GM Ridge's "Throne of Night" (Inactive)

Game Master Ridge

It has been over two centuries since the dwarves had a proper kingdom of their own, but what was lost can be reclaimed, what was broken can be reforged.

If the sons and daughters of stone are brave, cunning, and strong enough, they may yet craft a new kingdom over the old. They may yet claim a Throne of Night.


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Female Dwarf (Deep Delver) Magus (Bladebound) 3 [ HP: 25/25 | AC: 14/18 T: 11 FF: 13/17 | F: +4 R: +2 W: +3 | Init: +1 Perc: +2/Darkvision 90' | Effects: none]

It looks like it is big enough it could be considered 'two' structures. As I recall, the city building maps/rules are intended to be somewhat stylized, not necessarily an exact representation of what is 'really' there...


A very good point. It can be both if you guys want


Male Dwarf |Bard(Archaeologist) 3| HP 27 AC 17(T13/FF14) |CMB +4; CMD 17 | Saves Fort +3, Ref +6, Will +3 | Initiative +3, Perception +7, Sense motive +0, Bluff +3, Diplomacy+9

I think making it both at whatever cost is fair ( 50% farm+100% graveyard cost) is a great way to make the town uniquely gnomish without abusing the rules.

Oh, and this...

Kragg Stoneheart wrote:
...Kragg wants to work brewing his Edith's spirits for the gnomes ...

I don't know who Edith is but that is an awesome name for Kragg's first signature brew! :>


Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker

@GMRidge/Dolgrin, how wide is the cavern on the southeast portion of the map? the gauge says 1"= 50 yards, but I'm not sure what the actual picture size should be.

Reason for asking a wall across the bottom southeast section of the cavern is needed, with additional time to build it. Would be 4 BP because of needing a watergate for the river passage. but the normal gate come free cost as part of the wall.

Sander wrote:
"Surely you're not going to have the whole town lose ground forever and go back behind the river? I mean, what's the point of winning against the drow if we lose a third of Fastervault out of fear?"

The river at that point becomes a secondary wall/moat protecting the city instead of the first and basically only protection

Agreed about the farm/graveyard usage, larger section as the farm smaller section being the graveyard - hopefully I'm not being overly optimistic.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Hannarr, Edith is Zuth when using an Ipad and autocorrect takes over. Although I think I will keep it as Edith was a woman that Kragg new that owned a tavern on the surface that allowed Kragg to spend the night for free on countless occasions. Only right that he should name a beer after her. ;P

Sounds good for the farm graveyard as well.

Buildings in queue in no particular order...
smith
mill
graveyard
shrine to dedicate the victory???

Ulfgar, don't know if this is your cup of tea, but while you are hunting and gathering it is possible that Ridge could allow that to include exploring possibly opening up other 'hexes' for mushroom fields to continue to reduce consumption costs. Kragg only worked 10 out of 14 days of his work weeks so he could join you those other 4 so you have back up and not by yourself.

I am not talking to anyone about positions as I figure that is more Dolgrim's job/expertise since he is the ruler. If thatneeds to change let men know.


Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker

I am hoping to kind of do that very thing along with making contact with the other two towns on the sign from way back. All cities must have trade to grow.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Just let me know if you want me for those 4 days for local exploration. If not then I will work on making money those 4 days so I can get my brewery going faster.


Male Dwarf Wizard (Conjurer) 3 | HP: 21/21 | Init. +2 | AC 12/T12/F10 | CMD 12 | Fort +2/Ref +3/Will +6 | Perception +6 | Sense Motive +5

Here's what I was thinking. Fasturvalt needs more magical defenses, since we just made an enemy known to drop fargin' demons into the middle of gnomish cities. Frankly, I'm a bit surprised they had survived with a bard as their highest-level spellcaster (no offense Hannarr).

Is it possible for Modnar to begin some sort of testing process for finding young svirfneblin with magical potential? As ridiculous as it sounds for a second-level wizard to start training apprentices, let alone starting a guild, the lack of arcane support in the city is really worrying me.

With respect to the wall, Ulfgar, I'm not sure how Tisha the druid will feel about enclosing the mushroom field . . .


Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker

@Kragg, be glad to have you along for those days

@Modnar, The wall has gates and like most cities they are able to be left open, except in times of conflict. Tisha seemed to be more worried about the cavern so she should be happy we're trying to protect the cavern....


Male AC 19, Fort +9, Ref +5, Will +7 HP 40

I think you guys are over complicating things greatly by micromanaging things into days.

I think less complicated is better. Something like this

Everyone gets a certain number of "Actions" during downtime. Let's say for the sake of ease that this number is 4, to correspond with the number of weeks in a kingdom turn. One of those actions is ruling so really everyone gets 3 actions.

Ex: Dolgrin will spend half his month organizing the city and realm
1) Ruling
2) Ruling (getting Tammar, Harvald and Miatha on board)
3) Forging (Spending one week forging armor at the armory)
4) Adventuring (spending one week exploring with Ulfgar)

I think everyone should spend a week adventuring, that way we can explore more and find Dammerhall!


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

I think the downtime rules work wel for those that want to micro manage things or not. Thatis that want to do more with it can and worry about building things or exploring or any of a myriad of activities. They can break it up day by day or week by week as they see fit. As long as a recap is done to explain what is going on to make it easier on Ridge the onus is on the individual to make the most of it.

Currently, since Ridge mentioned we can't progress very far right, Kragg is more interested in making this place better and self sustaining while at the same time furthering his god and any business ventures he may want to do.

To that end Kragg's going to claim 1 of the suits of chainmail and a rapier to sell so he has some money to start using it for capital.


Male Dwarf Wizard (Conjurer) 3 | HP: 21/21 | Init. +2 | AC 12/T12/F10 | CMD 12 | Fort +2/Ref +3/Will +6 | Perception +6 | Sense Motive +5

I'm leaning toward Dolgrin's approach, though I have no trouble with people taking finer control if they wish to do so. My proposed actions for Modnar:

1) Ruling (hopefully with help, or we may get run out of town!)
2) Magical Testing and Training
3a) If we have access to precious metals, Modnar will spend a week working on jewelry-crafting
3b) If not, he'll study Fasturvalt's historical records for information on Dammerhall
4) Adventuring


Female Dwarf (Deep Delver) Magus (Bladebound) 3 [ HP: 25/25 | AC: 14/18 T: 11 FF: 13/17 | F: +4 R: +2 W: +3 | Init: +1 Perc: +2/Darkvision 90' | Effects: none]

Hey, would someone click on the spoiler button on my last post?
Every time I do, it shows nothing & I need to know if Ridge can read it, or if I need to post again.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

I can not see anything myself.


Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker

I didn't get anything this morning when I clicked on it either. I'm guessing no.


Male Dwarf Wizard (Conjurer) 3 | HP: 21/21 | Init. +2 | AC 12/T12/F10 | CMD 12 | Fort +2/Ref +3/Will +6 | Perception +6 | Sense Motive +5

I see an empty spoiler as well.


Female Dwarf (Deep Delver) Magus (Bladebound) 3 [ HP: 25/25 | AC: 14/18 T: 11 FF: 13/17 | F: +4 R: +2 W: +3 | Init: +1 Perc: +2/Darkvision 90' | Effects: none]

Damn, I will post what she said tonight.


Sorry folks, I seemed to have hurt my wrist a bit. It tires out easily. I'll try to catch up tomorrow

And we may move forward with more group action


Female Dwarf (Deep Delver) Magus (Bladebound) 3 [ HP: 25/25 | AC: 14/18 T: 11 FF: 13/17 | F: +4 R: +2 W: +3 | Init: +1 Perc: +2/Darkvision 90' | Effects: none]

I tried posting last night, but the server was down. I will post when I get home from work.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Ridge, is there anything you want from a timeline perspective or how far along we should plan out?

It seems like everyone is a month in as far as planning goes. We just need to Dolgrin to make the kingdom building rolls official and then we can move on to the second month. If you can't tell I am ready to build me forge as I now have the money to get the labor, influence, and goods to build part of it. Spend 1 week gathering the resources and then start the project. By the end of the month the forge itself will be built and then just need to worry about the storage and office portion. Hopefully by month 3 it will all be completed!!


I think we're good for your plans, folks


Male AC 19, Fort +9, Ref +5, Will +7 HP 40

Upkeep Phase
Step 1—Determine Kingdom Stability: Attempt a Stability check. If you succeed, Unrest decreases by 1 (if this would reduce Unrest below 0, add 1 BP to your Treasury instead). If you fail by 4 or less, Unrest increases by 1; if you fail by 5 or more, Unrest increases by 1d4. Our unrest is -4...
Stability vs DC 22: 1d20 + 9 ⇒ (16) + 9 = 25 Yay +1BP total = 21BP

Step 2—Pay Consumption: Subtract your kingdom's Consumption from the kingdom's Treasury. If your Treasury is negative after paying Consumption, Unrest increases by 2.
Consumption =3, Treasury = 21-3= 18BP

Step 3—Fill Vacant Magic Item Slots: If any of your settlement districts have buildings that produce magic items (such as a Caster's Tower or Herbalist) with vacant magic item slots, there is a chance of those slots filling with new items (see the Magic Items in Settlements section). Not an issue, we have no magic item producing buildings

Step 4—Modify Unrest: Unrest increases by 1 for each kingdom attribute (Economy, Loyalty, or Stability) that is a negative number. The Royal Enforcer may attempt to reduce Unrest during this step. If the kingdom's Unrest is 11 or higher, it loses 1 hex (the leaders choose which hex). If your kingdom's Unrest ever reaches 20, the kingdom falls into anarchy. While in anarchy, your kingdom can take no action and treats all Economy, Loyalty, and Stability check results as 0. Restoring order once a kingdom falls into anarchy typically requires a number of quests and lengthy adventures by you and the other would-be leaders to restore the people's faith in you.

Nothing to modify.


Male AC 19, Fort +9, Ref +5, Will +7 HP 40

Edict Phase
The Edict phase is when you make proclamations on expansion, improvements, taxation, holidays, and so on.

Step 1—Assign Leadership: Assign PCs or NPCs to any vacant leadership roles or change the roles being filled by particular PCs or closely allied NPCs (see Leadership Roles). Done

Step 2—Claim and Abandon Hexes: For your kingdom to grow, you must claim additional hexes. You can only claim a hex that is adjacent to at least 1 other hex in your kingdom. Before you can claim it, the hex must first be explored, then cleared of monsters and dangerous hazards (see Steps 2 and 3 of Founding a Settlement). Then, to claim the hex, spend 1 BP; this establishes the hex as part of your kingdom and increases your kingdom's Size by 1. The Improvement Edicts table tells you the maximum number of hexes you can claim per turn.

We just began so I think this is finished. However...I'm not sure what hexes can be claimed. I'll need to look at the map.

Step 4—Build Terrain Improvements: You may spend BP to build terrain improvements like Farms, Forts, Roads, Mines, and Quarries (see Terrain Improvements).

You may also prepare a hex for constructing a settlement. Depending on the site, this may involve clearing trees, moving boulders, digging sanitation trenches, and so on. See the Preparation Cost column on the Terrain and Terrain Improvements table to determine how many BP this requires.

The Improvement Edicts table tells you the maximum number of terrain improvements you can make per turn.

Do we want to do any of that?

Step 5—Create and Improve Settlements: You may create a settlement in a claimed hex (see Founding a Settlement). The Improvement Edicts table tells you the maximum number of settlements you can establish per turn.

You may construct a building in any settlement in your kingdom. When a building is completed, apply its modifiers to your kingdom sheet. The Improvement Edicts table tells you the maximum number of buildings you can construct in your kingdom per turn. The first House, Mansion, Noble Villa, or Tenement your kingdom builds each turn does not count against that limit.

Let's rebuild the Mill since Kragg is doing the Smithy. This costs 6BP, not sure if we get a discount because we are only rebuilding it. 18-6=12 BP remaining in Treasury.

Step 6—Create Army Units: You may create, expand, equip, or repair army units (see Mass Combat).

Do we want to make army units?

Step 7—Issue Edicts: Select or adjust your edict levels (see Edicts).

I've put light taxation, 1 holiday per year and token promotion.

Example::
Jessica's kingdom has no vacant leadership roles, so nothing happens in Step 1. The leaders don't want to spend BP and increase Size right now, so in Step 2 they don't claim any hexes. In Step 3, the leaders construct a Farm in one of the kingdom's prepared hexes (Consumption —2, Treasury —2 BP). In Steps 5 and 6, the leaders continue to be frugal and do not construct settlement improvements or create armies. In Step 7, the leaders issue a Holiday edict of one national holiday (Loyalty +1, Consumption +1) and set the Promotion edict level to "none" (Stability —1, Consumption +0). Looking ahead to the Income phase, Jessica realizes that an average roll for her Economy check would be a failure (10 on the 1d20 + 52 Economy — 4 Unrest = 58, less than the Control DC of 60), which means there's a good chance the kingdom won't generate any BP this turn. She decides to set the Taxation edict to "heavy" (Economy +3, Loyalty —4). At the end of this phase, the kingdom has Economy 55, Loyalty 42, Stability 55, Unrest 4, Consumption 4, and Treasury 5 BP.


Male AC 19, Fort +9, Ref +5, Will +7 HP 40

Income Phase
During the Income phase, you may add to or withdraw from the Treasury as well as collect taxes.

Step 1—Make Withdrawals from the Treasury: The kingdom-building rules allow you to expend BP on things related to running the kingdom. If you want to spend some of the kingdom's resources on something for your own personal benefit (such as a new magic item), you may withdraw BP from the Treasury and convert it into gp once per turn, but there is a penalty for doing so.

Each time you withdraw BP for your personal use, Unrest increases by the number of BP withdrawn. Each BP you withdraw this way converts to 2,000 gp of personal funds.

I don't think we should do that...

Step 2—Make Deposits to the Treasury: You can add funds to a kingdom's Treasury by donating your personal wealth to the kingdom—coins, gems, jewelry, weapons, armor, magic items, and other valuables you find while adventuring, as long as they are individually worth 4,000 gp or less. For every full 4,000 gp in value of the deposit, increase your kingdom's BP by 1.

We have nothing to deposit.

If you want to donate an item that is worth more than 4,000 gp, refer to Step 3 instead.

Step 3—Sell Expensive Items for BP: You can attempt to sell expensive personal items (that is, items worth more than 4,000 gp each) through your kingdom's markets to add to your Treasury. You may sell one item per settlement district per turn. You must choose the settlement where you want to sell the item, and the item cannot be worth more than the base value of that settlement.

To sell an item, divide its price by half (as if selling it to an NPC for gp), divide the result by 4,000 (rounded down), and add that many BP to your Treasury.

You cannot use this step to sell magic items held or created by buildings in your settlements; those items are the property of the owners of those businesses. (See Magic Items in Settlements for more information on this topic.)

Nope

Step 4—Collect Taxes: Attempt an Economy check, divide the result by 3 (round down), and add a number of BP to your Treasury equal to the result.

Economy Check DC 22: 1d20 + 14 ⇒ (12) + 14 = 26 26/3=4 BP added to treasury. 12+4=16BP+2BP auto income from quarry!=18BP

Example::
Jessica and the other leaders need to keep BP in the kingdom for future plans, so they skip Step 1 of the Income phase. They are worried that they won't collect enough taxes this turn, so just in case, in Step 2 they deposit 8,000 gp worth of coins, gems, and small magic items (Treasury +2 BP). The leaders aren't selling any expensive items, so nothing happens in Step 3. In Step 4, Rob, the Treasurer, rolls the Economy check to collect taxes. Rob rolls a 9 on the 1d20, adds the kingdom's Economy score (55), and subtracts Unrest (4) for a total of 60, which means the kingdom adds 20 BP (the Economy check result of 60, divided by 3) to the Treasury. At the end of this phase, the kingdom has Economy 55, Loyalty 42, Stability 55, Unrest 4, Consumption 4, and Treasury 27 BP.

I'm not 100% if I did this right...but I followed the PRD as closely as I could.


Male AC 19, Fort +9, Ref +5, Will +7 HP 40

Event Phase
In the Event phase, a random event may affect your kingdom as a whole or a single settlement or hex.

There is a 25% chance of an event occurring (see Events). If no event occurred during the last turn, this chance increases to 75%. Some events can be negated, ended, or compensated for with some kind of kingdom check. Others, such as a rampaging monster, require you to complete an adventure or deal with a problem in a way not covered by the kingdom-building rules.

In addition, the GM may have an adventure- or campaign-specific event take place. Other events may also happen during this phase, such as independence or unification.

Example: The GM rolls on one of the event tables and determines that a monster is attacking one of the kingdom's hexes. Instead of attempting a Stability check to deal with the monster (risking increasing Unrest if it fails), Jessica and the other leaders go on a quest to deal with the monster personally. They defeat the monster, so the event does not generate any Unrest. At the end of this phase, the kingdom's scores are unchanged: Economy 55, Loyalty 42, Stability 55, Unrest 4, Consumption 4, and Treasury 27 BP.

I think this is up to the GM...I'll let Ridge handle the Event Phase.

That's it folks, the only question is if we are going to build a hex improvement.


Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker

I believe the cost for rebuilding the Mill is only 3BP from what I've read, Otherwise looks great thank you for putting it all together.

Ultimate Campaign pg.214 wrote:

Rebuilding: If you rebuild the same type of building on

a destroyed lot, the cost is halved, as you can reuse some
of the materials for the same purpose.
If you rebuild a
different type of building on that lot, reduce the cost of the
new building by 1/4 the cost of the old building (minimum 1
BP). If you build smaller buildings on top of a site that held
a multi-lot building, split the discount evenly over the new
buildings. For example, if you demolish an Academy and
construct a Mansion and a Luxury Store on top of those lots,
each building gets a 6 BP discount (1/4 of 52 BP is 13, divided
evenly between the two).


Male AC 19, Fort +9, Ref +5, Will +7 HP 40

Ok, I'll add back 3BP to the kingdom! We have 21 BP now....we are generating money so we can afford to build something every single turn I think.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Initial stability check succeeded so unrest is at 3 and we do not get a BP.

also 26/3 is 8 not 4 but should be 27 since the unrest is 3 not 4 for a final total of +9

start at 20, lose 3 for consumption from edicts and size, spend 3 on replacing the mill, recommend adding a house to lower consumption even more for 3 bp, add 9 for the taxation roll plus 2 for the quarry.

Grand total is 20 again if we build the house or 23 without the house.

Until the infrastructure is a bit better I would hold off on the army or any higher edicts. The only other thing to possibly consider is to claim the mushroom 'hex' and road and farm it. That would take 6 BP to claim farm and road it with a bridge. It raises our DC and consumption by 1 for the extra 'hex' but drops consumption by 2 for the farm.


Male AC 19, Fort +9, Ref +5, Will +7 HP 40

Wait, our unrest is -4 on the sheet...Houses add unrest or subtract it?

Because the PRD states f you succeed, Unrest decreases by 1 (if this would reduce Unrest below 0, add 1 BP to your Treasury

-4 is below 0.....

Doh, hit divide twice on my pc calculator....

I'm kinda confused about the Unrest mechanic though....

Edit: I'll go with Kragg's calculations.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

ah, I have never seen unrest be a negative before. I read it as unrest giving a -4 modifier to the rolls. If you are correct which it sounds like then you are correct in the stability check giving the bp. Also no need to build a house either. I like that way better so lets go with it. sorry for any confusion.

Houses remove unrest


Male AC 19, Fort +9, Ref +5, Will +7 HP 40

I have a hex map on my PC at home, I'm on my laptop now, I'll post the Hex map asap.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

So after Kragg gets his smithy going and does the kingdom building stuff he has 11 days left this month for other tasks. Any suggestions from people as to what we want to do exactly. I have a list of ideas for Kragg but I am willing to help others as well.

1) work on gaining more capital for an office (3 goods, 3 labor, 8 days) and 2 storages (6 labor, 6 goods, 16 days). That completes the smithy and then it can be added to the kingdom spreadsheet.

2) explore looking for more resources down here. Need more minerals for use at the forge.

3) look for the drow outpost and possibly raid it while their numbers are down. this could give valuable intel and may provide some much needed wealth.

4) start exploring outwards for tunnels that have opened up for passages to the surface or farther down to Dammerhall.

5) send a emissary to the other gnome settlements for trade.

Thoughts from everyone...?


Male AC 19, Fort +9, Ref +5, Will +7 HP 40

Hex Maps Here are some hex maps to look at.


Female Dwarf (Deep Delver) Magus (Bladebound) 3 [ HP: 25/25 | AC: 14/18 T: 11 FF: 13/17 | F: +4 R: +2 W: +3 | Init: +1 Perc: +2/Darkvision 90' | Effects: none]

Sorry I have missed out posting the last few days. I came down with a flu bug Thursday night & have alternated bed-ridden with being violently ill in the bathroom since then. Feeling better now.

edit, Not as used to 'downtime activity' as I am to more 'regular' game activity.
Anka's primary focus is going to be the city's more immediate defensability. She wants as clear an idea as possible three things, how well the walls can withstand a direct assault, how difficult it might be to access the city either from below or above & finally, how secure the populace feels.
She is also going to be making the acquaintance of every midwife Fasturvault has, both as she is of the opinion they are likely going to be fairly well 'tuned-in' to the overall attitude of the common folk & also they will likely have a better idea of how 'fast' Fasturvault's population is growing.


Male Dwarf |Bard(Archaeologist) 3| HP 27 AC 17(T13/FF14) |CMB +4; CMD 17 | Saves Fort +3, Ref +6, Will +3 | Initiative +3, Perception +7, Sense motive +0, Bluff +3, Diplomacy+9

Ulfgar, once we divide and sell all the unclaimed loot, what do we each have left for coins? I want to know if Hannarr can afford that bow.


Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker

I'll get that to you tonight Hanaarr, much easier to work up on my PC than phone.


Male Dwarf |Bard(Archaeologist) 3| HP 27 AC 17(T13/FF14) |CMB +4; CMD 17 | Saves Fort +3, Ref +6, Will +3 | Initiative +3, Perception +7, Sense motive +0, Bluff +3, Diplomacy+9

Okay I spent some time going over the kingdom spreadsheet - that's a lot of moving parts! I haven't read all the rules that go along with it yet, but my suggestion at this point would be to get the hybrid farm/graveyard that we were discussing early built asap, and maybe a fishery (mostly because its already there rather than any practical reason)


Just to let you guys know, I'm going to use excuses to send you exploring/Adventuring as a group. You may hear distant train whistles as I put you on rails now and then. I hope thats tolerable.


Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker

Ridge while figuring out what capital Hannarr has to use will it be safe to assume the odds and ends we have accumulated that have not been claimed will have a willing buyer in town?


Male AC 19, Fort +9, Ref +5, Will +7 HP 40

Ok, so what are we building in month 2 of our Kingdom?


Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker

ok with my understanding of the kingdom rules - which is limited I admit, but it seems to be based on the same rule bases as the numerous kingdom builder games for your phone, tablet, ect - economy is part of the basis for anything else going forward. without a good economy future builds will stagnate as we just won't have the income to build them without waiting many months to do so

this are the economy builds available under 8 BP's.

I'm unsure as to whether we should have a library or not at this point; but with both Hannarr and Modnar having spent the last month searching for information on Dammerhall this seems like a logical progression. Basically they are sorting everything and put it in place where it can be accessed easily. Also the Library, gives us a bonus on lore checks - I think this should help with finding info on Dammerhall. Also the library base is needed to eventually transition into the academy.

Kragg has been working towards securing the funds and materials needed for a smithy, while a noble cause I don't feel this should be his cost to bear alone. This is a need of the kingdom and the kingdom should help with that cost if not bear completely.

The shop will provide a bonus to the city base value as well as a bump to economy for the next month.

Dolgrin where does it say how much we can spend in a month BP wise? I think there is a limit....


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

we are limited not by bp but on buildings per month. I agree with the approach of building the smaller building first to improve economy and stability. As to what to build I would suggest the library or shop depending on what we are doing. Library makes sense thematically and would provide Modnar with a location to do his testing while the shop increases our economy. There was also mention of the graveyard as well. Personally I would go with the shop or inn for economy growth now and do the library next month after we have collected some info from the exploration.

As for helping with the smithy, I plan on reaping the benefits of my investment by collecting gp while away as my apprentices work. Since I will be receiving a direct benefit I am not looking at all for help for completing the endeavor. For example, each day I am in the city working I will be earning (d20+2+2+11+10)/10 gp. that is a minimum of 2.6gp earnings each day and possibly 4.5 gp each day. Not much but over the whole month it can add up.


Male AC 19, Fort +9, Ref +5, Will +7 HP 40

I'd like to think of it as more organic than just looking at "What buildings help us the most?" but more "What buildings make the most sense for Fasturvalt given that it is a gnomish town, in the Azathyr, with limited trade, and has a large supply of stone but little else?"

IMHO, A library makes very little sense, because why would gnomish stonecarvers want one.

The Mill I understand, a Smithy also fits easily into the nature of gnome/dwarf explanations.

The Graveyard fits because it is already there and already a big part of the Svirfneblin way of life. I vote Graveyard/Fungal Garden...


Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker

On the Library front. As I stated Hannarr and Modnar have spent a month searching for information about the histories of the town and any info they can find about Dammerhall. A library may start as simple as a converted room where that information is stored. Doesn't necessarily have to be a huge building. Almost all peoples through history have had some form of historical recall whether through oral traditions or written ones. If the gnomes used oral recall it's not out of the question to think Hannarr or Modnar would not have kept notes for later recall.

All that said I don't have my heart set on one, just mentioned it as a logical option based on our characters actions during the previous month. Don't discount it out of hand.


Ulfgar Baldeark wrote:
Ridge while figuring out what capital Hannarr has to use will it be safe to assume the odds and ends we have accumulated that have not been claimed will have a willing buyer in town?

Sorry for late reply. Simple answer: Yes. Trade of grander sort will eventually be needed, but that's part of what you're working on.


Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker

@Hannarr - sorry for the delay - for everything sold the split was 202gp ea

@everyone, review the last tab which is the items to be sold. let me know if you see something you do not want sold

if everything is square I'll clear the unclaimed items tab of those that were sold and add the gold to everyone's individual tab.


Male Dwarf |Bard(Archaeologist) 3| HP 27 AC 17(T13/FF14) |CMB +4; CMD 17 | Saves Fort +3, Ref +6, Will +3 | Initiative +3, Perception +7, Sense motive +0, Bluff +3, Diplomacy+9

loot looks good from here Ulfgar! Thanks for taking that job on.

I'm working out of town this week starting Sunday and don't know what kind of internet access/free time I'll have available to me, so posting may be a little spotty for the next 7 days.


On that note: Starting tomorrow, I'm going to be visiting family for the week, and at least one of those days I won't have any internet access at all. As my natural speed has been 'slow' anyway, you may not notice, but I figured I better let you guys know.


Female Dwarf (Deep Delver) Magus (Bladebound) 3 [ HP: 25/25 | AC: 14/18 T: 11 FF: 13/17 | F: +4 R: +2 W: +3 | Init: +1 Perc: +2/Darkvision 90' | Effects: none]

I certainly appreciate the head's-up. Enjoy your time with your family.


Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker

Agreed thanks for the heads up and enjoy the time away with the family.

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