Spontaneous Kingmaker Campaign

Game Master Tiaburn

Current combat map
Oleg's Trading Post Map | Charter | Ledger | Map of Greenbelt


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Sounds doable.

Nalys, can you get those on the Gameplay Tab? Or do you want me to ask Paizo to give me GM control so that I can make edits? Either works for me.


NG Male Human (taldan) Druid1 Init +2; AC15, Touch12, FF15, CMD12; hp 9/9; Fort +3, Ref +2, Will +5; Perception: +4
Casts:
at will - light, purify food and drink, stabilize; 1st goodberry [x], entangle [x]

@GM, I'll do changes later tonight


Thanks, Nalys.


Hi, all, just a reminder that you'd be selling the following to Oleg:

Long Bows 8 for 300 GP
Arrows 230 for 5.5 GP
Leather Armor 8 for 40 GP
Shortsword 8 for 40 GP
MWK Handaxe 2 for 306 GP
dagger 4 for 2 GP
Studded leather armor 1 for 12.5 GP
Silver Earrings 1 for 30 GP
Wooden Music Box 1 for 80 GP

Thats a total of 920 GP. If you aren't claiming anything else from this list, then I'll mark it as sold by Noon EST tomorrow (3/30/15) and help you start thinking about the costs of recruiting the captives as laborers. Also, unless I see another in-character discussion otherwise, I'll be distributing it evenly with an equal share that's designated as the "Party" fund.

Once they are in place as such, they will start helping you generate income while you are out and about in the field.


NG Male Human (taldan) Druid1 Init +2; AC15, Touch12, FF15, CMD12; hp 9/9; Fort +3, Ref +2, Will +5; Perception: +4
Casts:
at will - light, purify food and drink, stabilize; 1st goodberry [x], entangle [x]

Since training horses take so much time, I probably will not do it, until we declare couple of weeks downtime. It would be better to start upgrading post with something, for example build more rooms or summerhouse for fresh veggies.

GM wrote:

You can get a total of 2 teams of laborers out of the bandits that you have captured. This would cost 2 Influence and 4 Labor. To obtain this:

- You can simply pay 140 GP outright to cover the cost, and take one day.
- Or, you can pay 70 GP to earn the capital through your own actions - probably in about a day if all 5 of you work on it - and with the 2/day capital spending limit in a Thorp, you can have both teams ready and working for you (and earning capital) in 3 days.

@GM, could we split that costs? For example:

1) We pay 70gp to convert one team into new labourers
2) We earn capital: 1 Influence (Diplomacy, Ilsa), 2 Labour (Survival, Nalys & Brandt) with payment of 35gp and make it during one day.
This way we can start using prisoners resource and I will join you in exploration next day.

As well, we talk of exploration. I marked an explored hex with green outline. My proposal is to explore wood hex to south: we passed it twice and we fought with boar, probably no more dangers should wait us there.


Gnome Wizard {Shadow} HP 9 | AC 12 FF 10 T 12 | F+2, R+1, W+1 (+2 Ill, fear,desp) | Init +5, Perc +0 | Dark 60'

I'm for Nalys's plan if that works. Otherwise, we should buy them outright and start making profit off of them as we explore/adventure. Eventually we can train one of the groups up to guards, keep re-investing.


Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

So far we have:
2 Influence
1 Goods (Geliglee, did you mean to create labor or were you creating goods for something else?)

Brandt and Calum can easily generate 1 Labor each if they take 10. Nayls could potentially generate 2 Labor by himself if he rolls, but will definitely create one.

If I am understanding the rules, we should be able to get all of that in a day's work (and not have to outright buy more than maybe 1 Labor). However, it will take 3 days to spend 6 Capital (2/day).

@Nayls: Reading the rules, I don't think anything stops us from paying for one part, while generating the rest. I think GM 8574 was just giving us the base costs for the cheapest and most expensive way. (@GM: Please correct me if I'm wrong).


Yep, doing a combination (buying outright plus earning some) is definitely do-able, so you could get both in a couple days time.

And yes, a 27 definitely gets you 2 influence. I'm sure you'll need one later if you only use one now.


Gnome Wizard {Shadow} HP 9 | AC 12 FF 10 T 12 | F+2, R+1, W+1 (+2 Ill, fear,desp) | Init +5, Perc +0 | Dark 60'

Geliglee has no skills that would add to the labor pool. He is a good or magic kind of guy.


Male Human (Ulfen) Ranger 1, Hp 13/13; Fort: +5, Reflex +4 Will +1; AC 17,

I looked over at the gameplay thread before looking here, and the roll came up Nat 20, which translates to two labor being produced from Brandt's Survival roll (since I didn't realize Nalys wasn't going to do the animal training).

Brandt would agree on that Hex needing our exploration next as well.


NG Male Human (taldan) Druid1 Init +2; AC15, Touch12, FF15, CMD12; hp 9/9; Fort +3, Ref +2, Will +5; Perception: +4
Casts:
at will - light, purify food and drink, stabilize; 1st goodberry [x], entangle [x]

Nalys failed his roll, so he has only one labour.
Means, we have earned 2 Influence, 1 Goods, 3 Labour during Calistril, 23rd.
We pay 70gp to convert one team into Labourers and 60gp for earning Capital.
We pay 1 Influence + 2 Labour for converting second team into Labourers.
Capital left: 1 Influence (Isla), 1 Goods (Geliglee), 1 Labour (Brandt).
We can invest those later, but start Hexploration on 24th of Calistril.

Calum, are you willing to stay and train your horse?
I know this does sound metagame-ish, but its easier to buy trained horses from Oleg, than spend 3 weeks to train it something specific.


Gnome Wizard {Shadow} HP 9 | AC 12 FF 10 T 12 | F+2, R+1, W+1 (+2 Ill, fear,desp) | Init +5, Perc +0 | Dark 60'

I vote after exploring the one hex, we work to upgrade one laborer to a guard and one to a driver. This way we will be making all types of capital (except magic) while we continue to explore.

Eventually, Geliglee will recruit an apprentice and we'll be doing even better, continuing to build all capital while we focus on exploring.


Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

I don't see a reason to save the capital. Otherwise we are paying both for the outright cost and capital that we don't need...or we are missing out on a second team. With the second group of laborers we will be investing that capital so we will have even more in the long run.

I would propose one of the following:
If Calum creates one labor (pretty much take 10 on any relevant skill) then we would have enough capital for both teams. Which would be 70gp for both, with the 1 goods left over (another 10gp). We spend 80gp total.

If Calum has other plans for his character, we can buy the extra labor needed. It would be 35gp for one team and 45gp for the other (15gp for earned influence, 10gp for earned labor, 20gp for bought labor). So 80gp for both teams, with the 1 goods left over (another 10gp). We spend 90gp total.

Edit: @Geliglee: I agree, we should be work down the road on seeing that our teams are producing diverse capital, so we have what we need when we decide we want something.


Gnome Wizard {Shadow} HP 9 | AC 12 FF 10 T 12 | F+2, R+1, W+1 (+2 Ill, fear,desp) | Init +5, Perc +0 | Dark 60'

Ilsa, Nalys's method gives us two laborers today at minimal cost. The left over capital is surplus for the future efforts of upgrading the laborers to guards and drivers.


@Nalys: I believe that Calum's cavalier mount, William, is already combat trained. It's the rest of y'all's horses/dog that are not.

Otherwise, OK! We'll see what Calum does, but otherwise y'all will have enough to get both teams in one day. I'll have their income start going into the "Party" column on the "Ledger > Coinpurse/Capital Tracker" sheet. Y'all can set up disbursement of those funds when you need it.


Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

Either method gets us the resources we need for two laborers today (Although it will still take 3 days to spend the Capital, regardless of the method we use).

The difference is that Nayls's method costs 105gp for two laborers, plus another 35gp worth of Capital we aren't using. 140gp total. My method costs 80-90gp (depending on Calum) for two laborers, plus 10gp worth of Capital we aren't using. 90-100gp total.

Breakdown for Method 1:

Laborers 1:
-Influence (Bought) = 30gp
-Labor (Bought) = 20gp
-Labor (Bought) = 20gp
Total: 70gp

Laborers 2:
-Influence (Earned) = 15gp
-Labor (Earned) = 10gp
-Labor (Earned) = 10gp
Total: 35gp

Extra:
-Influence (Earned) = 15gp
-Labor (Earned) = 10gp
-Goods (Earned) = 10gp
Total: 35gp

Grand Total: 140gp

Breakdown for Method 2:

Laborers 1:
-Influence (Earned) = 15gp
-Labor (Earned) = 10gp
-Labor (Earned or Bought) = 10-20gp
Total: 35-45gp

Laborers 2:
-Influence (Earned) = 15gp
-Labor (Earned) = 10gp
-Labor (Earned) = 10gp
Total: 35gp

Extra:
-Goods (Earned) = 10gp
Total: 10gp

Grand Total: 80-90gp

I am pro-stockpiling capital, if we are generating it at the earned rate through teams. However, buying capital at full price when still have earned capital just seems wasteful. If we need capital for our later upgrades we can buy it then, just as fast and for the same price.


Pretty much. Though a quick correction from what I said earlier: spending the money outright to buy the team (70 GP) does not mean buying the capital and then spending it. Rather, it means that you are throwing cash around to get the team to work for you as soon as possible. In this case, I chose to represent that as you setting up a fund to pay for their presence at Oleg's, and them getting proceeds someday. My reasoning for this is that you're basically using enough Capital to pay them each for 200 days (1 sp / day), and Oleg is the holder of those accounts.

Mathematically, you can start having them earn money back sooner if you buy them outright, but if you use capital, then they begin paying back profits much faster.

Also, this is how I will rule how much each future Room or Team makes for the party: That individual room will Take 10 on their check to earn capital for the day, add their modifier, and divide the result by 10. If they are earning GP, the result is what they will earn. If they are earning other types of capital (goods, influence, labor, magic), they will round down to the nearest whole number. OR you can tell me that you are rolling for each team, and we'll come up with an easy copy/paste that we can run at the start of each new day, and rack up what they earn that way.

For example, two teams of laborers will earn (10+2)/10=1.2 GP per day, or they can earn 1 Labor. OR, I will roll Earning Captial (GP): 1d20 + 2 ⇒ (2) + 2 = 4 / 10 = 0.4 GP.

Let me know if there's anything else I can clarify, but I think y'all have got this. :)


NG Male Human (taldan) Druid1 Init +2; AC15, Touch12, FF15, CMD12; hp 9/9; Fort +3, Ref +2, Will +5; Perception: +4
Casts:
at will - light, purify food and drink, stabilize; 1st goodberry [x], entangle [x]

@Isla, nice breakdown, thanks. I'm OK with any approach, since I believe we anyway splitting all the expenses.

@Geliglee, I like your idea about team upgrades economy-wise, but roleplay-wise we fought with those guys yesterday and you propose to give them weapons (Guards) or put them on carts to drive goods (Drivers) tomorrow? I'd better lose that several days but recruit some other guys to be drivers/guards. Might be we can invest in some building, like Kitchen and Stall. Those will bring us Capital and be more in line with our party greater goal - bringing this region to prosperity.

Hexploration I like how it sounds :) we can spend one day (I vote to explore hex south from Trading Post) and then return to Oleg's for teams to start building something. As we earn Capital for building to continue, we explore further south (there are plains on the map).

Capital earning, nice comment, GM. Your description of how are we reasoning with prisoners to work for us is great. Personally, I would vote for Take10 always, and we can make them roll if we are in Oleg's. Like we are hustling them to overperform and deliver results faster. Than, we can use some extra, but only when we need that.
Question about math: I do belive that (10+2)/10 = 1.2 GP or 1 Labour is for each Team. Is it correct? So for 2 Teams we get (10+2*2)/10 = 1.4 GP or do we get 2*1.2 GP?


Male Human Cavalier 1; Init +0; Per +0; AC 17/10 T/17 FF; HP 13/13; F +4, R +0, W +2

Sorry for the silence, but I could train only 1 horse at a time atm. Not until 4 when I pick up expert training. At that point I can start training multiple animals the same trick at a time. I think I'd teach Geliglee's dog the flee trick. Just so we can have it run away when combat starts up.


Gnome Wizard {Shadow} HP 9 | AC 12 FF 10 T 12 | F+2, R+1, W+1 (+2 Ill, fear,desp) | Init +5, Perc +0 | Dark 60'

Actually, at this point I think our time is more valuable than the money we save training rather than buying mounts.


Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

Question about the earned Capital:
I noticed in the ledger that the costs are being subtracted from individual party members (if I am reading the Coinpurse Capital Tracker tab correctly). I thought we agreed to split the costs evenly, so shouldn't that come from the party fund or be subtracted from everyone?

Also, since I don't remember if this was brought up before, but did you want to add our left over from starting wealth to the coinpurse tracker tab tab? Isla had 28gp, 4sp, 7cp left over. Just figured I'd mention it now, so it doesn't seem like I am pulling money out of nowhere, later in the game.


Thanks, I had been pulling the funds from each party member individually as a placeholder, but I'll be happy to move that over to deduct from the party fund instead.

Thanks also for the starting cash insert. If anyone else has not yet done so, please do at this time. Thanks!


Male Human (Ulfen) Ranger 1, Hp 13/13; Fort: +5, Reflex +4 Will +1; AC 17,

Brandt has: 9GP, 13 SP, 20 CP


Gnome Wizard {Shadow} HP 9 | AC 12 FF 10 T 12 | F+2, R+1, W+1 (+2 Ill, fear,desp) | Init +5, Perc +0 | Dark 60'

FYI - Camping this weekend - no internet.


Geliglee Geerwander wrote:
FYI - Camping this weekend - no internet.

Sounds great - enjoy the outdoors!


Gnome Wizard {Shadow} HP 9 | AC 12 FF 10 T 12 | F+2, R+1, W+1 (+2 Ill, fear,desp) | Init +5, Perc +0 | Dark 60'

Geliglee will memorize read magic the next day to try and begin the process to copy the spells into his spellbook.


@Geliglee - sounds good! Do you have a listing of what all is in your spellbook on your character sheet or another source? It would be helpful for me to know what to have ready for you next time there are scrolls to award. Thanks!


Also, I've added some numerical tokens to the top of our Greenbelt Map. Feel free to drag them around the map to indicate the order you'd like to explore the hexes.

As before, when you get adjacent to a new hex, I'll update the dominant terrain type for that hex. If it's blank, assume plains. Trees = Forest. Lumps = hills.

Hope that helps!


Gnome Wizard {Shadow} HP 9 | AC 12 FF 10 T 12 | F+2, R+1, W+1 (+2 Ill, fear,desp) | Init +5, Perc +0 | Dark 60'

0) All Cantrips

1) Color Spray, Disguise Self, Enlarge Person, Grease, Magic Missile, Protection from Evil, Shield, Silent Image.


Gnome Wizard {Shadow} HP 9 | AC 12 FF 10 T 12 | F+2, R+1, W+1 (+2 Ill, fear,desp) | Init +5, Perc +0 | Dark 60'

I placed the tokens, unless someone objects, I say we push ahead.


NG Male Human (taldan) Druid1 Init +2; AC15, Touch12, FF15, CMD12; hp 9/9; Fort +3, Ref +2, Will +5; Perception: +4
Casts:
at will - light, purify food and drink, stabilize; 1st goodberry [x], entangle [x]

@Geliglee, thanks for numbers, I'd like to propose us starting with #2 and then counter-clockwise...


Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

I have no objections to doing a loop around the post.


Technically, where you have placed numbers 4 and 5 are outside the boundary of your charter - they belong to Brevoy (technically). Let me get another square up there to reflect the boundaries of your current charter as I see them. Sorry about that. I've simply moved number 4 to the place of number 6 for now.


The Magenta box is - as the AP provides it - the boundaries of your charter. If this doesn't reflect the charter text that you have, I'll be happy to update it for you.

Trust me, having run this in RL as well - it may not look like much space, but there's a ton there.


Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

Quick question. Which hex did Calum and Brandt already explore?


They went through the one that Oleg's trading post is in.


Male Human Cavalier 1; Init +0; Per +0; AC 17/10 T/17 FF; HP 13/13; F +4, R +0, W +2

Number 2 would be good, but I'd also like to explore the border in the near future. No point in being given land to explore if you don't utilize it.

-Posted with Wayfinder


Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

Ah, that makes sense.

Then, I would propose starting with the four Geliglee marked. (Sidenote: Would we be able to explore one a day and then return to the post?)

We can worry about where next once we know what we find in the first four, since our discoveries may influence our next moves. But exploring the border is not a bad idea.


Yes, if you left your things behind, you could potentially ride out as quickly as possible, make your hexploration, and then ride back to Oleg's for the evening.


Gnome Wizard {Shadow} HP 9 | AC 12 FF 10 T 12 | F+2, R+1, W+1 (+2 Ill, fear,desp) | Init +5, Perc +0 | Dark 60'

All,

I have a big trial coming up Wed-Tuesday of next week. I hope to still be able to post regularly, but if I'm not responsive and slowing things down please NPC me.

Thanks!


Understood! Best wishes on the trial.


Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

Just a heads up, I am going to be away from home tomorrow through Sunday I will be at the mercy of hotel wifi/my cellphone and will probably have limited free time. I'm also GMing one of my RL games tonight. So from now through Sunday, please feel free to run me as an NPC as soon as I am holding things up.


Understood - thanks for the heads up!


Male Human (Ulfen) Ranger 1, Hp 13/13; Fort: +5, Reflex +4 Will +1; AC 17,

Sorry I've been sick this week and haven't been checking in.


Happy 500 posts, everyone! :)


My apologies - I finally took a second look at riding dogs. I had figured them to only be trained to carry a rider, like a riding horse, but instead - per Ultimate Equipment - the full price indicates that they are already fully combat trained.

Geliglee, my bad. Sorry that I didn't read that closely enough.

Calum, we'll count your roll as training a horse for combat. You are 1/21 of the way towards completing the goal with this horse.


Male Human Cavalier 1; Init +0; Per +0; AC 17/10 T/17 FF; HP 13/13; F +4, R +0, W +2

I'm training Geliglee's riding dog the trick flee. Not my own horse. My horse will learn skills and tricks at a better rate than his, plus once I hit 4 I can train multiple animals at the same time. This will take one weeks worth of training as per the handle animal rules.


Ah, got it - sorry about that. Dog is 1/7 of the way to learning Flee!


Here's what they are proposing:

If you'd rather not own this building going forward, Oleg will put up the cost of the materials and influence, and he'll keep the profits.

If you want to own this building going forward, you can purchase the necessary capital outright for 400 GP.

Or:

1) Earn 4 Influence and 7 Goods yourselves (the laborers can't do this) for a cost of 130 GP.
2) The Laborers can earn 7 Labor themselves (for a cost to you of 70 GP).
3) They spend 24 days building the Bunks (it only takes 9 days to spend the capital).
4) Once bunks are complete, each team of laborers earns 1.2 GP per day, and the bunks earn 1.8 GP per day.
5) 200 GP / 4.2 GP/Day = 48 days - after that, it's all profit.

For scope on this, there are 31 more hexes to explore, each taking at least one day, maybe half of them taking 2 days.

Hope that helps, feel free to ask questions! My hope is to post the next day's exploration tonight if we are ready to move forward, as I don't have my weekly home game tonight.


Male Human Cavalier 1; Init +0; Per +0; AC 17/10 T/17 FF; HP 13/13; F +4, R +0, W +2

Shoot, made a post with my main account, edited it, but the system does not know how to remove it. By any chance could you remove my username from the list of players?

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