| Ser Brandon |
I just thought I'd have a chance to introduce myself to and have a chat with Grailmont as he is the general if I'm not mistaken. Other than that I'm ready to move forward.
-Posted with Wayfinder
| Orin Earthglider |
That's cool.
Ser Brandon is a bit intimidating to Orin, and the Elves were... well... discoursing in Elvish, so he had no idea what to say. He probably and mistakenly assumes if one is not speaking in the language everyone else is using that they may not want to be understood. :)
| Ser Brandon |
I responded to Brandon but maybe he missed it.
Ah, the last line. Yeah I missed that. Thanks for pointing it out.
| GM Darkblade |
Just giving everyone a refresher that real matters are happening currently which may have been missed, and remind you the bad guys are not working on your schedule. Plus I wanted to give you a feel for the council hall process. The government of the "barony" is not yet set, but you are all likely to be key components of it.
Please feel free to post as you wish. I will post as needed for reply or clarification and to move things forward as needed. if you wish to hear from a particular councilor, just ask ooc or here in the discussion thread.
| GM Darkblade |
Here is a "rough" map of Olegton. This is only a placeholder until such time as A) I get better with CC3, B) Olegton gets big enough to warrant a full scaled map, and C) the players decide on a layout for the town they want to follow.
1) The Watchtower
2) The Seven Silvers Inn
3) Leveton/Santarks General Mercantile
4) The Triforges
5) Highhill's Pleasure Pavilion and Tavern Tents
6) The Charter Stone
7) The Mound
8) The Horse Fields
9) Restov Legations
10) The Canvas Cathedral
11) The Hive
12) Baron's Manor
| Orin Earthglider |
FYI - The ride to Kressle's camp would take a full hard day's ride by horse. The ride to the Sootscale's caves would take two full day's ride by horse. These times would be slower on foot or by wagon. These are one way travel times.
Hmm... I may have my first functional magic item planned then. Possibly Horseshoes of a Zephyr and then adding Horseshoes of Speed to them later. I think it is (sad) funny (...not haha funny) that Zephyr is double the price of Speed though but creatable at lower level.
| Silas Lavein |
Both of those horseshoes look pretty easily craft able at our level, though. And are there horses available to rent, or should I spend some of my left-over starting gold on purchasing one?
| Orin Earthglider |
HA! Thank you for my first good laugh of the day.
Horseshoes of a Zephyr
Levitate. 40 gp to scribe. 20 gp to pay someone to copy.
Horseshoes.
Enchanting. 3,000 gp normally. 2,850 gp due to a 5% off trait.
So... 2,866.67 gp per set with a 60 gp buy in for Orin, and they can be made at 3rd level (CL 3 required).
The speed ones will be much cheaper, especially since Haste is one of those spells casters usually get for free with their two free spells a level.
Horseshoes of Speed
Haste. - gp
Horseshoes. 50 gp. Self made 16 gp 6 sp and 7 cp.
Enchanting. 1,500 gp normally. 1,425 gp (trait).
1441.67 gp per set and can be made at 5th level (Haste spell required).
Except... adding it a preexisting item increases the cost. So adding speed becomes a 2137.5 gp cost.
So Horseshoes of the Speedy Zephyr are 5,004.17 gp for Orin to make...
Wow. That kind of sucks. The savings in travel on one horse is cool and all, but that's equivalent to making a +2 weapon or +3 armor. Buying a young hippogriff is 500 gp and training an exotic mount wouldn't take too long compared to what you are getting... hmm. Unless there is a way to bring that price down, I'm not sure if Speedy Zephyr shoes are feasible.
| Silas Lavein |
Horsehoes of Speed are really intended for something like a Cavalier's mount, that you're spending gp to upgrade. (My Beast Rider cavalier's Hippo mount can travel twice as fast with them, and once saved the whole party by carrying them on its back while outrunning a horde of orcs).
For convenience, as a wizard, I'd recommend waiting until level 5 and then saving yourself the trouble.
| Orin Earthglider |
. . . For convenience, as a wizard, I'd recommend waiting until level 5 and then saving yourself the trouble.
That's fair.
I was just stupidly thinking that options scale rather than some being blatant trap options. :\
I am warming up to flying mounts. If we just had someone with a charisma bonus and the handle animal skill, maybe we could get them to train some with a little help. Odd mounts might be kind of fun, even if they don't stay practical.
Unless we do that Right Now though, which is unlikely, the utility starts to wear off.
| GM Darkblade |
I know it may seem a lot is being thrown at the gaming group all at once. This is more appearance than substance. I will address the four key points below, and welcome your replies, in PM if desired to keep comments out of the public eye.
I have endeavored to address this with the Barony's breakaway. How the players address the pro-Issia or pro-Rostland groups will determine the nature of their relationship to Brevoy in the coming books, up to the very last. It will not affect kingdom income nor growth, only game flavor. There are enough desperate peoples in the River Kingdoms, Numeria, and on the way to the crusades to keep you set for that. It may however affect trade agreements and special events as the months wear on. Understand this is more a diplomacy bent arc so for those that do not wish to participate, say so and we can move that line to the discussions, PM's, or I can hand wave the story.
Let me know where you stand on these issues above and we can resume moving towards the nitty gritty. The Stag Lord is certainly thinking about it, and doom comes in a fortnight.
| Silas Lavein |
Hmm. The Barony breakaway is interesting; Silas certainly has an interest in how that turns out, but also, like many of the characters, is probably most interested right now in avoiding a war.
As for the Stag Lord, it seems like we might now have the manpower to take him on, if anyone knows where to find the guy. But if the kobolds are only a two days' ride away, it seems likely that we could get rid of the Stag Lord by the end of the month.
I think this party seems pretty friendly to the kobolds. But it'll be interesting to see how that plays out with the kingdom alignment. Also, oh gosh, bully-wugs.
As for kingdom business, Silas is interested in becoming the kingdom treasurer, or if not that then some other role which allows him frequent interactions with trade guilds. He's also potentially interested in at least being an advocate for roads, mines, and possibly some degree of secondary settlement.
| Orin Earthglider |
Adding depth to the relationship between factions and the new barony is intriguing, and I would be interested in seeing where the Brevoy Arc goes.
Taking out the Stag Lord... yeah. That's something to charge at full tilt. Even if it's risky, he's the head of the pyramid. Right now, with tactics, I would guess it's do able. I know it's definitely necessary.
Kobolds as a litmus test to see our ruler ship styles... It will probably still be a case by case basis, but that's a fun idea, too. I mostly think groups can be integrated into the barony/kingdom, but I would still say that some groups and humans or some outlooks and others aren't compatible. I won't know what I think, or what the character thinks, until it's experienced.
As to kingdom business... I lean toward the Baron probably has the final say, but... I don't really know how to answer that. Just from a mechanical standpoint, Orin would make a good diplomat, magister, or treasurer. However, I'm not sure if, role play wise, that he is the best choice in the current party for any of those roles. Just glancing, Ser Brandon would make a decent diplomat, Ayerth Terramielle a good magister, Silas Lavein a good treasurer. He will probably shoot for magister first, though. Crafting and magic and the intersection of those two things are very goal defining for him at the moment.
| GM Darkblade |
Here is what we have so far in regards to Kingdom positions. For those who have spoken saying yes, I want position X, that has been set. If you wish to apply for a position someone else has, speak up and plead your case to your peers. Perhaps changes can be worked out.
Ruler = Baron Echo Syne
Co-Ruler = None
Consort = NPC
Councilor = NPC
General = Grailmont, currently Commander of the Militia
Diplomat = NPC, former player
Heir = None
High Priest = NPC
Magister = NPC
Marshall = NPC
Royal Enforcer = NPC
Spymaster = Irakli Laindir
Treasurer = Silas Lavein
Viceroy = NPC
Warden = NPC
Orin Earthglider, you posted a few options, which would you prefer?
Remaining to choose, Ser Brandon and Ayerth Terramielle
Also, the Barony of the Greenbelt is a placeholder name of the kingdom. No one has ever really come up with a suggestion or called a vote to ratify Barony of the Greenbelt.
| Silas Lavein |
Hmm... if K'lana is no longer with us, that opens up a spot for High Priest (although the current NPC High Priest seems very competent at it).
Ser Brandon's desire for glory might make him an excellent candidate for Marshall, in which case, if Orin wishes to be Treasurer, Silas might be willing to take on a role of Diplomat (although he's not an especially diplomatic fellow in person, Silas is a man of many letters who might be more charming via correspondence, and who would get to follow his secondary interest in setting up trade relations).
| Orin Earthglider |
I lean toward Magister, though I get the feeling Ayerth will be the better wizard.
Later on, Viceroy may be a good fit, playing to Orin's need for recognition. But right now, Orin's desires would run something like this, Magister > Treasurer > Diplomat.
| Silas Lavein |
I think Viceroy might require the barony to actually have royal subjects. And I guess we'll see what Ayerth's preferences are.
Meanwhile, Silas has some (rather uninspired) names to suggest for the Barony, but will wait until he's trusted a little more by its actual leaders.
| GM Darkblade |
Roles and duties summary. Unless the party decides to change to a parliamentary or democratic republic I am going by the following definitions for the Kingdom Roles, taken from the Ultimate Campaign hardback.
commonwealth and presenting the leaders’ proclamations to the people in understandable ways. It is the Councilor’s responsibility to make sure the Ruler is making decisions that benefit the kingdom’s communities and its citizens.
(see the Vassalage edict). The Viceroy is in effect the Ruler for that territory; her orders are superseded only by direct commands from the Ruler.
| Orin Earthglider |
I think Viceroy might require the barony to actually have royal subjects. And I guess we'll see what Ayerth's preferences are.
Working under the assumption that we will eventually expand and need different persons in charge of different areas, I can see viceroy being a position occupied by two or three persons.
When I think about Orin, he likes crafting first and foremost, followed by a desire for acclaim that he did not get from his own people. He is also a genuinely good soul, so he wants to help people and build something up that is of value to others. So I think the previous roles I mentioned would work for him.
As a magister he would build schools to disseminate knowledge, hopeful spreading universal literacy and building up a magical infrastructure that would make magic an everyday tool and occurrence.
As a treasurer he would manage money to benefit the kingdom but also try to encourage crafting and artistic associations. He'd want to make sure that there's at least two or three things that the Greenbelt Barony would be know for and persons from all over would want "That Thing" whether it's arms and armor, or glassware, or books, or whatever.
As a diplomat he would try to use reason to get both parties into a win-win situation. He'd look and plan for the advantageous and try to get persons to realize it's more beneficial to get along than to spoil resources fighting over something.
I can see him sliding sideways into Warden, eventually using magic to facilitate peacekeeping and working with the Marshall and Enforcer to make it happen. I can even see this before Diplomat.
Orin is both the dwarfiest dwarf, as he tries to be very industrious and community minded, and the least dwarfiest, as avarice isn't part of his makeup. He tries to balance practicality with generosity.
| Silas Lavein |
Yeah... and from a more mechanical standpoint, Ayerth and Orin really benefit the most from an int-related role. Silas's wisdom and int will probably remain within a point or two of each other for most of the game. And since he's a priest of the non-denominational goddess of industry, he's probably got similar economic/trade goals to whatever you industrious casters have planned.
| Ser Brandon |
Ser Brandon would prefer a more military role though he will be good at Charisma based things as well as he is trained in bluff, intimidate and diplomacy and sense motive.
Originally thought I might try for General but I think Grailmont is best suited for that.
I'll go for diplomat and probably get tongues with permanency.
| Echo Syne |
I know it may seem a lot is being thrown at the gaming group all at once. This is more appearance than substance. I will address the four key points below, and welcome your replies, in PM if desired to keep comments out of the public eye.
Brevoy:In the AP there is an eventual break away Brevoy. How players handle this break determines how the two kingdoms react to one another. However, the internal division discussed between the two halves of Brevoy is never addressed.I have endeavored to address this with the Barony's breakaway. How the players address the pro-Issia or pro-Rostland groups will determine the nature of their relationship to Brevoy in the coming books, up to the very last. It will not affect kingdom income nor growth, only game flavor. There are enough desperate peoples in the River Kingdoms, Numeria, and on the way to the crusades to keep you set for that. It may however affect trade agreements and special events as the months wear on. Understand this is more a diplomacy bent arc so for those that do not wish to participate, say so and we can move that line to the discussions, PM's, or I can hand wave the story.
Stag Lord:The Stag Lord issue is another line altogether, his arc wraps up the first book, opens way to the second, and is a major point to proving the worthiness of the kingdom in the eyes of others. The longer your group takes, the longer other forces have to likewise grow and become thorns in your sides later on. This matter is not up for discussion, the Stag Lord must be ended or the barony fails. No point in playing a kingdom if every settler is robbed or killed each month. Whether you kill him, jail him, or appoint him Baron is up to you, but it must be decided, and sooner rather than later.Kobolds:The kobold issue is representative of how other groups will see the Barony as it expands into areas claimed by other races. Troglodytes, bully-wugs, centaurs, kobolds, nomads and others will be looking to how the Barony addresses it's native populations, whether welcomed or subjugated. It is also a way to determine how you want to approach such obstacles. If you want to move in, slaughter, move on, then so be it. I can wave off personalities and NPC's in favor of body counts and treasure piles. I can go with whatever style the group wants. You just need to tell me what you feel is the best approach for you.Kingcdom Business:What role do you see yourself wanting in the Barony. I have NPC's which can be replaced. If you character wishes to begin working towards replacing someone, let me know and I can start working them out of the arc. Also, how do you wish to handle the monthly business of running the kingdom? How or who will determine the Kingdom profile, taxes, promotions, edicts, etc? How or who will determine the types of buildings built? which hexes claimed? roadways, bridges, etc? Let me know and we will avoid having days of council meetings, a few discussion or PM posts will suffice after this.Let me know where you stand on these issues above and we can resume moving towards the nitty gritty. The Stag Lord is certainly thinking about it, and doom comes in a fortnight.
In response to each of these points:
| Silas Lavein |
Ser Brandon would prefer a more military role though he will be good at Charisma based things as well as he is trained in bluff, intimidate and diplomacy and sense motive.
Right... there are military roles other than general, if he wants that—marshal, enforcer, and warden all use strength, which Ser Brandon is great at. Plus, Warden would put him somewhat in charge of dealing with bandits, which he seems eager about.
| Ser Brandon |
I'm happy to do either. My strength will be my highest stat though but I should think diplomat would be a touch more fun plus we will have different roles rather Than overlapping ones.
| GM Darkblade |
While we are waiting for Ayerth, and since no one has previously asked for information, I would like to ask each player to give me a check for any of the following skills in which they have actual ranks This will allow me to give your group a bit of information about the campaign area and the movers and shakers in it.
Diplomacy, Knowledge Geography, Knowledge History, Knowledge Local, and Knowledge Nobility.
Unless someone states they do not wish to share information, I will post the information in each category associated with the highest roll for that category.
| Ser Brandon |
Diplomacy: 1d20 + 7 ⇒ (14) + 7 = 21
-Posted with Wayfinder
| Orin Earthglider |
. . . I would like to ask each player to give me a check for any of the following skills in which they have actual ranks . . . Diplomacy, Knowledge Geography, Knowledge History, Knowledge Local, and Knowledge Nobility. . . .
The knowledge checks I understand as the DC 10 checks won't net anything everyone doesn't already know. Requiring ranks in diplomacy surprises me, though.
. . . If you are not trained in the skill (and if the skill may be used untrained), you may still attempt the skill, but you use only the bonus (or penalty) provided by the associated ability score modifier to modify the check. . .
You cannot make an untrained Knowledge check with a DC higher than 10. If you have access to an extensive library that covers a specific skill, this limit is removed. The time to make checks using a library, however, increases to 1d4 hours. Particularly complete libraries might even grant a bonus on Knowledge checks in the fields that they cover.
Then again, Orin is the least likely to succeed at a social based check.
Knowledge (History): 1d20 + 7 ⇒ (14) + 7 = 21
So Silas has History covered. ;)
| GM Darkblade |
The knowledge checks I understand as the DC 10 checks won't net anything everyone doesn't already know. Requiring ranks in diplomacy surprises me, though.
The Diplomacy check was to include the rumors and perhaps attitudes associated with the subjects of the knowledge checks. If a Knowledge History check can tell you about the Battle of the Valley of Fire, the Diplomacy check will tell you what the hearts and minds of the Rostlandi people were as they lived it. Rough analogy I know but as most of our players come from Brevoy, they should have some experience gathering information from the people they lived and worked alongside.
| Orin Earthglider |
No... I completely agree.
The point that surprised me is that Diplomacy is one you can make untrained, but you stated that one had to have actual ranks in it to attempt this particular skill check.
Edit: It almost makes me want to dip bard or investigator later so that Orin won't suck so bad on social rolls... almost.
| Orin Earthglider |
Of course, Ayerth has +11 to pretty much all the knowledges...
Yes, but you rolled a 20 on that one. He has a 10% chance to do better. Well... I say that, but since a familiar has your ranks, they can aid another, so he could have as much as a 20% chance to do better.
| GM Darkblade |
Sorry on that Orin I see your point. You are correct that Diplomacy should have been separate from the Knowledge skills, and may be made untrained. It was late when I posted, my work schedule and other issues often deprives me of the sleep my brain needs. I was intending to refer to the Knowledge skills alone requiring a rank.
Anyone who wishes to make a Diplomacy check may do so if not already rolled.
| Orin Earthglider |
I apologize for not understanding. Sometimes I am too literal. :(
Aid Another: 1d20 - 3 ⇒ (10) - 3 = 7
Hmm... my mongoose is not as cute as I had hoped.
Diplomacy: 1d20 - 1 ⇒ (11) - 1 = 10
Sorry. Orin is apparently too gruff... It's time to consider alcohol for circumstantial bonuses...
| GM Darkblade |
It appears we have gathered thus far a good level for the checks:
Diplomacy: 21
Geography: 28
History: 29
Local: 25
Nobility: 21
Please see the following Headings on the Campaign Tab for campaign information which may make decisions/play more enjoyable. If there is anything missing or that I can do to improve on this info, let me know.
Enjoy!
Brevoy
Issia
Rostland
Notes on Cities
Notes on Natural Features
Notes on Historical Events
House Surtova
The Other Noble Houses
Notes on Persons of Interest
A special thanks to Paizo, the creative minds of the Kingmaker AP, and the good folks who put together the multitude of Pathfinder sites from which much of this information was gleaned. You make the gaming fun.
| Orin Earthglider |
It is a full day to be near enough to Kressle's camp that you can hit them with the dawn. It is a two day trip, or about a day and a half from Kressle's camp to the Sootscales' caverns. The mites are about a day from the Sootscales. A return from the mites would be another day and a half. If you take a squad of troopers with you to handle prisoners, if any, from the bandit camp, you may still travel light enough to make a complete circuit in no more than a week's time.
Two questions for everyone else.
| Ser Brandon |
Been an interesting read. I have to say this has been a really enjoyable start. I like the friction between the PCs which everyone has dealt with maturely and taken as part of the role play (or at least I hope so).