, 48 Labor, 3 Magic leaving 1 good, 5 influence, 2 labor and 7 magic available

    A few blocks over a large but simple affair is being built as land is cleared for a unique building. Part dojo, part monastery Zeriax has invested almost all of his capital and borrowed some from Garith to complete his focus. Set to precise standards the building, or more aptly buildings, provide everything one would need for quiet contemplative meditation or more aggressive pursuits. Living quarteres, a garden, and quiet rooms spread out along the grounds while a large central building stands for martial training. People walk by wondering who is going to live in such a place and how it will function as the monastic life is beyond most of them to comprehend.

    Zeriax budget:
    spent 65 goods, 16 influence, 60 labor, 6 magic leaving 4 magic and owing 15 goods, 6 influence, and 10 labor to Garith.

    Garith budget:
    loaned 15 goods, 6 influence, and 10 labor to Zeriax leaving 35, 4, 40, and 10

    On the same block but diagonal to the Obscure Object Pakak invests his tiem and efforts into the construction of a library. While this library does have an accumulation of books ordered on a variety of topics it seems like the focus is the Worldwound. Arcane writings and scrolls on planar entities are just some of the works that soon will fill the shelves. Amazingly it is the delivery of the writings that are the most interesting as the mage that Queen Galfrey promised to send arrived on time and pent the day with Pakak and Aravashinal. When he left he made note of which writings in particular would be desired at the library. Every 4-5 days then a mage would teleport in before the sun was up with a cache of books deposit them and leave again shortly after sunrise with a new order.

    Pakak's budget:
    spent 29 goods, 2 influence, 28 labor, and 1 magic leaving 21, 8, 22, and 9

    Morgrym's budget:
    He is a miser and hording it all not spending anything.


    Male Dwarf Barbarian 14th(Invulnerable Rager)/Champion 6:
    Stats:
    Int: +8; AC:28/17t/26ff; Hp's 286/286(342/342 raging); DR 7/-; Fort:+19(Rage: +20)/Ref:+7/Will:+9(Rage: +12); Perc:+26; CMB +20/ CMD:39(43 vs. Bull Rush/Trip)

    LOL! You'll have ta pry it from me cold dead hands ya will!!! ;)


    That can be arranged Morgrym!


    Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

    OK, five days of Nasira's calendar are booked for the redemption of the forge and a sixth day spend in prayerful thanksgiving. That leaves 24 days in month one to be earning capital or building hospital/temple/other.

    I think. I can't find my post about my plans now. *sigh*

    EDIT: Found it. Job #1: Deal with the corruption forge (six days); Job #2: Provide healing and support for citizens of Drezen (as necessary); Job #3: Earn capital and enhance Drezen with a hospital and a temple.


    Correct Nasira. While the temple and hospital are being built though you can still earn capital so go ahead and roll if you want or just take 10 whichever.


    Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

    Another question: If she spends 8 hrs/day working on a magic ring and 8 hrs/day resting, does that leave her with 8 hrs/day to earn capital or is she going to be choosing between the activities.

    As far as I can tell, she should be able to upgrade a ring of protection +1 to +3 with the expenditure of 4000 gp and 8 days' work. Does that sound right? With a Spellcraft DC of 10? (That seems low, but it says CL of item + 5.)

    Oh, wait. I don't have a whole lot of gold to work with. We're back to earning capital or cash.

    Nasira takes a break from the stresses of caring for the injured and the ill each day, using her masterwork weaponsmithing tools and the redeemed corruption forge to make or repair blades for the army.

    Rolling for 15 days, then will see how that turns out. She is earning equal parts goods, labor, and influence capital.

    For goods: 1d20 + 15 ⇒ (12) + 15 = 27 Earns 2, costs 20 gp
    For goods: 1d20 + 15 ⇒ (20) + 15 = 35 Earns 3, costs 30 gp
    For goods: 1d20 + 15 ⇒ (8) + 15 = 23 Earns 2, costs 20 gp
    For goods: 1d20 + 15 ⇒ (18) + 15 = 33 Earns 3, costs 30 gp
    For goods: 1d20 + 15 ⇒ (10) + 15 = 25 Earns 2, costs 20 gp

    For labor: 1d20 + 15 ⇒ (5) + 15 = 20 Earns 2, costs 20 gp
    For labor: 1d20 + 15 ⇒ (13) + 15 = 28 Earns 2, costs 20 gp
    For labor: 1d20 + 15 ⇒ (12) + 15 = 27 Earns 2, costs 20 gp
    For labor: 1d20 + 15 ⇒ (14) + 15 = 29 Earns 2, costs 20 gp
    For labor: 1d20 + 15 ⇒ (7) + 15 = 22 Earns 2, costs 20 gp

    For influence: 1d20 + 15 ⇒ (13) + 15 = 28 Earns 2, costs 30 gp
    For influence: 1d20 + 15 ⇒ (9) + 15 = 24 Earns 2, costs 30 gp
    For influence: 1d20 + 15 ⇒ (10) + 15 = 25 Earns 2, costs 30 gp
    For influence: 1d20 + 15 ⇒ (1) + 15 = 16 Earns 1, costs 15 gp
    For influence: 1d20 + 15 ⇒ (19) + 15 = 34 Earns 3, costs 45 gp

    So if I understand it correctly, I earned 12 Goods, 10 Labor, and 10 Influence at a cost of 370 gp. Is that correct?


    Looks good Nasira.


    Still month 1

    To help out the armies in the area Morgrym decides to turn a profit as he commissions the construction of another smith, this one dedicated to the sole purpose of crafting weapons. While the construction of the forge is going on there is some talk about it among the citizens of Drezen but not much. While they may feel that another smith is not as important as some of the other features that have been established. Yet the armies do appreciate the effort that Morgrym is putting forth. While they may not always want to be at war and fighting, they appreciate having the right gear and weapons available to them.


    Male Dwarf Wizard (Abjurer)-9 (Mythic Archmage 2)(Current HP 54/62)

    Please feel free to nix this if I'm messing things up, good DM

    Pakak wiped his brow. Twelve days of smithing, preceded by more casting of stonewall and stone shape than he thought one dwarf could manage, trying to smith for more mundane but still needed reasons.

    He had a guest coming, one who could teach him teleportation. Yet that wasn't the arrival that set his heart to flutter...

    "Mr Ironwall, sir. They're putting the books in," One fellow banged on his door just when he was about to get some well earned sleep.
    With news like that, the dwarf didn't mind. A triumphant grin filled his face and he made his way to the building that had formed near Sorien's own shop. Solid it was, but with odd plays in the stone of concave and convex, as if to defy the dwarven sterotypes of straight lines and instead embrace graceful curves. A touch fancy, Pakak had to admit, especially since some of those walls would, if he had his grander vision come true, come down.

    As he approached, he saw the porters carrying in the crates, and in those crates: books! Books from allies he had made. Books donated by soldiers who wanted to have a part in this odd endeavor. Books taken from the enemy and deemed to be non corrupting. And yes, mostly his own extensive collection carried in his magic bags.

    "Okay, history over here..." He directed two porters with one crate to follow him to strong oaken shelves, "Careful now, each page is a treasure." He grinned at the alcoves already set within those 'odd curves' allowing places for quiet study before directing the arcane studies towards the center.

    Hours later, he chuckled at the sight of the once empty building, full now, not with people, but with knowledge. "At last, we have a library!"


    Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

    From the start of this thread:

    DM Variel wrote:
    We are going to make full use of the downtime rules in the Ultimate Campaign book. This means that you are going to be able to build your own buildings, create teams and organizations, do some research, craft items, etc. To facilitate this I am going to tell you now that you will each be given 1000gp to start your private projects. This is in addition to whatever you will find in the Citadel.

    I never recorded that 1000 gp because I never got to the point of trying to start building things before we actually took the citadel and started building things. Before I write it down, I thought I would confirm that it was still your plan...


    Yeah that was a quick thought if people wanted to build stuff ahead of time as a way to indicate the capital they would receive. Don't worry about it now though as we are past that point.

    Still looking up capital spent and remaining capital. Will get that to you tomorrow. Heading to bed now.


    I hope I have this correct but I may be off a couple here or there.

    So'rien budget:

    9 influence and 9 magic remaining after building second magic shop

    Garith:

    Still at full with 53 goods, 53 labor, 11 influence and 11 magic.

    Zeriax:

    Major recruitment and upgrading spending and purchasing a lot leaving just 3 goods, 3 labor, and 5 magic

    Malechar:

    Built second lower class tavern and gained heavily in influence leaving 3 goods, 3 labor, 10 magic and 95! influence

    Nasira:
    gained capital totaling 16 goods, 16 influence, 15 labor and 8 magic

    Morgrym:
    built second smith and gained capital leaving 45 goods, 47 labor, 9 influence and 11 magic. Trusting your compilation and didn't bother to double check so hope that is ok.

    Pakak:
    adding to library but unspecific details will work out later. leaving 24 goods , 9 influence , 25 labor, and 10 magic.


    Month 2 sees another smith, another magic shop, Soulsheer redeemed, another tavern, an Erastil shrine, bridge fixed, and a tannery in place. Zeriax creates a personal army at 'his' dojo. Additional rooms are added to the library.Anything I am missing?


    hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
    skills:
    Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

    I think that first spoiler to Nasira was meant for Maelchar...


    Thanks, oops.


    hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
    skills:
    Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

    fixed, but now you spelled Maelchar wrong... *slap*... but I'll let it go for now, figure you've got enough on your plate with sick family.


    Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]
    DM Variel wrote:
    Month 2 sees another smith, another magic shop, Soulsheer redeemed, another tavern, an Erastil shrine, bridge fixed, and a tannery in place. Zeriax creates a personal army at 'his' dojo. Additional rooms are added to the library.Anything I am missing?

    Yeah, I never provided a direction for Nasira. I went through and calculated her capital and matched yours except she only has 7 magic, I believe.

    She would like to invest in the creation of a grain mill, a granary, and, if resources allow, a shop for an herbalist. There was an open question around here, also, about what we need to be doing to repair the citadel.

    EDIT: It appears it would be wiser to invest in a grain mill, a stable, and then the granary. The herbalist will have to wait.

    I'm also debating investing in teams to run these properly. A "cult" to run the shrine, for example, so a priest, two acolytes, and two guards to care for the structure and its patrons.

    EDIT 2: Apparently I needed to double-check my information again. It says 4 acolytes.


    Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

    After crunching some numbers, I think Nasira will invest in the creation of a grain mill and earning more capital for her other projects.

    Month 2:

    28 days' earnings for hospital
    Week 1
    Gold: 1d20 + 29 ⇒ (5) + 29 = 34 3.4 earned
    Gold: 1d20 + 29 ⇒ (6) + 29 = 35 3.5 earned
    Gold: 1d20 + 29 ⇒ (5) + 29 = 34 3.4 earned
    Gold: 1d20 + 29 ⇒ (14) + 29 = 43 4.3 earned
    Gold: 1d20 + 29 ⇒ (7) + 29 = 36 3.6 earned
    Gold: 1d20 + 29 ⇒ (13) + 29 = 42 4.2 earned
    Gold: 1d20 + 29 ⇒ (18) + 29 = 47 4.7 earned
    Goods: 1d20 + 13 ⇒ (5) + 13 = 18 1 earned
    Goods: 1d20 + 13 ⇒ (14) + 13 = 27 2 earned
    Goods: 1d20 + 13 ⇒ (11) + 13 = 24 2 earned
    Goods: 1d20 + 13 ⇒ (17) + 13 = 30 3 earned
    Goods: 1d20 + 13 ⇒ (7) + 13 = 20 2 earned
    Goods: 1d20 + 13 ⇒ (9) + 13 = 22 2 earned
    Goods: 1d20 + 13 ⇒ (10) + 13 = 23 2 earned
    Earned 27.1 gp and 14 Goods

    Week 2
    Gold: 1d20 + 29 ⇒ (12) + 29 = 41 4.3 earned
    Gold: 1d20 + 29 ⇒ (14) + 29 = 43 4.4 earned
    Gold: 1d20 + 29 ⇒ (15) + 29 = 44 4.8 earned
    Gold: 1d20 + 29 ⇒ (19) + 29 = 48 4.5 earned
    Gold: 1d20 + 29 ⇒ (16) + 29 = 45 4.2 earned
    Gold: 1d20 + 29 ⇒ (13) + 29 = 42 4.2 earned
    Gold: 1d20 + 29 ⇒ (13) + 29 = 42 4.9 earned
    Goods: 1d20 + 13 ⇒ (20) + 13 = 33 3 earned
    Goods: 1d20 + 13 ⇒ (2) + 13 = 15 1 earned
    Goods: 1d20 + 13 ⇒ (14) + 13 = 27 2 earned
    Goods: 1d20 + 13 ⇒ (5) + 13 = 18 1 earned
    Goods: 1d20 + 13 ⇒ (11) + 13 = 24 2 earned
    Goods: 1d20 + 13 ⇒ (8) + 13 = 21 2 earned
    Goods: 1d20 + 13 ⇒ (11) + 13 = 24 2 earned
    Earned 31.3 gp and 13 Goods

    Week 3
    Gold: 1d20 + 29 ⇒ (4) + 29 = 33 3.3 earned
    Gold: 1d20 + 29 ⇒ (17) + 29 = 46 4.6 earned
    Gold: 1d20 + 29 ⇒ (19) + 29 = 48 4.8 earned
    Gold: 1d20 + 29 ⇒ (11) + 29 = 40 4.0 earned
    Gold: 1d20 + 29 ⇒ (3) + 29 = 32 3.2 earned
    Gold: 1d20 + 29 ⇒ (2) + 29 = 31 3.1 earned
    Gold: 1d20 + 29 ⇒ (16) + 29 = 45 4.5 earned
    Goods: 1d20 + 13 ⇒ (17) + 13 = 30 3 earned
    Goods: 1d20 + 13 ⇒ (7) + 13 = 20 2 earned
    Goods: 1d20 + 13 ⇒ (4) + 13 = 17 1 earned
    Goods: 1d20 + 13 ⇒ (16) + 13 = 29 2 earned
    Goods: 1d20 + 13 ⇒ (4) + 13 = 17 1 earned
    Goods: 1d20 + 13 ⇒ (2) + 13 = 15 1 earned
    Goods: 1d20 + 13 ⇒ (11) + 13 = 24 2 earned
    Earned 27.5 gp and 12 Goods

    Week 4
    Gold: 1d20 + 29 ⇒ (9) + 29 = 38 3.8 earned
    Gold: 1d20 + 29 ⇒ (4) + 29 = 33 3.3 earned
    Gold: 1d20 + 29 ⇒ (10) + 29 = 39 3.9 earned
    Gold: 1d20 + 29 ⇒ (19) + 29 = 48 4.8 earned
    Gold: 1d20 + 29 ⇒ (14) + 29 = 43 4.3 earned
    Gold: 1d20 + 29 ⇒ (18) + 29 = 47 4.7 earned
    Gold: 1d20 + 29 ⇒ (1) + 29 = 30 3.0 earned
    Influence: 1d20 + 13 ⇒ (5) + 13 = 18 1 earned
    Influence: 1d20 + 13 ⇒ (18) + 13 = 31 3 earned
    Influence: 1d20 + 13 ⇒ (3) + 13 = 16 1 earned
    Influence: 1d20 + 13 ⇒ (19) + 13 = 32 3 earned
    Influence: 1d20 + 13 ⇒ (5) + 13 = 18 1 earned
    Influence: 1d20 + 13 ⇒ (18) + 13 = 31 3 earned
    Influence: 1d20 + 13 ⇒ (10) + 13 = 23 2 earned
    Earned 27.8 gp and 14 Influence

    28 days' earnings for shrine
    Week 1
    Influence: 1d20 + 4 ⇒ (12) + 4 = 16 2 earned
    Influence: 1d20 + 4 ⇒ (2) + 4 = 6 1 earned
    Influence: 1d20 + 4 ⇒ (2) + 4 = 6 0 earned
    Influence: 1d20 + 4 ⇒ (10) + 4 = 14 0 earned
    Influence: 1d20 + 4 ⇒ (18) + 4 = 22 2 earned
    Influence: 1d20 + 4 ⇒ (8) + 4 = 12 2 earned
    Influence: 1d20 + 4 ⇒ (2) + 4 = 6 1 earned
    Earned 8 Influence

    Week 2
    Influence: 1d20 + 4 ⇒ (7) + 4 = 11 0 earned
    Influence: 1d20 + 4 ⇒ (11) + 4 = 15 2 earned
    Influence: 1d20 + 4 ⇒ (19) + 4 = 23 0 earned
    Influence: 1d20 + 4 ⇒ (2) + 4 = 6 0 earned
    Influence: 1d20 + 4 ⇒ (10) + 4 = 14 1 earned
    Influence: 1d20 + 4 ⇒ (19) + 4 = 23 1 earned
    Influence: 1d20 + 4 ⇒ (12) + 4 = 16 0 earned
    Earned 4 Influence

    Week 3
    Influence: 1d20 + 4 ⇒ (11) + 4 = 15 1 earned
    Influence: 1d20 + 4 ⇒ (9) + 4 = 13 2 earned
    Influence: 1d20 + 4 ⇒ (6) + 4 = 10 1 earned
    Influence: 1d20 + 4 ⇒ (5) + 4 = 9 2 earned
    Influence: 1d20 + 4 ⇒ (17) + 4 = 21 0 earned
    Influence: 1d20 + 4 ⇒ (2) + 4 = 6 0 earned
    Influence: 1d20 + 4 ⇒ (17) + 4 = 21 2 earned
    Earned 8 Influence

    Week 4
    Influence: 1d20 + 4 ⇒ (6) + 4 = 10 0 earned
    Influence: 1d20 + 4 ⇒ (2) + 4 = 6 2 earned
    Influence: 1d20 + 4 ⇒ (4) + 4 = 8 0 earned
    Influence: 1d20 + 4 ⇒ (4) + 4 = 8 2 earned
    Influence: 1d20 + 4 ⇒ (19) + 4 = 23 1 earned
    Influence: 1d20 + 4 ⇒ (13) + 4 = 17 1 earned
    Influence: 1d20 + 4 ⇒ (15) + 4 = 19 0 earned
    Earned 6 Influence

    7 days' earnings for Nasira at the weaponsmithy
    Labor: 1d20 + 19 ⇒ (16) + 19 = 35 2 earned
    Labor: 1d20 + 19 ⇒ (18) + 19 = 37 2 earned
    Labor: 1d20 + 19 ⇒ (17) + 19 = 36 3 earned
    Labor: 1d20 + 19 ⇒ (17) + 19 = 36 2 earned
    Labor: 1d20 + 19 ⇒ (14) + 19 = 33 2 earned
    Labor: 1d20 + 19 ⇒ (13) + 19 = 32 2 earned
    Labor: 1d20 + 19 ⇒ (1) + 19 = 20 3 earned
    Earned 16 Labor


    Total earnings: 113.7 gp, 39 Goods, 40 Influence, 16 Labor

    Hopefully I found all of the calculation errors. It's pretty obvious that taking 10 is the better way to go with the shrine. I have nothing to lose by rolling for Nasira's earnings. For the hospital, it depends on what I'm trying to earn.


    Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

    Do I need to convert Influence to Good/Labor so I have enough capital at the beginning of the month or can I assume that I will have earned the necessary capital by the time I'm spending it?

    If the latter, my current balance is 43.7 gp, 7 Magic, 56 Influence, 38 Goods, 15 Labor, I believe.


    Thanks for the end tally Nasira although I think you got off somewhere as the ooc text earned is not matching the rolled total starting witht eh shrine. As for gaining capital I will just call it that you are earning it as you need it as long as at the end of the month you are still good to go. No conversion necessary.

    39 influence, 16 labor and 39 goods is what I tally right now as earned. so only 1 off ;p


    Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

    I had an extra roll in my original post and wasn't sure I got everything corrected when I found and deleted it because that changed everything that followed. I will correct my tally at home.

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