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Recently a neighbor buddy of mine passed. It is interesting how well he took the whole ordeal. His concerns were for everyone else, particularly his wife. Each time I visited him, his attitude about his deteriorating condition made me feel rather petty for worrying over my small problems. He knew it too. I miss that guy.
So that means its harder to gain more faithful for Erastil, but it is also harder to discourage his worship. And, for Torod, an impossibility to promote his religion without acts of fame. Ok. I can see that.
My question is for Justinian, Seraph, and Asta, what does a successful roll get their faiths? How often can they make a roll?
Yes. In game.
In game, Torod often opposes Asta in council. Once a decision is made, though, or when a proclamation is given, he gets behind it as best he can.
Sootscale Treaty wrote:
The treaty only gives access to the Moon Radish Patch and the Fangberry Thicket. It does not give ownership to those lands. Or am I reading it wrong?
I should have probably said that I don't think they stack. You can do so, it is Hero Lab after all, but, according to my understanding of Hero Lab, you don't get both the halving and the reduced cost. In truth, the cost comes out about the same either way. Maybe its just that Hero Lab is programmed to only figure the reduced cost of upgrading from the full price only and not the halved cost from building discounts.
GM Glyn: I noticed that for the bonus buildings at Oleg's Trade Fort -we need a name for that town. The cannon name is Olegton- rather than adding a Fort as a terrain improvement, you added the Barracks and Stables directly. If you add the Fort instead, both the Barracks and Stable automatically populate when the hex is enhanced to a settlement. I say this because it can effect some of our numbers.
Council: Due to the Castle in Greenheart, the Noble Villa costs half as much. The Noble Villa then allows us to purchase both the Luxury Store and the Exotic Artisan for half each. These purchases would give us +3 Economy, +1 Loyal, +2 Stablility, +2000 Base Value to our markets, and finally allow us to start filling our magic item slots with minor wands, rings, and wondrous items.
Noble Villa cost 24 bp halved to 12 bp.
So the 12 bp spent on the Noble Villa would save us at least 19 bp in other buildings.
Just something to think about.
It was just that we have two hexes we weren't able to finish exploring and I thought to try using a boat rather than taking the time to build a raft each time we come across a river we can't cross. I really just wanted to test it out. See how it would work for us as compared to what we've been doing.
If it works, great. We can commission our first 'naval vessel'. We can call it the Enterprise or something equally ferocious. If it doesn't work, great. We can saddle up and keep doing like we have been.
GM Glyn wrote:
When I input the information in my Hero Lab, the hill hex (D10) only cost 1bp to claim. You show it costing 3bp in your post above and 2bp on the kingdom status spreadsheet.
GM Glyn wrote:
.... (Oops, Looking at the map I think the lands surrounding the Stag Fort are hills not plains. The lighter colored hex around Olegs are plains. Any cost already spent on claimed hex, farms and roads will be left as is. New hex’s claimed, farms, and roads will use the hill cost.)...
So you re-did the the entries in herolab to hills then adjusted costs or added BP to balance it out?
Or are you just putting in custom costs for everything in those hexes now?
GM Glyn wrote:
Are we skipping three months for kingdom building?
Due to the discrepancy over who owns the fangberries, I'm willing to skip hex F8 for now. I am more interested in getting that road to Oleg's Tradefort and getting the gold mine up and running.
That hit to Loyalty from taxes is a little steeper than I realized. I now suggest Light Tax rather than Normal Tax.
Can Torod Take 10 on the aid roll? Otherwise aid Loyalty Sense Motive: 1d20 + 4 ⇒ (17) + 4 = 21
Right now, Praxim, Thordak is our front line. Barring any summons the next in line is you. Tomaru comes in at third or, if he doesn't have time to buff, fourth after Lym. Aurora is focused artillery and the end of the line. So you take the other ring.
Speaking of Aurora. Congratulations! Higher level play is rather different than what came before. No matter what, don't forget to have fun. Play your character as the potent death dealing machine that you envisioned her as from the start.
Don't mind you taking those items. Already have a headband, so there's nothing for me there.
Taking a level in Cleric (now Cleric 12)
Spell Slots: Lvl 5: +1, Lvl 6: +1; new totals 4/6+1/5+1/5+1/4+1/4+1/2+1
GM Glyn: In hero lab I can't find where to input the information for Events. Can you help me with that?
GM Glyn wrote:
So mechanically we'd have to claim, clear, and build? Roleplay may require us to "complete a diplomatic quest" before we are able to do so?
Note: I'm going to add these to my notes because I feel like I've asked you this before.
Justinian Doran wrote:
That was my general plan. I figured to pick up the mine along the way as well.
To help me remember
We did have that discussion about the berry bushes a bit ago. The treaty gives them access to both the fangberries and the moon radishes, but neither of them are adjacent to their territory. They would have to go through one or two hexes of our kingdom to harvest either.
For game effect, I would think we would still claim and develop the hex as normal. Then the mechanical benefits we get is simply the representation of what we get out of the treaty.
First I wish to restate my suggestions for integrating Justinian into the government.
Justinian can be the Royal Enforcer. A post he would inhabit with religious ferver. Kressel can be moved to Spymaster and Imiria, can be made the envoy to the mites. I think her personality and temperament could fit well with them.
I suggest we increase our taxes from None to Normal. We need the income and can absorb the hit to our popularity at this time.
I like the Exotic Artisan or the Library. Not only does the exotic artisan give Economy, it also allows us to begin dealing in magic items. The library is also great because not only does it mitigates the hit to loyalty we take from increasing our taxes, it also gives a bonus to our Lore score.
A few inexpensive suggestions to increase our Economy by building. First our numbers:
Dance Hall- 4 bp, +1 Economy, +2 Loyalty, +1 Unrest; +1 Corruption, +1 Crime.
Library- 6 bp, +1 Economy, +1 Loyalty; +1 Lore; upgrades to academy.
Tannery- 6 bp, +1 Economy, +1 Stability; -1 Society.
Mill- 8 bp, +1 Economy, +1 Stability; +1 Productivity; with gm permission can be skinned as a windmill at same cost.
Shop- 8 bp, +1 Economy; +1 Productivity; upgrades to either a market or luxury store.
Exotic Artisan- 10 bp, +1 Economy, +1 Stability; gives 1 minor ring, wand, or wondrous item.
Stable- 10 bp, +1 Economy, +1 Loyalty; adds +500gp base value to settlement.
Tradeshop- 10 bp, +1 Economy, +1 Stability; +1 Productivity; adds +500gp base value to settlement
There is also the Inn (10bp) and the smithy (6bp), but we already have one of each. More would not hurt though.
We can start development on the hex with the Fangberry Thicket, which is worth 1 Economy in addition to decreasing consumption and other possible benefits. Then, in a few turns we will be able to begin working the gold mine and it will be worth some Economy and BPs.
Finally there is Taxation.
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