Hymenopterix's Colonies of the Salt Coast

Game Master Electric Monk


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General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

@Finnabar: Understood! :D

At least the rolls are done for now and I can finish the training next month or something. But I knew we needed ours done first. :)

So first 8 days of kingdom building and we have combat ready horses. (6 weeks total to train a horse to bear a rider and combat train. However if already Ridable then it is only a 3 week training or 3 days with Expert Trainer! BooYah!) Now we can fight from horseback!

Glad you responded because I have just been trying to keep myself busy and stay in character. =/

Girls Age

Thanks! I tried to find it but I failed somehow, I read 14 pages and couldn't find it. :( :( :( :( :(

Maybe i was going blind from reading so much lol. :(

Also If they are not old enough or are in need of protection, Bein will of course be willing to be a live in bodyguard for them depending on what we build of course. Granted he won't be there all the time but I thought I'd throw it out there. ;)

In regards to the girls taking up vacant positions

+1 to what you said, it's so awesome and I am glad you thought of it.

So now we have only one unknown coming... HMMMMMMMMMMMMMM...

Elf Mounds, Pterans, The Kalds and Etc.

I agree and propose if we have the funds we conquer a hex and maybe build a watchtower/farm/and road/ in the hex closes to those areas. We could use it as a staging point and rally point in times of trouble. However I agree. we need to make ties and/or claim those areas before someone else does.

Although making piece with the Pteran's will be hard... =/

Kingdom and Capital Names

+1 Thorn Match - Very neat! Marcher Lord as well!

+1 Stagwatch although both of them sound neat.

Reminds me of Winterfell and other Game of Thrones city names. :)

New Page, reposting my Costs~ So I don't lose them :(:

Costs for Bein's equipment - Repost with additions:

Create intricate Banner with the described symbolism. White Stag, backed on a field of varying greens to represent the Forest and the Treskelion and circle as a gold finish between the Stag's horns.
Create Twenty Tokens. 1 - Gold 4 - Silver and 20 - steel/iron symbols of the Stag and Triskelion between it's antlers.
-Gold Tokens for important/strategic friends
-Silver Tokens for important allies
-Metal Tokens for those who have allied themselves with Bein and to spread his cause.

Estimated Costs from PFSRD

3x Flags - Triskelion White Stag.
1x Gold Triskelion White Stag Medalion
4x Silver Triskelion White Stag Medalion
20x Iron Triskelion White Stag Medalion
1x White Stag Parade Armor (Arundel)
1x White Stag Tabard

Total Cost In order from top to bottom of the list of items above -

30 GP + 100 + 100 + 100 + 100 + 5 = 485 GP From Bein.

Flag's are 10 gp, let me know if it costs more due to complexitiy.
I would like three banners made.

Holy symbol, iron 5 gp 1 lb. UE
Holy symbol, silver 25 gp 1 lb. UE
Holy symbol, gold 100 gp 1 lb.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Selling Loot?

Also I have updated our loot sheet to reflect the new loot and previous loot however the new magic items are not included, mostly, for the sake of I don't think we would sell them.

We will need to decide though on what we are to sell or drop into the kingdom funds.

I didn't want to decide that as I thought it would be more fitting for Finnabar and/or everyone to discuss. Not trying to cause more work but honestly we could trade these in for serious starting BP. But upgrading our gear is REALLY important as well.

New Loot Sheet Link and calculations - Also linked in Beins User profile

Sorry for the long posts, stuck in airport due to weather and I have nothing better to do for about 76 hours.... :(


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

Updated map!

https://drive.google.com/file/d/0B2OerAuy7RmwOEVaZU01elcxeUE/edit?usp=shari ng

Due to technical difficulties I had to redraw so I hope it is easier to read.

The areas bordered in pink are ones we have not fully explored yet. I'm also not sure the caves are in the right place -- I had them marked earlier as birdling caves but they might actually be the elf tomb? I got a little confused as to the geography around there as we did a lot of backtracking.

RE: Loot: We are getting funds from the government to set up the kingdom. I think for the current loot, we should keep and use to upgrade our own equipment -- after all, we need to look the part. As we explore and find things that would be useful to help build and grow the fort and the settlement we can use those findings as warranted to support the kingdom.


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

Bein in your sheet, you've missed:
2 MW Longswords
2 MW Suits of studded Leather Armour
6 MW Daggers

2 Sets of Thieve's tools

Regarding the loot I propose:
We sell most of the MW weapons: axes, daggers, onyx daggers, 1 long sword 2 suits of MW leather armor (as Jack already has a MW leather armor),
Bein gets a MW longsword, selling his normal one.

We sell all the silver stag pendants (4+2), the silver knight and dragon toy and the belt buckle

We sell most the jewellery (3090 GP value) and the thieves tools.

We keep 144 GP value of jewellery that we add to the 6856 GP value of the various goods for a total of 7000 GP and we add those to our starting kingdom BP for an total start of 62 BP.

In total those sales will get us: 6521.35 GP (1630.33 GP/person)

edit from Jack post:
If we add the 7000 GP of loot (sold for 3500 GP), this will make an extra 875 GP per person.


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5
Jack Ciarathan wrote:

Updated map!

https://drive.google.com/file/d/0B2OerAuy7RmwOEVaZU01elcxeUE/edit?usp=shari ng

Due to technical difficulties I had to redraw so I hope it is easier to read.

The areas bordered in pink are ones we have not fully explored yet. I'm also not sure the caves are in the right place -- I had them marked earlier as birdling caves but they might actually be the elf tomb? I got a little confused as to the geography around there as we did a lot of backtracking.

RE: Loot: We are getting funds from the government to set up the kingdom. I think for the current loot, we should keep and use to upgrade our own equipment -- after all, we need to look the part. As we explore and find things that would be useful to help build and grow the fort and the settlement we can use those findings as warranted to support the kingdom.

Jack/DQ, the elven caves are in hex 24 with the obelisk. The birdling caves are in hex 30. (I rechecked the thread).

We haven't fully explored hex 32 as well.


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

Didn't Bein request to keep the stag belt buckle?


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5
Finnabar d'Orlovsky wrote:

Bein in your sheet, you've missed:

2 MW Longswords
2 MW Suits of studded Leather Armour
6 MW Daggers

2 Sets of Thieve's tools

Regarding the loot I propose:
....

Adjustments made to sheet thanks for help! and grand totals are...

Total Coinage: 2879 Gp, 8 Silver and 5 copper
Available Funds in GP from equipment sold: 8182 gp
Total Funds: 11061 gp, 8 silver, 5 copper

Split four ways we each get 2765 gp, 4 silver and 6 copper (rounded down)
Belt buckle, I did set that aside for Bein but I will do this~

Bein's share: 2565 gp 4 silver and 6 copper.

Subtracted Buckle cost - 200, Split 3 ways among group and New total is!

Everyone elses shares: 2831gp, 10 silver, and 12 copper

Sound good?

Bein already has masterwork armor and shield, so the increase in your shares will help to pay for more masterwork gear. I like the trinket and find these animal headed folk intrigue, hence why he's keeping it. I don't mind giving up my share to keep interesting bits of old lore or just interesting things.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Correct me if I missed it but but I thought the Stone (vein-y) daggers we appraised at 100 gp (each?) but I remember we decided to keep them until we could have them further appraised since Oleg was unsure?


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

I need and already added to my character sheet one of the mW suits of studded leather, as I only had ordinary leather before.

Thanks for the map corrections.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Thankfully I only added the cost of one armor. I will remove the other MW Longsword as you wanted it too right Jack?

Edit

Costs for Bein's equipment - Repost with additions + More additions based off his new GP total::

Create intricate Banner with the described symbolism. White Stag, backed on a field of varying greens to represent the Forest, the Treskelion and circle as a gold finish between the Stag's horns.

Create Twenty Tokens. 1 - Gold 4 - Silver and 20 - steel/iron symbols of the Stag and Triskelion between it's antlers.
-Gold Tokens for important/strategic friends
-Silver Tokens for important allies
-Metal Tokens for those who have allied themselves with Bein and to spread his cause.

Items and associated Costs from PFSRD

3x Flags - Triskelion White Stag.

1x Gold Triskelion White Stag Medalion
4x Silver Triskelion White Stag Medalion
20x Iron Triskelion White Stag Medalion

1x White Stag MW Parade Armor (Arundel)

1x White Stag Tabard

1x MW Lance
1x MW Greatsword

Total Cost In order from top to bottom of the list of items above -

30 GP + 100 + 100 + 100 + 250 + 5 + 310 + 350 - 30 (Sell Old Weapons)= GP 1215 GP From Bein.

Remaining Portion = 1350 GP, 4 silver and 6 copper (rounded down)

Cost References (below)-

Flag's are 10 gp, I would like three banners made.

Holy symbol, iron 5 gp 1 lb. UE
Holy symbol, silver 25 gp 1 lb. UE
Holy symbol, gold 100 gp 1 lb.

Masterwork Weapons add +300 to the weapon and MW Armor adds +150 gp.

Barding 100 gp + 150
Greatsword 50 + 300
Lance 10 + 300

Selling my old gear will net me a total of 60 gp (Keeping Arundel's old armor)


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

With the above gear Bein will be mostly set for gear at least for a level or two.

Don't worry about the belt buckle deduction as I started with better gear then everyone else. So use the extra gold wisely. :)

Will update my character sheet once I know the above items are good with the above costs.

However I think the old Comp +2 Str bow went to Finn right?


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Edit
Adjustments made to sheet thanks for help! and grand totals are...

Total Coinage: 2879 Gp, 8 Silver and 5 copper
Available Funds in GP from equipment sold: 8024.5 gp
Total Funds: 10904 gp, 3 silver, 5 copper

Split four ways we each get 2726 gp and 8 copper (rounded down)
Belt buckle, I did set that aside for Bein but I will do this~

Bein's share: 2526 gp and 8 copper.

Subtracted Buckle cost - 200, Split 3 ways among group and New total is!

Everyone else's shares: 2792 gp, 6 silver, and 16 copper


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

OK. So the final roles allocations are:

Ruler (Marcher Lord): Finn
Councillor: Jack 

General: Bein
Grand Diplomat: Aranea
High Priest: Absent (for 1 month)
Magister:
 Xerafine
Marshal: Kesten Garess
Spymaster: Volpe
Treasurer: Oleg
Warden: Akiros

I'll post the bonuses this results in soon...


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Ruler (Marcher Lord): Finn (+3 to Eco, Loy, Sta)
Councillor: Jack 
(+2 Loy)
General: Bein (+3 Sta)
Grand Diplomat: Aranea (+3 Sta)
High Priest: Absent (for 1 month) (-2 Sta & Loy, +1 Unrest in upkeep phase)
Magister:
 Xerafine (+3 Eco)
Marshal: Kesten Garess (+1 to Eco)
Spymaster: Volpe (+4 Eco, Loy or Sta - choose in Edict Phase)
Treasurer: Oleg (+2 Eco)
Warden: Akiros (+5 Loy)

Other bonuses: +1 Loy, +1 Sta (capital location),. +2 Loy (Good), +2 Sta (Neutral)

Loyalty: 2+5+1+2-2 = +8
Economy: 3+1+2 = +6
Stability: 3+3+1+2-2 = +7

Finnabar to select the bonus type (+3) (can't be changed)
Volpe to select bonus (+4) each Edict Phase

Then we are in Edict Phase 1.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

To reiterate Finnabars question.

Despite wanting a low magic setting would it be more like a large mark up in price to gain enchantments for armor?

Like 50-150%?

Just wondering for the members of the group who where less AC orientated armor as we crest into the 4th level encounters.

Other then that sounds good. Once we get our allotments taken care of Bein will order his goods and be a true master of his own destiny. :)

RPG Superstar 2013 Top 32

Hmmm.... Let me think about costs. I don't want it to be an assumption that you can just drop x dollars and gain an item. Stand by and I will come up with some mechanics.


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

Finnabar's acquisitions:
From my allotment, I will only draw 1000 GP to commission a MW agile halfplate and 155 GP for a MW buckler.

I will leave 1500 GP (*2 because the goods do not need to be sold) in the Kingdom treasury (i.e. 3 BP).

The rest 142 GP will go in my pocket.

@ Hy: How long will it take to get the armor ? (I'm expecting one or two months).


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Hymen

If you don't already have a houserule in mind you could do something along these lines~

Due to the increased difficulty in creating a Permanent magic item, creation and market prices associated with standard magic items are increased as follows: 150% x Price. Note This increases the XP cost, as it is derived from the total cost of the item.

These costs represent the difficulty with acquiring the necessary materials, as well as the increased energy investment required to fabricate such items. Also whenever such items are created they are heavily regulated (Optional) an official record is created and tracked along with the one who has acquired such a powerful item.

Finally, creating a permanent magic item can be incredibly dangerous. Creators of magic items risk a permanent loss of hit points when creating a permanent items that drain 200 or more XP from the creator. This risk does not apply to single-shot items. There is a flat 20% chance that the creator of a magic item loses 1 HP per 200 XP in the item creation cots. This hit point loss cannot be reversed through the use of restoration. This risk is yet another reason that wizards and clerics are reluctant to create permanent magic items.

It is also rumored that if the hit point loss results in the creator's death, their soul will be trapped in the item, forced to serve as both a source of power and a sentience forevermore imprisoned within the item.

In conclusion: The increased costs mean's it would take longer to create the item. Granted if we have enough gold we could afford one, but then we need to find someone willing to create the item and pay the high cost for it's creation. Then we would have to wait an extended amount of time for the materials to be gathered, then the creation cost and eventual shipping to our remote outpost.

The flat 150% will give a baseline as to what it takes for us to craft our own items as well. :)


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

It originally came from an Iron kingdoms game I was in. However the trade off for magic items were Mechanical items. Items that required power packs to create similar effects as Magic Items but lasted only a number of rounds or minutes before the pack would be expended and the item would become a masterwork weapon until recharged.

Just a thought.


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

RE: Map: I am pretty sure we did fully explore Hex 32. I looked back on my notes and we did cover it, it was nothing but thick forest.

Bein, you're right I did ask for the longsword too, but as I think of it, I've got Weapon Finesse so it'd be better for me to stick with a finessable weapon. So sell the longsword, and I'll buy a MW short sword (310 gp) as it becomes available.

I think I would also like to buy a masterwork buckler (155 gp) and a masterwork backpack (50 gp). Perhaps some alchemical items as well if they are available, such as a tanglefoot bag (50 gp each) and things like antitoxin and soothe syrup. Smoke arrows (10 gp each) and whistling arrows (2 gp for a quiver of 20) (to use as signals) would be cool too.

Depending on goods available, he might want some random useful gear from the gear list in Ultimate Equipment, nothing strange. Plus he still sees himself as the group's mapper (although I keep forgetting to train Profession (Cartographer) when he levels... could I retcon that and shift a skill point?) and I might get a Chronicler's Kit (40 gp) for him to continue work of both mapping as well as taking notes on their explorations... and in working as Counselor, taking notes on the needs of the kingdom.


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

Edict phase 1: proposal
a
Finnabar bonus will go into economy
Volpe will go into economy as well for the first turn

b:claim hexes
Claim Hex 45 1 BP

c:create/improve settlement
Prepare hex 45: 1 BP
Create Stag Watch
Build a house for 3 BP
Build an Inn for 10 BP (we have to build and inn or shrine or monastery or watchtower)

d: terrain improvement
Build road on hex 45 1 BP

f: edicts:
Holidays: 1/year
Promotion: token
Tax:light

Total: 16 BP

Start treasury:58 BP, end treasury 42 BP


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Bein: I quite like the system you've outlined above, but it still leaves the ability to automatically purchase items (which i dislike).

My first thoughts are something like the system below:

Magical Item Purchasing:
:
Base value determines the magic items that are easily purchasable: There is a 75% chance that Potions and Scrolls of that value can be found with little effort. You must have a building capable of producing the item in at least 1 settlement.

For other types of items, an expenditure of 25% of the cost of an item sets relevant experts to researching how to create an item and gathering the resources for its construction and allows an Economy check (DC = 15 + 1 per 1000 GP value):[b]

[b]Natural 1: An additional 25% of the item’s value is lost.
Failure: The original 25% research cost is lost.
Success: The item is successfully created – pay the remaining 75% of its cost.
Natural 20: The item is produced without further payment.

This process takes 1 month (campaign turn) per 1000 GP of value of the item. And the roll is made at the end of this time.

Items may also be purchased from larger settlements not within your kingdom if you want something too expensive to be produced within the kingdom (March) or for which no appropriate building is present. This increases the initial cost to 50% and the DC by an additional +1 per 1000 GP value.

*I may have to modify the DC depending on how restrictive / permissive this DC turns out to be*

This is very much on-the-fly so feedback would be welcome.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Finnabar: 3000GP value is only 3/4 of 1BP not 3BP. - 1BP = 4000 Gold (pretty sure this is right).

Without an armourer in your settlement it will take 2 months for your 1/2 plate.


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

Xarafine will be placing orders for some items that will be relevant to her new position:

Alchemist's Lab: 200gp - She will be taking the brew potion feat at her next level-up.

Formula Book: 15 gp - I figure this would represent how she learned to make the potions. The church sent a recipe book with the kitchen set. ;-)

Masterwork Backpack: 50 gp - she needs to start geaing-up for exploring.

Climber's Kit: 80 gp

Masterwork Helmet Candle (with continual flame, if allowed): 120-ish gp

Waterproof Bag: 5 sp

Total: 465 gp, 5 sp


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5
Hymenopterix wrote:
Finnabar: 3000GP value is only 3/4 of 1BP not 3BP. - 1BP = 4000 Gold (pretty sure this is right).

You're correct. There is a table with various BP per kingdom size (1000 gold for 1 BP for kingdom size up to 25. But it seems to apply only if the kingdom is started without a sponsor. I had stumbled on the table without reading the full text around. So Finn will not convert his 1500 GP in BP yet.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Finn:

Month 1 you would usually need to clear the land in preparation for building. (1BP, takes 1 Month since this is Plains). You can't start building until turn 2.

Also. Because the fort is present you get either a free watchtower or a castle at 1/2 cost. Since this is already mostly there I'll let you start building it even before the land is prepared - so it will be built this turn.

Roads: No problem with beginning construction immediately.

Holiday edict: As flavour, what is the holiday. When does it take place? (can be any time in the next 12 months)

Promotion edict: How are you attracting people? - just for flavour :)


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Xerafine:

Since this is low-magic I'd prefer the Continual Flame spell to be effectively non-existent. Otherwise I see no reason why all settlements wouldn't have these on every street corner. To maintain the feel I would prefer not to allow the spell. - If you really want it to be available I'm willing to change my mind, but I've always hated that spell.


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

Holiday Idea:

A hunting theme, to commemorate the hunting and capture of the Stag, the event that ended the lawlessness of the land and the birth of a new kingdom.

We could stick with the theme, and call it "Stag Hunt", or something similar, "Huntingtime" or "New Hunt" etc.

The lord of the land calls a hunt, and a prize is given for the largest-point stag. People dress in stag masks, sing, dance, and serve venision-based meals.


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5
Hymenopterix wrote:

Finn:

Month 1 you would usually need to clear the land in preparation for building. (1BP, takes 1 Month since this is Plains). You can't start building until turn 2.

From the PRD, the time for preparing the land for a settlement on plains is immediate. The note 2 under the table for terrain and terrain improvement precises: preparation time represents the months of labor (beginning with the current turn) required to prepare the hex for settlement. Construction of buildings can begin in the current month for settlements built on plains.

Regarding the building of the watchtower/half castle, I thought as we need to build the settlement first (i.e. house and inn), that the castle had to wait until the next month.

Edit following Xarafine mail. The holiday should be at the beginning of fall, on the day we received our commission.


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7
Hymenopterix wrote:

Xerafine:

Since this is low-magic I'd prefer the Continual Flame spell to be effectively non-existent. Otherwise I see no reason why all settlements wouldn't have these on every street corner. To maintain the feel I would prefer not to allow the spell. - If you really want it to be available I'm willing to change my mind, but I've always hated that spell.

Understood, it clashes with the low-magic feel. Could the miner's helmet still be the focus of Xarafine's light spell, even if she has to re-new every so often?


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10
Finnabar d'Orlovsky wrote:

From the PRD, the time for preparing the land for a settlement on plains is immediate. The note 2 under the table for terrain and terrain improvement precises: preparation time represents the months of labor (beginning with the current turn) required to prepare the hex for settlement. Construction of buildings can begin in the current month for settlements built on plains.

Regarding the building of the watchtower/half castle, I thought as we need to build the settlement first (i.e. house and inn), that the castle had to wait until the next month.

Edit following Xarafine mail. The holiday should be at the beginning of fall, on the day we received our commission.

Sorry - you're right. - As to the other (house and inn). If you want to build a castle that does have to wait but if you wanted the watchtower then you can start straight away (and not have to build the inn)... I think you could do another terrain improvement though?

Also, Since the hex contains rivers you need to double the cost to build roads (includes bridges).

Xerafine: No problem.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Just to restate Finn's proposal for Edict phase 1 (Month: Gozran)

Claim Hex 45 1 BP

IMPROVE SETTLEMENT

Prepare hex 45: 1 BP
Create Stag Watch
Build a House: 3 BP (-1 Unrest next turn)
Build an Inn: 10 BP (+1 Economy, +1 Loyalty, +1 Society next turn)

IMPROVE TERRAIN

Build road on hex 45 2 BP (river hex)

EDICTS

Holidays: 1/year: The Stag Hunt (+1 Loyalty, +1 Consumption)
Promotion: token (+1 Stability, +1 Consumption)
Tax: light (+1 Economy, -1 Loyalty)

Total: 16 BP


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Kingdom building!

You can do two improvements per kingdom turn. I suggest we build a farm initially as well.

-2 consumption and allowed to be built in the same square as our settlement.

I would hope we build a castle as half price is awesome but that is my vote there anyway. It's expensive but worth it. Especially as a great rp stronghold for all of us~

Hymen

Roger that! Ik was low magic and gritty. Mostly revolving around charged weapons and armory , etc. these plates held a certain number of charges and were activated through a command word or reflexive trigger.

Command would be like a flaming sword with +1 so you could activate the +1 or +1 + flaming for the cost of 1 or 2 charges each time. It required you to be very conservative.

Reflexive triggers would be like armor within fire resistance. Only activating when struck with a flame or fire damage.

It was fun steam punk setting. But I am glad you liked part of the suggestion. :)

It's good to know what to expect though! :D

Also are spells such as Masterwork transformation not allowed?


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

In general i don't like low level magic that has permanent effects and can destroy the economy. - MW items are pretty easy to get without the spell so I don't think the spell is necessary. Not too fussed as long as no-one tries to break the game ;)


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Hehe no problem. Ik was a campaign setting that had mostly only +1 weapons and armor. If you want to see some creatures stats I can email you some but it was a very nice low magic setting. But a +1 weapon was a verrrrrrry coveted item, kingdoms held onto them hard because most if not all spell casters wouldn't sacrifice their life force for mere adventurers. Most high cr creatures had at most dr magic/+1/10. And they were truly harrrrd to kill lol.

The few weapons that were cool were akin to low level artifacts and were even harder to hold onto if knowledge of them spread. Made you really appreciate what you had.

I agree though breaking the game is bad. :(

I used the mw transform spell in my other campaign when we were trapped in a dungeon and a rust monster kept snagging our weapons, it's just a neat spell. Doesn't break the game as you have to buy all the materials to make it mw. :) just makes the crafting process quicker and as much expense as buying it like normal lol.


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5
Hymenopterix wrote:


Just to restate Finn's proposal for Edict phase 1 (Month: Gozran)

Claim Hex 45 1 BP

IMPROVE SETTLEMENT

Prepare hex 45: 1 BP
Create Stag Watch
Build a House: 3 BP (-1 Unrest next turn)
Build an Inn: 10 BP (+1 Economy, +1 Loyalty, +1 Society next turn)

IMPROVE TERRAIN

Build road on hex 45 2 BP (river hex)

EDICTS

Holidays: 1/year: The Stag Hunt (+1 Loyalty, +1 Consumption)
Promotion: token (+1 Stability, +1 Consumption)
Tax: light (+1 Economy, -1 Loyalty)

Total: 16 BP

As per Bein suggestion, we should add a farm in hex 45 as well (cost 2 BP for -2 food consumption).

I'll come back with recruitement ideas later today.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

If your looking for promotion edict ideas! Offering land and low taxes is enough to make most well to do peasants come running. Especially with all the turmoil back home. A politically low and young kingdom with stability is pretty attractive. :) I would say land and titles but we don't need more nobles. At least not yet. ;)


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

I like the Stag Hunt holiday.

For promotions -- I agree with Bein. It could be something like the Homesteaders Act -- you are given so many acres of land for free, maybe some basic supplies to get started, but are expected to develop the land yourself (and if you fail to do so within a certain reasonable amount of time, you lose the land). I don't know how, mechanically, this would work, I'm entirely thinking from a fluff perspective.

I know we're working all on this but Jack did ask a question in the roleplay thread and it would be nice to roleplay a bit while we're finishing this up.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Mostly I just want to make sure there's some "fluff" around the mechanics so, unless the ideas are really good (and expenditure appropriate) the mechanics will stay the same.

So final decision on Edict phase 1 (Gozran) is:

Edict phase 1 (Gozran):

Claim Hex 45 1 BP

[b]IMPROVE SETTLEMENT
Prepare hex 45: 1 BP
Create Stag Watch
Build a House: 3 BP (-1 Unrest next turn)
Build an Inn: 10 BP (+1 Economy, +1 Loyalty, +1 Society next turn)
IMPROVE TERRAIN
Build roads in hex 45 2 BP (no bonus yet but improves travel time)
Build farms in hex 45 2 BP (-2 Consumption)

EDICTS
Holidays: 1/year: The Stag Hunt (+1 Loyalty, +1 Consumption)
Promotion: token (+1 Stability, +1 Consumption)
Tax: light (+1 Economy, -1 Loyalty)

Total: 19 BP
Total modifiers (for phase 2):
Unrest: -1 = -1
Economy: +1+1 = +2 (+4 Volpe)
Loyalty: +1+1+1 = +3
Consumption: -2+1+1 = +0
Stability: +1 = +1
Society: +1 = +1


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

See HERE for the city grid which I've also placed in the campaign info tab under "Settlements". I've also updated all info to include your edict phase actions.

Quick correction to last post is that building modifiers take place immediately.

I've designated the Eastern border as water (since that's where the fort is) but I'll leave it to you guys to determine exactly where the buildings should go (castle can't be right next to the water though).

Remember that the inn and house need to be next to each other. :)

Let me know the grid references you want the buildings on.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Hymen

Are we allowed the jarring deflecting or vital guard modifications to mw armor? Those are non magical and neat. :D

Awesome btw on the changes in the tab! Thanks!


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

What's the source?


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5
Hymenopterix wrote:

See HERE for the city grid which I've also placed in the campaign info tab under "Settlements". I've also updated all info to include your edict phase actions.

Quick correction to last post is that building modifiers take place immediately.

I've designated the Eastern border as water (since that's where the fort is) but I'll leave it to you guys to determine exactly where the buildings should go (castle can't be right next to the water though).

Remember that the inn and house need to be next to each other. :)

Let me know the grid references you want the buildings on.

I would put the fort/future castle in C-D 1-2 with the Inn in C3 and the houses in C4


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

Hymenopterix, did you have any comments/advice/ concerns on the mundane gear we talked about getting? in particular I asked about alchemical items I am not sure were available.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Armor modification to mundane ears from the faction guide. You can find it here.

armor and shield page at pfsrd, armor modifications located towards the bottom of page.


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep
Finnabar d'Orlovsky wrote:
Hymenopterix wrote:

See HERE for the city grid which I've also placed in the campaign info tab under "Settlements". I've also updated all info to include your edict phase actions.

Quick correction to last post is that building modifiers take place immediately.

I've designated the Eastern border as water (since that's where the fort is) but I'll leave it to you guys to determine exactly where the buildings should go (castle can't be right next to the water though).

Remember that the inn and house need to be next to each other. :)

Let me know the grid references you want the buildings on.

I would put the fort/future castle in C-D 1-2 with the Inn in C3 and the houses in C4

Did we build a farm too? Does that go into a city slot as well?


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Nope it's just an add on to the hex which each hex is 12 miles? So you can fit tons of additions. ;)

In theory anyway. Some additions can't share the same hex like a farm and a log mill.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Fine with the alchemical and armour modifications. Will update city grid ASAP.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Thanks Hymen :)


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Stag Watch (Stagwatch??) city grid updated

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