Kingmaker. Footsteps to the empty throne.

Game Master DBH

Strangers, friends and even lovers. You have gathered together for your own reasons to explore and make safe the perilous region to the south known to all only as the Stolen lands.

Charter

The Greenbelt

Charter of rulership

Silverhold map

Kingdom shreadsheet

Stolen lands Map RRR

Notices 2

The lair


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Are you sure you want to do that?

Just to help me keep things clear.

This is your 2nd month and you are building houses and an Inn for this turn. Is this correct?


Human Bard 6| AC 20 FF 17 T 11| HP 49/49| F +4 R +8 W +6| Init +1| Percep +9
Buffs:
Inspire Courage, Bull’s Strength, Tongues

Yes, 1 House and 1 Inn. Claiming the hex with the fangberries and making it a farm hex also.


Human Bard 6| AC 20 FF 17 T 11| HP 49/49| F +4 R +8 W +6| Init +1| Percep +9
Buffs:
Inspire Courage, Bull’s Strength, Tongues

Link for map post Month 2, and the gold outlined area is where I presume we are looking to claim for Month 3.

Liberty's Edge

Female CG Muse-Touched Aasimar Mesmerist 6 |HP: 34/34 AC: 17 (13 Tch, 14 Fl) | CMB: 2, CMD: 14 | F: +3, R: +8, W: +9 | Init: +3 | Perc: +10, SM +10, Bluff +13(18), Dip +16, Intim +16, UMD +10 | Speed 30ft | Spells: 1st 5/5, 2nd 2/4 | Mesmerist Tricks: 4/6| MM (CL3) 25, LB (CL5) 28 Active conditions:

Sorry guys - busy day, I'll double check through the calculations tonight. :)

Kingdom Events wrote:
A natural event, such as a bloom of rare and beautiful wildflowers or a good omen in the stars, raises your kingdom’s morale. You gain a +4 bonus on Stability checks until the next Event Phase.
Kingdom Events wrote:
Good weather raises spirits and productivity. Economy, Loyalty, and Productivity increase by 2 until the next Event Phase.

These are the right events yes? :)

Liberty's Edge

Female CG Muse-Touched Aasimar Mesmerist 6 |HP: 34/34 AC: 17 (13 Tch, 14 Fl) | CMB: 2, CMD: 14 | F: +3, R: +8, W: +9 | Init: +3 | Perc: +10, SM +10, Bluff +13(18), Dip +16, Intim +16, UMD +10 | Speed 30ft | Spells: 1st 5/5, 2nd 2/4 | Mesmerist Tricks: 4/6| MM (CL3) 25, LB (CL5) 28 Active conditions:
Darian Aulamaxa wrote:

Turn 2 (Desnus) - (Balance 60 BP, Size 1) I still count treasury at 62 here.

Upkeep - Stability DC 22: 1d20 + 11 ⇒ (6) + 11 = 17 + 1d4 ⇒ 4 Unrest
— Consumption: -1 BP - 2 BP Edicts
Edicts - Build District (2BP, 1 Month), Build House (3 BP, -1 Unrest), Build Inn (10 BP), Claim Hex (Fangberry, 1 BP), Build Farm (4 BP, +1 Econ, -3 Consumption)
—Holiday: 1 (+1 Loyalty, +1 Consumption)
—Promotion: Token (+1 Stability, +1 Consumption)
—Taxation: Normal (+2 Econ, -2 Loyalty)
Economy - 1d20 + 16 - 3 ⇒ (17) + 16 - 3 = 30 / 3 = +10 BP
All fine - checked and it all fits.

Turn 3 (Sarenrith) - (Balance 47 BP, Size 2, Unrest 3) Still 2BP higher by my calc, 49 not 47.
Upkeep - Stability DC 23: 1d20 + 11 - 3 ⇒ (19) + 11 - 3 = 27 -1 Unrest Event doesn't help since we already passed...

— Consumption: -2 BP - 2 BP Edicts + 3 Farm = 1 loss
Edicts - Build Castle (27 BP, - 4 Unrest), Claim Hex (1 BP), Build Farm (4 BP, +1 Econ, -2 Consumption)
—Holiday: 1 (+1 Loyalty, +1 Consumption)
—Promotion: Token (+1 Stability, +1 Consumption)
—Taxation: Normal (+2 Econ, -2 Loyalty)
Economy - 1d20 + 18 ⇒ (18) + 18 = 36 / 3 = +12 BP Again event doesn't help since we get 38/3, which still leaves us with +12... alas!

Balance - 26 BP, Size 3, Consumption Net = 0, Unrest 0 Agreed - except that I have 28 BP, since we had 62 after turn 1, not 60.

It ends up with Treasury at 26 BP, Size 3, Net Consumption 0, and 0 Unrest. Assuming no events interfere, we will have 3 hexes (capitol, fangberry, and yalls pick of one more hills hex), 2 farms, 2 districts in the capitol, a house, an Inn, and a castle.

In short - I agree with all calculations except that we started with 62BP, not 60. So we should get to events phase turn 3 with 28BP, not 26. Unless we spent more BP in turn 1 that I missed?

Spreadsheet is currently at end of turn 3, I'll move the date etc on when we've had our turn 3 events.

@Darian - I suggest a break on kingdom turns until we sort out the IC stuff that's going on. Once that's done we can move on again? :) (and we need a new event roll from DBH).


Human Bard 6| AC 20 FF 17 T 11| HP 49/49| F +4 R +8 W +6| Init +1| Percep +9
Buffs:
Inspire Courage, Bull’s Strength, Tongues

Agreed. Was just laying out the turns that had been discussed.


Are you sure you want to do that?

Sorry for the lateness. Every time I tried to get on the board and update yesterday it was down. So I didn't have the time for anything. Update coming shortly.


Are you sure you want to do that?

A question. Does anyone here have the Heroes of the wild source book?

I do have it and there are a number of buildings in it that aren't in Ultimate campaign which would fit in your kingdom. Such as the Druids grove.

Trouble is they aren't statted for kingdom building, so I'm looking at them and trying to match them up for adding to the list.

Anyone else's opinion would be welcome.

Liberty's Edge

Female CG Muse-Touched Aasimar Mesmerist 6 |HP: 34/34 AC: 17 (13 Tch, 14 Fl) | CMB: 2, CMD: 14 | F: +3, R: +8, W: +9 | Init: +3 | Perc: +10, SM +10, Bluff +13(18), Dip +16, Intim +16, UMD +10 | Speed 30ft | Spells: 1st 5/5, 2nd 2/4 | Mesmerist Tricks: 4/6| MM (CL3) 25, LB (CL5) 28 Active conditions:

You could reskin with the ones that are already there - make a druids grove a temple for example but change some of the bonuses around?

No Heroes of the Wild though I'm afraid.


Female N Human Herb Witch 3 / Wild Whisperer Druid 3 / Mystic Theurge 0 | HP: 42/42 | AC: 15 (11 Tch, 14 FF) | CMB: +4, CMD: 15 | Fort +6, Reflex +4, Will +10 | Initiative: +1 | Perception: +15 (+17), Sense Motive: +5 (+7) + 1d6 | Speed 30ft | Herb Lore 6/6 | Inspiration 4/5 | Fenrir HP: 54/54; AC 26 (Mage Armor, Barkskin,Magic Fang) | Muninn HP: 21/21 | Active conditions: None

I have Heroes of the Wild. (Yes, I know...shocking that the druid's player has that book). I'll look at it this weekend and cross reference Ultimate Campaign and see what I can come up with for a first pass and see if you agree.


Female N Human Herb Witch 3 / Wild Whisperer Druid 3 / Mystic Theurge 0 | HP: 42/42 | AC: 15 (11 Tch, 14 FF) | CMB: +4, CMD: 15 | Fort +6, Reflex +4, Will +10 | Initiative: +1 | Perception: +15 (+17), Sense Motive: +5 (+7) + 1d6 | Speed 30ft | Herb Lore 6/6 | Inspiration 4/5 | Fenrir HP: 54/54; AC 26 (Mage Armor, Barkskin,Magic Fang) | Muninn HP: 21/21 | Active conditions: None

@GM_DBH - Here's my first pass at the Heroes of the Wild buildings. Let me know what you think.

Bandit Camp, Large - Don't think we'll be needing this one, so I'm not gonna waste any time with it.

Druid's Grove - If was trying to build this functionallity with existing building units it would be a combination of a Temple, Herbalist, Park, and a City Wall (Total of 48 BP, 4 Lots) which might be a bit low given that it is the Druid's equivalent of a Cathedral (58 BP, 4 Lots). I would limit this to being build in a forested hex.

Kingdom: Loyalty +4, Stability +4, Unrest -2
Discount: Redoubt, Herbalist
Limit: 1 per settlement
Special: Defense +4
Magic Items: As per Cathedral
Settlement: Lore +2, Law +1

Redoubt - Essentially a natural based combination of a Watchtower and a Barracks (18 BP, 1 Lot).

Kingdom: Stability +1, Unrest -1
Upgrade to: Garrison
Special: Defense + 2
Settlement: Law +1

Treehouse - Sounds like a House that doubles as a Watchtower to me. I would certainly call the watchtower function secondary. Call it 14 BP, as the watchtower is 12 by itself. Adding the functionality of a house (normally 3 BP).

Kingdom: Unrest -1
Special: Defense + 1

Witch's Hut - Not really any different from a Caster's Tower to me in terms of function. Perhaps a bit of difference in what it applies to the Kingdom as people as a whole are untrusting and the concept of a witch nearby can be disturbing.

Kingdom: Economy +1, Loyalty +4, Unrest +1
Discount: Herbalist
Magic Items: As per Caster's Tower
Settlement: Lore +1

Wood Shop - I don't see how this one is any different than a trade shop.


Human Bard 6| AC 20 FF 17 T 11| HP 49/49| F +4 R +8 W +6| Init +1| Percep +9
Buffs:
Inspire Courage, Bull’s Strength, Tongues

I dig your conversions for those, Freya. If those are agreed on by DBH, once we find where you wanna set up shop, your lands will have a very unique feel to them!

Seeing as Darian hasn’t got much to do in game atm, I figured I’d do a bit o’ planning ahead. A little “Next Turn Discussion”:

Drain Suggestion 1:
We could build a Noble Villa and Town Hall, both are half price thanks to the Castle, and the Noble Villa won’t count against our building limit. This’ll cost us 23 BP total, and we gain Economy +2, Loyalty +2, Stability +2, Law +1, Fame +1, Society +1. RP-wise, it’ll give us a place to meet with citizens, and some more people in the leadership a nice place to live in Silverhold (assuming Darian and Isabel reside in the castle itself). That way, people can post RP scenes in a wider variety of locations, and have their own little spot to detail out and customize.

Then we’d have a whole new list of discounted buildings...

Exotic Artisan (5 BP, 1 minor Ring, Wand, or Wondrous, Needs House Adjacent)
Luxury Store (14 BP, +1 Economy, Base Value +2,000, 2 minor Rings, Wands, or Woundrous, Needs House Adjacent)
Mansion (5 BP, +1 Stability, +1 Law, +1 Society)
Barracks (3 BP, -1 Unrest, +2 Defense, +1 Law)
Cistern (3 BP, +1 Stability)
Dump (2 BP, +1 Stability)
Jail (7 BP, +2 Loyalty, +2 Stability, -2 Unrest, -1 Crime, +1 Law)
Watchtower (6 BP, +1 Stability, -1 Unrest, +2 Defense)

With the 5 BP left over from Month 4’s building, we would be very reliant on a good Economy roll to get some wiggle room again.

Darian Suggestion 2:
A more conservative approach would be to just go Town Hall, then claim a Hex and build a Farm. That would cost us 16 BP. We’d gain +1 Economy, +1 Stability, +1 Loyalty, +1 Law, Net Consumption would be at -1 (so we could claim a hex later and still be at Net 0). We’d still have at least 12 BP left over before an Economy Check.

Discounted Buildings:
Barracks (3 BP, -1 Unrest, +2 Defense, +1 Law)
Cistern (3 BP, +1 Stability)
Dump (2 BP, +1 Stability)
Jail (7 BP, +2 Loyalty, +2 Stability, -2 Unrest, -1 Crime, +1 Law)
Noble Villa (12 BP, +1 Economy, +1 Loyalty, +1 Stability, +1 Fame, +1 Society)
Watchtower (6 BP, +1 Stability, -1 Unrest, +2 Defense)

Darian Suggestion 3:
Build a Town Hall, Claim the Sootscale Hex (assuming the diplomatic mission convinces them to join us outright), and turn it into a proper Mine, and a Farm. Would cost us 22 BP. We’d gain +4 Economy, +1 Stability, +1 Loyalty, +1 Law, and +2 BP per Taxation (Resource Hex +1 Economy, Mine in Resource Hex +2 Economy, +2 BP per Taxation). Net Consumption would be at -1 (so we could claim a hex later and still be at Net 0). We’d have 8 BP left over before an Economy Check.

Discounted Buildings:
Barracks (3 BP, -1 Unrest, +2 Defense, +1 Law)
Cistern (3 BP, +1 Stability)
Dump (2 BP, +1 Stability)
Jail (7 BP, +2 Loyalty, +2 Stability, -2 Unrest, -1 Crime, +1 Law)
Noble Villa (12 BP, +1 Economy, +1 Loyalty, +1 Stability, +1 Fame, +1 Society)
Watchtower (6 BP, +1 Stability, -1 Unrest, +2 Defense)

Liberty's Edge

Female CG Muse-Touched Aasimar Mesmerist 6 |HP: 34/34 AC: 17 (13 Tch, 14 Fl) | CMB: 2, CMD: 14 | F: +3, R: +8, W: +9 | Init: +3 | Perc: +10, SM +10, Bluff +13(18), Dip +16, Intim +16, UMD +10 | Speed 30ft | Spells: 1st 5/5, 2nd 2/4 | Mesmerist Tricks: 4/6| MM (CL3) 25, LB (CL5) 28 Active conditions:

I think option 3 is the best one. Claiming the Sootscale hex and getting the mine up is well worth it I think and will give us a good economy boost in future turns. (Love +2BP/turn) It fits in well with Jory and Ludi's mission as well if we go that way.

Then we can press on with the noble villa next turn - I like it mostly so we could set up a cheap Exotic Artisan and start getting some internal magic item production going. We can also look at building a dump and a cistern to keep our stability checks in order.

So, I propose:

Turn 4: Claim Sootscale hex and build a mine. Town hall in Silverhold.

Turn 5: Keep pushing north, build a cistern/dump to consolidate our checks.

Turn 6: North again, build a noble villa.

What do people think of this as the broad outline?

Also - if Darian, Lisl and I roll up the rest of the rest of the year then the rest of you only have yourselves to blame for going adventuring! :P


Human Bard 6| AC 20 FF 17 T 11| HP 49/49| F +4 R +8 W +6| Init +1| Percep +9
Buffs:
Inspire Courage, Bull’s Strength, Tongues

HAHA! Well, I keep asking for input on Kingdom related things. If everyone is fine with a couple of us running with it entirely until we can set up these little smaller vassalage areas that each of us can work with as our own, then I am fine with that as well.

I am on board with Isabel's patterning. Though, to include the Cistern and Dump...might need to add another District too...you know...for my OCD nature of wanting to keep things organized. We don't want the local dump too close to anything important...right? Although, I suppose we COULD put it over near where the House and Inn are currently...but that may not be very appealing either...hahaha


M Human Fighter (Aldori Defender) 5/Aldori Swordlord 1 | HP37/46 | AC20 T14 F17 CMD21+ | F+6 R+6 W+2 | 20) | I+5 | Perc+0

I'm fine with where you are going.

I agree, option 3 seems nicer.

I agree, a dump/cistern needs to be somewhere further away from things like the noble villas . . ..


Female Human Cleric of Abadar 5 | 33/33 HP | AC 18 T 10 FF 18 | Fort +6 Ref +2 Will +9 | Initiative +0 | Perception +8 | Channel Energy 5/5 | Inspiring Word 2/6 | Shield Bearer 0/1

Let's do option 3, then in the near term afterward see about making a shop, a park, and a smithy.


Are you sure you want to do that?

Just some detail to help you plan, you have the Shrike river to your east and the Tuskwater lake to your south.

The Greenbelt is crisscrossed by countless nameless streams, but the rivers found there bear special mention.

Gudrin River:
The waters of this river are unusually clear; the river itself runs slow and deep, averaging 450 feet across and 150 feet deep at the deepest point.

Little Sellen River:
The offshoot of the East Sellen river that branches further east at Mivon is known as the Little Sellen for its relatively narrow width; this river averages 90 feet across and 20 feet deep.

Murque River:
This slow-moving river is bordered on both banks by strips of swampy land that effectively double the river’s 100-foot width. The river itself is only 10 feet deep, and its slowly-moving waters are thick with
algae and silt.

Shrike River:
Splitting from the Little Sellen, the Shrike is named for the numerous flocks of birds that nest along its length. Averaging 300 feet wide and sometimes reaching depths of 60 feet or more, the Shrike would make
an excellent trade route between Brevoy and the southern lands, were it not for a pair of 30-foot-high waterfalls (one located a few miles upriver from area S, the other located further east in the Nomen Heights) that make safe river travel impossible between the two points.

Skunk River:
The unfortunate combination of algae and bubbling geothermal hot springs along the Skunk River give it a distinctively unpleasant scent of rotten
eggs. This river averages 100 feet wide and 30 feet deep.

Thorn River:
The banks of the Thorn River are thick with stinging nettles and tangles of sharp brambles. The river itself is relatively narrow, averaging 60 feet in width and 30 feet deep.


Are you sure you want to do that?

Freya. I like what you've come up with. It's definitely a forest hex structure.

I do think you may be putting the BP a little high? I could see the Druidic types working with whats there rather than imposing a structure on the site.

Liberty's Edge

Female CG Muse-Touched Aasimar Mesmerist 6 |HP: 34/34 AC: 17 (13 Tch, 14 Fl) | CMB: 2, CMD: 14 | F: +3, R: +8, W: +9 | Init: +3 | Perc: +10, SM +10, Bluff +13(18), Dip +16, Intim +16, UMD +10 | Speed 30ft | Spells: 1st 5/5, 2nd 2/4 | Mesmerist Tricks: 4/6| MM (CL3) 25, LB (CL5) 28 Active conditions:

I think you need to calm down with the districts a bit Darian! Every one we add makes controlling Silverhold harder. If you're really worried about positioning, then stick it on the far side of a district - there's nine plots in each one, that's a decent amount of space!


Female N Human Herb Witch 3 / Wild Whisperer Druid 3 / Mystic Theurge 0 | HP: 42/42 | AC: 15 (11 Tch, 14 FF) | CMB: +4, CMD: 15 | Fort +6, Reflex +4, Will +10 | Initiative: +1 | Perception: +15 (+17), Sense Motive: +5 (+7) + 1d6 | Speed 30ft | Herb Lore 6/6 | Inspiration 4/5 | Fenrir HP: 54/54; AC 26 (Mage Armor, Barkskin,Magic Fang) | Muninn HP: 21/21 | Active conditions: None
GM_DBH wrote:

Freya. I like what you've come up with. It's definitely a forest hex structure.

I do think you may be putting the BP a little high? I could see the Druidic types working with whats there rather than imposing a structure on the site.

For BP costs I did little more than add up the effective cost based on existing structures. By all means, adjust the BP costs of each however you see fit.


Female Human Cleric of Abadar 5 | 33/33 HP | AC 18 T 10 FF 18 | Fort +6 Ref +2 Will +9 | Initiative +0 | Perception +8 | Channel Energy 5/5 | Inspiring Word 2/6 | Shield Bearer 0/1
Isabel Rhelian wrote:
I think you need to calm down with the districts a bit Darian! Every one we add makes controlling Silverhold harder. If you're really worried about positioning, then stick it on the far side of a district - there's nine plots in each one, that's a decent amount of space!

Also, there are rules for reclaiming a space, so if we do add a new district later, we can move the dump out to the edge of town, reclaim the old one and clean it up and turn it into something else.


Are you sure you want to do that?

Can I have a summary of what you are asking the Kobolds in the negotiations?


Halfing Bard (Detective) 4| AC 19 FF 15 T 15| HP 26/26| F +2 R +8 W +5| Init +5| Percep +11| 4/4 1st 2/2 2nd| 33 (7) ammo

Kobolds:

- Offer to join our newly growing "tribe". We will provide for the defense of the Sootscale tribal areas against outsider threats and not call upon them to contribute forces to "longleg" campaigns.

- Any call for monetary contributions in lieu of providing forces would be waived, so long as the percentage of silver ore provided as part of the trade agreement is increased. Silverhold is less interested in firs and pelts.

- Sootscale tribe would have first pick of all alcohol, moon radishes, tools, and weapons produced at Silverhold, and Silverhold will serve as an intermediary for any merchandise or resource requests made to Brevoy or the neighboring states.

- Propose worker and material support to expand their mining operations. As a further show of good faith, any workers provided to the mines will come un-armed, and the tribe will assume responsibility for their protection.

- Ask for any information the tribe has in its possession regarding the creatures and peoples of the area - particularly those they may have come into contact with in the grasslands to the east

- At a later date, the establishment of a permanent envoy to the Sootscales

Liberty's Edge

Female CG Muse-Touched Aasimar Mesmerist 6 |HP: 34/34 AC: 17 (13 Tch, 14 Fl) | CMB: 2, CMD: 14 | F: +3, R: +8, W: +9 | Init: +3 | Perc: +10, SM +10, Bluff +13(18), Dip +16, Intim +16, UMD +10 | Speed 30ft | Spells: 1st 5/5, 2nd 2/4 | Mesmerist Tricks: 4/6| MM (CL3) 25, LB (CL5) 28 Active conditions:

Jory's got it! I knew he and Ludi would do a good job! :)

Also - is this all happening in kingdom building turn 2 or have we made it to turn 3?


Female Human Cleric of Abadar 5 | 33/33 HP | AC 18 T 10 FF 18 | Fort +6 Ref +2 Will +9 | Initiative +0 | Perception +8 | Channel Energy 5/5 | Inspiring Word 2/6 | Shield Bearer 0/1

Y'know, there are some rules for vassal states. We might take that route with the Sootscales.


Are you sure you want to do that?

This is turn 2, and Lisl ninja'd me with the vassal states. I was looking through those yesterday and thinking it could fit.

Vassals:

VASSALAGE EDICTS
Vassalage edicts are special edicts that allow you to cede a portion of your lands (or unclaimed lands you deem yours to take) to a subordinate leader, sponsoring that leader’s rulership in exchange for fealty.

You can also use a Vassalage edict to found a colony beholden to your kingdom. You may also use a Vassalage edict to subjugate an existing kingdom you have conquered without having to absorb the entire
kingdom hex by hex.

When you issue a Vassalage edict, you must select a person to take the Viceroy leadership role. Issuing a Vassalage edict requires you to spend 1d4 BP and give additional BP to the Viceroy as a starting Treasury for the vassal kingdom (just as a wealthy sponsor may have granted to your initial Treasury).

You may give up to 1/4 of your kingdom’s Treasury to your new vassal as
a grant to help found the kingdom. When you issue a Vassalage edict, you are creating a new kingdom or attaching an existing kingdom to your
own. Your vassal functions in most respects as a separate entity with its own kingdom scores.

You decide how it is governed; you may give its leaders full autonomy, or give occasional suggestions or commands about buildings and improvements, or control it directly by giving orders to the Viceroy.


Are you sure you want to do that?

Two optional rules I think I will allow to be used are:

LEADERSHIP ROLE SKILLS
Each leadership role provides bonuses to kingdom statistics based on one of the leader’s ability scores. The GM may want to allow a leader’s ranks in a relevant skill (such as Diplomacy or Intimidate) to also affect the kingdom statistics.

For every 5 full ranks in a relevant skill, the leader may increase the
leadership modifier by an additional 1. These skill-based additional bonuses modify the standard leadership role bonuses in the same way that the Leadership feat grants additional bonuses.

The relevant skills for each leadership role are as follows.
Ambassador: Diplomacy
Consort: Knowledge (nobility)
Councilor: Knowledge (local)
General: Profession (soldier)
Grand Diplomat: Diplomacy
Heir: Knowledge (nobility)
High Priest: Knowledge (religion)
Magister: Knowledge (arcana)
Marshal: Survival
Royal Enforcer: Intimidate
Ruler: Knowledge (nobility)
Spymaster: Sense Motive
Treasurer: Profession (merchant)
Viceroy: Knowledge (geography)
Warden: Knowledge (engineering)

DEITIES AND HOLY SITES
Instead of Cathedrals, Shrines, and Temples providing the same bonuses to Economy, Loyalty, and Stability regardless of that building’s religious affiliation, they can instead provide a bonus to an attribute related to the alignment of the god worshiped.

A Temple increases attributes as follows: Chaotic: Loyalty +2; Evil: Economy +2; Good: Loyalty +2; Lawful: Economy +2; Neutral: Stability +2 (apply this twice if the god’s alignment is simply Neutral, not Chaotic Neutral or Lawful Neutral).

A Cathedral increases these attributes by 4 instead of 2. A Shrine increases one attribute, and only by 1; for example, a lawful good Shrine increases Economy by 1 or Loyalty by 1). Instead of granting alignment-based bonuses, a religious building may grant bonuses based on the portfolio of its chosen god.

For example, a Temple of the goddess of wine may increase Economy and Loyalty (the same attributes as a Tavern) each by 2, and a Temple of the god of greed may increase Economy and Stability (the same attributes as a Black Market) each by 2.

These values replace the building’s normal modifiers to Economy, Loyalty, and Stability, and should never provide bonuses greater than the building’s normal bonuses (+1 for a Shrine, +4 for a Temple, +8 for
a Cathedral).


Are you sure you want to do that?

As I had to remake Ludi into a 3rd lvl Rogue, I'll be adding her to an NPC's folder in the main Game folder to allow you to keep track of the various people surrounding you.

Her build was wildly unbalanced in the Villains codex, the stat points didn't add up and most of her skill points were unused.

Liberty's Edge

Female CG Muse-Touched Aasimar Mesmerist 6 |HP: 34/34 AC: 17 (13 Tch, 14 Fl) | CMB: 2, CMD: 14 | F: +3, R: +8, W: +9 | Init: +3 | Perc: +10, SM +10, Bluff +13(18), Dip +16, Intim +16, UMD +10 | Speed 30ft | Spells: 1st 5/5, 2nd 2/4 | Mesmerist Tricks: 4/6| MM (CL3) 25, LB (CL5) 28 Active conditions:

I like the look of the rules - even though its going to make keeping the spreadsheet up to date really hard :P


Halfing Bard (Detective) 4| AC 19 FF 15 T 15| HP 26/26| F +2 R +8 W +5| Init +5| Percep +11| 4/4 1st 2/2 2nd| 33 (7) ammo

Vassal rules looks perfect for our scaly friends.


Human Bard 6| AC 20 FF 17 T 11| HP 49/49| F +4 R +8 W +6| Init +1| Percep +9
Buffs:
Inspire Courage, Bull’s Strength, Tongues

Do we want to give them that much autonomy? Maybe if we make it clear their little corner is directly subservient to Silverhold...

But going this route, we lose that mine. As opposed to claiming their hex outright and letting them build their own settlement there and be true subjects...

I dunno. Those are just my concerns. I’ll roll with the majority.


Female Human Cleric of Abadar 5 | 33/33 HP | AC 18 T 10 FF 18 | Fort +6 Ref +2 Will +9 | Initiative +0 | Perception +8 | Channel Energy 5/5 | Inspiring Word 2/6 | Shield Bearer 0/1

Partly it depends on how much crap we think they'll put up with. If they think they are getting a raw deal, they are more likely to cause problems down the road. Also, since they are mostly evil, there's a bigger chance that if we have a major military issue later (getting in a war with someone else) that they might switch sides or go rogue if we are in a bad state.

Changing their cultural alignment is a generational task, but if we want to long-term plan for it we have to lay the groundwork now by reinforcing that working with us is better than working under us just because we are stronger, and that means we have to offer them some autonomy (carrot) while warning them that if we DO wind up fighting we will wipe them out (stick).


M Human Fighter (Aldori Defender) 5/Aldori Swordlord 1 | HP37/46 | AC20 T14 F17 CMD21+ | F+6 R+6 W+2 | 20) | I+5 | Perc+0

I'm kinda neutral on the subject. Generally, I wouldn't want to trust kobolds with that kind of freedom. Making long-term adjustments to build kobolds who are simply part of the local social order? Interesting idea.


Female Human Cleric of Abadar 5 | 33/33 HP | AC 18 T 10 FF 18 | Fort +6 Ref +2 Will +9 | Initiative +0 | Perception +8 | Channel Energy 5/5 | Inspiring Word 2/6 | Shield Bearer 0/1

My thinking is, nothing explicitly says that kobolds, orcs, goblins, etc. in PF have to be evil "by design." Instead they simply have a common base culture that values evil practices. Humans are no different in that regard: the country of Nidal, for instance, is basically all lawful evil. There just aren't organized polities of kobolds, orcs, goblins, etc. that have a different cultural standard.

Since we can reason with them, we can trade with them, and we can share goals with them, it should be possible to culturally influence them and drive future generations toward the idea of a culture that values the common good. But it's a very, very long-term project (one many of our characters would not live to see finished).


Human Bard 6| AC 20 FF 17 T 11| HP 49/49| F +4 R +8 W +6| Init +1| Percep +9
Buffs:
Inspire Courage, Bull’s Strength, Tongues

I 100% agree with your points. I am just not sure which way would be best to do that.

Offer them to join us and be subjects, including the direct protection from our nation?

Offer them vassalage, they gain more autonomy...but may feel like we are bossing them around if we step in when they do something we dislike. And they may claim hexes we wanted unless we literally encapsulate their territory.

I personally lean towards offering them to become actual citizens. May have to consider Sootscale as some sort of leadership position even. Or just let him act as Mayor (Chief) of the settlement there.


Female Human Cleric of Abadar 5 | 33/33 HP | AC 18 T 10 FF 18 | Fort +6 Ref +2 Will +9 | Initiative +0 | Perception +8 | Channel Energy 5/5 | Inspiring Word 2/6 | Shield Bearer 0/1

So we make it change over time - for now we just offer protection and trade. Once we've surrounded their territory, we start working that trade agreement into a vassalage agreement. They become a kobold version of Lesotho, an enclave within the boundaries of our nation.

Also, they don't really have the population base to be a separate nation right now, anyway. Plus we may want a few more levels under our belts so that we have a stronger position. Additionally, once we start showing them the benefits of being allies and vassals, we may want to give them gifts that help them do things that we want them to do anyway - like Wisdom- and Charisma-enhancers for leaders, circlets of persuasion, and other items that encourage them to look for peaceful solutions rather than military ones.


Halfing Bard (Detective) 4| AC 19 FF 15 T 15| HP 26/26| F +2 R +8 W +5| Init +5| Percep +11| 4/4 1st 2/2 2nd| 33 (7) ammo

GM_DBH:

I'll be heading on travel starting Friday night (27th) and won't be back until May 5th. I will have very limited access to the internet, but I'll do my best to keep up as needed. Thanks.


Are you sure you want to do that?

Thanks for the notice.


Are you sure you want to do that?

As Josef & Freya move onto Hex19 we will enter month 3. What are you planning for this?

Liberty's Edge

Female CG Muse-Touched Aasimar Mesmerist 6 |HP: 34/34 AC: 17 (13 Tch, 14 Fl) | CMB: 2, CMD: 14 | F: +3, R: +8, W: +9 | Init: +3 | Perc: +10, SM +10, Bluff +13(18), Dip +16, Intim +16, UMD +10 | Speed 30ft | Spells: 1st 5/5, 2nd 2/4 | Mesmerist Tricks: 4/6| MM (CL3) 25, LB (CL5) 28 Active conditions:

Kingdom turn is already completed - I've just got some RP to do.


Are you sure you want to do that?

So you've built a townhall for turn 3?

Turn 4 will be claiming the Sootscales hex and building a mine and farm?

This is just to keep things clear for me.

Turn 3 event:

Random: 1d100 ⇒ 55 Beneficial settlement event.
Random: 1d100 ⇒ 60


Human Bard 6| AC 20 FF 17 T 11| HP 49/49| F +4 R +8 W +6| Init +1| Percep +9
Buffs:
Inspire Courage, Bull’s Strength, Tongues

Turn 3 was building the castle.

Liberty's Edge

Female CG Muse-Touched Aasimar Mesmerist 6 |HP: 34/34 AC: 17 (13 Tch, 14 Fl) | CMB: 2, CMD: 14 | F: +3, R: +8, W: +9 | Init: +3 | Perc: +10, SM +10, Bluff +13(18), Dip +16, Intim +16, UMD +10 | Speed 30ft | Spells: 1st 5/5, 2nd 2/4 | Mesmerist Tricks: 4/6| MM (CL3) 25, LB (CL5) 28 Active conditions:
Beneficial Event wrote:
Pilgrimage: Randomly select one settlement with a Cathedral, Shrine, or Temple. Pious religious folk journey to your settlement, holding a religious festival in that settlement at no BP cost to you.

Sadly doesn't apply to us. Better than bad things happening though.Have now read gameplay - thanks GM! Can we build it in this turn as an 'extra' building or does it have to be done with our one build/phase?

Turn 4, yes - claim Sootscales hex and build a mine 'in it' and a farm.
In Silverhold itself, I say we build the Abadar temple, unless we get it for free in which case build the temple AND the town hall as originally planned.

Unless anyone has major objections I'll update the spreadsheet tonight.


Are you sure you want to do that?

Building the temple would be your one building per phase limit sorry.

Of more interest is the offer that comes with the BP of enough staff to get the Temple working when it is up and running. Along with a helpful offer to become the kingdoms bankers. :)


Female Human Cleric of Abadar 5 | 33/33 HP | AC 18 T 10 FF 18 | Fort +6 Ref +2 Will +9 | Initiative +0 | Perception +8 | Channel Energy 5/5 | Inspiring Word 2/6 | Shield Bearer 0/1
GM_DBH wrote:
Of more interest is the offer that comes with the BP of enough staff to get the Temple working when it is up and running. Along with a helpful offer to become the kingdoms bankers. :)

For a modest transaction fee, of course!


Human Bard 6| AC 20 FF 17 T 11| HP 49/49| F +4 R +8 W +6| Init +1| Percep +9
Buffs:
Inspire Courage, Bull’s Strength, Tongues

Ok, so I have a small proposition to make, on Isabel’s behalf. Her player hasn’t mentioned this concern to me, but it’s something I have pondered since we first did the group split missions, and her current RP kinda just emphasizes the problem.

I think after the two groups finish off their current endeavors (A-Team: Akiros, Freya, and Josef doing their lake circuit. B-Team: Jory, Darian, Lisl, and Isabel dealing with the tomb and worg) that we do some time dedicated to Kingdom Growth. This will give us time to get a few things settled there, as well as put us reasonably in a situation where we don’t leave anyone behind.

As is, it’s not only very dangerous for us to be split up during exploring, but it results in several people with nothing to do/contribute on the thread. I’d rather not see anyone feel sidelined, or worse, lose any one of these good characters we’ve created.

I think (hope) we will all be fine for our current missions, but there’s no need to risk it if we can help it. Plus this way we can all interact together more. We could blast out a years worth of kingdom building in 1-2 posts if we wanted and then dive whole heartedly back into exploration.


Are you sure you want to do that?

@Darian, since Jory is away until the 7th we'll take his report as being given to you already.

As for the party being split it is a hassle for me as well, in future I suggest we take the build phase as separate from the adventuring phase.

That is building is decided at the start of the month and then you you all work together on adventuring.

Timewise you started in early spring, took roughly 2 months to clear the first book, so you have about 3 months left for exploring before winter arrives and you stay inside.

Liberty's Edge

Female CG Muse-Touched Aasimar Mesmerist 6 |HP: 34/34 AC: 17 (13 Tch, 14 Fl) | CMB: 2, CMD: 14 | F: +3, R: +8, W: +9 | Init: +3 | Perc: +10, SM +10, Bluff +13(18), Dip +16, Intim +16, UMD +10 | Speed 30ft | Spells: 1st 5/5, 2nd 2/4 | Mesmerist Tricks: 4/6| MM (CL3) 25, LB (CL5) 28 Active conditions:

How long is winter going to slow us down?

I do think that we'd do better to say "Right, kingdom building." and just burn through a year or two in one go. The assumption in the rest of the AP as I understand it is that we will become a full scale kingdom (80+ hexes) so if we explore between every kingdom turn we'll never have a viable kingdom.

Maybe stay hybrid for the next couple of months and then focus on the KB for a while? As Darian said one or two people could whack a year or so out in 2-3 posts, it just depends how much consultation we want to do.


Female Human Cleric of Abadar 5 | 33/33 HP | AC 18 T 10 FF 18 | Fort +6 Ref +2 Will +9 | Initiative +0 | Perception +8 | Channel Energy 5/5 | Inspiring Word 2/6 | Shield Bearer 0/1

Don't forget that we get xp for hitting certain benchmarks of kingdom size and development. If we do 2 years of kingdom building that might bump a level on its own. But we'll need an NPC for a new kingdom position - royal babysitter!

Liberty's Edge

Female CG Muse-Touched Aasimar Mesmerist 6 |HP: 34/34 AC: 17 (13 Tch, 14 Fl) | CMB: 2, CMD: 14 | F: +3, R: +8, W: +9 | Init: +3 | Perc: +10, SM +10, Bluff +13(18), Dip +16, Intim +16, UMD +10 | Speed 30ft | Spells: 1st 5/5, 2nd 2/4 | Mesmerist Tricks: 4/6| MM (CL3) 25, LB (CL5) 28 Active conditions:

The application process will be intense! :D

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