Rivers Run Red

Game Master fictionfan

Gona Build a kingdom
BattleMap


1,801 to 1,850 of 2,632 << first < prev | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | next > last >>

Barbarian 7 AC:19, HP:66/66 (46/78), Fire Resist 2, DR 3/-, Reach

Waiting on Toran, but if he doesn't post by the time I have my desk clean I'll just go ahead and post.


Male Orc Expert 5

Gee that's a mighty fine axe just laying in this pile here.


You wound me.


The inner voice within your ear

Like permanency, create greater undead has a variable material component. How much is included within the scroll?

Treasure Calculations:

.
.
35020 +2 furious courageous adamantine Greataxe
00500 cat’s eye chrysoberyl of Mestama
00400 drug, AEther
00750 drug, angel's trumpet
03000 drug, daemon seed
00050 drug, flayleaf
00750 drug, midnight milk
02000 drug, strange fluids
09000 necklace of adaptation
03125 scroll, awaken
03200 scroll, create greater undead (CL 15, 200gp component)
08625 scroll, permanency (CL 20; 7,500gp component)
00675 wand, cure light wounds (45 charges)
00420 wand, lesser restoration (38 charges)

70515 TOTAL MARKET VALUE*

* We'd get about half that upon selling it all.

Talk about making up for last time! 15,500gp means I can buy out all the Magic capital that's been stocking up as of late.

Powergaming DM wrote:

Turns out the prowess of 10 men is not enough when you are outnumbered 20 to 1.

For some reason I found this particular line to be quite hilarious.


It has a caster level of 15 so it can only make shadows and Allip which both have fixed hd.

So unlimited for use.


I don't think you want to go selling drugs in your own kingdom. Well unless you want the obvious consequences.


The inner voice within your ear

Obviously not. Everyone knows you don't pollute your own well. That's why you sell them in someone else's kingdom. :D

(It would probably go a long ways in the River Kingdoms, Dagger Mark in particular.)

What more do I know about that axe after having made the Spellcraft check to identify it? Is it really intelligent? Or cursed?


Would you please make a will save just in case the BadAxe has magic aura on it?


Female Tower Elf Arcanist 8

Even if I don't touch it?

Okay. Will Save: 1d20 + 4 ⇒ (11) + 4 = 15


It seems to be exactly as I said before.


Female Tower Elf Arcanist 8

Fearing further magical retaliation from their enemies, once she gets back to the settlement, Riva begins crafting cloaks of resistance +3 for the entire party. Two should be finished by the end of Gozran, and the remaining two will be completed by Sarenith 10th.


Ravingdork wrote:

Obviously not. Everyone knows you don't pollute your own well. That's why you sell them in someone else's kingdom. :D

(It would probably go a long ways in the River Kingdoms, Dagger Mark in particular.)

So how are you going to go about selling to them. To tell the truth I am not quite sure where they are relative to you.


The inner voice within your ear
Powergaming DM wrote:
Ravingdork wrote:

Obviously not. Everyone knows you don't pollute your own well. That's why you sell them in someone else's kingdom. :D

(It would probably go a long ways in the River Kingdoms, Dagger Mark in particular.)

So how are you going to go about selling to them. To tell the truth I am not quite sure where they are relative to you.

If you look at this map here, and read the Kingmaker Player's Guide, you will find that the Stolen Lands fall within the River Kingdoms, along Brevoy's Southern border.

This map I Googled up might help you see it better.

That places Daggermark southwest of us. We could also have our servants sell them to the citizens of Pitax or Mivon if we wished, as they are closer (though they are less likely to look kindly upon the act). Daggermark, however, is an anarchist state. Selling the drugs there is unlikely to have any negative blow back on our own nation.

Riva is more than happy to put her servants to the task if it means more coin for her own nation. Though she is Lawful Neutral, her alignment largely covers her rigid mindset and strict personal code rather than blind adherence to the law, and she has few qualms against selling narcotics in a nation that would welcome them anyways (though she would be loath to do so in any area where such activities were restricted).


Thank you for the map. I had known that Nurmeria was close by, but had not been able to find a clear map for it before.

Also I think you might have to give me more specifics then sending generic kingdom servants on a long distance mission across dangerous bandit infested country to an anarchist state to do some shady deals for [your]* personal profit. They might get killed or run away with the money. Even if it went off without a hitch it seems to be at least a few weeks trip maybe more given the state of the roads. The map does not give a scale, but it seems a fairly long way.

I plan on giving you all leadership as a bonus feat when you reach level 7.

*[The parties]


Also rereading the guide to the river kingdoms reminds me that I am going to have to send you an invitation to attend The Outlaw Council some time. I wish it said what time of year it was.


Male Orc Expert 5

I guess I'm going to have to figure out how to get Quickdraw onto my sheet.

As tempting as that axe is "reach" is my favorite magic upgrade.


The inner voice within your ear

You could try and get the transformative weapon property added to it. That way you don't have just a polearm, but every reach weapon in the game and then some.

Tranformative:
This special ability can only be placed on melee weapons. A transformative weapon alters its shape at its wielder's command, becoming any other melee weapon of the same general shape and handedness; the weapon's categorization as simple, martial, or exotic is irrelevant. For example, a Medium transformative longsword can take the shape of any other Medium one-handed melee weapon, such as a scimitar, flail, or trident, but not a Medium light or two-handed melee weapon (such as a Medium short sword or a Medium greatsword). It can even take the shape of comparable weapons of different size categories. For example, a Small greatsword is a two-handed slashing weapon for a Small character, but is a one-handed slashing weapon for a Medium character, which is very similar to a Medium longsword; a Small transformative greatsword can thus become an actual Medium longsword, usable by a Medium creature without the –2 penalty for using a weapon of the wrong size. The weapon retains all of its abilities, including enhancement bonuses and weapon special abilities, except those prohibited by its current shape. For example, a keen transformative weapon functions normally in the form of a piercing or slashing weapon, but cannot use the keen special ability when in the shape of a bludgeoning weapon. When unattended, the weapon reverts to its true shape.


The inner voice within your ear
Powergaming DM wrote:
You also each get 1900 xp each for beating the hags.

Woot!


What do you plan on doing with the bloody trolls under your control?


Female Tower Elf Arcanist 8

I hadn't decided yet. I was considering putting them in my library vault for use as guard dogs.


So anything you want to do or should I move on to the next month?


The inner voice within your ear

Is Hex H34 finally cleared? If so, I think we should play out the Kingdom month next.


Yes it is cleared which means another 25 xp for each of you as well.


SARENITH 4708 AR
Upkeep Phase

During the Upkeep Phase, you adjust your kingdom's scores based on what's happened in the past month, how happy the people are, how much they've consumed and are taxed, and so on.

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.

stability: 1d20 + 36 ⇒ (17) + 36 = 53

You guys have a very stable kingdom you might want to expand a bit. You only need enough to succeed on a 2 more does not really help. you gain 1 Bp. Now you have 34 bp

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.

3 Consumption now down to 31 Bp. Stupid dragon

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).

I think they are still full is there any way for them to empty besides players buying them?

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.


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).

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 for more details). 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. Table: Improvement Edicts tells you the maximum number of hexes you can claim per turn.

You may abandon any number of hexes to reduce your kingdom's Size (which you may wish to do to manage Consumption). Doing so increases Unrest by 1 for each hex abandoned (or by 4 if the hex contained a settlement). This otherwise functions like losing a hex due to unrest (see Step 4 of the Upkeep Phase).

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 Table: Terrain and Terrain Improvements to determine how many BP this requires.

Table: Improvement Edicts tells you the maximum number of terrain improvements you can make per turn.

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

You may a building in any settlement in your kingdom. The list of available building types begins. When a building is completed, apply its modifiers to your kingdom sheet. Table: Improvement Edicts 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.

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

Step 7—Issue Edicts: Select or adjust your edict levels (see Edicts).
You might want to tone down an Edict or 2 to reduce consumption


For the purposes of counting my downtime, how much gold did we make from selling various things that we didn't decide to keep?


Not quite sure what you sold. I mentioned the difficulties of selling the drugs and I am not sure what else you want to sell.

To tell the truth with the way Ravingdork is working the system that necklace of adaptation is likely worth more to you sold even at half price especially since it is a wondrous item that Riva can make cheaply.

The BadAxe and scrolls not so much because Riva can't make them [easily].

Riva is very well positioned as mistress of Coin. S/He Role-plays it very well


The inner voice within your ear

Riva has claimed the stone and scrolls. Toran has the necklace. I assumed Mal might want the ax (though that may go in the group pot if he's certain he doesn't want it).

That pretty much just leaves the wands and narcotics left to throw in the group pot once they are sold.

It would appear that there are three ways to empty those magic item slots:

If you are unsatisfied with a magic item generated by a settlement, there are three ways to purge an undesirable item and make its slot vacant. The first is to purchase it with your own gp, which makes it your personal property and means you may do with it what you please (use it, sell it at half price for gold, deposit it in the kingdom's Treasury during the next Income phase, use it as a reward for a local general, and so on).

The second method is to manipulate your kingdom's economy to encourage an NPC to purchase the item (such as a random adventurer passing through the settlement). During Step 3 of the Income phase, you may attempt one Economy check for each filled slot you want to empty. For every such check after the first one in a turn, your Economy decreases by 1, since these manipulations are harmful to your kingdom's economy and typically only serve to get rid of an item you consider undesirable. If the check fails, nothing happens. If the check succeeds, erase the item from that slot; you may attempt to fill the empty slot as normal in the next Upkeep phase. You do not gain any gp or BP from this sale; the money goes to the building's owner, who uses it to acquire or craft the next item.

The third way is to spend BP (1 BP = 2,000 gp) to purchase the item. If you take the item for your own use, this counts as withdrawing BP from the Treasury for your personal use (see Make Withdrawals from the Treasury). If you use the item in a way that doesn't directly benefit you or the other PCs (such as giving it to a hero of your army or donating it to a settlement as a religious or historical artifact), then purchasing it is essentially like other kingdom expenditures and does not increase Unrest or decrease Loyalty.

Unless there is a way to recover from the Economy hit, there's no way I'm taking option #2.

Also, I think you may have skipped the month of Gozran (if so, we'll just assume the above rolls are for Gozran rather than Sarenith).


I thought a wand of cure light wounds was a staple for an adventuring party.


The inner voice within your ear

Anyone remember what our plans for expansion were? I'm having trouble tracking down my earlier notes in the threads.

Powergaming DM wrote:
I thought a wand of cure light wounds was a staple for an adventuring party.

Yeah, but only if someone can actually use it. I think that's just Toran, and he hasn't asked for it yet.


Female Tower Elf Arcanist 8

Actually, I just noticed option 2 works fine ONCE per turn. It's only when you do it more than that each turn, that you run into trouble.

Let's try and get rid of that wand.


economy check: 1d20 + 40 ⇒ (20) + 40 = 60

You get rid of it.

It is replaced by a scroll of

Delay Poison, Communal


Ravingdork wrote:

Anyone remember what our plans for expansion were? I'm having trouble tracking down my earlier notes in the threads.

I think you were planing on expanding along the rivers. Also building up the discounted buildings.


Male Undine Dual-Cursed Battle Oracle 8 AC 21 (touch 12, FF 20); Hp: 59/59; Saves: +13,+12,+14; CMD 21; Perception +14; Init +5(X2)

I actually have a wand of CLW, when I joined the game I bought a fully-charged one, but just haven't really used it yet.


Female Tower Elf Arcanist 8

If no one is against the notion, I would like to claim hex I35 (-1 BP) and start a settlement there (-2 BP), giving us sole control over Candlemere. A fishery there ought to reduce our consumption some as well (-4 BP). I would also like more roads (-3 BP) and a bank (-14 BP).

That will leave us with 7 BP for emergencies and for next month. I for one, would like to keep the other edicts the same for now. We may have a consumption of 3, but we gain 5 bonus BP every month, so I'm not the least bit worried about it. I'd increase them even more, for the peoples' sake, if I thought we could afford it. One day perhaps.

Perhaps next month we can nationalize Toran's herbalist shop.


You still have not dealt with the dark energy of Candlemere. Building a settlement there would be most unwise.


Female Tower Elf Arcanist 8

*sigh* I thought we had explored and cleared it.

I suppose we could put a new settlement over at Sootscale Caverns then, or along the four corners of the Tuskwater (over time of course).


Either of those sounds fine to me, and I'm good with the other stuff you mentioned as well, I'm all for that.


The inner voice within your ear

Perhaps you would like to name the new settlement, Toran?


I can try my best, but I'm afraid that I'm not great with names. What about Keep Vandoran? Toran's next establishment will be a military academy, so it seems fitting.


The inner voice within your ear

Vandoran would make for a good name I think. Is that just made up, or is there some meaning behind it?


It's entirely made up, I just liked the sound of it.


The inner voice within your ear

Definitely a good sound.


Moving on
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.

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.

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.)

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: 1d20 + 44 ⇒ (12) + 44 = 56

So you gain 18 Bp +5 Bp for from other things so you gain 23 Bp


Event Phase Custom event

A large trading caravan arrives on the GOZRAN 20th from Brevoy. they plan on leaving on SARENITH 17 It is lead by Gabriel Metz he seems to have done quite well for himself. The caravans arrival has 3 interesting effects.

1. They buy up all cheap magic items that Riva made before so for this month you can in fact craft your profit.

2. The temperately expanded economy makes it so next months economy check is going to be a natural 20.

3. They had a Scroll of Polymorph Any Object that Sootscale immediately buys up and uses to turn himself into a silver dragon.

Polymorph Any Object acts as greater polymorph which in turn acts like Form of the Dragon I so it's like that, but permeant duration


The inner voice within your ear

Don't forget that new bank Riva's putting into place will up that Economy check a bit, giving us an additional 2 BP, for a total of 32 (25 plus the 7 we had from last month).

So...Sootscale went from having soot-colored scales, to bright silver scales? Form of the dragon I says he only gets his breath weapon once per casting; how does that interact with the permanent duration? lol.


The inner voice within your ear

I've updated the Kingdom Sheet and Kingdom Map to reflect the changes made in Gozran. I changed the new hex location and bought a house for the new settlement on the far side of the Tuskwater, so we have slightly lower BP than predicted (an empty settlement without building not only didn't make sense, it had no meaningful stats).

I've also created a new district map for Vandoran's new "Ward District" named for all the soldiers who will be trained there to better protect the Heart of Caerulus*.

*:
That's what we are going to be calling the four towns around the Tuskwater.


There are no good profile pictures for Tarka.


Female Tower Elf Arcanist 8
Powergaming DM wrote:
There are no good profile pictures for Tarka.

I wouldn't worry about that. Those kobolds all look alike anyways. ;P


SARENITH 4708 AR For real this time
Upkeep Phase

During the Upkeep Phase, you adjust your kingdom's scores based on what's happened in the past month, how happy the people are, how much they've consumed and are taxed, and so on.

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.

stability: 1d20 + 36 ⇒ (5) + 36 = 41

Gain a Bp now you have 30 Bp

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.

Pay 4 consumption so you now have 26 Bp

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).

Do you want to replace any magic item?

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.

1,801 to 1,850 of 2,632 << first < prev | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Rivers Run Red Discussion All Messageboards

Want to post a reply? Sign in.