
Drisquar |

We can't actually build more than one building a month atm. We gotta wait till we're size 11.

The Dapper GM |

28 Drow, now. They're filtering in regularly, but should be listed on the sheet.
@Laboratory: Laboratories are exceptionally hard to build. It'll take 50 BP as well, which is a ton, an those can't be reduced. Have patience, I suppose.
@Kingdom size: Typically there is no way to grow a kingdom faster until it is larger. It kind of sucks, but then again, you're also supposed to explore and clear every hex, which I assume Dris+Illia+Hungry Doom can do far faster than a normal party.
The only "it sort of works" way I know of to grow a city faster is to absorb a similarly-aligned Free City in a neighboring hex... which isn't actually as crazy as it sounds. This might actually be a good way to move forward; if Illia- can recruit a sufficient number of harpies to self-govern (>60), you can make a stability check to absorb the hex they settle in. Maybe the nearby jungle+lake is a good place for that.
Inubrix (or anyone else), if you can find a way to populate an autonomous, self-governing town with at least 61 intelligent constructs, androids, or other sentient creatures (migrants don't count for this, since they're coming to live in a pre-existing city), the party will be able to make a stability check to absorb it.
Etc.
I leave the rest as an exercise to the players' creativity. We are in strange new min-maxing territory!

The Dapper GM |

@Katapesh: It's approximately 30 hexes to Katapesh the city (10 in Sekamina, then 10 more to get to the surface and the edge of the mountains, and another 10 from the mountains to the coast); it's only 20 hexes to reach the nearest Katapeshi city of Solku, though that's a city you guys lit on fire once.
As the Bralani flies, you can cross 5 hexes/hour; so the nearest city is 4 hours away, while the capital of Katapesh is 6.

Meredian Adriatnaic |

I'd like to make an instant fortress that doesn't have to be emptied in order to be shrunk. Basically, the interior is like a lesser demiplane and continues to exist. When shrunk you can't enter or exit. Shrunk or not planeshift is going to be blocked. If a living creature were inside the only difference they'd see is the Windows filled in with stone. You could of course still damage it from the inside and if you were to breach a wall the shrinking magic would immediately come to an end
It's a minor change I think, but what additional costs/requirements would you add?

The Dapper GM |

Hmm. As it is, the fortress is kind of a horrible instrument of death. That said, the ability to breach the inside with damage is a significant hindrance over a standard instant fortress.
The space inside is far, far larger than any bag of holding—around the cost of one permanent greater Demiplane; with rounding and increased costs for multiple abilities and whatnot, that's around 35k extra, for an 80k castle.
Blocking dimensional transport is extremely hard; but anything that can cast plane shift can probably tunnel through the walls. Your best bet there might just be finding someone who can cast Dimensional Lock once every few weeks, since it would be outrageously expensive to price that effect into an item.

Meredian Adriatnaic |

Hmm. As it is, the fortress is kind of a horrible instrument of death. That said, the ability to breach the inside with damage is a significant hindrance over a standard instant fortress.
The space inside is far, far larger than any bag of holding—around the cost of one permanent greater Demiplane; with rounding and increased costs for multiple abilities and whatnot, that's around 35k extra, for an 80k castle.
Blocking dimensional transport is extremely hard; but anything that can cast plane shift can probably tunnel through the walls. Your best bet there might just be finding someone who can cast Dimensional Lock once every few weeks, since it would be outrageously expensive to price that effect into an item.
My post got eaten, so here's the abridged version.
I don't see why one couldn't breach the inside on a normal fortress. I only pointed that out to show it'd make a bad prison.
Though the interior is larger than a bag of holding it's less useful for getting gear out. Meaning you can't get gear out when it's shrunk. However, now that you mention it, it would be a good way to teleport wiling people around, so there's that.
Incorporating Dimensional lock wouldn't be that hard. An item that auto-casts it 1/d is something like 30K market price. The area of the spell is more than sufficient to cover the area of the fortress area.
Upon review this item has changed since last I used one. I was thinking it was more like a Magnificent Mansion spell on "wheels." Given that I am rethinking the idea entirely.
Edit: Just saw a bunch of typos and fixed them.

The Dapper GM |

Fair enough. Just that a normal fortress, when breached, maintains its ability to shrink.
* * *
Meanwhile, a lot of the "events" that triggered were stuff I had planned, but they're moving increasingly to be based on party actions. (For instance: the random encounter was a Neothelid because they're attracted to sites of teleportation and fear Hell gaining a foothold in the Darklands; the Intellect Devourer approached you only because the party did not use diplomacy on the Neothelid, and it was able to escape to report the lost battle).
There's also going to be a lot less happening as we finish up the next two months of kingdom building; so what happens will largely be placed on characters' downtime decisions. (Being the sole NE power in what is essentially several continents is, honestly, quite wacky. Neither the LE Duergar/Aboleths/Skum/Gebbites nor the CE Drow/Intellect Devourers/Neothelids/Ghouls/Vampires of Shraen will have an easy time predicting anything this party does, and the lone NE Urdefhans aren't really social enough to offer commentary.)
Also, apparently pretty much every Darklands conflict seems to be CE/CE. The LEs just sort of sit around.
* * *
*for realzies though, I wouldn't mind throwing down some statblocks to fight. Especially some Path of War ones to match our schenanigans. :P
If I put you guys up against my level 20 ranger from the end of Mummy's Mask, the entire party would be dead before ever reaching their initiative. I became a GM years ago to find a more fun alternative to min-maxing. But if you want some interesting/unique enemy statblocks, I have some interesting ideas that might take place a few months ahead.

Illia- |

If I put you guys up against my level 20 ranger from the end of Mummy's Mask, the entire party would be dead before ever reaching their initiative. I became a GM years ago to find a more fun alternative to min-maxing. But if you want some interesting/unique enemy statblocks, I have some interesting ideas that might take place a few months ahead.
I'm not necessarily saying stronger statblocks. For example, my first concept was a level 10 Drow Cavern Sniper/Bolt Ace. Is he going to seriously be a threat? No. But I figured out some schenanigans I could give him to make him into an interesting piece of a larger battle, harrying and dealing some damage and laying down support. Without being like, "full attack death raaaaaawr!" Like a level 20 Divine Hunter would be.
And, I figured a Level 10 Drow could be a mercenary hired in any of the battles we come to fight in the future.

Drisquar |

Dapper, while I don't really need a true break down just yet of what the Drow professions are, I would like to know who they worship. Also, reactions to them each getting a gold piece just for answering questions?

Anaxian |

I know what I'm doing.
I'm chained to a crafting table cranking out trinkets for a bunch of weirdos and poking the universe to tell me things about how to control lava and capture angry bird chicks.

Illia- |

Illia- might jump over occasionally and help them out if they leave a tactical liaison to say "jump to these coordinates and kiiiill", but is otherwise uninterested. If everyone to the north is overrun and the enemy is at her door... good times.

Meredian Adriatnaic |

Do we want to do the six headed PC for the negotiations or do we want to multitask?
If I can figure out how to get one temporary caster level for purposes of permanency I can telepathic bond everyone. That way we can "talk," but not necessarily be in the same room.
Edit; Death Knell would do the trick.

The Dapper GM |

So, there are rules for treaty negotiation: opposed checks in Bluff, Diplomacy/Intimidate, Knowledge (local), Knowledge (nobility), and Sense Motive. Winner of the most checks benefits more from the treaty. If you can pull off the multi-headed PC, I'll give "aid another" circumstance bonuses for each good argument, but one diplomat has to make all five rolls.

Drisquar |

Dapper, response from the liar-pony to Dris?
Would a show of good faith via providing several corpses prior to negotiations grant us any bonuses?? Especially if they are custom to their needs/wants?

The Dapper GM |

And Anaxian seems to be lacking Bluff?
I am lacking local because normally it's useless.
If you're a standard murderhobo, sure. But local is used to identify the strengths and weaknesses of humanoids, who in some campaigns make up 95% of your enemies.

Meredian Adriatnaic |

And Anaxian seems to be lacking Bluff?
Meredian Adriatnaic wrote:I am lacking local because normally it's useless.If you're a standard murderhobo, sure. But local is used to identify the strengths and weaknesses of humanoids, who in some campaigns make up 95% of your enemies.
I'll revisit my decision upon next level up

Anaxian, the Fractured Wyrm |

Let's whip them out and compare :-)
Bluff +17, Diplomacy +15, Knowledge (nobility) +11, +22, Sense Motive +23,
I am lacking local because normally it's useless.
You're right, Anaxian doesn't Bluff. It's only neccessary if you're trying to lie to someone. To Anaxian if you're in a position where you would need to lie, you're automatically in a position of weakness.
That said, his familiar has full ranks in Bluff and can take over long enough to make that check (+16)
As for the rest-
Diplomacy +27
Intimidate +26
Knowledge Local +13
Knowledge Nobility +13
Sense Motive +31

Meredian Adriatnaic |

Meredian Adriatnaic wrote:Let's whip them out and compare :-)
Bluff +17, Diplomacy +15, Knowledge (nobility) +11, +22, Sense Motive +23,
I am lacking local because normally it's useless.
You're right, Anaxian doesn't Bluff. It's only neccessary if you're trying to lie to someone. To Anaxian if you're in a position where you would need to lie, you're automatically in a position of weakness.
That said, his familiar has full ranks in Bluff and can take over long enough to make that check (+16)
As for the rest-
Diplomacy +27
Intimidate +26Knowledge Local +13
Knowledge Nobility +13
Sense Motive +31
Alrighty. Have at it. Unless you're in your little cave working.

Drisquar |

Who is currently in possession of the portable hole? Dris has need of it temporarily.

Illia- |

What about Jiator? Can we tap him for this? I know he doesn't want to be diplomant full time, but doing just this contract wouldn't be too odious hopefully.
Also, I'm going to buy a bag-of-holding/portable hole for my ladybird plan. Might as well buy it now.

Anaxian |

Anaxian wrote:Me. It's my portable workshop.Which you're currently in?
Nope. We're not on mission. It's my portable workshop. I have a lairshop when we're at home.

Meredian Adriatnaic |

Meredian Adriatnaic wrote:Nope. We're not on mission. It's my portable workshop. I have a lairshop when we're at home.Anaxian wrote:Me. It's my portable workshop.Which you're currently in?
Fetching you now. We should diplomatic tag team.

The Dapper GM |

Misread that as "laptop."
Also, I'll be really busy with non-work this week (somehow I agreed to give an hour-long speech to 150 pre-meds on why they should be organ donors, and then I'm getting paid to sing a 16th-century jig in Irvine as part of a lecture on Shakespeare. It's a weird week). My posting will probably be limited, barring the stress-induced insomnia which I get quite often.

Illia- |

Would I have killed wormy if I had remembered I had a third attack?: 1d20 + 4 + 7 + 4 + 1 + 2 ⇒ (1) + 4 + 7 + 4 + 1 + 2 = 19
Damage?: 3d8 + 4d6 + 4 + 10 + 1 ⇒ (3, 7, 7) + (6, 4, 5, 4) + 4 + 10 + 1 = 51
To which the answer is, nope. Very nope.

Anaxian, the Fractured Wyrm |

Random question of mechanics;
If you're a Lich can you cast resurrection on yourself and return to life?
If you destroy your phylactery, and then your undead body, yes. You'd need a contingency resurrection, or a priest pal you really trusted.

Tiny Coffee Golem |

Tiny Coffee Golem wrote:Random question of mechanics;
If you're a Lich can you cast resurrection on yourself and return to life?
If you destroy your phylactery, and then your undead body, yes. You'd need a contingency resurrection, or a priest pal you really trusted.
Why would you need to do either of those things? You've got a dead body (you) and someone to cast the spell (again you).
The question would be then what happens with the phalactry? Perhaps you could reuse it should you want to be a Lich again.