Hymenopterix's Colonies of the Salt Coast

Game Master Electric Monk


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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

You can aid another...


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

If that's to me, I'm just roleplaying while the technicalities get worked out.


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
Jack Ciarathan wrote:
If that's to me, I'm just roleplaying while the technicalities get worked out.

No, just a response to Bein's question.


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 your all good Jack, I was unsure if I could use my roll for either or so I pressed the question to Hymen. I think so far our rolls are great with Aid another however the rolls that really matter keep getting below 10! Lol. Priceless. ;)

BTW Jack/Everyone Love the roleplaying will be placing my own short post. Nothing major. But Just thought I would add to it instead of being the Silent General. ;)


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 am going away for the weekend, will check back in Sunday evening or Monday.

If you need Aid Another rolls from him, please roll for him. His Sense Motive bonus is +8. (You probably don't need him Aiding Diplomacy, as that's a -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

I will post in the gameplay thread a bit later today when i have time. Just quickly though, I want to review the "negotiations" rules - what did you think? What was good? What was bad?

My own initial thought is that it was too long, and needs to be streamlined for the PbP format. I'm going to try to change them a bit before negotiations come up again.


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

I thought they were just fine.

Perhaps in the future we leave the rolls to Finnabar or who ever is deemed the lead Negotiator. However I liked it for the most part, we gave our two cents as they were needed and I believed it worked out well. Despite how this game wanes and speeds up (Just like every other PBP I have been in. ;) ) I believe that overall this worked out well. I will look at it again but it seemed pretty streamlined to me. :)


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 agree with you, Hymenopterix, a little tweaking for PbP would be a good idea. The general gist of how it all works is fine, but I felt like it was a little hard getting us started in particular.

Sorry, Bein. Though I do agree at least things turned out fairly well. But I also feel like it took us way too long to get there, even bearing in mind delays typical to PBP style of play.


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

Thats fine Jack. It was just my opinion. ;)


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

Stupidly I didn't check the kingdom-building rules in Ultimate campaign... turns out there are some pretty OK ones which we'll use when kingdoms are negotiating (The Kalds did not previously count as a "kingdom" but will do from now...)

I don't think there'll be many other diplomatic-type negotiations with non-kingdom entities but if there are we'll revisit the rules we just used at that time.

If you want to see the diplomacy rules they are HERE.


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

FWIW, they're also Here on Paizo's site which I prefer to use, personally, as the 3rd party site loads slow for me sometimes (and displays horribly on mobile devices, whereas the official PRD does not).


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

I am not sure what else I can add to Bein's presence among the tribe. I have used Diplo to make them more friendly and avoided being hostile to any of them so that the overall impression is positive, I hope, before we leave. Unless needed I will probably just watch from the side lines post wise as Danath is doing exactly as he should. He's protecting the Marcher Lord and by extension our glorious Teacher from threats alongside the Kalds and their Chieftain. So all and all he has his hands full along with Arundel. :)

Let me know if there is something I can/need to do! Thanks :D.


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 waiting to see what your plans are. Unless there's anything else you want to do whilst you're among the Kalds?


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

I would say we're done with the Kalds for now. We need to send someone experienced with mining to have a look at the mine and see if it's worth it.

From our earlier plans we had one more hex to explore (Hex 44). I would suggest we do it as fast as possible and go back to Stagwatch to let our people know about the treaty and find an experienced miner if there is any. If not we'll have to recruit one.


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

exploring Hex 38, then possibly hex 39, 44 and 46.
Finnabar posted this a week or so back so i believe this is the order we want to follow. At least to start we can refine it later. :-)
my only suggestion is we check out hex 45 on our way to hex 46 if we have time~

Whoops I forgot about this post in the game thread, i missed it when i went to look for it. my bad. :(

So 38 is done. now we have 39 which we can't reach and 44 and 46 to do. :)

Sorry!


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

As promised there is a copy of the blank Stolen Land map (with rivers and lakes labelled) HERE.

Essentially, by talking with trappers and settlers and Kalds, you are able to establish the general layout of the land, but will still need to explore to map each hex. Due to the prior information, however, exploration now takes 3/4 of the time listed in the info tab (will change the exploration times 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

have an exam tomorrow. You'll all have to wait until I'm finished. Sorry.


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 wrote:
endanger our colons

Sorry... I had to chuckle at the typo. I REALLY hope our next adventure isn't fending off dysentery.... (or this AP is more like the Oregon Trail than I thought!) :)


Jack Ciarathan wrote:
Finnabar wrote:
endanger our colons
Sorry... I had to chuckle at the typo. I REALLY hope our next adventure isn't fending off dysentery.... (or this AP is more like the Oregon Trail than I thought!) :)

That's more a bad translation or a case of 'faux-ami' than anything else :). I obviously meant 'colonist' which translates to 'colon' in French :(

Actually, 'colon' translates to 'côlon' in French.


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

The kings colon is endangered TO ARMS!

I loled at that too. And have made such mistakes to but its still hard not . Have some fun with ya Finn. :)


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

No worries, Finn/Llaelian. I just presumed a mistyped letter. :)

I have been trying to brush up on my French recently, and even so, trust me, your English is far better than my French!


Jack Ciarathan wrote:

No worries, Finn/Llaelian. I just presumed a mistyped letter. :)

I have been trying to brush up on my French recently, and even so, trust me, your English is far better than my French!

No worries, I went D'oh and laughed at it as well when you pointed it to me. Actually gaming is a good way for me to keep working on my English because it's always difficult to maintain one's level once you leave the country (I lived in the UK for 4 years before coming back to France a few years ago).


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 my french is so rusty. =/ Loved the language hated my teacher as she loved jocks over the kid who actually cared to learn...

America's Schools How I love thee~

But that is awesome Jack and Llaelian. :)

My best remembered line was Ne Touche Pas (Or something like that D: ). Because my friends and I would yell it at each other because it sounded awesome when spoken loudly. lol

I wish I had learned the language better but they stopped teaching french a year after I started so it left me high and dry my senior year. I wanted to do french two and enroll for the program where you go and live with a family in paris/france and immerse yourself in the culture completely. It was terrible that they canceled it. :(


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

My mom was a French teacher so, beyond classes at school, she helped me learn it when I was younger, but she passed away 18 years ago and I'm not good at remembering to practice it with other people. I did take it in college, and a reading/written translation course in grad school (so my reading knowledge is better than my conversational). I would have LOVED to do an immersion program but wasn't good at looking out for those kind of opportunities at school.

I want to visit France sometime (I went once when I was 13) but airfares are astronomical. I should have gone when they were cheaper, but hindsight is 20/20!


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

Jack

Heheh indeed! I feel sad remembering how close I was to getting into the immersion program but I still have time to go over there. I just won't remember much on how to converse in french...

Which I am sure may aggravate people in france. =/

Hyemn

Questions when you have time!

Do you use the "Downtime" rules from UC?

IE: I was wondering if building/designing our own buildings would be possible. It would also give more reaon for investing in Profession Checks other then just the Kingdom building.

Not a big deal at all if you don't, just seemed like a cool system. :)


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

Xarafine

I don't have K-Nature lol. No per roll so Bein can only be as Bein does.

Love your posts btw. Very fitting. :)


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

Thanks! Just trying my best to keep up with a great group of role-players.


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

I'm off town for today. Will post more tonight.


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'Meleth Rámalóce wrote:

Questions when you have time!

Do you use the "Downtime" rules from UC?

Downtime is OK, but it takes out of your exploration time....


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

For the next building, I suggest we work on the castle, because it will remove the initial unrest and it will also give good stat bonuses. for hexes to claim, I would go with hex 31 and 24 (gold mine).


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

+1 not just agree but hell yes!

Time for the stolen lands to know there are new lords in town! And besides we really need a big awesome MBoO!


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

Agreed!

What's an MBoO?


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

"Main (or Military) Base of Operations"?


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:

For the next building, I suggest we work on the castle, because it will remove the initial unrest and it will also give good stat bonuses. for hexes to claim, I would go with hex 31 and 24 (gold mine).

You can only claim hexes that adjoin your kingdom. I think you've only claimed hex 45 (stag watch) so far. In order to claim 31 you first need to claim either 38 or 39. - Did you already claim on of these and i forgot to note it down?


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 d'Orlovsky wrote:

For the next building, I suggest we work on the castle, because it will remove the initial unrest and it will also give good stat bonuses. for hexes to claim, I would go with hex 31 and 24 (gold mine).

You can only claim hexes that adjoin your kingdom. I think you've only claimed hex 45 (stag watch) so far. In order to claim 31 you first need to claim either 38 or 39. - Did you already claim on of these and i forgot to note it down?

Nope, you're correct, I just went ahead one turn. We need to claim 38 first.

So let's say we claim 38 with road and farm building and then without claiming it, we build road and mine on hex 37 (Kald land).


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

Xarafine is correct. :) We have a lot of that lingo up here in the oilfield lol. MCC - Main Construction Camp, PBOC - Primary Base of Communication, BOC - Base Operations Camp.

Fun stuff. :)

I guess correct military terminology would be MBO instead of MBoO lol.


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:

We need to claim 38 first.

So let's say we claim 38 with road and farm building and then without claiming it, we build road and mine on hex 37 (Kald land).

You can do both these and claim another hex if you want. - for the whole table: Improvement edicts, you can double any numbers (since we're going by seasons and I want your kingdom to grow at a reasonable pace).

Therefore, since your kingdom size is 1, you can make....

* up to 2 new settlements.
* up to 2 new buildings
* up to 4 terrain improvements
* up to 2 new hex claims


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 d'Orlovsky wrote:

We need to claim 38 first.

So let's say we claim 38 with road and farm building and then without claiming it, we build road and mine on hex 37 (Kald land).

You can do both these and claim another hex if you want. - for the whole table: Improvement edicts, you can double any numbers (since we're going by seasons and I want your kingdom to grow at a reasonable pace).

Therefore, since your kingdom size is 1, you can make....

* up to 2 new settlements.
* up to 2 new buildings
* up to 4 terrain improvements
* up to 2 new hex claims

The problem with that is the BP cost. We can't really afford to buy the castle and another building this turn. I.e. from what I have modelized, BP expense will quickly be an issue.

Let's see for us:
Claiming Hex 38 1 BP
Road on Hex 38 1 BP
Farm on Hex 38 2 BP -2 consumption
Mine on Hex 37 6 BP +2 Economy, +2 BP each turn
Castle cost 27 BP Economy +2, Loyalty +2, Stability +2, Unrest –4;
Total: 37 BP
Which will leave us with only 9 BP before the economy check.


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

Since we are still low in kingdom level, donating 1K gp is worth a BP right?

If it will help Bein can donate 1k to help the efforts which would give us 10 bp. Would that help Finn?


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 would probably feel obliged to get the temple built. If it makes up the difference, she will kick-in as well.


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

The problem as I see it is that the Shrine costs 8 BP. The rate for BP is not 1000 GP/BP but 4000 GP (the 1000 GP is an exception to the rule which does not apply to us). So paying for it will leave us with only 1 BP.

If we succed our economy roll and generate revenues, it will be all fine. (DC will be 23 and econnomy will be 15 (with Volpe)+2 Castle+1 or 2 from the mine, depending of how we share it with the Kalds) so that will be 18 or 19 vs DC23 which is very likely to succeed but can still fail. If we fail, we don't get any revenues except at all and any event forcing us to pay for something will lead us into unrest issues.

I would for the first rounds prefer a more conservative approach and only build the shrine next season.


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

Understood, I was in error there my bad. =/

Seems silly to donate 4k to get a bp worth only 1 k at kingdom size <25. You'd think they'd track. 1k = 1 bp, higher level kingdom 4k = 1 bp

If someone is withdrawing then its totally understandable that some of the money withdrawn is lost over the course of processing. ;)

Oh well! Whining over!

____________________________________________________________________

About the Shrine I guess we'll just have to see how well our Eco check goes!

:D

OR

We can build the castle next turn and build the shrine now. I am good with it either way. :) The castle is a big expenditure. At least it is at a discount lol!


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

Question to Hymen about the Shrine -- since one of the main benefits of the shrine is access to magic items, is this still the case in your low magic world or does it provide some other benefit (besides not ticking off the Church of the Nine)?


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

As a player, I am fine with skipping the Shrine this turn. Just so y'all know, Xarafine will put up an argument (at least token resistance) in the presence of Teacher Saerin.

Xarafine's devout, but she's also practical. No point in having a large Shrine in a country that cannot be properly defended.


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
Xarafine wrote:

As a player, I am fine with skipping the Shrine this turn. Just so y'all know, Xarafine will put up an argument (at least token resistance) in the presence of Teacher Saerin.

Xarafine's devout, but she's also practical. No point in having a large Shrine in a country that cannot be properly defended.

This is fine, Finn can play the bad cop :) Anyway, he is the herald of a Battle God and a nice fortified castle is a very good shrine for him.


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

Hehehe nice Finn. Good argument!

Belam be praised!


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
Jack Ciarathan wrote:
Question to Hymen about the Shrine -- since one of the main benefits of the shrine is access to magic items, is this still the case in your low magic world or does it provide some other benefit (besides not ticking off the Church of the Nine)?

See the "purchasing magic items" spoiler in the campaign tab, reposted below...

Purchasing Magic Items:

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. e.g, a shrine

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):

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 (1/3 of a 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 imported if you want something too expensive to be produced within the kingdom 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.

If an appropriate building is present, existing items can be reworked to create another item of the same general type (belt for belt, armour for armour, rings for rings etc.) that cost up to 1/2 the listed value of the original item. By expending extra cash (above the 50%), the item can be modified into an item up to the listed value of the original item. This process takes 1 month (1/3 campaign turn).


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

Thanks. I was just wondering if since it is harder to get magic items if it did anything else. That's fine. :)

I'm good with the castle for building.


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

So your plan is...

Volpe's Bonus: to economy

Claiming Hex 38 1 BP
Road on Hex 38 3 BP (hills) (free bridge)
Farm on Hex 38 4 BP (hills) -2 consumption
Mine on Hex 37 3 BP (1/2 cost since already existing) +2 Economy, +1 BP each turn since 1BP would have to go to the Kalds.
Castle 27 BP Economy +2, Loyalty +2, Stability +2, Unrest –4; Fame +1

Total: 38 BP

46BP - 38BP = 8BP remaining.

No need to build a road on hex 37 (which would cost 6BP!) because the 'road' improvement represents a road network linking all areas (hence the requirement for bridges). You can assume that a simple dirt track is included in the mine's price).

Just want to check this is right before moving forward?


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:

So your plan is...

Volpe's Bonus: to economy

Claiming Hex 38 1 BP
Road on Hex 38 3 BP (hills) (free bridge)
Farm on Hex 38 4 BP (hills) -2 consumption
Mine on Hex 37 3 BP (1/2 cost since already existing) +2 Economy, +1 BP each turn since 1BP would have to go to the Kalds.
Castle 27 BP Economy +2, Loyalty +2, Stability +2, Unrest –4; Fame +1

Total: 38 BP

46BP - 38BP = 8BP remaining.

No need to build a road on hex 37 (which would cost 6BP!) because the 'road' improvement represents a road network linking all areas (hence the requirement for bridges). You can assume that a simple dirt track is included in the mine's price).

Just want to check this is right before moving forward?

Fine with me.

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