Simon Demarkus |
Harakani said we only get Stronghold and Special Power so far. Our kingdom does only cover 3 hexes at the moment after all :p Means that you'll have a score of 8, your cohort is fine but like me you won't get any followers yet.
As for the air elemental, if you're talking about your Eidolon that has issues if it goes too far away from you. Running (400 feet/round) it would move at 20.32 m/s, or 73.15 km/hour, or for you Americans, 45.46 miles/hour.
Life Link wrote:In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal.
That's fine. 8 it is.
I'm not talking about the ediolon. I'm aware of life link. He has an actual familiar also.
Simon Demarkus |
Improved familiar?
Yes. Improved familiar.
A lightning elemental is just a slight variation on an air elemental. Basically, a storm cloud instead of a regular cloud.
Harakani DM |
Let's Do this! Kingdom Turn
LN alignment (Economy +2, Stability +2)
Stability = 22
Economy = 22
Loyalty = 12
Treasury = 37 BP
Consumption = 5
Unrest = 0
City #1 = Threshold (Capital)
Mansion: Stability +1 Law +1 Society +1
Shop: Economy +1, productivity +1, base value +500
City#2 = Sootscale Grotto
Upkeep Phase
Determine Kingdom Stability
Stability check (+19 currently) at DC (20+size+districts) = 20+2+2=DC 24. success = -1 unrest. fail (4 or less) = +1 unrest. fail (5 or more) = +2 unrest
Stability check DC 24: 1d20 + 19 ⇒ (8) + 19 = 27
Pay Consumption
Consumption = 2 BP
Fill your vacant magic item slots
NA
Modify Unrest
Ryal enforcer may attempt to reduce unrest
Edict PhasePhase 2: Edict
Assign Leadership
Ruler (Cha): Hargan =+0
High Priest (Wis, Cha): Anglon =+5 stability
Magister (Cha, Int): Master in Grey =+7 economy
General (Cha, Str): Valerianna =+3 stability
Grand Diplomat (Cha, Int): Ronald =+6 stability
Marshal (Dex, Wis): Simon =+2 economy
Treasurer (Int, Wis): Denat =+7 economy
Royal Enforcer (Dex, Str): Forsten =+6 loyalty
Councilor (Cha, Wis): Molly =+2 loyalty
Warden (Con, Str): Ambassador Garess = +3 loyalty
Spymaster (Dex, Int): Ambassador Pikmik =+3 one of any
stability +19
economy +18
loyalty +11
Claim and Abandon Hexes
Claim Hex TBD
Build Terrain Improvements
Create and Improve Settlements
Upgrade Mansion to Noble Villa:11 BP 14BP *.75 = 10.5 BP
Build Library: 4 BP 6BP*.75=4.5BP
Create Army Units
Issue Edicts
Promotion: Token +1 stability +1 consumption
Taxation: Normal +2 economy, -2 loyalty
Holidays: 12 +3 Loyalty, +3 Consumption
Edict PhasePhase 3: Income
Make withdrawals from the Treasury
2000gp is -1BP, +1 Unrest. Cheaper to sell your excess items directly...
Make deposits to the Treasury
Sell expensive items for BP
Collect Taxes
economy: 1d20 + 22 ⇒ (11) + 22 = 33/3=11
Edict PhasePhase 4: Event
event 1-25: 1d200 ⇒ 84
Noble Villa 24 BP, 2 Lots
Kingdom Economy +1, Loyalty +1, Stability +1; Fame +1
Discount Exotic Artisan, Luxury Store, Mansion
Upgrade From Mansion
Settlement Society +1
A sprawling manor with luxurious grounds that houses a noble's family and staff.
Library 6 BP, 1 Lot
Kingdom Economy +1, Loyalty +1
Upgrade to Academy
Settlement Lore +1
A large building containing an archive of books.
New treasury: 31
PLAYER DECISION TIME
Which hex.
Did you want to build a road?
Harakani DM |
Can the cohorts and minions being sent exploring please be sent to http://paizo.com/campaigns/RiseOfTheNewRunelordsMinions/discussion&page =last
Simon Demarkus |
That was my first thought, and it is fine. Kudos on taking it on a caster to get around the CL restriction :)
You will need to put it in the feats though; currently just says
Quote:Feats Augment Summoning, Eldritch Heritage, Skill Focus (Knowledge [planes]), Superior Summoning
oops. i'll fix that.
Ronald Dranstus |
Just checked, and Roads count as a "Terrain Improvement" for the kingdom.
Table: Terrain and Terrain Improvements
Terrain Exploration / Preparation Time Prep Cost / Farm Cost / Road Cost
Cavern7 3 days 3 months 8 BP — 4 BP
Coastline8 Special Special Special Special Special
Desert 2 days 1 month 4 BP 8 BP 4 BP
Forest 2 days 2 months 4 BP — 2 BP
Hills 1 day 1 month 2 BP 4 BP 3 BP
Jungle 2 days 4 months 12 BP — 4 BP
Marsh 3 days 3 months 8 BP — 4 BP
Mountains 3 days 4 months 12 BP — 4 BP
Plains 1 day Immediate 1 BP 2 BP 1 BP
Water 2 days — — — —
Forsten |
As shiny as a mine is, it's actually better to build a farm. Ideally we want at least half of our territory to be farmland (each hex is 1 consumption, each farm is -2 consumption, as compared to (effectively) -1 consumption from a mine. Once we get equalize our consumption then the mine and sawmills and the like are definitely worth getting)
Name, go homestead and then yes, do another campaign turn.
Forsten |
"Hey, is that a lightning elemental with a note?"
"They claim there's an undead in a river who wants the Stag Lord's body. Any thoughts on that Grey?" Forsten asks when he has a chance to look at the note. "and a mad alchemist to the south-east who wants... berries? They've located the berries and want to do know what to do with him and them. Perhaps our Grand Diplomat should go talk to him? Or would you prefer I pay him a visit?" he asks, running his thumb across the shrunken polearm at his belt.
Denat Leroung |
Denat looks at the note.
"Maybe we could give him the body ? And we'll see what happen. Not sure what we can do with the mad alchemist but I see no harm in tradigin with him. For now.
Looks like they have a fey problem. Maybe we should go there and try to negociate with them ? I think I remember they don't follow orders easily but could make useful scouts."
Simon Demarkus |
"I say to do whatever's most efficient. Give the otherwise useless body to the undead. Perhaps that will lay it to rest. If it doesn't then we'll go curb stomp it. Perhaps Ronald and the Alchemist can talk shop and make friends. If not, burn his house down and build a farm. Who is the grand diplomat again? It's not me is it? Regardless, I think Grey's undead should be able to make quick work of the fey should they prove to be unwilling to work for us."
Simon cleans his teeth and his gun during the meeting.
Ronald Dranstus |
"No, Simon, you are not our diplomat. I feel your skills lie along other channels. That job is mine, at least for now."
Ronald flashes a smile and laughs softly.
"Okay, so we get our minions to retrieve this alchemist's berries, then I meet and say hello. Beyond that, any other plans?"
Simon Demarkus |
"No, Simon, you are not our diplomat. I feel your skills lie along other channels. That job is mine, at least for now."
Ronald flashes a smile and laughs softly.
"Okay, so we get our minions to retrieve this alchemist's berries, then I meet and say hello. Beyond that, any other plans?"
"You're probably right." Simon says as he flicks his wrist sending the last piece of his firearm clicking meticulously back into place. He continues without skipping a beat as he places it back in his shoulder holster. "I lack the subtly or patience required for diplomacy. Let me know when something needs to explode."
Forsten |
Forsten inclines his head at Simon's suggestions, of a like mind. "My man is more than capable and has no qualms about dealing with any nuisances we might identify. At least none I have identified yet."
So give undead the stag lord's body like he wants, Ronald is going to deal with Bokken (Forsten is all for sacrificing the resource of another alchemist--especially a crazy one--if he can't be talked around and it frees up the land for other, more productive citizens), and then Ronald will swing around to look into the fey? (assuming they haven't bothered Reve and thus started a fight before he gets to them :p)
Valerianna Shard |
"Provide the creature the corpse and send your underlings for berries? These are truly the most pressing matters before us?" Her scarred face scrunches in surprise for a moment before she leans back in her chair. "Then by all means, do as you will. I suppose it's better your hangers on deal with these nuisances rather than the might of this council intervening directly."
Simon Demarkus |
"Provide the creature the corpse and send your underlings for berries? These are truly the most pressing matters before us?" Her scarred face scrunches in surprise for a moment before she leans back in her chair. "Then by all means, do as you will. I suppose it's better your hangers on deal with these nuisances rather than the might of this council intervening directly."
"They're new and still figuring out the nuances of our preferences. Frankly, I'd rather they ask a few questions before making a monumental screw up than to have to make us clean up a mess after. As time goes by I'm sure the'll need less and less input to anticipate our collective wishes. "
Simon Demarkus |
So we're sending the corpse to see what happens with the spirit and Ronald is going to talk to the alchemist. Also, logistically how are we sending the corpse? A few knights on horseback?
What are we doing with the troublesome Fey?
Harakani DM |
I believe 4715 will look like this so far - making control roll now
LN alignment (Economy +2, Stability +2)
Stability = 22
Economy = 24
Loyalty = 14
Treasury = 31 BP
Consumption = 4
Unrest = 0
Hexes
City #1 = Threshold (Capital)
District #1
City#2 = Sootscale Grotto
District #1
Upkeep Phase
Determine Kingdom Stability
Stability check (+19 currently) at DC (20+size+districts) = 20+2+2=DC 25. success = -1 unrest. fail (4 or less) = +1 unrest. fail (5 or more) = +2 unrest
Stability check DC 24: 1d20 + 19 ⇒ (7) + 19 = 26
Pay Consumption
Consumption = 4 BP 27 treasury left
Fill your vacant magic item slots
NA
Modify Unrest
Royal enforcer may attempt to reduce unrest
Edict PhasePhase 2: Edict
Assign Leadership
Ruler (Cha): Hargan =+0 (dead, rule by council)
High Priest (Wis, Cha): Anglon =+5 stability
Magister (Cha, Int): Master in Grey =+7 economy
General (Cha, Str): Valerianna =+3 stability
Grand Diplomat (Cha, Int): Ronald =+6 stability
Marshal (Dex, Wis): Simon =+2 economy
Treasurer (Int, Wis): Denat =+7 economy
Royal Enforcer (Dex, Str): Forsten =+6 loyalty
Councilor (Cha, Wis): Molly =+2 loyalty
Warden (Con, Str): Ambassador Garess = +3 loyalty
Spymaster (Dex, Int): Ambassador Pikmik =+3 one of any
stability +19
economy +18
loyalty +11
Claim and Abandon Hexes
Claim Hex TBD
Build Terrain Improvements
Create and Improve Settlements
Create Army Units
Issue Edicts
Promotion: Token +1 stability +1 consumption
Taxation: Normal +2 economy, -2 loyalty
Holidays: 12 +3 Loyalty, +3 Consumption
Edict PhasePhase 3: Income
Make withdrawals from the Treasury
2000gp is -1BP, +1 Unrest. Cheaper to sell your excess items directly...
Make deposits to the Treasury
Sell expensive items for BP
Collect Taxes
Edict PhasePhase 4: Event
event 1-25: 1d200 ⇒ 24
PLAYER DECISION TIME
Anglon |
Claiming a hex: I really think we should claim the gold mine hex and build a mine and here is why. A farm on a mining resource will give us -2 consumption and +1 Economy. A mine on a mining resource will give us +2 BP and +3 Economy. The net difference is an additional +2 Economy if we build a mine. The mine cost more, but is better in the long run.
Forsten |
-2 consumption for the farm, so total consumption of 7, giving 24 BP to spend i believe.
We might want to consider lowering our holiday edicts until we build up a few more farms...
As for what to build... Roads to Sootscale Grotto/C Hex, Claim and farm either F, G, H, or I hex (depending on how negotiations go with Bokken, and what's in F, H, or I), and build... a house and either an exotic artisan (half price from noble villa), trade shop, or--if we convince Bokken to come work for us--an Alchemists (in Sootscale Grotto :p)
EDIT:
Claiming a hex: I really think we should claim the gold mine hex and build a mine and here is why. A farm on a mining resource will give us -2 consumption and +1 Economy. A mine on a mining resource will give us +2 BP and +3 Economy. The net difference is an additional +2 Economy if we build a mine. The mine cost more, but is better in the long run.
Ahhh, right I forgot the special terrain modifiers... I also just noticed that farms can share the same hex as other improvements, so we could in fact claim L hex and build both a farm and a mine (total cost 10 BP, not able to build a road this turn) netting -3 consumption, economy +3, and +2 BP per turn during tax collection. Thanks for pointing that out Anglon, completely missed it/forgot.
That begs the question Harakani, have we encountered any other special terrain hexes? (Page 211 of Ultimate Campaing for the different types).