Reclaiming the Stolen Lands (The Redeemers)

Game Master Patcher


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Male Sootscale Kobold Witch/1

0) Alignment NG
1) Jarix is leader - +4 to Economy at present (since our alignment gives us boosts to the other two)
2) City is where selected - correct
3) Buildings - Mill and Butcher (gives us +2 Econ, and +1 to both stability and loyalty)
--> Note, a Brewer and Baker gives us the same bonuses without dealing with a water border
--> Since we are building in the peninsula between the two rivers, I think that the southern and eastern border should be water initially.
4-5) Ignored
6) Edicts -- Light Taxation, No Promotions, No Festival (DM Patcher, can we get the promotion bonus without a Grand Diplomat?)

Also, we need to build a Town Hall as soon as possible as this will allow us to name a Councilor, Grand Diplomat, and Treasurer with the sizable bonuses attached thereto.

This will result in

Econ: +7
Stability:+2
Loyalty:+1


"I vote mill and smith. With light taxation, no promotions and no festivals."

My vote stands with this, but I think Msosth is right abut the Southern and Eastern borders being water.

I had wanted to get my second character finished before we started, but my weekend was simply too busy. I'll do that this week. They'll be able to fill a similar role to Falger, though in a different way, so I'm not fussed about swapping.


Male Kobold? Unknown
Falger Ortio wrote:

"I vote mill and smith. With light taxation, no promotions and no festivals."

My vote stands with this, but I think Msosth is right abut the Southern and Eastern borders being water.

Agreement. In both cases.


About this:

"My vote stands with this, but I think Msosth is right abut the Southern and Eastern borders being water."

I had originally stated easter but southern and eastern both is good for me.


Male Goblin Rogue (KM) 1

Sounds good! My vote would be for the butcher for IC reasons. Food is more important then steel right now.

I still need to pick a second trait. I'm not sure it'd be worth it to grab that extra BP, but if more of us took it, we could have an extra building at turn 0.


indeterminate

But, has DM Patcher actually approved for anyone a trait that does that?

Perhaps I missed it.

If so, I would be interested in perusing it. Could someone provide a link?


Male Goblin Rogue (KM) 1

Found it HERE . He had said it before as well. Seems like it was one of the few traits that he was actually apt to approve, rather than the +1 to leadership bonus.

Has anyone's unique traits been approved?


Male Kobold? Unknown

@ DM Patcher - A Trait submission for Kezzin: There Is No I In Team: Kobolds are very industrious and group oriented creatures. When a kobold is able to call upon other kobolds for assistance in kingdom building, the character may reduce the BP cost of a single structure by 1.

Essentially the same as the +1 BP trait idea, but different flavor.


Apologies again. Tough days, can't catch a bloody break.

@Kezzin: Yes, that looks good.

Msosth's trait is okay too.


Skills:
(Acro +3; Appr +5; Bluff: +0; Climb +0; Dip +0; EscArt +3; Fly: +12; Heal: +6; Kn(Unt) +5; Kn(Arc/Nat/Plane) +11; Ride +3; SenMot +2; Spllcfr +14; Stealth +8; UMD: +14)
Male Half-Elf (Ulfen) Witch (Havocker) 6
Vitals:
(HP: 44/44 AC: 16[20]/13/13[17]; Percep: +14; Init: +4; Fort +5, Ref: +8, Will: +6 [+2 v enchantment]; CMD: 16; CMB +3)
Falger Ortio wrote:
"I vote mill and smith. With light taxation, no promotions and no festivals."

Aye.

Falger Ortio wrote:
My vote stands with this, but I think Msosth is right abut the Southern and Eastern borders being water.

I believe that's correct myself.

I'd hoped to have the second character done over the weekend, but got dragged around for pre-seasonal stuff. Will get it done in the next day or so.


Male Goblin Rogue (KM) 1

Here's an idea for a trait that is different then the one I offered up earlier about breweries:

Corporate Spy
You have been raised by a shrewd merchant or business owner that has shown you the ins and out of how to run a business during troubled times. You gain a +1 to economic bonuses when you fill the role of the spymaster and focus your efforts on economic bonuses.


Male Sootscale Kobold Witch/1
Korvin wrote:

Here's an idea for a trait that is different then the one I offered up earlier about breweries:

Corporate Spy
You have been raised by a shrewd merchant or business owner that has shown you the ins and out of how to run a business during troubled times. You gain a +1 to economic bonuses when you fill the role of the spymaster and focus your efforts on economic bonuses.

Just look at the traits that have been accepted and then create something with similar power. Realistically, a +1 to Economy, Stability, or Loyalty is no different that a +1 to Fort, Will, or Reflex. Likewise, a -1 BP to the building of some buildings might be realistic if you have contacts or helpers.


By request, here is an updated map.

I apologise for my lack of involvement at the moment, recovering from depression.

Tell me when you wish to go explore or initiate the end of the month for management. It'll have to be the former if you want to claim any hexes, though.

Also, you should do the economy step now. Could the Ruler roll step 4 of the income phase? Economy VS DC 11.


Ammo:
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6
Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6

Has someone been keeping a tally of what we want to build this turn? Was it the mill and the smith or the butcher?

It looks like the roll is the same in either case.
1d20 + 7 ⇒ (15) + 7 = 22


At the end of Month Zero, you gain 4 BP.


Ammo:
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6
Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6

Ok, I am ready to get some exploring done.


Male Kobold? Unknown

mill and butcher for IC reasons.

:D Let's go 'splore!!


Male Goblin Rogue (KM) 1
Msosth the Grey wrote:
Korvin wrote:

Here's an idea for a trait that is different then the one I offered up earlier about breweries:

Corporate Spy
You have been raised by a shrewd merchant or business owner that has shown you the ins and out of how to run a business during troubled times. You gain a +1 to economic bonuses when you fill the role of the spymaster and focus your efforts on economic bonuses.

Just look at the traits that have been accepted and then create something with similar power. Realistically, a +1 to Economy, Stability, or Loyalty is no different that a +1 to Fort, Will, or Reflex. Likewise, a -1 BP to the building of some buildings might be realistic if you have contacts or helpers.

Then I don't think the one I proposed, above, is too unreasonable. Just waiting for approval.


It's fine. Maybe a bit weak. Could let it be +1 to whatever bonus you focus your effort on so long as you are a Spymaster.


Falger's second character here, just needs a couple little tweaks here and there. Not quite decided on the first level spells, is Infernal Healing allowed?

Once I get the final little bits nailed down, am I free to jump in and roleplay with the character until everyone decides to take to the field?


Ah, a Fetch.

Infernal Healing is allowed. Love the spell. Always imagined it burning like ... well, hell for the minute it lasts, though.

Go for it.


Male Sootscale Kobold Witch/1

Ok, so we build a Butcher and a mill in Month 0. And we begin by exploring the hexes along the river with the road - to the southeast of the city.

@DM Patcher - are you going to set this up as a campaign so that all the new posts show up in our Campaign list when we check.


I thought it was set up as a campaign.


Male Sootscale Kobold Witch/1
DM Patcher wrote:
I thought it was set up as a campaign.

My bad, did not see that the gameplay tab was up.


Msosth the Grey wrote:

Ok, so we build a Butcher and a mill in Month 0. And we begin by exploring the hexes along the river with the road - to the southeast of the city.

@DM Patcher - are you going to set this up as a campaign so that all the new posts show up in our Campaign list when we check.

I thought it was a mill and a smith?


Here is my second character, Ninin. I am in the process of changing her into a half-orc. She would fill basically the same party niche as Alrich and could also fuill the same religious position.


Male Goblin Rogue (KM) 1
Jarix wrote:

Has someone been keeping a tally of what we want to build this turn? Was it the mill and the smith or the butcher?

It looks like the roll is the same in either case.
1d20+7

Awesome roll!

Alrich, I think butcher had 1 more vote then the smith?

DM Patcher, correct me if I am wrong, but I think you are looking for us to take an action before you start anything? Playing more of a reactive role to our actions?

To everyone else, we will probably need someone to push forward the game play. Perhaps you can do that job Jarix? Something like: "Everyone gathers up to explore their surroundings and departs the village, heading to the hex <Direction> of New Celtara."


I would appreciate it if you did. I'm trying to keep my spirits up, but December's a pain in the ... yeah. I'm better at responding rather than initiating, most of the time, unless it's a necessity that I take the reins.


Well, here is our kingdom so far.

Did I leave any info out that we need or want?


By my count...

Smith: Falger, Alrich, and Irikar

Butcher: Msosth, Korvin, Kezzin

Kezzin changed his vote, making it a tie. Jarix will need to break the tie.

Personally I think the smith makes more since from both an in character and mechanical point of view. Mechanically I would prefer to minimize the risk of unrest at the start as much as possible, because one bad roll and then you're going to be bogging down your rolls for turns to come. In character, just because you need food doesn't mean you need a butcher shop, that's a sort of luxury more well to do communities have, without one you just butcher your meats at home, i.e. it's not a necessity. Whereas the the ability to make and repair basic tools and farm equipment, and shoe horses is something you need pronto if you're hoping to establish a settlement, and it's not a task an unskilled laborer can do.


Male Goblin Rogue (KM) 1

Thanks for keeping track of it all. I think we have 7 BP now?

EDIT: Ahah! There is the vote I was missing. Irikar had "ayed" to the whole string of things =).

Maybe for your character a butcher would make more sense, but for Korvin a butcher makes all the sense in the world... He is all for some meaty goodness and he sure as heck doesn't know how to butcher things =P. I'll stick to his vote as it would be a character decision, but I'd fully support and agree with you OOC - the smith makes more sense.


New Celtara wrote:

Well, here is our kingdom so far.

Did I leave any info out that we need or want?

Consumption Rate: 2

Current BP: 7


Male Sootscale Kobold Witch/1

ROFL - the little people want meat, the big people want steel


Polmora Fetch wrote:
New Celtara wrote:

Well, here is our kingdom so far.

Did I leave any info out that we need or want?

Consumption Rate: 2

Current BP: 7

Done.


Male Kobold? Unknown
New Celtara wrote:

Well, here is our kingdom so far.

Did I leave any info out that we need or want?

Ruler's title is First Lord. Not First high Lord. :)

The other initial player characters are High Lords.

Grand Lodge

Jarix, the Wolf, First Lord of the proud city of New Celtara votes for the smithy.
===================================================================

I still need to come up with a couple of Traits, let alone another character.


Male Sootscale Kobold Witch/1

You don't need a second character, I plan on sticking with Msosth. I see no reason to make a second one. If Msosth dies, then I will decide how to proceed at that point. If you want to create one, then go for it.


Just to avoid bogging down, making decisions it might be best to fine tune the details in the OOC thread (unless of course everyone is having a ball hammering things out in character).

I think we're all pretty much in agreement regarding that we need to explore some of the plains first.

Now that I'm looking at the exploration times, we should probably be able to cover several hexes easily, if we don't have any delays, before our next building cycle. Given that it's probably more logical to start in the SW hex, rather than SE hex, and go counter clockwise from there until we've made as much of a circuit of our settlement as time allows.

On a separate note, I'll mention here as well, I think I like these characters equally well, so for now I'll let you all decide which one you would rather have with you, and who will stay with the villagers. Polmora or Falger.


Skills:
(Acro +3; Appr +5; Bluff: +0; Climb +0; Dip +0; EscArt +3; Fly: +12; Heal: +6; Kn(Unt) +5; Kn(Arc/Nat/Plane) +11; Ride +3; SenMot +2; Spllcfr +14; Stealth +8; UMD: +14)
Male Half-Elf (Ulfen) Witch (Havocker) 6
Vitals:
(HP: 44/44 AC: 16[20]/13/13[17]; Percep: +14; Init: +4; Fort +5, Ref: +8, Will: +6 [+2 v enchantment]; CMD: 16; CMB +3)

I agree -- while IC debate is a good part of RP, we're a big group (made bigger by extra characters) -- and so while I think it makes sense for people to post opinions in the other thread IC, the "meat" of the discussion can be done here better and faster. ;)

(As an aside: Irikar is a small person who voted for a smithy. But then, he has high survival, so he knows how to hunt and clean food. :) )


Are you ready to advance to day 1 in Month 1?


Skills:
(Acro +3; Appr +5; Bluff: +0; Climb +0; Dip +0; EscArt +3; Fly: +12; Heal: +6; Kn(Unt) +5; Kn(Arc/Nat/Plane) +11; Ride +3; SenMot +2; Spllcfr +14; Stealth +8; UMD: +14)
Male Half-Elf (Ulfen) Witch (Havocker) 6
Vitals:
(HP: 44/44 AC: 16[20]/13/13[17]; Percep: +14; Init: +4; Fort +5, Ref: +8, Will: +6 [+2 v enchantment]; CMD: 16; CMB +3)

I believe so.


Ammo:
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6
Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6

I'm partial to the Magus.


This may seem an odd question, but I am curious as to how we will be counting days and travel.

From the River Kingdoms book for a party with a speed of twenty:

explore grassland 2 days
cross grassland hex 8 hours

So, when we move from our starting hex to explore the sw hex (or, se for that matter), do we have to travel eight hours to go from here to there or is that included in the 2 days time?

IOW, would it require 2 days per hex in grasslands (3 days for a forested hex) while going in a circle or will we need to calculate travel time (center of one hex to center of another, etc.) separate from exploring time for the same hex? (As opposed to merely counting travel time when passing through a hex without exploring it...)

I am just hoping to ensure that we calculate correctly and return on time.


Male Kobold? Unknown

who has a speed of 20?


Male Goblin Rogue (KM) 1

Not this super fleet guy. Plus we have horses and ponies now!


Male Kobold? Unknown

exactly. Plus all the small people are fast for small people. we are a 30ft. party.


Skills:
(Acro +3; Appr +5; Bluff: +0; Climb +0; Dip +0; EscArt +3; Fly: +12; Heal: +6; Kn(Unt) +5; Kn(Arc/Nat/Plane) +11; Ride +3; SenMot +2; Spllcfr +14; Stealth +8; UMD: +14)
Male Half-Elf (Ulfen) Witch (Havocker) 6
Vitals:
(HP: 44/44 AC: 16[20]/13/13[17]; Percep: +14; Init: +4; Fort +5, Ref: +8, Will: +6 [+2 v enchantment]; CMD: 16; CMB +3)

Don't we (for exploring) use the mounted speed, making us a 40' party? ;)


Male Sootscale Kobold Witch/1
Irikar Vareth wrote:
Don't we (for exploring) use the mounted speed, making us a 40' party? ;)

Yup - that is my understanding.


Sorry I haven't posted yet, I've caught some kind of cold/flu thing and the time I sat down to post instead became (extended) nap time. I've just woken up and it's like 3 in the morning here, so I'm going back to bed, I'll try to post in the next 12-13 hours, but please if you're waiting on my input for something, by all means proceed rather than let me hold things up. Falger will go with the group since Jarix was the only one with an opinion on the subject. Alright, sleep time.


Kezzin wrote:
who has a speed of 20?

Both Alrich and Ninin

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