Leinathan's Motteditor's Kingmaker PBP (Inactive)

Game Master leinathan

Battlemap

Battle on the Leng Ship!, round 3

1. Katerina
2. Denizens of Leng
3. Keerek (entangled, rooted) <--- You are up!
4. Heidan (entangled, rooted) + Thkrull <--- You are up!
5. Leng Engineers
6. Prazil + Spike
7. Leng Ship


1 to 50 of 1,369 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
RPG Superstar 2012 Top 16

One of you (probably Jon, since he's the ruler) will need to make a Diplomacy check to convince Jhod and Kesten to take the roles you're asking them to. Stevic will, when approached, accept with his usual grace.

Also, did you decide where you were going to found the city? It sounded like you wanted to do it at the site of the Stag Lord's fort, but I'm not sure that was ever official.

Finally, need to pick an alignment for the kingdom. We can deal with those in the discussion thread whenever.


Male Human Paladin 4 (HP 30/30)

Here's Jon check in case anybody wants to play off of it. I'll try to have an rp post around it up later today.

1d20 + 11 ⇒ (18) + 11 = 29 +charming

RPG Superstar 2012 Top 16

Hold off on a second on the recruiting in-thread, please, Jon. First I want to have you guys actually offered the chance to run your own kingdom/barony. Will post an update shortly, I hope.


Male Half elf Spell-less Ranger 7
Character Information:
[HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]

As far as kingdom alignment goes, I think we are definitely leaning towards Lawful Neutral, Neutral Good, or maybe even Lawful Good.


I've had a really s#~!ty day and not much in the mood for anything in character related. So don't wait for an update from me right now. Keep the game rolling and assume that Treshiell goes along with everything and she will be back to her wierd for the sake of wierd self shortly.


HP 76/76, AC 21, T 14, FF 18, F+5, R+7, W+8, Perc +12, Init +7

I vote Neutral Good. It's a nice balance between the two Lawfuls.

Also, the Stag Lord's fort is probably as good as anywhere, since it's already sort of built. And it's defensible. We might need to do some de-zombization to it, but other than that, score!

I call the basement!


retired

I still prefer the point where the three streams/rivers meet, even though the water is super shallow and ford-able. I'm fine with the Stag Lord's fort if that's the consensus throughout the rest of the group though.


Male Half elf Spell-less Ranger 7
Character Information:
[HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]

A Lynx, A Wolf, and a Triceratops walk into town.
No, seriously that's our party.


Male Half elf Spell-less Ranger 7
Character Information:
[HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]

The Kingdom of Hartsland
Alignment: Neutral Good
Capital City: Thronehold (Formerly the Stag Lord's fort)

Ruler: Jon Surtova (+3 Economy/Loyalty/Stability)
Councillor: Jhod Kavken (+4 Loyalty)
General: Kesten Garess (+3 Stability)
Grand Diplomat: Rupert Hentzau (+2 Stability)
High Priest: Agnar Hrolfson (+3 Stability)
Magister: Treshiell (+4 Economy)
Marshal: Prazil (+4 Economy)
Royal Assassin: Vacant
Spymaster: Kereek (+3)
Treasurer: Stevic Leveton (+2 Economy)
Warden: Orin Ro (+4 Loyalty)


retired

I dig it!


HP 76/76, AC 21, T 14, FF 18, F+5, R+7, W+8, Perc +12, Init +7

So, we have a score of:

Economy +10
Loyalty +8
Stability +8

and Kereek's +3 and Jon's +3 can be added to any score they wish, so if we want to focus on something, we can. I think that leaves us in pretty good shape!

RPG Superstar 2012 Top 16

So you've got 50 BP -- the resources Noleski sends down -- to start with and build a city in the first year (remembering that you may not want to use those all, since kingdoms require some upkeep). I'll upload a grid, but basically they're three-by-three squares, with each square broken into four blocks that you have available to play with.

As the Stag Lord's fort gives you a head start, building a castle costs half the usual initial cost of such a structure.

Building a city rules:

Reading the Grid
The city grid consists of 36 city blocks, each arranged into nine larger squares. Each block is separated by alleys, while each square is separated by streets. The nine squares themselves are in turn bordered by four sides—each side represents a border to the entire city district. A district border can represent a city wall, a river, a lake or ocean shore, a cliff, or merely the transition from one city district into another. For larger cities, you can prepare multiple districts sharing common borders.

Preparing the Site
Once you select a location for your city (which must be in a hex you have explored and cleared), you must pay to have the site cleared and prepared to support the city’s roads and buildings. The cost and time required to clear space varies depending on the terrains. Once you finish preparing the site, decide which of the district’s borders are water (in the form of riverbanks, lakeshores, or seashores) or land. Record these choices at each border on your city grid. In addition, adding a city district to a kingdom increases its Consumption by 1.

Building A City
Once you’ve prepared your city district, you can start to build. The placement of buildings in your district is left to you, but two-block and four-block structures cannot be split up (although they can span streets). When you decide to place a building, you can use the cut-out icon for the appropriate type of structure and affix the building where you wish in your city grid. It takes 1 month to construct a building, no matter what size the building is—its benefits apply immediately.

Population: A city’s population is equal to the number of completed blocks within its districts × 250. A city grid that has all 36 blocks filled with buildings has a population of 9,000.

Base Value: The base value associated with a city is tied not to its size but rather to the number of Economy-based buildings it has. Each such building, whether it’s a shop, tavern, or brothel, increases a city’s base value. Any magic item equal to or lower than this base value in cost is available for purchase 75% of the time—this check may be made again every month (as new stock comes and goes). Any nonmagical item from the equipment chapter in the Pathfinder RPG Core Rulebook is always available if its cost is lower than the city’s base value. Cities with multiple districts add the individual base values of each district together to determine the entire city’s base value, with an upper limit of 16,000 gp per city.

At the GM’s whim, using construction magic (such as a lyre of building or spells like fabricate or wall of stone) can reduce the cost of a building’s BP by 2 (minimum of 0 BP). This is a one-time reduction, regardless of the amount of magic used.

Magic Item Availability: A certain number of more powerful and valuable magic items are available for purchase in any city, although these items tend to be of a somewhat random nature as new items are found or created and enter the economy. As with base value, a community’s size does not influence the number of magic items above base value that are available for purchase. Instead, these items become available as certain buildings (like academies or magic shops) are added to a city. Whenever such a building is added to a city, place an “X” in one of the boxes next to the appropriate item category to indicate that the city has gained a “slot” in that category. During every Upkeep phase, randomly roll a magic item of the appropriate category for each empty slot. After it is generated, a magic item remains on the market until it is purchased. Alternatively, once per Income phase, a kingdom can make Economy checks to try to sell items; once the item is sold, its slot remains empty until the next Upkeep phase.

Building Types
Adding buildings to a city is one of the most efficient ways to enhance your kingdom’s statistics, as each block of buildings added to a city in your kingdom grants a specific bonus. The building’s BP cost and any prerequisite buildings that must be built first are listed in parentheses after its name. A fair amount of additional residential structures are common amid most one- and two-block structures.

Academy (52 BP): An institution of higher learning that can focus on any area of knowledge or education, including magic.

Alchemist (18 BP; must be adjacent to 1 house): The laboratory and home of a creator of potions, poisons, and alchemical items.

Arena (40 BP): A large public structure for competitions, demonstrations, team sports, or bloodsports.

Barracks (12 BP): A building to house city guards, militia, and military forces.

Black Market (50 BP; must be adjacent to 2 houses): A number of shops with secret and usually illegal or dangerous wares.

Brewery (6 BP): A building for beermaking, winemaking or similar use.

Brothel (4 BP; must be adjacent to 1 house): A place to pay for companionship of any sort.

Caster’s Tower (30 BP): The home and laboratory for a spellcaster.

Castle (54 BP): The home of the city’s leader or the heart of its defenses.

Cathedral (58 BP): The focal point of the city’s religion and spiritual leadership.

City Wall (8 BP): City walls do not occupy a city block — rather, purchasing a city wall fortifies one of a district’s four outer borders. A city wall cannot be built on a water border.

Dump (4 BP): A centralized place to dispose of refuse.

Exotic Craftsman (10 BP; must be adjacent to 1 house): The workshop and home of an exotic craftsman, such as a creator of magic items, a tinker, a fireworks maker, or a glassblower.

Garrison (28 BP): A large building to house armies, train guards, and recruit militia.

Granary (12 BP): A place to store grain and food.

Graveyard (4 BP): A plot of land to honor and bury the dead.

Guildhall (34 BP; must be adjacent to 1 house): A large building that serves as headquarters for a guild or similar organization.

Herbalist (10 BP; must be adjacent to 1 house): The workshop and home of a gardener, healer, poisoner, or creator of potions.

House (3 BP): A number of mid-sized houses for citizens.

Inn (10 BP; must be adjacent to 1 house): A place for visitors to spend the night.

Jail (14 BP): A fortified structure for housing criminals.

Library (6 BP): A large building containing books, often presided over by a sage or other scholar.

Luxury Store (28 BP; must be adjacent to 1 house): A shop that specializes in expensive wares and luxuries.

Magic Shop (68 BP; must be adjacent to 2 houses): A shop that specializes in magic items and spells.

Mansion (10 BP): A single huge manor housing a rich family and its servants.

Market (48 BP; must be adjacent to 2 houses): An open area for mercantile pursuits, traveling merchants, and bargain hunters.

Mill (6 BP; must be next to a water border): A building used to cut lumber or grind grain.

Monument (6 BP): A monument can be a statue of a city founder, a bell tower, a large tomb or a public display of art.

Noble Villa (24 BP): A sprawling manor with luxurious grounds that houses a noble.

Park (4 BP): A plot of land set aside for its natural beauty.

Piers (16 BP; must be adjacent to a water border): Warehouses and workshops for docking ships and handling cargo and passengers.

Shop (8 BP; must be adjacent to 1 house): A general store.

Shrine (8 BP): A small shrine or similar holy site.

Smith (6 BP): An armor smith, blacksmith, or weapon smith.

Stable (10 BP; must be adjacent to 1 house): A structure for housing or selling horses and other mounts.

Tannery (6 BP; cannot be adjacent to a house): A structure that prepares hides and leather.

Tavern (12 BP; must be adjacent to 1 house): An eatery or drinking establishment.

Temple (32 BP): A large place of worship dedicated to a deity.

Tenement (1 BP): A staggering number of low-rent, cheap housing units. Tenements count as houses for the purpose of fulfilling building requirements build a house over an existing tenement for 2 BP.

Theater (24 BP): A venue for providing entertainment such as plays, operas, concerts and the like.

Town Hall (22 BP): A public venue for town meetings and repository for town records.

Tradesman (10 BP; must be adjacent to 1 house): A shopfront for a tradesman, such as a baker, butcher, candle maker, cooper, or rope maker.

Watchtower (6 BP): A tall structure that serves as a guard post and landmark.

Waterfront (90 BP; must be adjacent to a water border): A port for arrival and departure when traveling by water, facilities for building ships, and a center of commerce.


HP 76/76, AC 21, T 14, FF 18, F+5, R+7, W+8, Perc +12, Init +7

Hmm.. I propose the following to start:

1. Castle 27 BP
2. Smith 6 BP
3. House 3 BP
4. Shop 8 BP
5. House 3 BP

Total 47 BP (3 left over for upkeep/later)
Population: 1,250

I'd rather not start building tenements unless we really need housing fast. But this gives us a basic defensible structure (the Castle), a smith, a general store and housing. Which ought to be good enough to get started with.

In the future I recommend an Inn, a Brewery and a Brothel. Kereek would like to buy the brothel.

RPG Superstar 2012 Top 16

Everyone happy with Kereek's version of Thronehold?

Also, Jon, need one more Diplomacy check to talk Kesten into taking the role you want him to take.


retired

I'm good with those 5 to start with. I also agree that an Inn and Brewery should be high on the to-build list. I think there are a few more crucial buildings (like a shrine and tavern) than a brothel. ymmv =P

RPG Superstar 2012 Top 16

Prazil probably finds it a lot easier to get some tail (literally) than Kereek...


retired

LOL


HP 76/76, AC 21, T 14, FF 18, F+5, R+7, W+8, Perc +12, Init +7

Hey if I had my partners given to me by my archetype, I'd get a lot of tail, too!


Male Human (Ulfen) Cleric 10

I'm thinking a shrine in the near future would be good. Hartsland needs its ree-ligg-oon.


HP 76/76, AC 21, T 14, FF 18, F+5, R+7, W+8, Perc +12, Init +7

I thought hard about a shrine, but decided it could be added in the second wave. Hopefully we'll get lots more BPs and be able to build all sorts of things. Like a Caster's Tower. And a Hive of Scum and Villainy.

RPG Superstar 2012 Top 16

I'm happy to let you guys role-play a bit, as I'm enjoying it so far. Just holler in the discussion thread when you're ready for me to move things on.

RPG Superstar 2012 Top 16

OK, I'm trying to get the kingdom and city stats finished up. Then I'm thinking we can run one round of kingdom stuff to lead into the adventures proper starting up.

I'm still learning the kingdom rules myself, so please continue to be patient as I master them. I'm hoping to get all the stats stuff (and maybe the first kingdom turn) figured out today (which will depend on work) and then start posting in the game thread probably tomorrow.

RPG Superstar 2012 Top 16

Kereek, just saw that I missed this question in the last thread -- any chance Kereek could sell his cloak of resistance +1 for 500 gp and get a cloak of elvenkind instead for 2,500 gp? Feel free if you still want to.

Also, can't find it now but am I correct in thinking Kereek will now be the spymaster with Rupert taking the role of diplomat?

I need to know what Jon and Kereek want their bonuses to go to: Loyalty, Economy, or Stability


Male Half elf Spell-less Ranger 7
Character Information:
[HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]
Kereek! wrote:

Hmm.. I propose the following to start:

1. Castle 27 BP
2. Smith 6 BP
3. House 3 BP
4. Shop 8 BP
5. House 3 BP

Total 47 BP (3 left over for upkeep/later)
Population: 1,250

I'd rather not start building tenements unless we really need housing fast. But this gives us a basic defensible structure (the Castle), a smith, a general store and housing. Which ought to be good enough to get started with.

In the future I recommend an Inn, a Brewery and a Brothel. Kereek would like to buy the brothel.

I believe before we can start building a city site we need to claim the hex first for 1BP then prepare the city site for another 2BP, since it's in a Hill hex. That would clear out our treasury. We may have to wait on the castle.

Edit: Actually we wouldn't be able to build anything the first month as it takes 1 month to prepare a city site in a hill hex.


HP 76/76, AC 21, T 14, FF 18, F+5, R+7, W+8, Perc +12, Init +7

Kereek will be the Spymaster, correct. I'll put his bonus toward Stability.

RPG Superstar 2012 Top 16

Orin, I'm willing to handwave the preparation and whatnot as we're actually advancing a year ahead.

OK, going to try running a month of Kingdom development, at which point we'll start things going in the game thread (though that might not happen until tomorrow, I'm guessing). I'm just arbitrarily deciding you're not doing most of your options due to lack of resourcea dn this being sort of a hybrid turn before we really get started. I hope you'll look at this though to see your options. Not sure how we want to decide which things we're going to do, since obviously some people like "fiddly bits" more than others but it could take a while if we're going to try to get consensus on everything. Thought on this? (I may also put some of it in the game thread; Jhod will certainly push for at least one festival to venerate Almighty Erastil at some point.)

Also note that most of these rules are in the campaign info thread for those interested.

Upkeep phase:

Determine Kingdom Stability: 1d20 + 17 ⇒ (11) + 17 = 28
I'm putting Jon's bonus into stability for this turn, though he can change it later. Roll is a success, so Unrest is reduced by 1; as Unrest is already 0, +1 BP due to surplus goods and services.

Step 2—Pay Consumption: 2 BP, Consumption, reducing Treasury to 2 BP.

Step 3—Fill Vacant Magic Item Slots: No magic items available in your kingdom.

Step 4—Unrest: 0 Unrest.

Improvement Phase:

Step 1—Select Leadership: No change in leaders or allocations.

Step 2—Claim Hexes: No claimed hexes. [ooc]For future reference, to claim a hex, you must explore it and clear it of monsters or dangerous hazards; the hex must also be adjacent to a hex that is already part of the kingdom. At this point, you can claim the hex as part of the kingdom by spending 1 BP. Increase your kingdom’s size (and thus its Consumption) by 1 for each hex you claim. You can abandon a hex to reduce your kingdom’s Size. Doing so increases Unrest by 1 (or by 4, if the abandoned hex contained a city). The map, which shows you can annex anything to the north but would have to explore areas to the east, west and south to claim them.

Step 3—Establish and Improve Cities: No improvements at the moment to Thronehold.

Step 4—Build Roads: No roads

Step 5: Establish Farmlands: No new farms.

Step 6: Edicts: No new edicts.

Income Phase:

Step 1—Deposits: No deposits to make.
Step 2—Withdrawals: No funds to withdraw.
Step 3—Sell Valuable Items: No valuable items to sell.
Step 4—Generate Income: 1d20 + 18 ⇒ (18) + 18 = 36; Treasury increases by 5 BP (to 7 BP)

Event phase:

No event this month.


HP 76/76, AC 21, T 14, FF 18, F+5, R+7, W+8, Perc +12, Init +7

Are we just the Castle hex right now?

RPG Superstar 2012 Top 16

That's correct. The southernmost clear point on the map.


Male Human (Ulfen) Cleric 10

I'm thinking we should start by annexing the Thorn River Ford hex. After that, maybe do some exploration to clear the map around us and see what's around.


HP 76/76, AC 21, T 14, FF 18, F+5, R+7, W+8, Perc +12, Init +7

I agree. We should definitely hold all adjacent hexes before we expand further.

RPG Superstar 2012 Top 16

OK, so we'll do another month of kingdom building right off the bat and then you'll consider heading out exploring.

In the first part, you'll have 7 BP available, with 1 going to claim the Thorn River Ford hex.

Do you want to make any improvements to Thronehold, build roads or establish edicts? That could be:

Setting festivals (which cost BP -- 1 BP for 1 a year; 2 BP for six a year; 4 BP for 12 -- right now you actually have 0 festivals every year, which gives you a -1 loyalty).

Setting taxes (which boosts your economy at the cost of loyalty; right now you have no taxes, which offsets the penalty for no 0 festivals -- taxes can be light, normal, heavy, or overwhelming)

Establish promotions (which affects stability; right now you have no promotions for a -1 Stability; you can do token for 1 BP per turn, which would improve your Stability; or Standard; Aggressive; Expansionist). I can't quite figure out what exactly Promotions are supposed to be; I'll try to do more research on it.


HP 76/76, AC 21, T 14, FF 18, F+5, R+7, W+8, Perc +12, Init +7

I vote we spend 2 BP for six festivals a year. And I vote we set light taxes and see how that works.

According to the Book of the River Kingdoms, Promotions are:

Promotions are how you make your citizens feel good about living in your kingdom. Promotions may comprise hiring minstrels to wander among your cities and sing songs that make your people happy, allowing entertainers to perform in local markets, propaganda campaigns and religious missionaries. Select a Taxation Level from Table 2-2 and adjust Stability and Consumption accordingly.

Promotion Stability Consumption
Level Bonus Increase
None - –
Token +1 1 BP
Standard +2 2 BP
Aggressive +3 4 BP
Expansionist +4 8 BP


retired

I like 6 six festivals per year. I think one of them should be Founder's Day and another can be Festivus, the holiday for the rest of us =P


Male Half elf Spell-less Ranger 7
Character Information:
[HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]

Festivals:
Archerfeast (Erastil): Erastus 3rd
Taxfest (Abadar): Gozran 15th
Harvestfest: Lamashan 31
Festivus: Kuthona 23rd
Founder's Day: ??? ???


Male Human Paladin 4 (HP 30/30)

I think we will decide most things by vote. With the rare tie being decided by motte based on the "influences" of the NPC leaders.

In regards to festivals, I think we should start with one Festival, then add others as we have important events happen. That way they are personalized.

I'm not sure if we should run a balanced or specialized kingdom. But I think it makes sense to focus on stability until we get a few phases behind us.

I think the next steps should be
Road for the annexed Thorn River Ford hex
Explore all adjacent hexes

RPG Superstar 2012 Top 16

1d4 ⇒ 2
1d28 ⇒ 15

We've got two votes for six festivals, one vote for one. Writing up a post now in the game thread, so we can get things moving again.


Male Human (Ulfen) Cleric 10

I'll vote six festivals, just for a loyalty boost, and having festivals to celebrate already existing holidays seems appropriate.


Male Half elf Spell-less Ranger 7
Character Information:
[HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]

Happy Thanksgiving to all our American players.


Male Human (Ulfen) Cleric 10

It was, at least for me. *burp*


retired

Ugggh. I actually ate myself sick. But apart from that, it was a graet day!


Mott, can you place the other thread as "inactive"?


Male Half elf Spell-less Ranger 7
Character Information:
[HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]

Sorry all, I've been a little distracted this weekend. My sister fell at my niece's apartment and shattered her L1 vertebrae and broke her wrist. She is expected to undergo surgery this morning and i'm awaiting more news from my brother in law.

Month #2
But in more pleasant news I think we need to annex the hex next to the thorn river ford hex (the Tangleberry thicket) and build a farm in the river hex and a road to it from the capital. In the city i think we need to build more houses and a couple of more businesses, maybe an inn of some kind or something.

RPG Superstar 2012 Top 16

Orin, sorry to hear about your sister. Hope she's OK.


HP 76/76, AC 21, T 14, FF 18, F+5, R+7, W+8, Perc +12, Init +7

Likewise, that sucks about your sister. I hope she feels better soon!

I like the idea of the farm and the houses and the annexation. Maybe an inn or tavern would be good if we have the BP, as well as a mill at some point.


Sorry about your sister. I hope she get's well soon.


Male Human (Ulfen) Cleric 10

Ouch! Best wishes to your sister for a speedy recovery.

RPG Superstar 2012 Top 16

Since I know several people have entered before, note that the new Superstar contest has opened up. Some interesting twists.

Will update the game later tonight, I hope. It's a busy week, so I might be a little more infrequent than usual, though I still hope to post daily.


retired

I was surprised to see that Neil Spicer isn't involved this year - even as a guest judge. He's been all over this competition for the last couple of years.

RPG Superstar 2012 Top 16

Sounds like he's just too busy, with another baby on the way (his fourth, I think). I wouldn't be surprised if he does his usual commenting job on a lot of stuff, though. I think it's just he'll not have to go through EVERY item (even if that's only 64) or do it on a deadline.


1 person marked this as a favorite.
Male Human (Ulfen) Cleric 10

This new opening round should be interesting, to say the least. Here's hoping I make it through the first round this year.

1 to 50 of 1,369 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Motteditor's Rivers Run Red PBP Discussion All Messageboards

Want to post a reply? Sign in.