Rise of the New Runelords 4714 AR

Game Master Harakani

New map here: Kingdom Map for 4715


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This is the Kingdom Phase 2, 4714-4715AR for the Rise of the New Runelords game at http://paizo.com/campaigns/RiseOfTheNewRunelords


M Azlanti Guardian Magus

Royal Enforcer Present/Dot


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

Magister Present.


Male Human Wizard (conjurer) 8/ Archmage 3

Treasurer present


Male Human Cleric 7 Hierophant 2 / F+7,R+4,W+12 / AC 17/10/17 CMD 16 / HP 48/48 / Init +2 Per +5 / Spells 7/7,6/6,4/4,3/3 / Bursts 6/6 / Mythic Power 7/7

High Priest present


Human Illusionist 8/Archmage 3

Diplomat, Aye


retired

General Shard, present. For Lissala!


Okay - do you want to discuss what you want to do during this turn as regards
(A) Expenditure
(B) Lyre - it's worth it but not a license to print money
(C) Statue of Kurshu - what to do
(D) The Stag Lord's keep - what to do
(E) Exploration
(F) Teams
(G) Levelling - everyone levels during downtimes. Level 7.
(H) Mythic - No-one levels.
(I) Feedback - happy to take any feedback or suggestions via PM or post.
(J) Magic item/spell research

If possible could people please categorise discussions so we don't run into quite the mess we did last time!

A: Expenditure:

I believe you have as a group decided that you have a serious problem with not enough money in the kingdom/your party for the research and crafting you want to do.

F: Teams:

I've had a PM about teams and would like to get people's feedback.
I would prefer not to mix scales too much, but I see the city scale as much larger anyway.
Downtime scale = An alchemist's lab + a craftsman
City scale = An Alchemist's district complete with multiple labs, elementary housing, many alchemists alchemist training facilities, "production lines" of commonly needed products and trade routes to bring in raw materials.

I see you could have both, with the downtime scale being a sort of scaled-down assistant. Potentially that could give you a +2 to rolls assuming the alchemist can make an aid other on take 10. The lab would also give you an equipment bonus.

Similarly if you raise (not via necromancy Grey!) an army it is not the same as hiring teams of soldiers. You could hire some soldiers to put together a sort of 'special forces' team that you could send off to particular missions.

The Kingdom rules encourage hiring adventurers to do exploration, clearing or problem solving. If people take leadership then you get a "free" NPC to send off on such adventures. Hypothetically I suppose one option is to make up a group of lower level PCs and run them through the game as normal in parallel to what we're doing. Not sure how fulfilling that will be though, and we'll have to be careful about timing.

I think that the kingdom role + training + reasonable experimentation + a job to pay expenses is about what you can get done. If someone wants to turn themselves into an alchemy factory to earn money we can definitely use the craft rules for that.

You can take additional money out of the treasury as "salary", but it is a check to avoid unrest.

If you flog the items/BP you get from adventures and do not donate it then you won't take an unrest penalty for taking the money back out again later.


Anglon:
Rsearch will show that your trophy by itself does not contain enough power... ie you'll need more/better trophies to get the next MR


M Azlanti Guardian Magus

A. Not really too sure what we can do about this apart from focusing on improving our cities' economy or hiking taxes up (currently normal level) and then raiding the treasury :p

B. absolutely, we have enough to do this with the treasure we've gotten from the fort and still get 1600gp or so each (1675.72gp to be precise)

C. Uhh, so what's the question with regards to this? Where to put it or...?

D. Think it's probably a bit early to develop this, since it doesn't give us much mechanical benefit for the cost, but it'd be a good idea from a roleplaying perspective. The most affordable is to turn it into a watchtower (12 BP, +1 Stability, +2 Defense -1 Unrest), which can be later upgraded to a fort (24BP (total, I assume upgrading from watchtower would be 12 on top of the watchtower), +2 Stability, +4 Defense, +1 Consumption, -1 Unrest)

E. As states Forsten will be looking at opening his own school, he would be happy to have graduates help with exploration if we want to do exploration in the background. I don't think we really came to any consensus about this right? I am all for delegating the everyday toil to minions and having them call us in to deal with the big scary monsters :)

F. This really just depends how gritty we want to get at tracking all the little details. I am happy to keep it to fairly broad strokes, and would suggest that as part of our leadership roles we will naturally accumulate underlings, and other fringe benefits as the kingdom grows.

It's up to you Harakani but I'd suggest we just have a certain small budget (at this level probably a couple hundred gp, when we end up with a continent spanning empire several thousand maybe) every kingdom turn to represent our own personal efforts at raising coin and funds available to fulfill our leadership responsibilities, which we can use to create teams, build/customize our homes and other personal buildings and other things to help enrich and detail the world we are building.

G. Woot! I shall take leadership if that's okay, how should I build my NPC? (or do you want to handle that or what?)

H. Awww...

J. To be determined.


Male Human Wizard (conjurer) 8/ Archmage 3

B : Let's buy the lyre and use it. (and I'm totally for a undead/construct thing playing it even if it doesn't give more BPs)

D : We could copy the old runelords, each one of us choosing a city/town/etc as his personal playground. We don't want some breeding kobolds to stumble into a summoning chamber or a necrograft laboratory.

E : I agree with Forsten. "Master, Exploratory team 12.. well the lone survivor says they found something you could find interesting..."

F : The PM came from me. Having no experience in that kind of game I don't really have an opinion (btw, that's the first PF game where I reach lvl 7.. I just hope it won't be the last :D). But I guess our runelords will need assistants, apprentices, etc.

G : And now the hard choice.. False casting (good bye material components), Leadership or Augment summoning ...

J : Denat will craft an advanced clear spindle ioun stone (aka ring of sustenance).


Human Illusionist 8/Archmage 3

In reverse order:

Ronald wants to scribe all the spells he can into his spellbook, especially his fellow Runelords' ones. Also, ring of sustenance post haste.

Feedback: I'm enjoying this a lot. I know how crazy KM can be with regards to high-powered parties, and personally I would suggest a more "street level" approach - cohorts or hirelings to do the dirty work while we Runelords get to open schools/churches/hold court. And then we get called in to drop the occasional Kaiju or similar threat. Good job to all, though!

Mythic Level: aww...ok, I can be patient.

Regular Level: Woot. I'm thinking Leadership for a Kobold bard. Assuming that's allowed. Alternatively, improved familiar.

Teams: no comment. Although Ronald will be focused on increasing our population and indoctrinating all citizens (kobold or otherwise) into basically worship of the Runelords.

Exploration: hirelings/cohorts seems best.

Stag Lord's Keep: convert to central trading city...once we control the rivers and start laying roads it will more than pay for itself. Not sure of the specific improvements to begin with, though.

Statue: What do? Hunt monsters?

Lyre: Ambivalent. If it allows easier construction, sure. If its gonna turn into crazy bookkeeping game, pass.

Expenditure: Give it all to Ronald! No, j/k. Just need spells and want that ring, other than that I'm easy.


M Azlanti Guardian Magus

Ahh good point Ronald, I'd forgotten about copying spells. Need to at least get enlarge person off Valerianna if nothing else :p

Re: Worship
Or Lissala at least.


Male Human Cleric 7 Hierophant 2 / F+7,R+4,W+12 / AC 17/10/17 CMD 16 / HP 48/48 / Init +2 Per +5 / Spells 7/7,6/6,4/4,3/3 / Bursts 6/6 / Mythic Power 7/7

G) Are we leveling up right now?
D) Denat, in gameplay terms, if we all had our own city or even city district, our kingdom's control DC goes us real quick. I'm not saying we shouldn't do it because it would be awesomesause to have my own city.

"This statue by itself does not contain enough power... We'll need more."
I also need to give this ring to Kurshu.


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

a) I'd much rather see tax money funneled right back into the kingdom. We can fund ourselves through adventuring. There shouldn't really be any reason for us to dip into kingdom funds, at least not for a long time.

b) Yes. The Lyre will pay for itself within one kingdom turn.

e) How did our idea of having Koblods explore and report back big problems pan out?

g) Ohhhhh boy. Grey just became a whole different animal…

j) Grey has a list of things that need made, but is currently underfunded. If anyone wants anything at cost just let me know. I can make pretty much anything.


(K) Should have said; who is the new ruler? Or are you going from a council?


2714 worksheet
If anyone wants to comment because they think I missed something.


Assuming someone builds the Lyre I'm happy to discount 25-50% of the cost of any building, 50% of the cost of a road (but the Lyre may be at risk).

I believe you can build one building TOTAL each turn. exception: you may also build a house, mansion, noble villa or tenement.

I'll tell you about surrounding terrain when I know what exploration you are using.


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

If we can pull the funds from the kingdom treasury I can build the Lyre.


M Azlanti Guardian Magus

We have the money from the fort which is more than enough to afford the Lyre as I have said several times, and nobody has really commented on whether they want to do it or not. Probably better than risking 3-4 unrest and losing 3-4 BP. Votes would be appreciated so we know how much cash we'll have.

There are also optional rules within Ultimate Combat that allow you to hire people to go out and explore and map the kingdom, I suggest we make use of them (UC, Page 230).

As far as ruler, a council does make more sense, but despite mentioning the possibility of having other government types, UC doesn't mention how those would work within the kingdom building rules. Maybe take the average of the runelord's Charisma? Looks like that would be a +0 or +1 depending on rounding; less than ideal :s


Male Human Wizard (conjurer) 8/ Archmage 3

I vote to use the money from the fort to build the lyre.


M Azlanti Guardian Magus

Oooh, we really need to get this spell Collaborative Thaumaturgy


Dang, that is good.


M Azlanti Guardian Magus

Forsten has been leveled to 7th. He has also spent 450gp copying spells from other runelords, the rest of his share he'll be keeping until he can afford to upgrade his mithril shirt to a mithril breastplate.

Harakani DM wrote:
Dang, that is good.

hehe, yeah pretty killer for this party. It only affects one spell, but at higher levels a few runelords giving up a third level spell for an empowered or maximized cone of cold, or disintegrate... :D


Male Human Cleric 7 Hierophant 2 / F+7,R+4,W+12 / AC 17/10/17 CMD 16 / HP 48/48 / Init +2 Per +5 / Spells 7/7,6/6,4/4,3/3 / Bursts 6/6 / Mythic Power 7/7

I noticed while leveling that I finally got +10 to Knowledge (History). Do I still get the bonus feat? If I take Leadership, can we use these guys as the adventuring/exploration party without paying for them? Or I could take a crafting feat we don't have yet.


Sure do!


Male Human Cleric 7 Hierophant 2 / F+7,R+4,W+12 / AC 17/10/17 CMD 16 / HP 48/48 / Init +2 Per +5 / Spells 7/7,6/6,4/4,3/3 / Bursts 6/6 / Mythic Power 7/7

Ok. I picked up leadership to recruit an exploration party lead by my cohort. The cohort is level 5. My leadership score is somewhere between 10 and 16.

Leadership Score:
Base = Level + Cha Mod = 7 + 3 = 10
Great renown +2 Maybe?
Fairness and generosity +1 Maybe?
Special power +1 Yes?
Failure –1 Not yet
Aloofness –1 No
Cruelty –2 No
Has a familiar, special mount, or animal companion –2 No
Recruits a cohort of a different alignment –1 Preferably not
Caused the death of a cohort –2 Not yet
Has a stronghold, base of operations, guildhouse, etc. +2 Yes
Moves around a lot –1 No
Caused the death of other followers –1 Not yet

Max = 10 + 2 + 1 +1 +2 = 16


That would give me between 5 and 28 followers plus the cohort.


retired

Acquiring a lyre sounds like a worthwhile investment to me. Certainly worth directing the gains from the Stag Lord's base to it rather than taking it directly from the treasury, as Forsten has said. And considering the discounts on many of our future building projects it will provide, I think it's really almost a no-brainer.

I'll work on leveling Valerianna throughout the day.

And as far as rulership goes, I think we should operate as a council, but also designate someone to serve as the mouthpiece of the council. That person could then vacate their current Kingdom role and instead serve as ruler within the bounds of the Kingdom Building rules.


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1

I'm a little behind. I didn't initially notice the link.

I support the statements of the others. We all seem to be on the Same page.

I'm leaning toward leadership. A few elite troops (anyone above level 1) then a crap ton of level 1 sorcerers, probably kobolds. A couple hundred magic missiles fired at the same target is a hell of a thing. I may send them all to explore/clear land.


I think normally Leadership gives you NPC classes, doesn't it? Like Warrior, Aristocrat, etc.
I'd ignore that if going Kobold though.
That said, Sorcerers are a rare trick of the blood. While it can be honed, I believe the spark is inborn.
I would be prepared to accept Wizards, Magi or Alchemists if you set up a school.


Anglon: At this point I think special power and stronghold apply.
Keep going the way you are and you'll pick up renown and fairness.

Kobold lifecycle is fast, by the way, but not that fast. Remember they only mature a few years faster than humans. Their numbers come from the fact that half the tribe lays an egg a year, and the young are raised communally. A kobold tribe with enough can increase population rapidly, but a lot of those are children. There is an implication the children are used, and that a significant loss rate is acceptable. Also that when food is scarcer eggs are simply not hatched.


M Azlanti Guardian Magus

Seems like pretty much everyone is going Leadership. I hope those kobold sorcerers have improved initiative :p Forsten's cohort and minions will be his acolytes/students as mentioned previously in the other thread (mostly rangers and rogues types, think bounty hunters but with a slight religious bent). Having an actual building to do that stuff in may have to wait a bit unless we build one that's appropriate in the kingdom.

As far as what to build... uhh do we have a kingdom map showing what we've claimed and where we've put farms (if any) and the like Harakani? I think we should build a farm if we have room, lowers consumption which is always good.

Other potential hex improvements, I'd say primarily start building roads to connect the fort (need a name for this if we're making it a new settlement, and considering it's placement moving the capital here eventually would be a decent idea), Threshold and Sootscale Grotto; also if any hexes are available setting up mines, quarries and sawmills early on would be good to get more BP coming in.

Decent buildings to add to threshold:
Alchemists (18), Exotic Artisan (10 BP), Inn (10 BP), Library (6 BP), Upgrade Mansion to Noble Villa (+14 BP), Trade Shop (10 BP)

I'd suggest a Library and maybe some housing, either for the kobolds (especially if we want to give them the Alchemists Lab in the grotto, either now in place of the library or later on), or else maybe use the harp and our free house to upgrade (with Harakani's permission) the mansions to noble villas (which give economy and loyalty in addition to stability)


M Azlanti Guardian Magus

Speaking of leadership, I should figure out my score and get to building my cohort.

Level (7) + Charisma (-1) = 6 base
Using the two allowed for Anglon
Base (6) + Special Power (+1) + Stronghold (+2) = 9
Up to 6th level cohort (capped at 5th), and no followers yet :(

Harakani:
Would it be possible to recruit a lycanthrope for my cohort? A natural one? Or perhaps just a skinwalker if not a full blooded werewolf. She/He'll be a ranger type regardless but lycanthropes are cool and it fits the campaign.


Forsten:
sure seems reasonable. Apply CR modifier as level adjustment.

As regards map; there is an older map in the campaign tab.
Before I post the updated map I wanted to know what you were using to explore. You guys have caught me out before with some simple but brilliant trick.


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M Azlanti Guardian Magus

Harakani:
Awesome, so 4th level ranger + 1 CR for Natural Werewolf template. Makes him pretty decently badass, though he's going to suffer from the same poor Charisma as Forsten. Heh, oh well, they'll get along okay :p

Heh, well I'm not sure how effective it would be, but we could always send out the Grey Servants with an Autonomous Cartographer, a cartload(spider load?) of blank paper and one or two living people (I don't believe Grey has any intelligent undead minions yet, right?) to supervise and operate the cartographer.

Undead really simplify labor issues.

EDIT: Re: the map.

1. So bits that are solid color are unexplored completely
2. the ones around the trading post with gradients on them I assume have been traveled through but not explored?
3.The Red outlined ones are claimed hexes?


With the exception that at the moment the stag lord's keep hex is not in there, yes.


M Azlanti Guardian Magus

So can we log the Sootscale hex with a sawmill then and/or farm the threshold hex?


Male Human Wizard (conjurer) 8/ Archmage 3

Lvl 7 :
Spells learned : Black tentacles, Summon lesser genie (who wants "free" Enlarge person ?)
Feat : False focus

Planning to learn Staggering fall (lvl2) and Hydraulic torrent (lvl3) if I can find scrolls for those.


Male Human Cleric 7 Hierophant 2 / F+7,R+4,W+12 / AC 17/10/17 CMD 16 / HP 48/48 / Init +2 Per +5 / Spells 7/7,6/6,4/4,3/3 / Bursts 6/6 / Mythic Power 7/7

A leadership score of 13 (7+3+2+1) gives me a 5th level cohort and 10 1st and 1 2nd level followers. I guess I'd go with a 5th level adept, 10 warriors, and an expert.

Followers:

Father Captain Thomas Lockwood (Male Human 5th level adept)
Panhorn Strifelaugher (Male Gnome 2nd level expert)
10 nameless faces (Mostly males, mostly human, probably some kobolds, 1st level warriors)
(I only named them because I have aliases those names that I've never used.)

Did we get any money individually from the last encounter? I'd love to make some more wands.


M Azlanti Guardian Magus

1675.72gp each after paying for the Lyre. Also I believe the cohort can have PC classes, just not the followers (If I'm mistaken please let me know Harakani and I will reqork my cohort who is currently in Forsten's alias)


Tada! Threshold: https://drive.google.com/file/d/0BxWagOeHrdmoUDZpVUw5QkdZTFk/edit?usp=shari ng

Anglon: anyone above level 1 can be a PC class, just that PC classes are supposed to be rare.

The two hexes you own both have cities on them.


Just have to work out how to get the html into google...


Male Human Cleric 7 Hierophant 2 / F+7,R+4,W+12 / AC 17/10/17 CMD 16 / HP 48/48 / Init +2 Per +5 / Spells 7/7,6/6,4/4,3/3 / Bursts 6/6 / Mythic Power 7/7

Followers:
Father Captain Thomas Lockwood (Male Human 5th level cleric)
Panhorn Strifelaugher (Male Gnome 2nd level bard)
10 nameless faces (Mostly males, mostly human, probably some kobolds, 1st level warriors)

EDIT: Change adept to cleric and expert to bard.


retired

Threshold
linkified!

I would think the kobolds would have an affinity for mining; do you guys think adjusting their hex into a mine or quarry would be feasible?


Male Human Wizard (conjurer) 8/ Archmage 3

Silly question : would you accept that spell ?

Slimy madness:

School conjuration [mind-affecting]; Level sorcerer/wizard 3
Target one object or 10-ft. square
Saving Throw Will half; SR yes
A variant of the famous spell grease, this spell imbues the slippery grease it creates with essence from the Dark Tapestry, making the victims hear sounds and words from the Outer Gods and Great Old Ones.
This spell functions like grease, except the creatures that fall in the area or use the greased item take Wisdom damage equal to 1d6+1 hp per two caster levels (maximum +5). This damage doesn’t stack, but the target must make a save each round spent in the grease or using the item.

It's from Deep Magic (3rd party) but.. I'm the writer for that one. So of course I'd like to use it. As it's 3rd party, I promise I won't cry if you prefer not to use it. ;)


so - grease with extra HP damage?


Male Human Wizard (conjurer) 8/ Archmage 3

Wisdom damage


M Azlanti Guardian Magus

Uhh their hex is in a forest, so a sawmill is the more likely (and cheaper) hex upgrade :)

So I take that as no making hex improvements to city hexes?


My understanding is that a city is a hex improvement.
The big problem you guys seem to be facing is the looming famine (consumption) of your burgeoning empire. At the moment you are importing food.
Claiming and developing a hex is a great idea for next turn.


Denat: Seems like an interesting spell - congratulations on writing it.

Does the wisdom damage from multiple castings stack?


Male Human Cleric 7 Hierophant 2 / F+7,R+4,W+12 / AC 17/10/17 CMD 16 / HP 48/48 / Init +2 Per +5 / Spells 7/7,6/6,4/4,3/3 / Bursts 6/6 / Mythic Power 7/7

Farms are the key to long term survival.

EDIT: A sawmill would be nice. It pays for itself in 3 turns and gives us +1 Stability.

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