Rivers Run Red

Game Master fictionfan

Gona Build a kingdom
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The inner voice within your ear
Powergaming DM wrote:
He does not appear to be lying.

He doesn't appear to be answering any of our questions either. How could he not have any memory of something biting him?


Now that is a question.


The inner voice within your ear

I don't know if wolfsbane can cure a victim after the three day period has elapsed. (I've started a thread about it. What do you think DM?) In any case, I'm hoping that he was inflicted immediately prior to the attacks and still falls within the grace period.

Even if he doesn't, maybe it would still work. I dunno.


Well I was inclined to allow it.


Let's do some kingdom building for Arodus
Upkeep Phase
Step 1—Determine Kingdom Stability: Attempt a Stability check. If you succeed, Unrest decreases by 1 (if this would reduce Unrest below 0, add 1 BP to your Treasury instead). If you fail by 4 or less, Unrest increases by 1; if you fail by 5 or more, Unrest increases by 1d4.
stability: 1d20 + 19 - 1 ⇒ (2) + 19 - 1 = 20
failed unrest increases by 1

Step 2—Pay Consumption: Subtract your kingdom's Consumption from the kingdom's Treasury. If your Treasury is negative after paying Consumption, Unrest increases by 2.
Pay 1 consumption left with 14 Bp

Step 3—Fill Vacant Magic Item Slots: If any of your settlement districts have buildings that produce magic items (such as a Caster's Tower or Herbalist) with vacant magic item slots, there is a chance of those slots filling with new items (see the Magic Items in Settlements section).

Pipes of the Sewers fills the empty slot

Step 4—Modify Unrest: Unrest increases by 1 for each kingdom attribute (Economy, Loyalty, or Stability) that is a negative number.


The inner voice within your ear
Adular wrote:

"Again, and reluctantly, we agree on something..."Adular mutters as Riva goes before rising himself.

Later, at the merchants, "What do you mean someone bought out all the wolfsbane? Who??? Let me see that jewelry... huh. Guess it got to her. Saves me the trouble then of doing much the same."

I had roughly the same idea so this is amusing

All of it? lol. I have enough jewels to buy two doses, and only picked up one.

Also, Apothecaries/poisoners aren't traditionally in the habit of saying "someone bought X earlier today" as it is bad for business.

What's more, I said jewels, not jewelry. Gemstones are harder to identify and trace back to the owner.


Edict Phase
Step 1—Assign Leadership: Assign PCs or NPCs to any vacant leadership roles or change the roles being filled by particular PCs or closely allied NPCs (see Leadership Roles).

This is when Mallichatti Cervagio gets his job

Step 2—Claim and Abandon Hexes: For your kingdom to grow, you must claim additional hexes. You can only claim a hex that is adjacent to at least 1 other hex in your kingdom. Before you can claim it, the hex must first be explored, then cleared of monsters and dangerous hazards (see Steps 2 and 3 of Founding a Settlement for more details). Then, to claim the hex, spend 1 BP; this establishes the hex as part of your kingdom and increases your kingdom's Size by 1.

Step 4—Build Terrain Improvements: You may spend BP to build terrain improvements like Farms, Forts, Roads, Mines, and Quarries (see Terrain Improvements).

You may also prepare a hex for constructing a settlement. Depending on the site, this may involve clearing trees, moving boulders, digging sanitation trenches, and so on.

Step 5—Create and Improve Settlements: You may create a settlement in a claimed hex (see Founding a Settlement). Table: Improvement Edicts tells you the maximum number of settlements you can establish per turn.

You may a building in any settlement in your kingdom. The list of available building types begins. When a building is completed, apply its modifiers to your kingdom sheet. Table: Improvement Edicts tells you the maximum number of buildings you can construct in your kingdom per turn. The first House, Mansion, Noble Villa, or Tenement your kingdom builds each turn does not count against that limit.

Step 6—Create Army Units: You may create, expand, equip, or repair army units (see Mass Combat).

Step 7—Issue Edicts: Select or adjust your edict levels (see Edicts).
Do tell me what you are doing for these steps


The inner voice within your ear

Which Leadership role did you want, Mallachatti?

The role you take will determine how your character benefits our kingdom.


Male Elf Paladin-3
Ravingdork wrote:
Adular wrote:

"Again, and reluctantly, we agree on something..."Adular mutters as Riva goes before rising himself.

Later, at the merchants, "What do you mean someone bought out all the wolfsbane? Who??? Let me see that jewelry... huh. Guess it got to her. Saves me the trouble then of doing much the same."

I had roughly the same idea so this is amusing

All of it? lol. I have enough jewels to buy two doses, and only picked up one.

Also, Apothecaries/poisoners aren't traditionally in the habit of saying "someone bought X earlier today" as it is bad for business.

I figure it was more a herbalist than a poisoner and he IS high priest so I figure folks might not want to tick him off. You can assume he took ten on an either an intimidation or diplomacy check if you like.

I was more playing it for flavor and fun

Quote:

What's more, I said jewels, not jewelry. Gemstones are harder to identify and trace back to the owner.

Riva Sarjenka wrote:

Later that night, Riva leaves her library, trades some of her jewelry in return for wolfsbane, then discreetly administers it to the prisoner, informing him that its consumption may cure him if it doesn't kill him. Either way, he gets what he wants.

Ahhem... You said jewelry there.

But feel free to ignore my post if you wish. Like I said, it was more meant for flavor and fun


The inner voice within your ear
Powergaming DM wrote:

Edict Phase

Step 2—Claim and Abandon Hexes: For your kingdom to grow, you must claim additional hexes. You can only claim a hex that is adjacent to at least 1 other hex in your kingdom. Before you can claim it, the hex must first be explored, then cleared of monsters and dangerous hazards (see Steps 2 and 3 of Founding a Settlement for more details). Then, to claim the hex, spend 1 BP; this establishes the hex as part of your kingdom and increases your kingdom's Size by 1.

I would like to lay claim hex H40 for 1 BP, where the Sootscale caverns are located. Since it is a resource hex, this will increase our Economy rating by 1 and double many of the benefits of terrain improvements we build there.

Powergaming DM wrote:
Step 4—Build Terrain Improvements: You may spend BP to build terrain improvements like Farms, Forts, Roads, Mines, and Quarries (see Terrain Improvements).

I would like to build both a farm and a mine in H40. This will cost 10 BP, but will decrease our Consumption by 3, increase our Economy by 2, and grant us an additional 2 BP every month!

Powergaming DM wrote:
You may also prepare a hex for constructing a settlement. Depending on the site, this may involve clearing trees, moving boulders, digging sanitation trenches, and so on.

I see no reason to do this at this time, though I've considered starting one at the base of the Old Sycamore in the future.

Powergaming DM wrote:

Step 5—Create and Improve Settlements: You may create a settlement in a claimed hex (see Founding a Settlement). Table: Improvement Edicts tells you the maximum number of settlements you can establish per turn.

You may a building in any settlement in your kingdom. The list of available building types begins. When a building is completed, apply its modifiers to your kingdom sheet. Table: Improvement Edicts tells you the maximum number of buildings you can construct in your kingdom per turn. The first House, Mansion, Noble Villa, or Tenement your kingdom builds each turn does not count against that limit.

I'm not sure we will be able to afford much of anything this month after all the hex upgrades.

Powergaming DM wrote:

Step 6—Create Army Units: You may create, expand, equip, or repair army units (see Mass Combat).

Step 7—Issue Edicts: Select or adjust your edict levels (see Edicts).
Do tell me what you are doing for these steps

I think we may leave that alone for now as well.


HP: 142/165 AC:32 FF:29 T:17 F:16 R:18 W:20 Init:+4 Percep:+28
Adular wrote:

I figure it was more a herbalist than a poisoner and he IS high priest so I figure folks might not want to tick him off. You can assume he took ten on an either an intimidation or diplomacy check if you like.

Priests of Gorum tend to get what they want.

Mainly because people tend to value their fingers.


The inner voice within your ear
Adular wrote:
Ahhem... You said jewelry there.

That's odd. I know I edited my post to say jewels. It must not have gone through for some reason.


Barbarian 7 AC:19, HP:66/66 (46/78), Fire Resist 2, DR 3/-, Reach

Royal Enforcer works. It's a job he's already comfortable in.

Though it does mean the shiny new torture implements will probably collect dust.


The inner voice within your ear

I've adjusted the Kingdom Sheet to reflect the new position. Please use the new stats DM.

I've also added everyone's roles to the sheet as well as the bonuses that they are currently providing to the kingdom.

And just in case it doesn't upload promptly, it should read as follows:

Control DC: 23
Economy Rating: 18
Loyalty Rating: 19
Stability Rating: 19

Adular wrote:
But feel free to ignore my post if you wish. Like I said, it was more meant for flavor and fun

Hell, we bumped into each other at the market. Mum's the word.

EDIT: Damn, I thought I had 1,000gp of jewelry. Turns out it's 100gp. Unless you can fork up 400gp, I'm gonna have to hoc my ring of swimming.


Income Phase
Step 1—Make Withdrawals from the Treasury: The kingdom-building rules allow you to expend BP on things related to running the kingdom. If you want to spend some of the kingdom's resources on something for your own personal benefit (such as a new magic item), you may withdraw BP from the Treasury and convert it into gp once per turn, but there is a penalty for doing so.

Each time you withdraw BP for your personal use, Unrest increases by the number of BP withdrawn. Each BP you withdraw this way converts to 2,000 gp of personal funds.

Do you plan on any withdraws this month?

Step 2—Make Deposits to the Treasury: You can add funds to a kingdom's Treasury by donating your personal wealth to the kingdom—coins, gems, jewelry, weapons, armor, magic items, and other valuables you find while adventuring, as long as they are individually worth 4,000 gp or less. For every full 4,000 gp in value of the deposit, increase your kingdom's BP by 1.

If you want to donate an item that is worth more than 4,000 gp, refer to Step 3 instead.

Step 3—Sell Expensive Items for BP: You can attempt to sell expensive personal items (that is, items worth more than 4,000 gp each) through your kingdom's markets to add to your Treasury. You may sell one item per settlement district per turn. You must choose the settlement where you want to sell the item, and the item cannot be worth more than the base value of that settlement.

To sell an item, divide its price by half (as if selling it to an NPC for gp), divide the result by 4,000 (rounded down), and add that many BP to your Treasury.

You cannot use this step to sell magic items held or created by buildings in your settlements; those items are the property of the owners of those businesses. (See Magic Items in Settlements for more information on this topic.)


The inner voice within your ear

Meant to say hex F40 earlier...

I will be withdrawing 2 BP from the treasury. Don't forget that we have a vacant magic item slot this month.


Powergaming DM wrote:


Step 3—Fill Vacant Magic Item Slots: If any of your settlement districts have buildings that produce magic items (such as a Caster's Tower or Herbalist) with vacant magic item slots, there is a chance of those slots filling with new items (see the Magic Items in Settlements section).

Pipes of the Sewers fills the empty slot

I did


In any case

Step 4—Collect Taxes: Attempt an Economy check, divide the result by 3 (round down), and add a number of BP to your Treasury equal to the result.

economy: 1d20 + 18 - 4 ⇒ (3) + 18 - 4 = 17

failed only 2 Bp from the newly built mine

It seems we have an event this month

Economic Boom: Some innovative koblod applied their races natural aptitude for traps to the heavy crossbow. The newly dubed "Dragon Crossbow" weight half as much as a normal heavy crossbow, but is still just as powerful. Kobold are working hard to buy them up. A ranged weapon that does not depend on strength greatly appeals to the weak and cowardly koblods.

Your Treasury increases by 1d6 BP (each time you roll a 6, add the result to the total and roll again).

boom: 1d6 ⇒ 3


The inner voice within your ear

Where on earth is the -4 coming from? EDIT: Never mind. You've been editing your posts.

Don't we get 6 BP rather than 5 this month? 2 for the new mine, 1 for the old sawmill, and 3 for the economic boon.


Male Human Bard 4

Lots of posts i missed. Awesome. Well now that our little werewolf escapade is over, I'll get to work on filling out the rest of the month. I assume that the werewolf stuff took up a day on its own and i can't use it to help make money, right?


Right it's a shame how kingdom responsibility tends to creep into you money making time.

Forgot the sawmill. Yes 6.


The inner voice within your ear
Rory Ward wrote:
Lots of posts i missed. Awesome. Well now that our little werewolf escapade is over, I'll get to work on filling out the rest of the month. I assume that the werewolf stuff took up a day on its own and i can't use it to help make money, right?

Let's hope it's over. I would hate for there to be an outbreak on our hands. Your businesses can still earn some money without you on that day, though you can't add your character's bonuses to the check.

All in all, a pretty poor month. We gained a lot, but those bad rolls may well hurt us in the long run.

Having the DC raise to 24 for the new hex as well as gaining 3 additional unrest is...well, let's just hope that it's not the start of a downward spiral.

I'm attempting to upload the new Kingdom Sheet with Arodus' changes now.

Mallichatti, you can decrease our kingdom's Unrest by 1 in the Modify Unrest portion of the Upkeep phase by making a Stability check (1d20+18 vs DC 23). If you succeed, we end the month with 3 unrest rather than 4. If you fail, our Stability rating goes down by 1 (possibly forever, DM?).

I leave it up to you to decide if that's something you want to risk.


Many quests that you complete in hexporation can be beneficial for your kingdom. "Hint Hint"


Male Human Bard 4

Maybe we should look into building a jail or something to help lower our unrest next month.


The inner voice within your ear
Rory Ward wrote:
Maybe we should look into building a jail or something to help lower our unrest next month.

Looks like we are ending Arodus with 7 BP, half of what we would need for a jail.

With the GM's house rule, we can build it for half price if we begin construction using the downtime system, though I'm not sure I'm comfortable having 0 BP in the treasury at any point.


Male Human Bard 4

what happened to the twenty something BP we earned last month?


Bought a lot of stuff this turn. Also withdrew some Bp.


Male Human Bard 4

I had noticed we were spending a bit this month but i didn't realize we were spending all of it.


The inner voice within your ear

According to my notes, we started Arodus with 15 BP, not 20 something.

15 start - 1 consumption - 1 claimed new hex - 6 mine - 4 farm - 2 withdraw + 3 environmental resources +2 event = 7

I think you're thinking of our status from the previous month. We've bought a lot environmental upgrades during both months. Not only are we at 0 consumption because of it, we are more like -1 consumption, so we can upgrade our edicts at essentially no cost to us (or else invest in granaries to build up a surplus for emergencies).

Now we are at 7 BP at the start of Rova, and have nothing to worry about anymore except for the Unrest (which I hope to overcome soon) and possible random negative events.


Male Human Bard 4

Well i knew it was a lot. And that's cool that we got consumption down. Grannies might be a good idea too. Still think we should save some something that helps with the unrest though.


It's a bit late to chose that after the roll. Most of the unrest is from withdrawing.


Male Human Bard 4

well we can still get it to help lower what unrest we have. Make it easier on Mal if he decides to try to roll to lower unrest.


Male Human Bard 4

Oh, just as a reminder I'm graduating tomorrow and will be celebrating with my family all weekend (i'm the first in the family to get a bachelor's so its a bit of a big deal). I'll try to get on every now and then but I doubt I"ll be on much. Especially tomorrow and Sunday.


The inner voice within your ear

Have fun Rory, and congrats!

And it was only two, DM. That's merely half. I couldn't have known you were going to botch the rolls and not only fail to get rid of the one we had, but earn us another. ;P


I rolled stability before you withdrew. Also that starting unrest was also from withdraw.


Male Orc Expert 5

Just spreading the word. Getting my samurai on.


The inner voice within your ear

Who wants the +1 greataxe? Or shall I sell it and get back twice it's worth in wondrous items for you guys in coming months?

It will sell for 1,170gp, which will allow me to earn 23 magic capital, which in turn will allow me to craft one or more wondrous items worth a sum of 4,600gp.

Powergaming DM wrote:
I rolled stability before you withdrew. Also that starting unrest was also from withdraw.

Sorry, I wasn't saying that unrest is only two. I was saying that my contribution was only half (because you said "Most of the unrest is from withdrawing").

Half =/= most. The other half is due to poor rolls.


Male Elf Paladin-3

Alas, while I can use a Greatsword, I can't use a greataxe


Male Orc Expert 5

Services?

I can't iamgine a service to gorum that doesn't resemble a mosh pit.

Seel the axe unless you can add about 3 feet to the length of the haft. MAllichatti is a polearm man.


Male Human Bard 4

yeah... bards only get proficiency in so many weapons... though i think that would be cool to see Rory rush in to battle singling with a greataxe in hand. lol. Perhaps you could craft one of the ability bonus items for one of us instead.


The inner voice within your ear

In only a few days I will have enough magic capital to craft two +2 items. Halfway through the month, they will be fully crafted. I was considering a headband of alluring charisma +2 for Rory and a headband of inspiring wisdom +2 for Adular. Not only would that pump up your respective spell DCs and get you more spell slots, it would help increase our kingdom stat bonuses slightly.

I'm also happy to invest the time crafting other things for you guys if you help fund the projects (slightly more than 1/4 the listed market price).

I figure it's either that, or I craft a blessed book for myself in preparation for my getting the Versatile Spontaneity feat next level.

We should talk about hex exploration. The more gold we get, the more items I can craft throughout the month, but we want to be able to balance it with our downtime earnings and kingdom responsibilities as well.

What hexes do you guys want to explore next, and when? Most of the nearby hexes are hills hexes, which takes us a full day to explore (assuming 30-foot movement rates) and about 8 hours to travel through (again, assuming 30-foot movement rates).

I think that would be the fastest way to increase our XP and gold. I'm all for exploring the immediate adjacent hexes to our kingdom's territory. I just like having a buffer of "known" around us rather than being totally clueless about our next door neighbors.


Barbarian 7 AC:19, HP:66/66 (46/78), Fire Resist 2, DR 3/-, Reach

Works for me.


Is there anything you guys might want to invest in besides personal power?


So what are you doing now? Also when do you plan on adventuring again?


The inner voice within your ear

Quicker In Game: Explore hexes, earn XP and gold, use acquired resources to expand kingdom.

Quicker Out of Game: Use downtime to acquire resources and expand kingdom.

I'm on the fence. The former feels far more efficient, but much slower in real life.

We should probably explore for the reasons I mentioned in the above post. Also, at some point, the world is going to come at us whether we are ready or not, so in-game efficiency may make all the difference.


Male Elf Paladin-3

I'm for exploring. Adular strikes me as liking to get his hands dirty :) I'm not sure what hexes we should try next though


Barbarian 7 AC:19, HP:66/66 (46/78), Fire Resist 2, DR 3/-, Reach

All of them.


The inner voice within your ear

G35. It will take twice as long because it's a forest hex (see exploration rules). Hopefully that will make it more interesting too.


Well put that in the gameplay.


Male Orc Expert 5

I only do that when I make several or a bunch of rolls at once. Otherwise I've found it messes with the dice roller, and, if someone happens by while I'm doing it, looks an awful lot like cheating. Especially if one or more rolls change.

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