Davor Mason |
I really appreciate you guys willing to sacrifice some hp's. I still feel bad I rolled so crappy and it wound up coming down to this. It's really irritating.
Davor? What is your input on the half + 1 hp's/level?
Personally I leave it up to the player to decideby level 2 to either take the average (which is the best if you want to keep your hitpoints constant) or take the risk at rolls, however if someone rolls badly twice, which Markofbane's character, Krenn did I, as a DM, allowed a re-roll because the main fighter running around with two levels of rolling minimal hp is pretty brutal and unfair just because the dice bit him in the ass.
all the HP Davor has now I believed I rolled, but will have to check back through posts to make sure.
You can get that +1 from favoured classs, unlesss you put that into skill points or some other bonus, like Davor here has been putting that into +1/2 intimidation & Identify to every two levels he'll get better and better than anyone else at identifying beasts and intimidating, even though he has a terrible Charisma.
It's up to the DM, that's what I did in the situation where someone rolled really low on their hp twice in a row (a natural 1 both times) to re-roll their last one, but again that's the DM's decision and not mine, this is just a suggestion.
Javell DeLeon |
You guys mind if I claim the ring of sustenance? Only need two hours of sleep and spendin' the rest on watch. Pretty cool, huh? :)
Edit: Just noticed the cloak of elvenkind. So, possibly that as well. 'Cause that's cool. Like bowties. ;)
No biggie on either one, though. Just throwing those out there.
Set |
- +1 Spellstoring Longspear
- +1 Feybane Composite Longbow
- +1 Flaming Greataxe
- +1 Grayflame Morningstar
- +2 Chainshirt
- Mithril Breastplate +1
- Heavy Steel Shield +2
- Wand of Cure Light Wounds (26 charges)
- Wand of Burning Hands (CL 5; 10 charges)
- Wand of Lighting Bolt (CL 5; 33 charges)
- Ring of Protection +2
- Cloak of Resistance +2
- Elemental Gem
- Cloak of Elvenkind
- Ring of Swimming
- Amulet of Natural Armor +2
- Necklace of Fireball (3 x 2d6)
- Folding Boat
- 10 BP’s worth of various equipment and material
- 10,000 gp in coins, jewels and gems
You also figure out the loot you brought from the mound. The breastplate is magical (+1). The ring allows to forego basic needs (ring of sustenance). Finally, the greatsword has a powerful enchantment making its edge much more dangerous (+1 keen).
Thoughts;
Servayn can't activate the +1 grayflame morningstar (which would be best for Kalsgrim or Janku, if we don't sell it), and doesn't have any targeted spells (other than a daze cantrip...), so the +1 spellstoring spear isn't for him.. He's not a melee guy anyway, so that's probably for the best.
I believe Janku, Kalsgrim, Davor and Kriger all prefer two-handed weapons, so the +1 keen greatsword will likely be a top choice for all four of them, followed by the +1 flaming greataxe, perhaps. Nobody uses shields, do they?
The +1 spellstoring spear, combined with bestow curse (-6 to an attribute or lose 50% of actions) or inflict serious wounds (+3d8+5 damage) or blindness/deafness) *might* be a decent weapon for Janku, who can recharge it with his own spells. He seems to be pretty fond of his greatsword damage, 'though, so perhaps not. Selling it for a +1 spellstoring *greatsword* might be a better choice, or even a longspear, so that the spellsmack could be delivered at reach, past the front line of Kriger and Davor and maybe Ember (not that Janku isn't fond of being on the front-lines himself!).
Kalsgrim is our bow guy, and, IIRC, already has a +1 composite longbow. Fey are super rare, and evil fey (like the mites) even rarer (and low HD anyway), so trading in the feybane bow for a giantbane or magical-beast-bane bow might be a better investment.
Servayn's got a 50%/50% shot of activating either the wand of burning hands or the wand of lightning bolt with Use Magical Device, which is probably better than anyone else, so he could make use of them, if we don't sell them for stuff that we don't have to spend 2 charges for every 1 use. :)
The amulet of natural armor +2 or ring of protection +2 might be useful to add to Ember, although Kriger and Davor might be better choices.
Kriger and Kalsgrim and Davor (and Janku, obviously!) should all be able to activate the wand of cure light wounds without a chance of failure, so one of them should hold onto it. Probably Kriger, since Kalsgrim and Davor already have some healing options (if only a fast healing judgement or cure light wounds spell, in Davor's case).
Servayn can definitely use the necklace of fireballs. No UMD check for that one!
If everybody else is wearing medium or heavier armor, Servayn could wear the +2 chain shirt until he can trade up to that +1 mithril shirt he's got on backorder. (I know, I have a weird idea of 'trading up,' but 2 extra squares of movement every round I find saves my life a lot more than +1 to AC!)
10 BP's worth of material is awesome. We might be able to make a real difference with that.
Javell DeLeon |
Hey Set, I could trade you Kriger's +1 mithril shirt for the +2 chain. I'll eat a -1 to skill checks, but my AC goes up by 1.
So, if you want to trade, let me know.
No interest in the greatsword. The greataxe I like, though. But, if there is another who wants it, that's cool. Kriger will actually be proud of whoever wants to wield a fine a weapon as a greataxe. ;)
You know, that's pretty cool. I didn't even realize Ember could equip...well...anything! That's cool.
Really like the longspear idea. Something like that could turn out MOST handy for one such as Janku.
It's too dang bad none of us wield a shield. That sure would help some AC.
Set |
I was wondering what Kriger had for armor. I like that idea!
Janku has +1 full plate, Kalsgrim +1 scale mail and Davor +1 chainmail, IIRC. Giving the +1 breastplate and +1 mithril breastplate to Kalsgrim and Davor would keep their ACs pretty much the same (+1 for Kals) and add 10 ft. of movement speed to whichever gets the mithril one.
Both Janku and Kalsgrim use a one-handed weapon, on occasion, so the +1 greyflame morningstar might be an option for one of them, and then the +2 heavy shield becomes an option as well (although if Kalsgrim continues to focus on archery, he won't have much use for the shield, obviously).
In a couple of levels, Krigers gets access to barkskin (+2 or more natural armor bonus to AC), and Davor already has shield of faith (+2 or more deflection bonus to AC), so, tactically, it probably makes sense for Kriger to get the +2 ring of protection and Davor to get the +2 amulet of natural armor. *If* Janku gets the +2 heavy shield (+1 shield bonus to AC over his current +1 heavy shield) and Kalsgrim upgrades to one of the +1 breastplates (+1 AC over his current AC) and Servayn takes up Krigers +1 mithril chain shirt (+3 over his current AC), everybody should see some improvement, with Janku and Kalsgrim seeing the least.
We can also use some cash to possibly pick up some +1 rings of protection, +1 cloaks of resistance and / or +1 amulets of natural armor for others (particularly Janku and Kalsgrim). Those sorts of things are good for everyone.
Javell DeLeon |
Cool then. I'll snag the +2 chainshirt and you can roll with the +1 mithril one then. Consider it done.
As far as the breastplate/mithral breastplate goes, seeing how Kalsgrim is going ranged, probably best for Davor to go with the mithril. He's gonna need the movement moreso than Kalsgrim. Just my 2 cents on that.
Using some of that cash for said items you mentioned, that's a good idea. We can't leave Ember hangin' out to dry. Kriger wouldn't allow that. We've got to hook 'im up! :)
Set |
Ember's got a 21 AC now, and that's before I cast mage armor for another +4. That's no joke, and I'm not as worried about his survivability as the actual PCs. He's pretty much un-killable, and, due to the way the Summoner is designed, I don't get to use half my feats until he dies anyway (Augment Summons and Superior Summoning).
I'm kinda motivated to get him killed, after all, since one of my most powerful class features (the summon monster SLA) requires him to be dead. :)
Set |
And I just saw a review of this section of the AP, which said,
Unfortunately I feel that the city building rules could have used some extra attention. Its almost trivially easy to get to the point where you only fail a city roll on a 1.
Yeesh. I have to be massively missing something.
Davor Mason |
You guys mind if I claim the ring of sustenance? Only need two hours of sleep and spendin' the rest on watch. Pretty cool, huh? :)
That's why my cleric has it in my RP campaign. Plus it's considered a full night's rest for casters so after only 2 hours sleep they get to pray/prepare spells for an hour and then done. Only out of it for 3 hours.
Other Mastermind |
Those that are interested in the kingdom building aspect of the AP, would you prefer a more simplified approach?
I am toying with some ideas where there is less intricate calculations and rolling only for events/crisis, focusing more on what the main things that count, instead of turning it into a paper pen SimCity.
Let me know what you think.
Other Mastermind |
Based on your comments, I've tried a distribution scheme as a start. Please just copy and paste with your own modifications. Also, add the stuff you're putting back in the common loot.
I switched the bow to bracers as I agreed with the comments. Also, Perhaps Janku can cast in the longspear, but Servayn uses it?
Magic Items
Wand of Cure Light Wounds (50 charges) (Davor)
Scroll tube (exploding runes?)
Potion of Comprehend Languages
Potion of Hide from Animals
Potion of Cure Moderate Wounds
Potion of Lesser Restoration
2x cure serious wounds potion
2x potion of cure moderate wounds
Akiros’ +1 longsword
Stag Lord's helm
Feather Token, Tree
Feather Token, Boat
+1 Breastplate Armor from the mound (Kalsgrim)
+1 Keen Greatsword from the mound (Davor)
Ring of Sustenance from the mound (Kriger)
From the Trolls
+1 Spellstoring Longspear (Servayn? Janku could cast a spell in it...)
+1 Feybane Composite Longbow -> Switched to Lesser Bracers of Archery (Kalsgrim)
+1 Flaming Greataxe (Kriger)
+1 Grayflame Morningstar (Janku)
+2 Chainshirt (Kriger)
Mithril Breastplate +1 (Davor)
Heavy Steel Shield +2 (Janku)
Wand of Cure Light Wounds (26 charges) (Janku)
Wand of Burning Hands (CL 5; 10 charges) (Servayn)
Wand of Lighting Bolt (CL 5; 33 charges) (Servayn)
Ring of Protection +2 (Kriger)
Cloak of Resistance +2
Elemental Gem
Cloak of Elvenkind (Kriger)
Ring of Swimming
Amulet ofNatural Armor +2 (Davor)
Necklace of Fireball (3 x 2d6) (Servayn)
Folding Boat
Javell DeLeon |
But you use a greatsword. And I believe you're the only one who does. Why wouldn't you? It's even a keen greatsword. I say snag it, dude!
As per the Kingdom rules, I'm good with whatever can make it work. That quote you pasted up there Set, that really just makes things more confusing. That's hard to believe with the struggles we've had. Makes me curious on how that dude is going about it.
markofbane |
Question for all: As we sort the loot, do you want to bring the PCs up to the same wealth level, or just split what we have evenly between us?
Since Davor tends to be front line, I wouldn't mind him getting an AC boost and the +1 keen greatsword; that just may be the extent of what he gets if it is divvied up that way.
I am planning on switching Kalsgrim to a greatsword to increase his damage potential when forced into melee, but it doesn't necessarily have to be the keen one.
As tempting as the fey bane bow is, there is something to be said for just enhancing the bow that he currently has. The Stag Lord's bow has more meaning behind it for me than just the enhancement bonus.
Other Mastermind |
I tried to simplify the rules. In essence, no rolls, but a kingdom needs to maintain Economy, Loyalty and Stability above its size as it grows. I use actions instead of BP, simplified building rules. Months should be much easier to resolve.
Also, no events. I'll deal with those.
Finally, not sure about the balancing of it. But if you like it in principle, we can always figure it out.
Let me know what you think.
Kingdom Turn (First turn starts at 2):
Evaluate Size and Productivity.
Implement Actions.
Leadership Changes.
Edict Changes.
Evaluate Balance.
Size measures how extended a kingdom is. It directly affects the difficulty of Commanding the kingdom:
Size = Number of claimed hexes
Productivity defines how many actions a kingdom can take in a month. It is calculated as follows:
Actions = (20 + Consolidated Hexes + Settlement Sizes + Developments) / 5 - Edicts
The Treasury contains all the unspent actions.
A kingdom can do a number of things based on its number of actions.
1. Claim hexes: the maximum number of hexes that can be claimed in a month depends on its size: 1-10: 1 hex; 11-25: 2 hexes; 26-50: 4 hexes; 50-200: 8 hexes
2. Consolidate hexes: a consolidated hex increases productivity. A kingdom can consolidate a hex in the following way:
- Farm: needs 2 actions in Plains, 4 in Hills.
- Mine: +1 to Developments (+2/+3/+4 for silver/gold/mithril); needs 4 actions in Hills, 8 in Mountains.
- Camp: +1 to Developments (+2 if valuable resource); needs 4 actions in Forests, 8 in Swamps
- Fishery: must be adjacent to water; needs 4 actions in Plains
- Fort: +1 to Stability; needs 12 actions in all terrains
- Signal Tower: +1 to Stability; needs 6 actions in Plains, 4 in Hills, 2 in Mountains
- Roads: +1 to Developments; can be built on an already consolidated hex
3. Build a new settlement: You need one action to build a new settlement on a claimed and consolidated hex.
4. Develop an existing settlement: The size of a settlement depends on the number of farm or fisheries supporting it, including the one on which it stands:
- Village: size 1; 1 hex to support it
- Town: size 10; 10 hexes to support it
- City: size 25; 25 hexes to support it
- Major City: size 50; 50 hexes to support it
- Metropolis: size 100; 100 hexes to support it
Furthermore, you can also add infrastructures to a settlement.
Construction of new buildings includes cost for housing.
Buildings provide mainly bonuses to Economy, Loyalty and Stability.
Construction of a building granting a +1 bonus to either of the three costs 7 actions.
Construction of a building granting a +2 bonus to either of the three costs 15 actions.
Construction of a building granting a +3 bonus to either of the three costs 24 actions.
Construction of a building granting a +4 bonus to either of the three costs 34 actions.
Construction of a building granting a +5 bonus to either of the three costs 45 actions.
Bonuses can be focused on one component or spread (+3 Economy, or +2 Economy and +1 Stability
Other bonuses can be added to the properties of the building with actions.
Leadership: There are 11 roles that can be filled in the kingdom.
1. Ruler: Add Charisma to 1 score of your choice. (Add to 2 scores of your choice at a size of 21-80, and to 3 scores at a size of 81+.) If vacant, decrease Stability by 8. Two characters can share this role if married or related; add both Charisma to same score.
2. Councilor: Add Wisdom or Charisma to Loyalty. If vacant, decrease Loyalty by 4 and Stability by 2.
3. General: Add Strength or Charisma to Stability. If vacant, decrease Stability by 4.
4. Grand Diplomat: Add Intelligence or Charisma to Stability. If vacant, decrease Stability by 2.
5. High Priest: Add Wisdom or Charisma to Stability. If vacant, decrease Stability by 4 and Loyalty by 2.
6. Magister: Add Intelligence or Charisma to Economy. If vacant, decrease Economy by 4.
7. Marshal: Add Strength or Constitution to Loyalty. If vacant, decrease Loyalty by 4 and Stability by 2.
8. Royal Assassin: Add Strength or Dexterity to Loyalty, and decrease Unrest by 1 each turn.
9. Spymaster: Add Dexterity or Intelligence to one score of your choice. If vacant, decrease Economy by 4 and Stability by 2.
10. Treasurer: Add Intelligence or Wisdom to Economy. If vacant, decrease Economy by 4.
11. Warden: Add Strength or Constitution to Loyalty. If vacant, decrease Loyalty by 4 and Stability by 2.
Promotion Level
1. None: Stability -1; No action required.
2. Token: Stability +1; Needs 1 action.
3. Standard: Stability +2; Needs 2 actions
4. Aggressive: Stability +3; Needs 4 actions
5. Expansionist: Stability +4; Needs 8 actions
Taxation Level
1. None: Loyalty +1; Gives no action
2. Light: Loyalty -1; Gives 1 action
3. Normal: Loyalty -2; Gives 2 actions
4. Heavy: Loyalty -4; Gives 3 actions
5. Overwhelming: Loyalty -8; ; Gives 4 actions
Festivals per Year
None: Loyalty -1; No action required
1: Loyalty +1; Needs 1 action
6: Loyalty +2; Needs 2 actions
12: Loyalty +3; Needs 4 actions
24: Loyalty +4; Needs 8 actions
Economy, Loyalty and Stability must all remain above the Size of the kingdom. When they are below, the kingdom is in a crisis, usually strangling its capacity for action.
Janku Tolliver |
I would say let's split up the healing potions among those who don't have healing magic. Perhaps someone with either mage hand, or a familiar who can deliver things might take and keep the remainder of the potions, so that they can be delivered from a distance if needed. Same with the feather tokens...maybe keep them all in one place so we can retrieve these easily if the person who normally delivers goes down, or becomes incapacitated. Anybody could use the cloak of Resistance or the ring of swimming. Janku would also be interested in the Cloak or Resistance, but if not then the ring of swimming. I see the Folding boat as party treasure, we just need to determine who gets it.
Maybe we just roll percentiles for the Cloak and ring of Swimming, and whoever is highest gets the Cloak, and whoever is second gets the ring. Same procedure for any other items in question...except if you win one you're out of the next rolling????
1d100 ⇒ 28 Item Choice roll
Based on your comments, I've tried a distribution scheme as a start. Please just copy and paste with your own modifications. Also, add the stuff you're putting back in the common loot.
I switched the bow to bracers as I agreed with the comments. Also, Perhaps Janku can cast in the longspear, but Servayn uses it?
Magic Items
Wand of Cure Light Wounds (50 charges) (Davor)
Scroll tube (exploding runes?)
Potion of Comprehend Languages
Potion of Hide from Animals
Potion of Cure Moderate Wounds
Potion of Lesser Restoration
2x cure serious wounds potion
2x potion of cure moderate wounds
Akiros’ +1 longsword
Stag Lord's helm
Feather Token, Tree
Feather Token, Boat
+1 Breastplate Armor from the mound (Kalsgrim)
+1 Keen Greatsword from the mound (Davor)
Ring of Sustenance from the mound (Kriger)
From the Trolls
+1 Spellstoring Longspear (Servayn? Janku could cast a spell in it...)
+1 Feybane Composite Longbow -> Switched to Lesser Bracers of Archery (Kalsgrim)
+1 Flaming Greataxe (Kriger)
+1 Grayflame Morningstar (Janku)
+2 Chainshirt (Kriger)
Mithril Breastplate +1 (Davor)
Heavy Steel Shield +2 (Janku)
Wand of Cure Light Wounds (26 charges) (Janku)
Wand of Burning Hands (CL 5; 10 charges) (Servayn)
Wand of Lighting Bolt (CL 5; 33 charges) (Servayn)
Ring of Protection +2 (Kriger)
Cloak of Resistance +2
Elemental Gem
Cloak of Elvenkind (Kriger)
Ring of Swimming
Amulet ofNatural Armor +2 (Davor)
Necklace of Fireball (3 x 2d6) (Servayn)
Folding Boat
Other Mastermind |
I would need some feedback on the kingdom rules. We'll then proceed month to month.
Also, the loot is not all distributed. My experience, is no one wants to look to greedy and we all dance around each other. That's why I made a first proposal. Please grab what you want and need.
It's true though that some might end up with less loot. Should they be getting more coins?
Set |
Servayn will go for;
1x potion of cure moderate wounds (CL 3) 300 gp
wand of burning hands (CL 5; 10 charges) 7500 gp
wand of lighting bolt (CL 5; 33 charges) 7425 gp
necklace of missiles (3 x 2d6) 900 gp
feather token (boat) 225 gp
Combined with Kriger's +1 mithril shirt (2100 gp), that's a pretty freaking huge haul, cash-wise, even if most of it is temporary / comsumable stuff, and puts him way, way over 10,500 gp WBL, nearly twice what he should have.
Most of the rest of the stuff isn't well-suited for him, so it would be a waste for him to take it, instead of someone who can better use it, or selling it for half cost. (He hardly ever uses a weapon, for instance, so the +1 spellstoring spear that he can't charge himself would be wasted on him.)
Perhaps someone else (Janku? Kalsgrim?) should have the necklace of missiles, to spread out our magic-damage options, and not have them all stacked on Servayn.
.
I've looked over your revised kingdom-building rules, and I'm kinda stunned by the amount of work you must have put into them. I'm not sure I'd be able to tell how they are going to work out without seeing them in action, and, given my total lack of comprehension of the original rules, I'm probably not the best person to judge them anyway.
Set |
If we want to keep track of prices for distribution;
+1 Spellstoring Longspear 8305 gp
Lesser Bracers of Archery 5000 gp
+1 Flaming Greataxe 8320 gp
+1 Grayflame Morningstar 8308 gp
+2 Chainshirt 4250 gp
Mithril Breastplate +1 5350 gp
Heavy Steel Shield +2 4170 gp
Wand of Cure Light Wounds (26 charges) 390 gp
Wand of Burning Hands (CL 5; 10 charges) 7500 gp
Wand of Lightning Bolt (CL 5; 33 charges) 7425 gp
Ring of Protection +2 8000 gp
Cloak of Resistance +2 4000 gp
Elemental Gem 2250 gp
Cloak of Elvenkind 2500 gp
Ring of Swimming 2500 gp
Amulet of Natural Armor +2 8000 gp
Necklace of Fireball (3 x 2d6) 900 gp
Folding Boat 7200 gp
Wand of Cure Light Wounds (50 charges) 750 gp
Scroll tube (exploding runes?) ???
Potion of Comprehend Languages 25 gp
Potion of Hide from Animals 25 gp
Potion of Cure Moderate Wounds 300 gp
Potion of Lesser Restoration 300 gp
2x cure serious wounds potion 750 gp each
2x potion of cure moderate wounds 300 gp each
Akiros’ +1 longsword 2315 gp
Stag Lord's helm ???
Feather Token, Tree 400 gp
Feather Token, Boat 450 gp
+1 Breastplate 1350 gp
+1 Keen Greatsword 8350 gp
Ring of Sustenance 2500 gp
Edit: Wow, making a breastplate out of mithril is 4350 gp! Making it +1 is only 1000 gp. Whacky.
Janku Tolliver |
Since nobody else seems too keen on it, Janku grabs the Cloak or Resistance +2, and the potion of Comprehend languages. He will also put his +1 Heavy shield, and his +1 morningstar in the group store.
Nix that Cloak of Resistance. It doesn't stack with his domain resistance bonus to Saves...someone else feel free to use it
Set...Though you seldom use a weapon much, nobody else will use the longspear, so it might be worth taking for those emergency times, especially since you don't have to get close to use it. I'm sure someone could come up with a cool spell to cast into it...maybe a utility spell that's not needed everyday, but is useful when needed. Clerics have a ton of these.
Other Mastermind |
No worries, we've hit downtime again. Always hard on the group...
I suggest the following:
First, I'll post the kingdom's monthly update, based on my revision of the rules, so everone can have a look at what is entailed and provide feedback.
Then, you can all post a 'montage' (with music if you want) of your character's month.
How does that sound?
markofbane |
I think it is a it my fault too with my erratic week. I do want to go over the listsince Set was good enough to assign the values to the items, I was going to try and finish the distibution. My mother in law passed away earlier this week, so I will be headed back to Seattle and a more regular schedule this weekend.
Dreaming Warforged |
I think it is a it my fault too with my erratic week. I do want to go over the listsince Set was good enough to assign the values to the items, I was going to try and finish the distibution. My mother in law passed away earlier this week, so I will be headed back to Seattle and a more regular schedule this weekend.
Sorry to hear that. My sincere condolences. I hope you guys are holding up.
Other Mastermind |
Please have a look at the final distribution and confirm you've taken the items with your name attached (and removed the ones that have been taken by others).
+1 Spellstoring Longspear 8305 gp (selling?)
Lesser Bracers of Archery 5000 gp (Kalsgrim)
+1 Flaming Greataxe 8320 gp (Kriger)
+1 Grayflame Morningstar 8308 gp (Janku)
+2 Chainshirt 4250 gp (Kriger)
Mithril Breastplate +1 5350 gp (Davor)
Heavy Steel Shield +2 4170 gp (Janku)
Wand of Cure Light Wounds (26 charges) 390 gp (Janku)
Wand of Burning Hands (CL 5; 10 charges) 7500 gp (Servayn)
Wand of Lightning Bolt (CL 5; 33 charges) 7425 gp (Servayn)
Ring of Protection +2 8000 gp (Kriger)
Cloak of Resistance +2 4000 gp (Kalsgrim)
Elemental Gem 2250 gp (Davor)
Cloak of Elvenkind 2500 gp (Kriger)
Ring of Swimming 2500 gp (Janku)
Amulet of Natural Armor +2 8000 gp (Davor)
Necklace of Fireball (3 x 2d6) 900 gp (Servayn)
Folding Boat 7200 gp (Kriger)
+1 Chain Shirt given back to the loot by Kriger (Servayn)
Wand of Cure Light Wounds (50 charges) 750 gp (Davor)
Scroll tube (exploding runes?) ???
Potion of Comprehend Languages 25 gp (Janku)
Potion of Hide from Animals 25 gp (Kriger)
Potion of Cure Moderate Wounds 300 gp (Servayn)
Potion of Lesser Restoration 300 gp (Servayn)
2x cure serious wounds potion 750 gp each (one for Davor, one for Kriger)
2x potion of cure moderate wounds 300 gp each (one for Servayn, one for Kalsgrim?)
Akiros’ +1 longsword 2315 gp (selling?)
Stag Lord's helm ??? (no one has looked at it...)
Feather Token, Tree 400 gp (Kalsgrim?)
Feather Token, Boat 450 gp (Servayn)
+1 Breastplate 1350 gp (Kalsgrim)
+1 Keen Greatsword 8350 gp (Davor)
+1 Greatsword given back to the loot by Davor (Kalsgrim)
Ring of Sustenance 2500 gp (Kriger)
10,000 gp in coins, jewels and gems
We shouldn't count "group items" or "one shot items" in each part of the cake. You then need to distribute the remaining cash...
Finally, don't forget if you wish to put a montage of the coming months in the IC.
Servayn Krolz |
Stag Lord's helm ??? (no one has looked at it...)
Janku's got the best Spellcraft at +9, and has detect magic, so he should be our magic-item-identifier. (I forgot to put a skill rank into it, and it's not usable untrained, so Servayn can't even take a stab at it)
Adjusting sheet to have new stuff.
Would like to purchase, if possible;
50 ft. silk rope (10 gp, 5 lbs, no more staring at 20 ft. rises in terrain helplessly)
everburning torch (110 gp, 1 lb, no more stopping to light lanterns)
2x alchemist's fire (40 gp, 2 lbs, for swarm fighting)
I've already marked off the cost and added them to Servayn's sheet (and ditched his mundane longspear, to stay at light encumbrance), holler if one or more of those isn't available.
Janku Tolliver |
I thought I'd ckecked the Helm for some reason...but anyway I've probably leveled up since then so here goes.
1d20 + 9 ⇒ (8) + 9 = 17 Spellcraft.
Also, I've got a trade show all this week. Will probably be able to post most evenings after the show, but don't let me slow things down. Post for me when necessary or convenient.
Kalsgrim Lodovka |
Confirming that Kalsgrim is taking:
Lesser Bracers of Archery 5,000 gp
Cloak of Resistance +2 4,000 gp
potion of cure moderate wounds
Feather Token, Tree
+1 Breastplate 1,350 gp
+1 Greatsword 2,350 gp
Also, Kalsgrim will return +1 scale and a +1 longsword back to the pot, likely to be sold.
While the more savvy individuals are trying to figure out the Stag Lord’s helm, Kalsgrim will try to figure out the the unknown scroll tube. Unless one of the others objects, he’ll go out into a field and open the scroll tube. Any objections, anyone?
Adding his bow (2,600 gp) to the new gear, that brings his total for non-expendable magic stuff to 15,300 gp.
Set |
DW
Looking over the kingdom stats,
Status: Barony
Capital: Providence
Alignment: Lawful Good
Size: 8
Population: 2000
Map of the land as of the 1st of Kuthona (December), 4710
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Economy: +13
(Buildings +2, Events, Leadership +9, Resources, Alignment +2, Unrest, Vacancies, Others)
Loyalty: +10
(Buildings +1, Edicts -2-1, Events, Leadership +10, Resources, Alignment +2, Unrest, Vacancies, Others)
Stability: +11
(Buildings +1, Edicts -1, Events, Leadership +11, Resources, Alignment, Unrest, Vacancies, Others)
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Edicts:
Promotion Level: none
(-1 Stability, 0 action)
Taxation Level: Normal
(+2 actions, -2 Loyalty)
Festivals per year: 0
(-1 Loyalty, 0 action)
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Productivity: 9 Actions per month
(Actions = (20 + Consolidated Hexes + Settlement Sizes + Developments) / 5 + Edicts - Unrest)
Consolidated Hexes: 8
Settlement Sizes: 1 (Providence)
Developments: 10 (1 mine, 1 camp, 8 roads)
Edicts: 2
Unrest: 0
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Treasury: 13 Unspent Actions
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Leadership:
Ruler: Kalsgrim Lodovka (+4, Economy, Loyalty or Stability)
Councilor: Svetlana Leveton (+2, Loyalty)
General: Tuck (+4, Stability)
Grand Diplomat: Lukasz (+4, Stability)
High Priest: Janku Tolliver (+3, Stability)
Magister: Servayn Krolz (+4, Economy)
Marshal: Garick Nowicki (+3, Economy)
Royal Assassin: Davor Mason (+4, Loyalty, -1 Unrest/Upkeep)
Spymaster: Corso Gaczi (+4, Economy, Loyalty or Stability)
Treasurer: Oleg Leveton (+2, Economy)
Warden: Kriger Eilifson (+4, Loyalty)
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Capital City of Providence: Village Size Settlement
Farm and Fisheries Support: 5
Stable (Oleg's): +1 Economy, allows mounted units
Mill: 10 % less farms to support the settlement
Baker: +1 Economy
City Guard: +1 Stability
Shrine to Milani: +1 Loyalty
I noticed that you weren't counting in the Leadership bonuses for the Ruler and Spymaster positions (which we've been adding to Economy). Is that just because they are changeable round per round, so you have left them 'floating?'
We totally need to replace Oleg with someone with a higher Int or Wis, on that note. Replacing dear Garrick with a Dex 20 Elf (or Kobold?) as Marshall might also help...
Oh, the shame of attempting to min-max kingdom-building! :)