Rivers Run Red

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Gona Build a kingdom
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The inner voice within your ear

What buildings do we know are completed going into month two? I'll add them to the stats.


Male Human Bard 4

houses for the kobolds is a definite. I'd say we should also build a blacksmith as well. I don't think we'd get anything from my common room since it's just a room that gives influence and that's not really a kingdom commodity. Also, and this is more of a question for dm, but would i get the influence for the second month even though it's gonna be closed for renovations two days before the end of the month?


Male Human Bard 4
Adular wrote:


Okay, I am way behind and lost all over again :o but let's see if I can figure this out...

Adular's breakdown:
Okay, from Toildays to Stardays he heals, patches and so on using Heal Skill and taking 10 on them.
On Stardays and Moondays he focuses on Preaching (Diplomacy take 10) and more magic use

So, assuming first full week of healing he'll give 10points labor
and first Sun/Moonday combo he can get 1 influence/1 magic the shrine should be done (at the 6 day mark) then at cost of 3 Goods, 1 influence, 4 labor and 1 magic (And? 270 gp)

Then back to the routine but earning goods and labor evenly for 5 labor/5 goods each week and 1 influence/1 magic

Temple will likely be half done by the end of the month if time for all other rooms is included.
So total...

The way i kinda understand it is that the month breakdown has to be like this. 7 days of kingdom ruling. whatever's left for yourself. If you choose to get capital, you can take ten on a skill and more than likely get a 20 at our current level which nets us 2 capital a day. We use this to build whatever we want. We don't need to actually be there for the construction of our building so there's that.

The bit i don't know is if our room nets us capital every day or every month. if its every day I may rent out my common room next month instead of using it for influence as i'll be rolling in it.

the gp in the shine's costs is its equivalent cost. the 3 goods, 1 influence, 4 labor, and 1 magic costs about 270 gp but we can't do that because its using the earned equivalency. If you just want to buy it with gp it would really be 540 gp since earning capital takes longer but its more affordable.

Now if you start on the shrine and then decide to upgrade to the temple before or after its done, you deduct the cost of the shrine from the temple's cost since the shrine's already done. Um... I hope that helped with some of your questions. I'm slowly learning from everything I keep asking Ravingdork...


Male Human Bard 4

Hey DM, i gotta question. What are you views on us creating out own magic items? I'm trying to find an item that gives me a bonus to perform checks but I either can't or I'm not looking hard enough or I'm just too lazy to look through every wonderous item (probably a combination of all three). But there's rules for making your own item. When it comes to something for skills, the cost is just skill bonus squared x 100. At the moment I'd only be able to afford a +2 perform item since I only have about 700 gp but once I get the theater open and start making more I figured it wouldn't hurt to see if I could get Riva to make one for me.

edit: nevermind, i found something. And its cheaper and way more useful than what I had in mind. Now i just need to save the money for it... then again i would rather have it as a vest or something so i could still wear a charismatic headband thingy... or just one for all the mental stats later...


Male Human Bard 4

and i just relearned all that earned capital also costs the equivilant money... thanks brain fart. Oi... looks like my theater's getting pushed back again. and i'll be making gp instead of influence from the get go with my common room. Oi... so i'm down from 700 gp to 550 gp. and I need about another 300 gp to be able to get my theater...


Crafting magical items requires a feat. Luckily for you someone in the party has that feat and might craft them for you if you ask nicely.


Male Human Bard 4

Sorry, let me be a bit clearer, can I talk Riva into making me a ring of continuous shield for 1000 gp. According to the create your own magic items rules, I could if the GM allows it. Obviously that would be a it much because its a continuous +4 to your shield AC that's not a shield and therefore I'd still have both my hands free.

But like say instead of the circlet that gives a +3 to all cha based skills, say I just want one for perform since it's my main skill for all my social skills. I want a vest that gives a +10 to my perform check. Vest uses the body slot which frees my head/headband slot for the circlet of +x charisma that I'll eventually want as well. The design your own magic item rules says that a skill based item costs bonus squared multiplied by a hundred. so 100(10^2) which comes out to 10k gold for a vest that would give me +10 on my perform checks, would that be allowed?

and so you know where I'm coming from with all this, here's the rules via the srd.


Ya I don't really want to get into making custom magic item. You do that and you end up with people with items of continuous protection from evil and swords of true strike. If you can find an existing magic item that does what you want great.

Should be able to there are a lot of them out there.


Male Human Bard 4

Alrighty. Figured I'd ask.


Male Human
Rory Ward wrote:
edit: nevermind, i found something. And its cheaper and way more useful than what I had in mind. Now i just need to save the money for it... then again i would rather have it as a vest or something so i could still wear a charismatic headband thingy... or just one for all the mental stats later...

Luckily for you, the headband and head slots are separate, so you can wear both the circlet of persuasion and the headband of alluring charisma.

The luckstone/stone of good luck is another good item for adding to...well, everything, but it's a bit out of our price ranges at the moment.


The black market idea is funny. A black market is defined by the stuff it sells being illegal. If the local authorities don't make it illegal then it's not black. SO what do you plan on making illegal and the selling?


Male Human Bard 4

Damn... i forgot I can't change a post after an hour... wanted to change Rory's response. Thought I guess it's alright since I don't remember what I wanted to change it too. I just feel that Rory was persuaded to easily to the idea.


Male Human

I thought it gave Rory a bit of a naïve innocence to contrast with Eldric's disillusioned cynicism.


Male Human Bard 4

So are you gonna take my advice and have the stag lord's helmet mounted on the wall? Just for flavor, not crunch. Like i said, pretty sure none of us are using it.


The inner voice within your ear

Great roleplaying you two.

Powergaming DM wrote:
The black market idea is funny. A black market is defined by the stuff it sells being illegal. If the local authorities don't make it illegal then it's not black. SO what do you plan on making illegal and the selling?

This EXCELLENT point about made me bust a gut laughing.

Rory Ward wrote:
The way i kinda understand it is that the month breakdown has to be like this. 7 days of kingdom ruling. whatever's left for yourself. If you choose to get capital, you can take ten on a skill and more than likely get a 20 at our current level which nets us 2 capital a day. We use this to build whatever we want. We don't need to actually be there for the construction of our building so there's that.

Yeah, and those seven days don't have to be consecutive. You can fulfill your ruler responsibilities for one day, do your own thing for a week, put in two more days ruling, then nap until the end of the month where you finish off your last four days.

However, it's nice and neat on the tracking sheets to do it all upfront. It also reduces the chance of something coming up that will keep you from finishing out those days before the end of the month (like getting kidnappted).

Rory Ward wrote:
The bit i don't know is if our room nets us capital every day or every month. if its every day I may rent out my common room next month instead of using it for influence as i'll be rolling in it.

You can choose to earn capital for every day your room(s) are open for business. Just remember that capital is NOT free (see below).

Adular wrote:
So, assuming first full week of healing he'll give 10 points labor and first Sun/Moonday combo he can get 1 influence/1 magic the shrine should be done (at the 6 day mark) then at cost of 3 Goods, 1 influence, 4 labor and 1 magic (And? 270 gp)

It's capital OR the listed gold piece amount. Not both.

However, if you choose to EARN capital, rather than buy it outright, you still need to pay the earned amount for it (generally half the listed amount). In that regard, it's kind of like crafting a magic item as opposed to buying it on the market.

So, let's say you are trying to get goods to build your shrine. With a good check you manage to earn 3 goods, but ONLY if you pay 30gp (10gp for each good). By the time you save up enough capital to start construction on your building, you would have had to spend 135gp (half of 270gp) to do it. Think of purchasing capital as a stranger coming to town and throwing lots of money around to make things happen. It's effective, but the locals are inclined to overcharge for their work and may resent the obvious display of wealth. Earning capital is a person working with the locals and trying to be a part of the community in order to get things done. It takes longer, but the locals give a fair price and appreciate the person's honest dealings and lack of arrogance.


Male Human Bard 4

Yeah, I had a brain fart and forgot about that part. I'm gonna have my common room make money instead of influence to help fund the theater. How would I figure that ammount out? Its it just like I make a perform check or whatever?


The inner voice within your ear
Rory Ward wrote:
Yeah, I had a brain fart and forgot about that part. I'm gonna have my common room make money instead of influence to help fund the theater. How would I figure that ammount out? Its it just like I make a perform check or whatever?

You make an appropriate skill check using a skill determined by the capital you are trying to earn.

The skill you're using must be suitable for earning the chosen type of capital; if the GM deems it is not, using that skill reduces the amount generated by half (minimum 1). For example, Perform might earn you Influence as a musician, but it's not as useful for earning Labor. The GM should inform you of this before you attempt the skill check. In general, the appropriate skills for each type of capital are as follows.

Goods: Appraise, Bluff, Craft, Diplomacy, Disable Device, Handle Animal, Intimidate, Knowledge (dungeoneering, engineering, geography, history, local, nature, nobility, religion), Profession, Sleight of Hand, Stealth.

Influence: Appraise, Bluff, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (any), Linguistics, Perform, Profession, Ride.

Labor: Bluff, Climb, Craft, Diplomacy, Handle Animal, Intimidate, Knowledge (local), Profession, Ride, Survival, Swim.

Magic: Appraise, Craft, Diplomacy, Heal, Knowledge (arcana, dungeoneering, nature, planes, religion), Linguistics, Profession, Spellcraft, Use Magic Device.

And can be found here: earning capital.

If you chose gp, divide the result of your check by 10 to determine how many gp you earn that day. For example, if your check result is a 16, dividing it by 10 earns you 1 gp and 6 sp that day (round to the nearest silver). When earning gp, you can use any skill that makes sense. For example, a day spent using Sleight of Hand to earn money could be a day spent performing as a street magician or a day spent pickpocketing.

If you don't have any skills the GM thinks are applicable to the situation, you stil have the following two options:

Unskilled Work: You may spend 1 day working in a settlement to earn 5 sp. (Normally, an untrained laborer or assistant earns 1 sp per day, but the downtime system assumes your class abilities mean you are a cut above a typical unskilled laborer and are able to earn more from a day's work.) Alternatively, you can choose to instead earn 1 point of Goods, Influence, Labor, or Magic. Neither approach requires any particular knowledge or skill check.

Example: Mark's character is constructing a house, and he wants to acquire 1 point of Labor, which he plans to spend on the house's construction requirements. He decides to use 1 day of downtime and pay 10 gp to earn the point of Labor, instead of paying 20 gp to purchase it outright. He immediately spends this 1 point of Labor on the construction requirements of the house. For roleplaying purposes, Mark states that he used the day to dig a foundation for his house, and spent the 10 gp on the tools and raw materials he needed to start the foundation.

Example: Laura's character plans to build a blacksmith's shop, and needs 1 point of Labor. She decides to use 1 day of downtime and pay 10 gp to earn the 1 point of Labor, but saves it for later use. Since construction work is out of character for him, Laura explains that her character spent the day making deliveries for a local mason, who in turn promised to help her build her blacksmith's shop. The gold cost goes toward this future construction, but for ease of tracking, Laura pays for it now. She doesn't have to keep track of this 1 point of Labor as "1 point of Labor from a mason," since the exact nature of Labor matters only for roleplaying purposes. None of the downtime activities require specific kinds of labor.

OR

Class Abilities: You can use a class ability to provide a service in the settlement to earn capital. For example, a fighter could train a noble's child in swordplay, a cleric could heal townsfolk, and so on. Choose either one type of capital (Goods, Influence, Labor, or Magic) or gp, and attempt a check (1d20 + your character level + your highest ability modifier — 5). You may take 10 on this check. Treat this check as your skill check result for using skilled work.

Using class abilities is less efficient than performing skilled work; this represents the fact that many classes' abilities don't have much direct benefit to a community. As with skilled work, the GM may rule that your abilities are unsuitable and reduce the amount earned by half.


Male Elf Slayer 4
Powergaming DM wrote:
The black market idea is funny. A black market is defined by the stuff it sells being illegal. If the local authorities don't make it illegal then it's not black. SO what do you plan on making illegal and the selling?

Thank you. That's the only building that never made sense to me ;) So I am amused


The inner voice within your ear

Shall we go ahead and start month 2, DM?

Seems like most everything for month 1 is sorted.


Yes seems like.
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 + 8 ⇒ (18) + 8 = 26
SUCCESSES! gain 1 bp
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.
Consumption is 6 so lose 6 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).
are not any
Step 4—Modify Unrest: Unrest increases by 1 for each kingdom attribute (Economy, Loyalty, or Stability) that is a negative number.
does not happen

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
no changes in leadership
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.
not happening this turn
Step 4—Build Terrain Improvements: You may spend BP to build terrain improvements like Farms, Forts, Roads, Mines, and Quarries (see Terrain Improvements).
what do you what?

in future I am skiping the steps that don't happen


The inner voice within your ear

Thanks, I'll take note of the stat changes. But, isn't it left up to us, the players, to decide if we want to change leadership positions and whether or not to claim more hexes?

Not sure how we are going to start a farm like we discussed if we don't claim a new hex to put it in.

In the future, we will see about declaring those intentions (if any) in advance so you can continue posting tidy little summary posts.

EDIT: I guess they changed it from the old Kingmaker days. Looks like farms can share a hex with certain other things.

Just the same, I say we claim hex E24 now, followed by E22 and D23 in later months. That river would make a nice kingdom border as well as a natural defense should we be attacked. Furthermore, controlling the hex where the rivers converge will eventually give our kingdom a lot of trade/travel options.

As we discussed earlier, I say we build more houses this month, and one other building that will give our community a base value (right now a PC can't so much as buy a hammer). We also need to start a farm to feed our recent surplus of citizens, as well as to lower our consumption.


Male Human

Busy due to my home game, will post up a few things tonight.


The inner voice within your ear

I'm going to suggest the pier as our next building.

It's a bit more expensive than I'd like, but it will give us a nice starting base value and give us some much needed kingdom stability. It will also serve to facilitate river travel.

Cheaper options to raise base value (but not stability) include the shop, stable (good for facilitating overland travel), and tavern.


The inner voice within your ear

Never mind. Looks like that will leave us with only 5 BP and a consumption of 5.

One bad roll and we'd be ruined. Looks like we will have to wait on the pier (going for a cheaper building) and maybe claim a new hex later.

Can we build a farm in our current hex even though it already has a settlement?


Male Human Bard 4

Don't forget, perhaps a smithy? We do still technically owe Sootscale his shield/badge. Plus it gives us a little boost to economy and stability.

I on the other hand, need to figure out how to start working towards my Theater....


The inner voice within your ear

Here is a picture of our "Castle District." I have place buildings that are either already in place (castle, 2 houses, library), or undergoing construction during the second month (shrine, tavern, theater).

If you want your building/construction site in a different position, just let me know.

Save the link, as I will be updating the picture regularly.


Male Human Bard 4

you must explain to me how to work such magic with technology... also what programs you use. I mean this map, the overland map of the river kingdom area we're in. It's really flipping cool. And I'm fine where my theater is. I like how the tavern's right next to it too for the post show.


Male Human Bard 4

Also, your post earlier about earning capital and all that, Its fine. But I was more about my common room. The common room earns either gp or +7 influence. I can earn gp from my common room and other goods too, right? or can i only gain capital on my own or through my establishment?


The inner voice within your ear
Rory Ward wrote:
Also, your post earlier about earning capital and all that, Its fine. But I was more about my common room. The common room earns either gp or +7 influence. I can earn gp from my common room and other goods too, right? or can i only gain capital on my own or through my establishment?

You can earn any capital on your own using the methods I outlined above. However, if you use a building you can get substantial bonuses to your check.

Your building can also earn capital for you on its own (though you must still pay for the earned cost of the capital).

A building can only generate the capital mentioned in its room entries, even if you are there to run things.

So, maybe diversify a little. :)

On another note...

I suggest leaving it up to the GM to decide WHEN a building counts as a building for the purpose of effecting the kingdom. For example, a common room by itself should have little to no effect on the kingdom, though it can still be used to generate capital/income.

However, when more rooms are added, and it is more like a tavern (as decided by the GM), then it can start effecting the kingdom stats.

This, I think, will help prevent abuse, intentional or otherwise.


Male Human Bard 4

ok we're almost there i think, though the fact that I still have to pay for the goods my place is generating is a bit disheartening but I had a feeling it would happen. common room can earn one of two things: influence or gold. I don't really need influence, the five that was given to us is enough for my theater, but the gold is another matter. How do i figure out how much gold my common room earns a day?


The inner voice within your ear
Rory Ward wrote:
you must explain to me how to work such magic with technology... also what programs you use. I mean this map, the overland map of the river kingdom area we're in. It's really flipping cool. And I'm fine where my theater is. I like how the tavern's right next to it too for the post show.

I am a professional graphic designer, so working with images is easy for me since I've had so much training and practice. For the kingdom hex map, I downloaded a Google image of the Kingmaker Map and had to create the Key, markers, pretty much everything except the central image.

Fortunately though, the Castle District map is even easier. Remember the Excel sheet that you guys couldn't get before? It was created by some really great people here on these boards. In their wisdom, they included a page in the document which has all of the building tiles, as well as a second page with the blank district map. All I have to do is copy and paste the tiles from one page to the other and move them into place.

Then all I have to do is take a screen shot of the map, and crop it down, save it, and upload it to a location you can access.

Rory Ward wrote:
ok we're almost there i think, though the fact that I still have to pay for the goods my place is generating is a bit disheartening but I had a feeling it would happen. common room can earn one of two things: influence or gold. I don't really need influence, the five that was given to us is enough for my theater, but the gold is another matter. How do i figure out how much gold my common room earns a day?

Just the common room: ( 1d20 + 7) / 10

With you running it: (1d20 + 7 + 10 + your appropriate skill modifier ) / 10


Male Human Bard 4

ok. so then i can get 1.7 gp a day renting out my common room. Now the Storefront adds +5 to any capital that its attached too. Does that mean that if I choose it to give +5 to gp, does that mean it adds the +5 to the check? Also, where did you get he +7 from? is it cause the influence bonus is +7?


The inner voice within your ear
Rory Ward wrote:
ok. so then i can get 1.7 gp a day renting out my common room. Now the Storefront adds +5 to any capital that its attached too. Does that mean that if I choose it to give +5 to gp, does that mean it adds the +5 to the check? Also, where did you get he +7 from? is it cause the influence bonus is +7?

The gp AND influence are +7. Notice how the rooms always have the same modifier for each capital it grants?

Remember, it still needs to make sense, or the GM can disallow earnings. What exactly is your "storefront" selling? Timeshares in the common room?

Storefronts are typically for stores and/or places that sell things.

You might be better served by getting the "furnishings" upgrade.


Male Human Bard 4

well the storefront would be on the process to the theater. It was more of a question for once the theater is done, what would the +5 go towards. And i see what you mean now about the +7 being for both. I literally thought it was 7 influence, not +7 to the check to gain influence. And for gp, I think i'll spin it as during the day its as normal, people meeting and stuff, but at night we break out the cots and people who don't have homes yet can pay to not sleep on the ground. So that's how I'd spin the gp earning since Rory's always trying to help people. I think that's a nice flaw for him, he wants to save everyone. When he fails, it'll hit him really hard.


The inner voice within your ear
Rory Ward wrote:
well the storefront would be on the process to the theater.

Oh. Sorry.

So, what kingdom-level actions do you think we should take for month 2 Rory?


Male Human Bard 4

Aside from my suggestion on construction a smithy, I don't see a need on changing anything yet. The smithy won't cost too much BP (6 BP) and it adds to our economy so in the third month it'll help our economy roll a little. But other than that, yeah, just cruise on what we got. I feel that we're still too early to really do any drastic changes.


The inner voice within your ear

So this month we spend BP on a farm and a smithy? Also, the smithy should help this month, since that step comes before the collect taxes step.


Male Human Bard 4

Ok, so right now i'm sitting on 18 goods and 18 labor. I'm gonna spend 12 of each to build both storage units (8 days), my office (8 days), and lavatory (4 days)in the same day which is 24 total, one under the 25 max per day unless they all need to be declared on different days. The next day I'm gonna start on the store front (12 days) with will cost 5 goods, 1 influence, and 3 labor. That puts my final capital at 1 good, 4 influence, and 2 labor. I'll be working towards gaining the goods and Labor I'll need to upgrade the common room to a ball room since I can't go straight to an auditorium as it costs too much capital at the moment. All while my common room slowly starts gaining more money each day. I can take a 10 on that check without me being there right.

since they finish completion before the end of the month and therefore can add to the gp ammount i gain per day, I'll rule it that as the theater is being constructed the people who sleep there get access to better things as well as some food stuff maybe? I dunno since it doesn't have a kitchen. Maybe even the storage rooms are rented out for people to sleep in. The storefront is to help regulate the people that come to sleep.


Male Human Bard 4
Ravingdork wrote:
So this month we spend BP on a farm and a smithy? Also, the smithy should help this month, since that step comes before the collect taxes step.

aren't we also suppose to build homes for the kobolds via the squatter event we had last month?


The inner voice within your ear
Rory Ward wrote:
Ravingdork wrote:
So this month we spend BP on a farm and a smithy? Also, the smithy should help this month, since that step comes before the collect taxes step.
aren't we also suppose to build homes for the kobolds via the squatter event we had last month?

*ahem* Yes. That too.

So we started the edict phase with 23 BP (we didn't actually gain that 1 BP the DM mentioned above since we had 2 unrest from those squatters at the start of Calistril).

We spend 4 BP to get a farm in hex F23, 9 more BP for a smithy in Castle district.

That leaves us with 10 BP. Fortunately, the GM's check above reduced unrest by 1, and the building of the new houses reduced it by another 1, leaving us with 0 unrest. :)


Male Human Bard 4
Ravingdork wrote:
Rory Ward wrote:
Ravingdork wrote:
So this month we spend BP on a farm and a smithy? Also, the smithy should help this month, since that step comes before the collect taxes step.
aren't we also suppose to build homes for the kobolds via the squatter event we had last month?
*ahem* Yes. That too.

lol. Remember, Rory's quiet partial towards the kobolds. He's not called Scalefriend without reason.


The inner voice within your ear

Rory, Eldric, please don't forget you can adjust your Kingdom stat bonus from month to month.

I've had you guys set to economy, but it can be set to Loyalty (in times of war) or Stability (other trouble) instead.


Male Human Bard 4

Sweet. I figured I could do more than economy but yeah, economy's what i want right now cause we need it.


The inner voice within your ear

Current Kingdom Stats
- Calistril, End of Edict Phase

.
.
.

--------------------------------------------------
Rulers
--------------------------------------------------

As before.

--------------------------------------------------
Kingdom Stats
--------------------------------------------------

Name:
Caerulus; Alignment: Neutral Good; Size: 1 hex; Population: 4,250 (nearly 50% kobolds)
Control DC: 22; Economy Rating: 19; Loyalty Rating: 17; Stability Rating: 11
Treasury: 10 BP; Unrest: 0; Consumption: 4 BP/month
Ongoing Events: None

Education: Unknown (no modifiers currently applied)
Promotion: Standard (+2 Stability, +2 Consumption)
Taxation: Standard (+2 Economy, -2 Loyalty)
Festivals: 6 per year (+2 Loyalty, +2 Consumption)

Features: farm, settlement

--------------------------------------------------
Settlement Stats
--------------------------------------------------

ALLANIA
Defense:
8; Settlement Districts: 1 (The Castle District); Population: 4,000
Alignment: Neutral Good; Government: Autocracy; Type: Large Town
Corruption: +0; Crime: +0; Law: +0; Lore: +1; Productivity: +0; Society: +1
Qualities: Strategic Location; Disadvantages: -; Danger: +5
Base Limit: -; Purchasing Limit: -; Spellcasting: -
Minor Magic Items: -; Moderate Magic Items: -; Major Magic Items: -

ALLANIA DISTRICTS
Name:
The Castle District
Buildings: Castle, houses x2, library, smithy
Features: Water to the south, rivers to east and west

Standing Army Stats

No armies available at this time.

These stats are NOT final, as two of the players haven't really piped in yet on what they want for the kingdom.


Male Human
Rory Ward wrote:
So are you gonna take my advice and have the stag lord's helmet mounted on the wall? Just for flavor, not crunch. Like i said, pretty sure none of us are using it.

I'll probably put it in there as a Furnishing.

-----------------------

I'm going to keep my stat in for Economy; I might shift over to Stability later, but I think getting that BP up is the best thing for the kingdom right now, especially if Unrest is at 0.

I'm thinking it'd be good to build a Noble Villa when we can, because that will give some nice discounts. That's a bit of a way off though, as they are pretty pricey.

In the near future I think we should build a Mill or two. They give the best bang for their buck, so to speak. They give a +1 in both Economy and Stability - currently our most important stats - and only costs 6 BP.


Male Human Bard 4

Smithy gives us the same stuff for the same price. I mainly want a smithy because of our promise to Sootscale so its more fluff than anything. Perhaps once we've expanded into a farming hex the mills will thematically go there?


Going by the downtime rules events should have a 20% chance of happening every day. That's about 5 per month so let's give some events happening this month.

Common room Calistril 2nd
Fire: a fire breaks out in your building. There's a 75% chance it's just a minor fire that costs you 1d2 points of Goods, but otherwise it's a major fire and becomes a significant danger. For a major fire, unless you utilize magic like quench , pyrotechnics , or other fire-suppressing tactics, you lose 2d6 points of Goods, Labor, or Magic (splitting this cost up however you wish) and your building gains the broken condition.
At the library Calistril 10th
Famous Writer: The famous writer Charvan Dorvak wants to use your Library for research for 2d6 days. Each day she remains, you gain 1 point of Influence. Charvan Dorvak leaves early if any event causes you to lose Goods or Magic. If the writer leaves early, you must succeed at a DC 20 Bluff or Diplomacy check to avoid losing twice the amount of Influence you gained from the visiting writer because of negative rumors.

At the library Calistril 15
Pile of Books: Your Library has the chance to acquire a large number of books. The koblods when digging though there home mining for silver have found an old forgotten cavern filled with archives detailing the history of the Koblods (written in undercommon) Attempt a DC 25 Bluff or Diplomacy check. On a success, they will donates the books; on a failure, you may purchase them by paying 100 gp for each point by which you failed the check. If you attain the books either way, you gain 1d2 points of Goods and 1d2 points of Magic.

At the site of the shire Calistril 17
Important Visitor: Randiz a Cleric of Gorum is passing though preaching the word. If you succeed at a DC 20 Diplomacy check, he will stay for 1d8 days. Each day the he remains, you gain 1 point of Influence and the building gains a +5 bonus on its first check to generate capital each day.

Calistril 20

Healing Request: Someone has been hurt, has fallen ill, or is otherwise in need of magical healing. You can perform the healing yourself by expending 1d4 spell levels worth of healing spells, or by spending 1d6 points of Magic. If you perform the healing for free, you gain 2d4 points of Influence. If you charge for the healing, your building gains a +20 bonus on its next check to generate capital.


Male Human Bard 4

Do you want me to roll the percentage and damage for the fire? Also love my luck of mine being the only negative event.


The inner voice within your ear

Are these events occurring during Abadius or Calistril?

Famous writer's stay: 2d6 ⇒ (4, 2) = 6 days

It's not possible for me to pass any of those checks, and I don't have the money to buy the books (and even if I did, the mechanical cost would be more than the mechanical rewards).


Feel free to roll.

I said the location of each of the event expect for the healing and that one is available for any of you.

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