| Alexand |
Nevermind about the mine, I don't think it is in the same hex as Stag Fort. We could however potentially build a farm or fishery in the hex if I am not mistaken. Farms and fisheries reduce consumption.
| GM Wolf |
Also, as for buildings, we can actually build a house month 1 as it does not count against our max buildings per month.
True.
You can build 2 terrain improvements per month. So, along with the road, we could build a mine (as it seemed like as per what has happened in-game is we have access to one). Mines give : +1 Economy, earn +1 BP per turn when collecting taxes during the Income phase.
Though in Month 1, we only have that hex to improve upon. We just have started the setup of the mine so once we get there it can go into production. Just like the castle will take more than a month to build but we get the bonuses for starting it.
During month 1 we should also increase the tax edict forward 1 for a +1 Economy, -1 Loyalty
Sure.
Question to GM: Are we including magister and royal assassin as in their positions for month 1 or out of them? It will affect the figures depending.
Not unless you can convince someone to fill the position. Since most people don't want to vote I will let the diplomacy checks decide who gets those positions or Krazok may chime in.
We could however potentially build a farm or fishery in the hex if I am not mistaken. Farms and fisheries reduce consumption.
Knowing that you cannot build farms in the same hex as a city, likely the same goes for fisheries. So those will have to wait until the next Hex is claimed.
| Krazok Vell Firesource |
Month 2: Build: inn, roads, farm. Claim Hex 12
Month 3: Build:
Month 4: Build: (small economy boost building), roads, gold mine. Claim Hex 5 (can still build farms here)
Month 5: Build: (small economy boost building), roads, farm. Claim Hex 2
Month 6: Build: (small economy boost building), roads, start city?, farm in Hex 5. Claim Oleg's Hex
Though I suggest we don't do the barracks until we have an event that turns bad for us, also we should get the town hall before it. There are so many synergies, if anyone has the time mind making a list of what makes what half cost please.
(small economy boost building) suggestions:
Smith (6 BP): An armor smith, blacksmith, or weapon smith. Economy +1, Stability +1.
Tannery (6 BP; cannot be adjacent to a house): A structure that prepares hides and leather. Economy +1, Stability +1.
Mill (6 BP; must be next to a water border): A building used to cut lumber or grind grain. Economy +1, Stability +1.
Graveyard (4 BP): A plot of land to honor and bury the dead. Economy +1, Loyalty +1.
Brothel (4 BP; must be adjacent to 1 house): A place to pay for companionship of any sort. Economy +1, Loyalty +2;Unrest +1.
So we can save up for the Town Hall or other large purchase.
________________________
Month 1: 50BP
Claim Hex 1 BP Stag Fort, Develop Hex 1 BP
Build Castle 27 BP
Build Road 1 BP.
Build House 3 BP.
Total BP spent: 33, Remaining BP: 17
Increase the tax edict forward 1: Light, for a +1 Economy, -1 Loyalty.
Economy Roll: 1d20 + 25 ⇒ (5) + 25 = 30 Divided by 5= 6BP
So Month 2 we will start with 23 BP in the Treasury.
Akiros or Jorne as the Assassin (both would need to be convinced, DC 20 diplomacy checks, one from two different people)
Sajan or Rekka or Inari or Klaus as Magister
diplomacy: 1d20 - 1 ⇒ (9) - 1 = 8Akiros
diplomacy: 1d20 - 1 ⇒ (7) - 1 = 6Jorne
diplomacy: 1d20 - 1 ⇒ (6) - 1 = 5Sajan
diplomacy: 1d20 - 1 ⇒ (6) - 1 = 5Rekka
diplomacy: 1d20 - 1 ⇒ (11) - 1 = 10Inari
diplomacy: 1d20 - 1 ⇒ (3) - 1 = 2Klaus Well I am no help!
| Gaelden the Lost |
Jorne is listed as an active NPC for our group, so I will try to recruit him.
Diplomacy: 1d20 + 13 ⇒ (11) + 13 = 24
Progress! I'd rp it out, but I don't know the character well enough and it would slow us down...
| Krafnik Thorgrappin |
Krafnik can take 10 with the npcs and get the diplo needed. I wouldnt like a brothel but anything else is great and the whole plan looks fine. My forte is rp more then math and planning.
| Alexand |
Alexander would love to use his class ability to try to convince the npcs in their dreams, but it not needed, just a fun thought. Just give me the word if that is alright.
*So I adjusted the table and things to reflect all positions being filled. With that we are looking at Stability +15, Loyalty +20, Economy +21. These values do not account for both the +4 and +9 from the Spymaster and Ruler. I still suggest that those be put into Economy at least for the beginning.
With the figures as suggested (Economy +34)
as an addition, we can build a farm during month 1 for 2 BP cutting our consumption for month 1 and 2.
after building is income for which we'd get (5)+34=39 / 5 = 7 BP
giving us 15 + 7 - 0 = 22 BP for month 2.
I have a plan to month 4
month 2
*claim*develop*,mill, roads, farm = 11 BP
month 3
*claim*develop*, roads, farm = 5 BP
month 4
*claim*develop*, foundry, mine, road = 25 BP
The foundry + mine will increase economy by 2 as well as separately increasing the BP we get per month by 2 as well. Also the 4th road will add 1 to the eco bonus as well. The numbers should work out so long as we don't roll a 1-5 on every income check for months 2 and 3.
On month 5 we might need to sot still and gather for a month and then start up again. At that point we should have a +40 to economy checks for a minimum of +10 BP per turn.
| Alexand |
My apologies for double posting several times recently. I am very much enjoying this game and am very hopeful for the potential fun of my character.
I think this kingdom building has slogged the game down a little. GM Wolf can we resolve the assassination attempt for Month 2 Event?
| GM Wolf |
Yes, if Krazok has a consort she would be able to give her charisma bonus in addition.
Alexand I can't seem to find the rolls for encounters, would you please post a reply to it.
Yes the Kingdom building has slowed our gameplay down but I hope that Krazok's post will get us back on track. Please ask any questions you have and lets get this going again. Sorry for my absence busy busy in RL.
Alexand I love how you used your ability it works great. Too bad Doomed Hero/Ina... has been gone, will someone else please PM him as well.
________________
Edit*
Monthly run down:
Month 1: Build: Castle and house, roads. Claim Hex 20
Month 2: Build: mill, roads, farm. Claim Hex 12
Month 3: Build: roads, farm. Claim Hex 9
Month 4: Build: ______ , roads, gold mine. Claim Hex 5 (can still build farms here)
Month 5: Build: ______ , roads, farm. Claim Hex 2
Month 6: Build: ______ , roads, start city?, farm in Hex 5. Claim Oleg's Hex
Sorry I couldn't find the stats on Foundry.
Alexand why don't you do the economy check for month 2. Krazok please make the stability check for month 2. I will roll for events.
event roll high is actionable: 1d100 ⇒ 77
event roll: 1d100 ⇒ 69
Public Scandal: One of your leaders is implicated in a crime or an embarrassing situation, such as an affair with another leader’s spouse. If you fail a Loyalty check, increase Unrest by 2 and suffer a –4 penalty on all Loyalty checks until your next Event phase.
This will happen once you get back on your exploring.
Month 2
event roll high is actionable: 1d100 ⇒ 79
event roll: 1d100 ⇒ 50
Natural Blessing: A natural event, such as a bloom of rare and beautiful wildflowers or good omens in the stars, raises your kingdom’s morale. You gain a +4 bonus on Stability checks until your next Event phase.
Month 3
event roll high is actionable: 1d100 ⇒ 89
event roll: 1d100 ⇒ 68
Public Scandal: One of your leaders is implicated in a crime or an embarrassing situation, such as an affair with another leader’s spouse. If you fail a Loyalty check, increase Unrest by 2 and suffer a –4 penalty on all Loyalty checks until your next Event phase.
Month 4 - No event
event roll high is actionable: 1d100 ⇒ 15
event roll: 1d100 ⇒ 41
Month 5 - No event
event roll high is actionable: 1d100 ⇒ 11
event roll: 1d100 ⇒ 90
Month 6
event roll high is actionable: 1d100 ⇒ 32
event roll: 1d100 ⇒ 32
Food Shortage: Spoilage, treachery, or simple bad luck have resulted in a food shortage this month. If you fail a Stability check, your Consumption is doubled during the next Upkeep phase.
Month 7
event roll high is actionable: 1d100 ⇒ 92
event roll: 1d100 ⇒ 67
Political Calm: A sudden absence of political machinations coincides with an increase in public approval. Reduce Unrest by 6.
Month 8 - No event
event roll high is actionable: 1d100 ⇒ 55
event roll: 1d100 ⇒ 63
Month 9
event roll high is actionable: 1d100 ⇒ 91
event roll: 1d100 ⇒ 91
New Vassals: A small group of indigenous creatures joins your kingdom and submits to your rule. Reduce Unrest by 2 and gain 1d6 BP (each time you roll a 6, reroll that die and add the result to the total).
Month 10
event roll high is actionable: 1d100 ⇒ 95
event roll: 1d100 ⇒ 46
Monster Attack (continuous): A monster (or group of monsters) attacks the kingdom—pick a hex the PCs have claimed to determine which hex the monster is active in. You can determine the type of monster by rolling on a wandering monster table until you get a result of CR 7 or higher. If the PCs don’t set out to defeat the monster or monsters, a Stability check removes the threat. If the monster is not defeated, Unrest increases by 4. If your kingdom’s Unrest is 5 or higher, the hex the monster dwells in becomes unclaimed at this time (this is in addition to losing control of hexes during Upkeep due to high Unrest).
Month 11 - No event
event roll high is actionable: 1d100 ⇒ 74
event roll: 1d100 ⇒ 80
Sensational Crime (continuous): A serial killer, arsonist, flamboyant thief, or daring bandit plagues your kingdom. Make a Stability check to catch the criminal; otherwise increase Unrest by 2.
Month 12 - No event
event roll high is actionable: 1d100 ⇒ 7
event roll: 1d100 ⇒ 70
| Krazok Vell Firesource |
stability check for Month 2, DC 21: 1d20 + 15 ⇒ (18) + 15 = 33
Excellent nothing to worry about, now if it had rolled below a 5 we would have had some unrest on our hands.
We could have certain people do certain rolls or rotate on who does them all each month? What do you think?
| GM Wolf |
One thing to decide early on is who makes kingdom rolls. The obvious choice is for the Ruler to roll the dice, as this adds a feeling of command to that player’s role. You can also assign each roll to a specific leader—for example, the Treasurer might make Economy checks and the Warden may wish to make all checks having to do with events under her command. Ultimately, since a kingdom is shared by all the players, it doesn’t matter who makes the kingdom’s Economy, Loyalty, and Stability checks, but assigning them can be fun nonetheless.
| Alexand |
Economy m2: 1d20 + 35 ⇒ (10) + 35 = 45
*I am sorry I don't know what you mean by the encounters. Also I am using the Ultimate Campaign book as reference.
FOUNDRY 16 BP, 2 LOTS
Kingdom Economy +1, Stability +1, Unrest +1
Discount Smithy
Limit Adjacent to water district border
Special Increase the Economy and BP earned per turn by 1 for 1
Mine connected to this settlement by a river or Road Settlement Productivity +1
Processes ore and refines it into finished metal.
Economy m3: 1d20 + 35 ⇒ (19) + 35 = 54 Just for efficient measure
| GM Wolf |
I wrote encounters but I meant events. We had not rolled them for this game yet. Now they are rolled and ready to be elaborated on later once we get to them. Now we just need to get exploring. All taken care of now, thank you.
Excellent I can have you explain any extra things then, I do not have the Ultimate Campaign book, just using what I have from the modules.
Please explain the following two lines:
Special Increase the Economy and BP earned per turn by 1 for 1
Mine connected to this settlement by a river or Road Settlement Productivity +1
| Alexand |
Sorry, I copied and pasted. it should be...
Special: Increase the Economy and BP earned per turn by 1 for 1 mine connected to this settlement by a river or Road Settlement
Prodictivity: +1
I read it as, increase both economy and BP earned by 1 per mine connected (by river or road). This bonus affects each turn (not just a 1 time bonus)
EDIT: I Also came across this...
Resource: A Resource is a ready supply of some kind of valuable commodity that offers a great economic boon to your kingdom, such as exotic lumber, precious metal, gems, rare herbs, incense, silk, ivory, furs, salt, dyes, and the like. If you claim a hex with a Resource, Economy increases by 1. If you construct a Mine, Quarry, or Sawmill in a hex with a Resource, all of its benefits increase by 1. If you construct a Farm or Fishery in a hex with a Resource, those improvements decrease Consumption by an additional 1 BP.
If I am not mistaken, between the resource hex, mine, foundry, and 4th road segment our Economy will boost by +6 and we'll get a flat +3 extra build points per month.
| Alexand |
What kind of terrain are hexes 2 and Oleg's?
Also, looking at your plans, what do you mean by start city? What mechanics are there?
Also, we should hold off on the farm in hex 9 until month 5, after we have built the foundry and mine. The BP will be very close until that point (and a few months after.
These were my thoughts and figures
month 3
claim 9, develop, roads (cost 2 BP [because river]) = 4 BP [+35 Economy]
month 4
claim 5, develop (cost 2 BP [because hills]), foundry, mine, road (cost 3 BP [because hills]) = 28 BP [+41 Economy and a flat +3 BP/turn]
month 5
claim 2, develop, farm in hex 9, road = 5 BP [+41 Economy and a flat +3 BP/turn]
month 6
claim Oleg's, ?develop?, smithy, farm = 6 BP [+42 Economy and a flat +3 BP/turn]
month 7
claim 13, develop, Stockyard in hex 13, farm, road (cost 2 [because river]) = 24 BP [+43 Economy and a flat +3 BP/turn]
STOCKYARD
20 BP, 4 LOTS
Kingdom: Economy +1, Stability –1
Discount: Stable, Tannery
Special: Farms in this hex or adjacent hexes reduce Consumption by 3 instead of 2
Settlement: Productivity +1
Barns and pens that store herd animals and prepare them for nearby slaughterhouses.
| Lady Ionnia Orlovsky |
Seriously someone needs to stop sleeping around.
If I remember right you can develop the city alongside the nation. With Olegs and other forts castles ect. You can use them go build things like forts castles cathedrals ect. At liks half cost.
| GM Wolf |
The group finds a large fallen pine which makes a natural form of shelter. Further investigation reveals bones littering the den.
A DC 15 Knowledge (nature) check reveals the den as belonging to a particularly large boar.
Who is in the den investigating it and what are the rest of you doing?
Identifiable by the distinctive gray bristles on his face, few hunters in the Greenbelt have not heard of this particular ill-tempered denizen. Tuskgutter’s lair is a hollow under a large fallen pine tree, the branches of which have created a natural shelter. Bones litter the den, and there’s a 75% chance the wild boar is present when the PCs discover the lair. If he’s not present, a DC 15 Knowledge (nature) check reveals the den as belonging to a particularly large boar. Tuskgutter returns in 1d6 hours.
Tuskgutter CR 3 XP 800 Advanced boar (Pathfinder RPG Bestiary 36, 294) hp 22
next days:
9
10
13
14
11
15
14
13
Likely cross 13 and return, but if we wish to continue we can continue to explore the Kamelands."
| Zilybar Gnaz |
I thought that as well but I have yet to find a passage that says as such other than this. I also thought that that was very powerful ability to grant a CR1 creature.
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) if the swarm has an Intelligence score and a hive mind.
On the off chance that this would work, I looked of mind effecting spells and as far as I could tell this spell is not part of that sub school of magic..
| Zilybar Gnaz |
I will away at Pennsic War 46 for the next 2 weeks. I will be able to post but my post will be short as my data plan will take a hit being in a campground with 12,000 other people. No free WiFi in the area...
| Zilybar Gnaz |
I am curious where this rule is...Please do not take this the wrong way. I am fine with your ruling..no problems. I am wanting to know, more for my knowledge than anything else.
| GM Wolf |
Wifi problems galore, let alone working on my classroom a lot! Sorry again I just cant find myself a break. :(
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) if the swarm has an Intelligence score and a hive mind.
Does the swarm have a intelligence score and a hive mind? No... thus they are not affected by it. At least that is how I read it. What do you think?
| Krafnik Thorgrappin |
After playing Krafnik is taking seeds to plant the thorns around all the towns and such as an inner thorn moat... have fun dealing with that invading jerks
| Krafnik Thorgrappin |
Hive Mind (Ex)
If the base creature has an Intelligence score of 3 or higher, the creature swarm has a hive mind. So long as it has at least 1 hit point per HD, it retains its Intelligence score, but if its hit points fall below that number, it becomes mindless. As a mindless creature, it becomes immune to mind-affecting effects.
Illusions are mind affecting. Vermin are mindless for the most part unless they get to hive mind which would be in the profile of the swarm
| Zilybar Gnaz |
Hive Mind (Ex)If the base creature has an Intelligence score of 3 or higher, the creature swarm has a hive mind. So long as it has at least 1 hit point per HD, it retains its Intelligence score, but if its hit points fall below that number, it becomes mindless. As a mindless creature, it becomes immune to mind-affecting effects.
Illusions are mind affecting. Vermin are mindless for the most part unless they get to hive mind which would be in the profile of the swarm
That is how I thought it was until it was pointed out (in another game) that the spell is not a mind effecting spell but a figment. Not all illusions are mind effecting. Color Spray is a mind effecting spell as it states in the description of the spell. I will stand by the DMs rule just wanted to state my thoughts on it.
I was pointed to this on the boards...
Invisibility and Undead
and also from this guys point of view...
Sean K Reynolds
| GM Wolf |
I have been having major internet problems, or some technical issues in another realm. Then my classroom needs a lot of my attention. Finally I had a bit of depression and just couldn't get myself to post, sorry for that.
I get what you are saying Zilybar and questioning if it would work or not is valid. I would say most illusions that give a Will save to disbelief would not work on standard vermin or animals.
Onto the berry situation: anyone else going to harvest berries for blood? Anyone going to do anything in response to the painful plight of the pickers?
Krafnik you should post about picking berries in gameplay and do some of the appropriate rolls as well.
| Gaelden the Lost |
For the next 2 weeks I am going to have very unstable internet connection, possibly none. If I am not around please bot me.
| Zilybar Gnaz |
I read that he was having tech problems and that was over 3 weeks ago. That is never fun. When did you hear from him? Can we get an update on him or is this another PBP that has fallen into oblivion.
| Krafnik Thorgrappin |
He responded a few days ago: he is a teacher ao getting class set up, also he has had rampaging internet issues, and finally issues of a personal nature. He said he should be returning shortly. That was it.
| Gaelden the Lost |
If we have a GM I’ll be here as well
| Zilybar Gnaz |
I am here.
I was waiting for this to drop into the inactive pile before pushing for a new GM.
BUT since that will now take another three months....lol
I vote for starting a Recruitment thread for a new GM since our old one has vanished. And maybe some new players and less NPC?
| Aurora Blackrose |
Basically the same, but The Occult stuff gets removed as I think that stuff is OP.
I'd also likely remove some of the GM's stuff since I have no idea where it was going.
And I'd be putting in that players should think longer term since KM is the only AP that can span decades.
My plan of heirs would require that elves be removed as a PC race or they age a crap ton faster.
Though I would also be tempted to open up some new race options....