Rivers Run Red

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Gona Build a kingdom
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Male Human

I'll have a brewery up and running, but not until Sarenith. Then I'll be tacking on the rest of the necessary rooms for an Inn in a month or two.


Male Elf Slayer 4

I guess it got overlooked earlier...

Adular wrote:
Ravingdork wrote:
On what days do your building projects complete, guys? I'm wondering if I should be adding a shrine and/or tavern to the Kingdom building listings.
Okay, shrine should be complete by the 17th of Abadius. I hopefully have put it on the calender. Temple expansion will be much much later it seems.

But Months are flying fast so I am late on the temple aspect, which could be done by the 8th of Pharast unless someone wants me to hold it up till later.

I've been tempted to add fortress like elements to the temple as that's not atypical for Gorum's places of worship but as I'm struggling with the building rules (Sorry, things are a bit nuts in RL and I know I'm the weak link in this group at getting up to speed) I worry that might just be needless complication.

If anyone has any suggestions for Adular's down time goals feel free. I DO want to contribute.


The inner voice within your ear

If you missed some downtime days, just go back and mark it on the calendar. Except for the buildings, it doesn't really impact the kingdom stats anyways.


Male Human Bard 4
Eldric Lorren wrote:
I'll have a brewery up and running, but not until Sarenith. Then I'll be tacking on the rest of the necessary rooms for an Inn in a month or two.

wait is your bar for a tavern or an inn? I was thinking of having rory doing an inn but if you've already gotten the groundwork done lemme know. keep in mind that both a tavern and an inn need to be adjacent to a house according to the kingdom building rule though i don't notice any reference to that in the downtime rules. So yeah, feel we should get a ruling from DM on the matter cause it a bit of a difference in price and time on our parts.


Male Human
Adular wrote:
If anyone has any suggestions for Adular's down time goals feel free. I DO want to contribute.

Steal money from Riva! We are the 99%! Occupy Sarjenka Street!

All joking aside, you could always ask Riva (IC) about borrowing some money. She did "borrow" from the public funds and even before that seems to be earning a fair amount more than the rest of us; starting with most of her gold going into capital gave her a bit of a headstart over the rest of us, I think.

Hnnng, I think I'm going to stay in Economy. Not generating BP sucks.


The inner voice within your ear
Rory Ward wrote:
Eldric Lorren wrote:
I'll have a brewery up and running, but not until Sarenith. Then I'll be tacking on the rest of the necessary rooms for an Inn in a month or two.
wait is your bar for a tavern or an inn? I was thinking of having rory doing an inn but if you've already gotten the groundwork done lemme know. keep in mind that both a tavern and an inn need to be adjacent to a house according to the kingdom building rule though i don't notice any reference to that in the downtime rules. So yeah, feel we should get a ruling from DM on the matter cause it a bit of a difference in price and time on our parts.

I've been trying to place things on the district map in the most beneficial way possible. If you want something to go in a specific spot, just let me know.

Eldric Lorren wrote:
Adular wrote:
If anyone has any suggestions for Adular's down time goals feel free. I DO want to contribute.

Steal money from Riva! We are the 99%! Occupy Sarjenka Street!

All joking aside, you could always ask Riva (IC) about borrowing some money. She did "borrow" from the public funds and even before that seems to be earning a fair amount more than the rest of us; starting with most of her gold going into capital gave her a bit of a headstart over the rest of us, I think.

Of the 6,000gp we got for starting funds, no less than 5,000 went into that library from the start. Another thousand or two was earned over two months, then another 2,000gp from the kingdom treasury. That building is nearly worth 10,000gp!


I think this kingdom is becoming an Oligarchy.


Male Elf Slayer 4

DM, did we ever get details on who had the request for healing?


The inner voice within your ear
Powergaming DM wrote:
I think this kingdom is becoming an Oligarchy.

Should I change the kingdom status to oligarchy then? It will have an effect on the settlement level stats.

Corruption +1, Law —1, Lore —1, Society +1 VS no modifiers for an Autocracy, which is what we currently have insofar as I can tell.

That's an optional rule though. If we are using any others, you should probably clarify which ones.


Male Human
Rory Ward wrote:
Eldric Lorren wrote:
I'll have a brewery up and running, but not until Sarenith. Then I'll be tacking on the rest of the necessary rooms for an Inn in a month or two.
wait is your bar for a tavern or an inn? I was thinking of having rory doing an inn but if you've already gotten the groundwork done lemme know. keep in mind that both a tavern and an inn need to be adjacent to a house according to the kingdom building rule though i don't notice any reference to that in the downtime rules. So yeah, feel we should get a ruling from DM on the matter cause it a bit of a difference in price and time on our parts.

I had originally planned to build a tavern, but figured an inn would generate more...well, just about everything. Unfortunately, I must have spaced on downtime buildings counting towards kingdom buildings, so my current Stag's Head is a mix of brewery and inn. I was thinking it would make more sense to build a brewery more or less in the back of the inn, but I think it's just complicated things.

EDIT: On the plus side, I'm getting a lot better/faster at Downtime Mathematics 101. Hopefully I'll ace the midterm.


Male Human Bard 4
Eldric Lorren wrote:
Rory Ward wrote:
Eldric Lorren wrote:
I'll have a brewery up and running, but not until Sarenith. Then I'll be tacking on the rest of the necessary rooms for an Inn in a month or two.
wait is your bar for a tavern or an inn? I was thinking of having rory doing an inn but if you've already gotten the groundwork done lemme know. keep in mind that both a tavern and an inn need to be adjacent to a house according to the kingdom building rule though i don't notice any reference to that in the downtime rules. So yeah, feel we should get a ruling from DM on the matter cause it a bit of a difference in price and time on our parts.
I had originally planned to build a tavern, but figured an inn would generate more...well, just about everything. Unfortunately, I must have spaced on downtime buildings counting towards kingdom buildings, so my current Stag's Head is a mix of brewery and inn. I was thinking it would make more sense to build a brewery more or less in the back of the inn, but I think it's just complicated things.

lol, yeah. It makes mad money. if you wanna do the inn instead of the tavern, that's fine. Just be sure to tell Ravingdork where to move one of the houses we have already built to meet the prereq for the inn. I'll figure something else to build instead of the inn.


The inner voice within your ear
Eldric Lorren wrote:
I had originally planned to build a tavern, but figured an inn would generate more...well, just about everything. Unfortunately, I must have spaced on downtime buildings counting towards kingdom buildings, so my current Stag's Head is a mix of brewery and inn. I was thinking it would make more sense to build a brewery more or less in the back of the inn, but I think it's just complicated things.

An inn generally has 1 Bar, 1 Bath, 1 Bedroom, 1 Common Room, 1 Kitchen, 1 Lavatory, 1 Lodging, 1 Stall, and 1 Storefront.

A tavern, on the other hand, generally has 1 Bar, 1 Common Room, 1 Lavatory, 1 Office, and 1 Storage.

A brewery has 1 Bar, 1 Brewery, 1 Kitchen, 1 Office, 2 Storages, and 1 Workstation.

These are just typical representatives though. If you want, you could have all of those rooms in one building, effectively being a tavern, brewery, and inn all in one (though I would only have it count as one of those things for the purposes of modifying kingdom stats). Perhaps each "business" operates out of a different floor of the building.


Adular wrote:
DM, did we ever get details on who had the request for healing?

No I didn't.


Ravingdork wrote:
Powergaming DM wrote:
I think this kingdom is becoming an Oligarchy.

Should I change the kingdom status to oligarchy then? It will have an effect on the settlement level stats.

Corruption +1, Law —1, Lore —1, Society +1 VS no modifiers for an Autocracy, which is what we currently have insofar as I can tell.

That's an optional rule though. If we are using any others, you should probably clarify which ones.

Yes you should. I like all the kingdom optional rules, but most of them are unlikely to come up.


Male Human

I'm essentially going to be building both a brewery and a bar, so for the kingdom stats it should count as both a brewery and a bar. For the purposes of in-gameness, they're the same building. If it comes down to it, count them as two separate buildings that are directly adjacent to one another.


Male Human Bard 4

@adular - things to maybe add to the temple to give it a more Gorum feel... maybe a gate house and guard post? It'll just be adding stuff to the overall cost but it'll give that war god feel. Also adding fortifications to rooms like the common room and sanctum.


The inner voice within your ear

.
.
.
.
.

Our settlement modifiers are now:

+1 Corruption
00 Crime
-1 Law
00 Lore
00 Productivity
+2 Society

Corruption: Corruption measures how open a settlement's officials are to bribes, how honest its citizens are, and how likely anyone in town is to report a crime. Low corruption indicates a high level of civic honesty. A settlement's corruption modifies all Bluff checks made against city officials or guards and all Stealth checks made outside (but not inside buildings or underground).

Crime: Crime is a measure of a settlement's lawlessness. A settlement with a low crime modifier is relatively safe, with violent crimes being rare or even unknown, while a settlement with a high crime modifier is likely to have a powerful thieves' guild and a significant problem with violence. The atmosphere generated by a settlement's crime level applies as a modifier on Sense Motive checks to avoid being bluffed and to Sleight of Hand checks made to pick pockets.

Economy (aka Productivity): A settlement's economy modifier indicates the health of its trade and the wealth of its successful citizens. A low economy modifier doesn't automatically mean the town is beset with poverty—it could merely indicate a town with little trade or one that is relatively self-sufficient. Towns with high economy modifiers always have large markets and many shops. A settlement's economy helps its citizens make money, and thus it applies as a modifier on all Craft, Perform, and Profession checks made to generate income.

Law: Law measures how strict a settlement's laws and edicts are. A settlement with a low law modifier isn't necessarily crime-ridden—in fact, a low law modifier usually indicates that the town simply has little need for protection since crime is so rare. A high law modifier means the settlement's guards are particularly alert, vigilant, and well-organized. The more lawful a town is, the more timidly its citizens tend to respond to shows of force. A settlement's law modifier applies on Intimidate checks made to force an opponent to act friendly, Diplomacy checks against government officials, or Diplomacy checks made to call on the city guard (see sidebar).

Lore: A settlement's lore modifier measures not only how willing the citizens are to chat and talk with visitors, but also how available and accessible its libraries and sages are. A low lore modifier doesn't mean the settlement's citizens are idiots, just that they're close-mouthed or simply lack knowledge resources. A settlement's lore modifier applies on Diplomacy checks made to gather information and Knowledge checks made using the city's resources to do research when using a library.

Society: Society measures how open-minded and civilized a settlement's citizens are. A low society modifier might mean many of the citizens harbor prejudices or are overly suspicious of out-of-towners. A high society modifier means that citizens are used to diversity and unusual visitors and that they respond better to well-spoken attempts at conversation. A settlement's society modifier applies on all Disguise checks, as well as on Diplomacy checks made to alter the attitude of any non-government official.


Male Human Bard 4
Eldric Lorren wrote:
I'm essentially going to be building both a brewery and a bar, so for the kingdom stats it should count as both a brewery and a bar. For the purposes of in-gameness, they're the same building. If it comes down to it, count them as two separate buildings that are directly adjacent to one another.

bar is a room, tavern is a building. right now the bar doesn't give us anything to the kingdom stats where as the tavern gives a +1 to economy, loyalty, and (unfortunately) corruption. Here's all the stuff you need to complete a tavern: Rooms - 1 Bar, 1 Common Room, 1 Lavatory, 1 Office, 1 Storage. It also needs to be beside a house. I think its cool adding a brewery to the tavern to flavor it that you brew your own booze.

edit: keep in mind a brewery takes its own lot so you'll essentially be taking over three lots. A house, a tavern, and a Brewery.


The inner voice within your ear

Just a reminder that he doesn't NEED all those things, they are just what is typical for that kind of building.

Even my 10,000gp grand library doesn't have all the components of a typical library, yet it is unquestionably a library.

The GM is the final arbiter.


Male Human Bard 4
Ravingdork wrote:

Just a reminder that he doesn't NEED all those things, they are just what is typical for that kind of building.

Even my 10,000gp grand library doesn't have all the components of a typical library, yet it is unquestionably a library.

The GM is the final arbiter.

true, but I don't think the DM will allow a single room to give the same bonous as a tavern which includes all those other rooms.


Male Elf Slayer 4
Rory Ward wrote:
@adular - things to maybe add to the temple to give it a more Gorum feel... maybe a gate house and guard post? It'll just be adding stuff to the overall cost but it'll give that war god feel. Also adding fortifications to rooms like the common room and sanctum.

Thanks for the suggestions, that does look promising. I'm trying to decide if I should put in a battle ring in the temple, or instead make a separate arena somewhere else in the city. A bit of circus with our bread so to speak :)


The inner voice within your ear
Rory Ward wrote:
True, but I don't think the DM will allow a single room to give the same bonus as a tavern which includes all those other rooms.

I sure wouldn't.

Adular wrote:
Thanks for the suggestions, that does look promising. I'm trying to decide if I should put in a battle ring in the temple, or instead make a separate arena somewhere else in the city. A bit of circus with our bread so to speak :)

Considering your character's deity, a battle ring sounds very appropriate (and fun).


Male Human

Oop! Meant to say Inn, not bar. I keep getting tavern, bar, and inn mentally mixed up.

Yes, my plan is to build an inn and a brewery. I could go for tavern and brewery, but I've already purchased the Kitchen and Storefront rooms, which will go to waste in counting towards a tavern.


Ravingdork wrote:

.

.
.
.
.

Our settlement modifiers are now:

+1 Corruption
00 Crime
-1 Law
00 Lore
00 Productivity
+2 Society

Corruption: Corruption measures how open a settlement's officials are to bribes, how honest its citizens are, and how likely anyone in town is to report a crime. Low corruption indicates a high level of civic honesty. A settlement's corruption modifies all Bluff checks made against city officials or guards and all Stealth checks made outside (but not inside buildings or underground).

Crime: Crime is a measure of a settlement's lawlessness. A settlement with a low crime modifier is relatively safe, with violent crimes being rare or even unknown, while a settlement with a high crime modifier is likely to have a powerful thieves' guild and a significant problem with violence. The atmosphere generated by a settlement's crime level applies as a modifier on Sense Motive checks to avoid being bluffed and to Sleight of Hand checks made to pick pockets.

Economy (aka Productivity): A settlement's economy modifier indicates the health of its trade and the wealth of its successful citizens. A low economy modifier doesn't automatically mean the town is beset with poverty—it could merely indicate a town with little trade or one that is relatively self-sufficient. Towns with high economy modifiers always have large markets and many shops. A settlement's economy helps its citizens make money, and thus it applies as a modifier on all Craft, Perform, and Profession checks made to generate income.

Law: Law measures how strict a settlement's laws and edicts are. A settlement with a low law modifier isn't necessarily crime-ridden—in fact, a low law modifier usually indicates that the town simply has little need for protection since crime is so rare. A high law modifier means the settlement's guards are particularly alert, vigilant, and well-organized. The more lawful a town is, the more timidly its citizens tend to respond to shows of force. A settlement's law modifier applies on Intimidate checks...

Makes sense especially with the high Kobold population. I expect the crime is going to start raising also the Alignment might start drifting towards Lawful Evil. The shrine might help offset that if Adular role-plays it.


Male Human Bard 4
Adular wrote:
Rory Ward wrote:
@adular - things to maybe add to the temple to give it a more Gorum feel... maybe a gate house and guard post? It'll just be adding stuff to the overall cost but it'll give that war god feel. Also adding fortifications to rooms like the common room and sanctum.
Thanks for the suggestions, that does look promising. I'm trying to decide if I should put in a battle ring in the temple, or instead make a separate arena somewhere else in the city. A bit of circus with our bread so to speak :)

at the very least you should put in a dojo


Male Human Bard 4
Eldric Lorren wrote:

Oop! Meant to say Inn, not bar. I keep getting tavern, bar, and inn mentally mixed up.

Yes, my plan is to build an inn and a brewery. I could go for tavern and brewery, but I've already purchased the Kitchen and Storefront rooms, which will go to waste in counting towards a tavern.

fair enough. I"ll look towards something else to invest in after my theater. Maybe start my bard's college a little earlier than I planned.


Male Human Bard 4

I'm thinking either hospital or Town hall... or just going to defensive stuff. I'm mainly looking for stuff that'll up our stability.


The inner voice within your ear
Powergaming DM wrote:
Makes sense especially with the high Kobold population. I expect the crime is going to start raising also the Alignment might start drifting towards Lawful Evil. The shrine might help offset that if Adular role-plays it.

Just so long as you plainly state when you want me to change something. Don't want to get things mixed up just 'cause you had the feelz'.


Yes. I don't expect you to read my mind. That would be a bit much to ask.


Male Elf Slayer 4
Powergaming DM wrote:
Makes sense especially with the high Kobold population. I expect the crime is going to start raising also the Alignment might start drifting towards Lawful Evil. The shrine might help offset that if Adular role-plays it.

I don't know if it has always shown as I've hoped, but I've thrown in sermons and the like in my gameplay posts. I can certainly throw in more of the same just for flavor... I may not be good at building calculations, but I can Bull$#** with the best of them ;)

And converting the populace (Regardless of Race) is one of his biggest goals.


The inner voice within your ear

If nobody minds, I'm going to invest in a Fishery to help get our consumption down.

I'm off to bed. Get your downtime activities for Gozran and Desnus figured out, cause tomorrow I'd like to play it out to the end of Desnus.


Male Elf Slayer 4

Okay, 27th of Gozran the Shrine becomes a temple (Also fortifying the Sanctum, and adding a dojo)

Would adding a bordello be in poor taste? I'm thinking eventually Adular will need SOME means of raising gold in his off time that's a bit more secular. Of course, the arena idea is still in and might be for similar reasons, but that's going to take a long long while.


Male Human Bard 4
Adular wrote:

Okay, 27th of Gozran the Shrine becomes a temple (Also fortifying the Sanctum, and adding a dojo)

Would adding a bordello be in poor taste? I'm thinking eventually Adular will need SOME means of raising gold in his off time that's a bit more secular. Of course, the arena idea is still in and might be for similar reasons, but that's going to take a long long while.

It'll cost a lot to build but there's always the schools. One that'll fit Adular's build is a Military Academy. it takes up 2 lots and gives us a +2 to loyalty and a +1 to stability and fame. PLus it also give the settlement +1 law and lore. Not to mention it also generates some minor magical weapons. Plus it may be useful for the education edicts maybe.

It's suggested rooms via downtime rules are Rooms 1 Armory, 1 Bath, 1 Bedroom, 1 Bell Tower, 1 Book Repository, 1 Cell, 2 Classrooms, 1 Common Room, 1 Courtyard, 1 Dojo, 1 Greenhouse, 1 Infirmary, 1 Kitchen, 1 Lavatory, 1 Lodging, 2 Offices, 1 Scriptorium, 1 Sitting Room, 1 Statue, 1 Storage, 1 War Room. With earned goods, that'll cost just over 3k


The inner voice within your ear

With our castle and the newly constructed temple and theater, the following buildings can now be built for half their normal amount of BP:

Brothel/dance hall (same thing, got errata'd at some point), exotic artisan, graveyard, inn, monument, noble villa, park, shrine, tavern, town hall

I think that some of them should be pursued in coming months, such as that inn or a tavern, once we get our BP up. That town hall looks promising as well, since it ups everything, cheapens other important buildings, and give the people a way to be heard.


Male Human Bard 4
Ravingdork wrote:

With our castle and the newly constructed temple and theater, the following buildings can now be built for half their normal amount of BP:

Brothel/dance hall (same thing, got errata'd at some point), exotic artisan, graveyard, inn, monument, noble villa, park, shrine, tavern, town hall

I think that some of them should be pursued in coming months, such as that inn or a tavern, once we get our BP up.

well Eldric's making his own inn. would the discount apply to him too? That's probably more of a ruling for DM than anything.


The inner voice within your ear
Rory Ward wrote:
Well Eldric's making his own inn. would the discount apply to him too? That's probably more of a ruling for DM than anything.

Downtime capital is not discounted. Perhaps the GM would allow him to count his capital against the BP cost.

For example, if he has invested 4,000gp worth of capital in the building, than perhaps finishing it off with the kingdom's resources would cost 1 BP less (since a single BP is normally worth 4,000gp).

There's also no reason we couldn't have two inns. Their stat bonuses are quite enticing and the competition might make for some fun roleplay.

EDIT: I noticed some of our new buildings would have been created BEFORE our roll to collect taxes during Pharast, so I took the GM's die roll, added the new, higher modifier, and we still missed it by 1 point. (╯°□°)╯︵ ┻━┻

Also, online docs and maps have been updated, though it looks like the kingdom stat link is broken. Here is a new one. It should be more legible, but is broken up on different pages.


Male Human Bard 4

Hrm... multiple inns... as enticing as that is, I think I may go with a hospital next


Male Elf Slayer 4
Rory Ward wrote:
Hrm... multiple inns... as enticing as that is, I think I may go with a hospital next

But that could break the cleric monopoly on healing in this town!

Wait, I can see why you would want that ;)

As for the military academy, I thought about it. It certainly would fit a Gorum priest's style but I'm not sure it's much of a money maker for him, that and it would be costly in goods, time, etc.

The Arena would probably offer less to the kingdom and be almost as costly, but it's appealing to me more. Either might be built in another city or town though.

And I'm very glad to hear we could, as a group, get some buildings for half price on the BPs. ICly speaking, Adular would still push for a bordello. He'd see it as a good way for warriors to unwind.


Male Human Bard 4

Maybe another district could hold the arena. Just be aware that in brings in crime as well so we need to counter act that crime so perhaps we should also invest in jails or some magical street lights... can we build those on our own? They're only listed under kingdom building rules and require a some magical building (like a temple that we have now) so yeah.


Male Elf Slayer 4

Yeah. The other thing we have to do, and I'm not sure how, is encourage more humans to live in the area. As our good DM's chatter might indicate, there is some cultural worry on the half of our non scaled subjects ;)

Also, and no disrespect to kobold versions of beauty, but when/if our characters DO marry that we have a few more smooth skins to choose from :)


Male Human Bard 4

In all honesty, I thought you were gonna convert that girl you helped save (if you know what I mean). But in all honesty, I'm already thinking how to intergrate a girlfriend at the very least to Rory's monthly recaps... which I have two to upload when I can (on a cellphone at the moment).


Male Elf Slayer 4
Rory Ward wrote:
In all honesty, I thought you were gonna convert that girl you helped save (if you know what I mean). But in all honesty, I'm already thinking how to intergrate a girlfriend at the very least to Rory's monthly recaps... which I have two to upload when I can (on a cellphone at the moment).

At the time, I figured I might be taking too many liberties with the open ended nature of the occurrence as it was. I took a chance and winged it, but figured there would be a big difference in the result chiefly being a gain of influence (as approved by the event in the first place) and a 'hey, I've got a kick ass warrioress as a girlfriend and/or follower' :)

Maybe she'll return if the GM is cool with that. I left her identity vague in someways just so he could tailor her to whatever was needed if he wanted to. Maybe she's one of Brevoy's noble houses and Adular didn't recognize her. Maybe she's from common stock but being hunted by foes and thus on the hush hush side. Maybe she works for another River Kingdom, or maybe we'll never hear of her again. Who knows?

I did find it amusing that out of all that, the DM liked and ran with the idea of the kobolds being willing to eat the dead of non kobolds ;)


The inner voice within your ear

I threw together a temporary web site showing our latest kingdom stats, as of the start of Desna.

You may want to bookmark it as I will strive to update it at least once a weekday (or as needed, whichever is less).

Adular wrote:
Yeah. The other thing we have to do, and I'm not sure how, is encourage more humans to live in the area. As our good DM's chatter might indicate, there is some cultural worry on the half of our non scaled subjects ;)

Our population increases by 250 for every square we fill on the district map. If we keep building structures, we can probably assume that most of the new citizens are not kobolds.


Male Elf Slayer 4
Ravingdork wrote:

I threw together a temporary web site showing our latest kingdom stats, as of the start of Desna.

You may want to bookmark it as I will strive to update it at least once a weekday.

The temple appears to be missing from the list of buildings in the district. The Shrine was upgraded to a temple in Gozran

Quote:

Our population increases by 250 for every square we fill on the district map. If we keep building structures, we can probably assume that most of the new citizens are not kobolds.

Whew. Good, thanks.


Male Human Bard 4

I think we're suppose to have a temple now too. Adular posted it in the gameplay for part of gozran I think... maybe pharast...


Male Elf Slayer 4
Rory Ward wrote:
I think we're suppose to have a temple now too. Adular posted it in the gameplay for part of gozran I think... maybe pharast...

Thanks for the catch :)

Gozran the 27th I believe is when it was upgraded to a temple with a fortified Sanctum and Dojo


The inner voice within your ear

Sorry. Fixed. The stats were correct, just didn't make mention of it.

I should probably also mention that I will only be able to edit that site from 9am to 5pm (Eastern) since I am using work tools to do it. That means we may need to mentally wing it should the numbers change late at night.

EDIT: On second thought, DM, you can probably just delete the web link altogether. I'm just going to kill the site tomorrow. I can create an easily updated PDF easily enough (once I get home) without having to go through all the scheduling or coding trouble that a website entails. It might also keep me out of trouble with the bosses. :P


Male Elf Slayer 4

Speaking of temples and shrines, now that shrines will be on the cheap (If paid for by BP anyway), I'm thinking that, as High Priest of faith in the land, Adular may consider it his prerogative to encourage certain other religions in the land. Since we are worried about a shift to Lawful Evil, perhaps pushing a shrine or two of some goodly gods would help offset that.

As far as I know, there are no hard and fast rules for converting heathens, but it makes sense to me that clergy CAN have a strong influence on an alignment.

Since Cayden Cailean has been mentioned, I can easily see a shrine (with bar and common room) for a tavern. Any other goodly gods you folks think should be pushed? I don't really know every character's religion of choice assuming they even have them.


The inner voice within your ear
Adular wrote:
Since Cayden Cailean has been mentioned, I can easily see a shrine (with bar and common room) for a tavern. Any other goodly gods you folks think should be pushed? I don't really know every character's religion of choice assuming they even have them.

Riva follows Irori, god of history, knowledge, and self-perfection. Might compliment Gorum's temple as well since they both possess the Strength domain.


Male Human Bard 4

Rory worships Erastil as does jhod, the npc cleric guy. If we build a shrine to him I rather it be among the homes since he's also gof of families.

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