Emerald Kingdoms
(Inactive)
Game Master
Kevin O'Rourke 440
Emerald Spire Second Floor-The Cellar
Accursed Halls
Loot Sheet
Side Jobs
Stolen Lands Encounters
***The Greenbelt***
Capital
Kingdom Stats/Log
I'd suggest 0306... Tatzylford doesn't have a road in it's hex!
Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near
It doesn't!
So I'll say 0306 instead.
Cheers Kevin.
And with that, we are one step closer to regional domination.
Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near
That day draws ever closer. :D
...so I went to put in your magical academy... you've already got one. Ye built it in November 2018!
Ye could build another one in Tatzylford or make some other big project?
Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near
Wait, what?
....
Oh. So we did!
Maybe they've been doing a project on Eluvias' behalf in the intervening time?
Also, I say we get that Military Academy next instead of a second Magical Academy.
HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]
Yes! Train the young whelps to fight. Johund might know something about the fighting, but not the discipline.
Oh. Wow missed that. Military academy. Train some Maguses!
A road in Tatzylford is 6BP as it needs to include a bridge.
Claim "0107, 0207, and 0307" 3BP
Military Academy 36BP
...thats 45BP.
16BPs left to spend. Build some more sawmills in the new hexes? Mines, Roads, Buildings?
Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near
I'm enjoying these sawmills tbh.
Three sawmills would be 9BP so 7BP left, ye could build a mine or another road? Or bank the last seven.
Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near
Cool. Say a road in 0503.
Right I'm currently in the process of moving so go nuts on botting. Compounding that paizo wont let me log in on my phone so I can't even do quick posts when out and about currently.
I might be able to do something tomorrow but today is unlikely.
HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]
Best wishes for the move. Don't worry, we're patient!
HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]
Is that a Fort, Reflex, or Will save?

Month 28
A road in Tatzylford is 6BP as it needs to include a bridge.
Claim "0107, 0207, and 0307" 3BP +3 Consumption
Military Academy 36BP +2 Stability, +2 Loyalty, +1 Fame, +1 Law, +1 Lore
Three sawmills +3 Stability, +3BP per turn.
Two roads
Treasury 1BP
Total Modifiers +3 Consumption, +3 Kingdom DC. +5 Stability, +2 Loyalty, +1 Fame. +1 Law, +1 Lore, +3BP per Turn
Event Phase: 1d100 ⇒ 38
Event Type: 1d100 ⇒ 89
Dangerous Settlement Event: 1d100 ⇒ 35
Food Shortage
Spoilage, treachery, or bad luck has caused a food shortage this turn. Attempt a Stability check. If you succeed, Consumption in the next Upkeep Phase increases by 50%. If you fail, Consumption in the next Upkeep Phase increases by 100%.
...it doesn't matter if you pass or fail the check since you've got a consumption of 0 and have your granary full. Basically prudence and infrastructure save you guys from shortages! On a different turn with a different set up this could have been a big problem!
Month 29
Stability: 1d20 + 60 ⇒ (9) + 60 = 69
Economy: 1d20 + 45 ⇒ (17) + 45 = 62
Treasury: 2+20+25... 47BP!
Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near
Academy for the military!
Also, yay prudence and infrastructure!
Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near
*looks again*
We got the academy last month didn't we?
So that's 47 BP to spend! :D
I'm thinking expansion again.
Will the Sootscales raise issues if we absorb hex 0706? Or the Lizardmen if we take 0309?
They better be too scared to object. They’re our vassals now.
The Sootscales are ok with it... the Lizardmen you'll end up with a bunch of unrest currently as neither they nor your citizens will be happy with it, you can but more time will help bring down the hit you'd take.
Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near
I suggest taking hexes 0706, 0607, and 0608 for now.
Three sawmills if we can put them down.
What does that leave us with?
You're all filled up on the sawmills but those new locations could have mines or quarries. You have a few other hill areas that could also have mines or quarries.
Mine
A Mine extracts metal, coal, salt, or other useful materials from the earth.
Terrain: Cavern, desert, hill, or mountain.
Effect: Economy +1, earn +1 BP per turn when collecting taxes during the Income Phase.
Cost: 6 BP.
Quarry
A Quarry extracts workable stone from the ground.
Terrain: Cavern, hill, or mountain.
Effect: Stability +1, earn +1 BP per turn when collecting taxes during the Income Phase.
Cost: 6 BP.
Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near
We have loads of stability.
Three quarries please!
Just realized that I should have a lvl3 spell!
So he should know Dispel Magic and Versatile Weapon. To keep it simple, he will have Dispel Magic prepared for now.
Two spells which wouldn’t have come up yet and wouldn’t need to be used.
Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near
A handy realisation!
Edit: I just moved Eluvias' token to the troll.
Month 29
Claim hexes 0706, 0607, and 0608 for now. 3BP, +3 Consumption, +3 Kingdom Size, +2 Rivers, +1 Stability, +1 Economy
+5 Quarries. 30BP, +5 Stability, +5BP per turn.
Totals: +6 Stability, +1 Economy, +5 BP per turn, +3 Consumption, +3 Size, +2 Rivers
BP left over:11.
Event Chance 25%: 1d100 ⇒ 66
Month 30
Stability: 1d20 + 66 ⇒ (4) + 66 = 70
Economy: 1d20 + 46 ⇒ (12) + 46 = 58
Current Treasury: 54
Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near
Do we have room for any more quarries or roads?
You have room for three quarries within your current borders. You should be able to see the brown roads on the map, plenty of room for them. You also have seven hill hexes that can take farms. Fisheries are also possible in the river hexes but they aren't something I'd worry about investing in while you can still fit in farms.
Farms on hills cost 4BP (plains are 2BP) and reduce consumption by 2... fisheries cost 4bp to reduce consumption by 1.
Ye have explored hills and forrests but as I always say taking a turn every now and again to build up current territory is wise.
Ye can currently do five terrain improvements a turn. If you did three quarries that would be 18BP.
Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near
Cheers.
In that case, I'll say three quarries and two farms on hills, for a total of 26 BP.
Anyone have notions for new buildings?
Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near
Amadeen would be cool with the stormlure but it might be more useful for a melee combatant. i.e. the rest of the party!
F Human Paladin (Iomedae)/11 |HP:114/114|AC35,F34,T14|F+17,R+12,W+15|CMB +15, CMD 29|Init+7|SPD20|PER +9|CRAFT (weapon smith) +5|DIPLO +16|HANDLE ANIMAL +11|HEAL +8|KNOW (nob) +5|KNOW (planes) +6|KNOW (rel) +6|RIDE +6|SENSE MOT +8|SPELL +5|SURV +6|
The flavor of the item fits the magus best. Impasha is fine with Amadeen claiming it though.
HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]
Yep I'll pass on it. Cool item, though.
It was meant to be a +2 Amulet of natural armour but we're not using them with the variant rule so I was thinking this would be more interesting.
Start thinking about level 8! ...one hundred more XP left to level...
Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near
Amadeen will claim the stormlure then!
Ioun stone for +1 AC anyone?
HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]
I'm always down for more AC. With 3 melee folks, we can roll for it?
1d100 ⇒ 100
Heh. Go ahead. :)
Lvl 8:
BaB: +1 (+6/+1)
HP: +7
Saves: +1 Fort/Will
Spells: +1 lvl2 and lvl3 spell slot (learning fly and conjure carriage)
Stats: +1 Wis (14)
“ Improved Spell Combat (Ex) At 8th level, the magus’s ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.”
Casting Defensively will thus be +17. Meaning he can’t fail at lvl1 or 2 spells.
ABP: Armor attunement +1/+1, resistance +2, toughening +1, weapon attunement +1/+1
* Buckler becomes +1 and toughening mean +2 AC
———
Pretty good level :)
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HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]
In thanks to Hanspur for the good roll, I've created a new loot doc. I don't think we've had one running for some time?? It's linked in my tagline and I've added the loot from the troll cave.
Notice how when an item is claimed you write your character's name in the "Liquidated Value/Destination" column.
HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]
Warpriest level 8:
FCB: 1/6 bonus combat feat
BAB +1
Ability Score: Dex +1
Fort +1, Will +1
Skills: climb, swim, survival +2
Background Skills: profession (sailor), knowledge (engineering)
Fervor increases to 3d6
Sacred Weapon increases to +2
A couple new spell slots
ABP stuff

Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near
Witch Level 8
+6 -> 50 Hp
ABP: Armor attunement +1/+1, resistance +2, toughening +1, weapon attunement +1/+1
+1 BAB
+1 Will
Skills:
Adventuring Skills (8) (2+6+1)
Diplomacy
Intimidate
Knowledge (planes) +2
Perception
Sense Motive
Spellcraft
Stealth
Background Skills (2)
Knowledge (geography)
Knowledge (nobility)
Feat:
L7: Nation Builder (Story) instead of Stronghold, with prior GM permission.
Source Ultimate Campaign pg. 71
The land calls to you to conquer it and forge a realm all your own.
Prerequisites: You must have explored and claimed an area of at least 100 square miles.
Benefit: When in either unclaimed wilderness or land under your own control, you receive a +2 bonus on Perception checks, Stealth checks, and Survival checks. If you have 10 or more ranks in one of these skills, the bonus on that skill increases to +4.
Goal: Explore and conquer an area of at least 1,000 square miles, in the process decisively defeating a challenging foe. You must also lay claim to the land either in your own name or in the name of a leader you directly report to, and establish a stronghold or other fortification to defend it.
Completion Benefit: You gain a +2 bonus on initiative checks, attack rolls, and saving throws while in the area you have claimed.
Class Features:
Spells per Day
6 5 4 3
Spells Learned:
Crushing Despair
Debilitating Portent
Patron Spell: Confusion
New Hex:
Healing* (Su)
A witch can soothe the wounds of those she touches.
Effect: This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.
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@Kevin: Would Amadeen have achieved the goal for the Nation Builder feat yet?
You would Amadeen... thats a very good feat for the campaign. That said most of your most challenging moments like this are outside the bounds of your Kingdom, still it will earn it's keep.
Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near
Aye. But it fits and may actually get used!
Welcome to level 8!
Ye have finished the mainstay of book two at this point, a few minor things still but largely it's done.
Amadeen Irian wrote: Cheers.
In that case, I'll say three quarries and two farms on hills, for a total of 26 BP.
Anyone have notions for new buildings?
Also following up on this.
Quarry x3+ 2x Farms. +3 Stability, +3 Income per turn, -4 Consumptions. 26BP. To be added to Kingdom stats.
Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near
Cool. :)
Does that 26 BP include the stuff we're looting from the troll caves, or is that yet to be retrieved?
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Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near
I've added the new loot to the sheet.
Anyone mind if Amadeen picks up the Necklace of Fireballs? She tends to be the one far enough out of melee that she could use it most.
It's 26 you are spending for those terrain improvements. Your treasury had 54, you'd be adding the bits you found to that.
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