| Riva Sarjenka |
"Seems it will function as intended. Nevertheless, I have reservations. In all likelihood, Mayor Toran will not return to us as we knew him. He may will have a different form, and many of the memories of his old life will have faded from his mind. I cannot say I recommend this path as anything other than a last resort."
| Riva Sarjenka |
Riva petitions the clerics at the local temple to cast speak with dead upon the corpses, to better discern how to proceed. Though she prefers not to pay for the service, using her sway as a public official to call in the favor, she is willing to make donations to the temple to make this happen if necessary. (In an amount appropriate to hiring spellcasting services--60gp per corpse in this case.)
| Toran Silvercloak |
I'd assume you mean as players looking at the game, since as a characteristic dead person Toran is unsurprisingly silent. Personally, I'm fine letting this play out however. I enjoy playing Toran, but would be fine with either method of reviving him, or even with him dying provided that we could find a new mayor before penalties cripple the kingdom. To be honest, I'm intrigued by the RP consequences of the transformation item, so that could be kind of cool if I don't get screwed, but there's also a part of me that really doesn't want to be like a dretch demon or something sucky.
| Toran Silvercloak |
In that case, then his response would be that he is willing to be returned to life if it is best for the kingdom, but if it will cost more than his value as a mayor, then turn the resources towards other projects. If he is returned, then any circumstances would be acceptable in his mind.
| Toran Silvercloak |
As the new moon rises over the horizon, the magical salve is applied to Toran's body. Immediately, he begins to writhe, his body shaking as power surged through it, and his features began to morph.
1d100 ⇒ 42Undine
1d100 ⇒ 63Medium Elemental
Elemental Type: 1d13 ⇒ 3Earth Elemental
So what do you guys think? Both are tough to explain, and either could have some cool applications.
| Riva Sarjenka |
To better take her mind off of her recently deceased friend, Riva spends the next few days working on new projects; lesser talismans of healing power and life's breath, which will instill within their bearer a greater will to live during dark times.
First lesser talisman of healing power; Craft check vs. DC 22: 1d20 + 21 ⇒ (10) + 21 = 31
Second lesser talisman of healing power; Craft check vs. DC 22: 1d20 + 21 ⇒ (3) + 21 = 24
Lesser talisman of life's breath; Craft check vs. DC 24: 1d20 + 21 ⇒ (5) + 21 = 26; Includes the +2 aid another bonus from Tarka Firefang, shown below.
Tarka's Aid Another check vs. DC 10: 1d20 + 9 ⇒ (3) + 9 = 12
All checks automatically succeed, even on a roll of a one.
Should Riva ever be reduced to half life (17 hp or less), one of her lesser talismans of healing power will activate, instantly healing her 4d8+7 hit points. Should Riva ever be killed via hit point damage, her lesser talisman of life's breath will activate, instantly bestowing a CL 9 breath of life spell (heals 5d8+9 hp) upon her. These talismans lose their power after a single use.
Riva also adds the new bloody skeletons to her vault.
| Powergaming DM |
Kingdom Turn Sequence
A kingdom's growth occurs during four phases, which together make up 1 kingdom turn (1 month of game time). The four phases are as follows:
Phase 1—Upkeep: Check your kingdom's stability, pay costs, and deal with Unrest (see below).
If your kingdom controls 0 hexes, skip the Upkeep Phase and proceed to the Edict Phase.
Phase 2—Edict: Declare official proclamations about taxes, diplomacy, and other kingdom-wide decisions.
Phase 3—Income: Add to your Treasury by collecting taxes and converting gp into BP, or withdraw BP from your kingdom for your personal use.
Phase 4—Event: Check whether any unusual events occur that require attention. Some are beneficial, such as an economic boom, good weather, or the discovery of remarkable treasure. Others are detrimental, such as foul weather, a plague, or a rampaging monster.
These phases are always undertaken in the above order. Many steps allow you to perform an action once per kingdom turn; this means once for the entire kingdom, not once per leader.
Erastus
Upkeep Phase
During the Upkeep Phase, you adjust your kingdom's scores based on what's happened in the past month, how happy the people are, how much they've consumed and are taxed, and so on.
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 + 37 - 4 ⇒ (3) + 37 - 4 = 36
Unrest goes down by 1 is now 3
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.
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).
The Pipes of the Sewers gets replaced by Magic fang (potion) 50gp
Step 4—Modify Unrest: Unrest increases by 1 for each kingdom attribute (Economy, Loyalty, or Stability) that is a negative number.
The Royal Enforcer may attempt to reduce Unrest during this step.
| Powergaming DM |
Edict Phase
The Edict phase is when you make proclamations on expansion, improvements, taxation, holidays, and so on.
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).
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. Table: Improvement Edicts tells you the maximum number of hexes you can claim per turn.
You may abandon any number of hexes to reduce your kingdom's Size (which you may wish to do to manage Consumption). Doing so increases Unrest by 1 for each hex abandoned (or by 4 if the hex contained a settlement). This otherwise functions like losing a hex due to unrest (see Step 4 of the Upkeep Phase).
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. See the Preparation Cost column on Table: Terrain and Terrain Improvements to determine how many BP this requires.
Table: Improvement Edicts tells you the maximum number of terrain improvements you can make per turn.
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).
Income Phase
During the Income phase, you may add to or withdraw from the Treasury as well as collect taxes.
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.
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.)
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 + 42 - 3 ⇒ (20) + 42 - 3 = 59
Gain 19 Bp + 5 from other stuff. There really should be some benefits for 20's I'll try and think of something
| Riva Sarjenka |
Though the bandits have yet to encroach upon the borders of Caerulus, Riva is nevertheless perturbed by their preying upon defenseless refugees. What's more, she is reminded that her primary duty was to keep the region free of such vultures, so that trade may continue to flow between nations.
She rallies all those who would see the bandits dealt with (NPC and PC alike) and begins forming another expedition--a hunting party to set forth at the start of Arodus and root out their hideouts. What's more, she sends envoys to Lady Greengrass to alert her of their plans, so that their coming activities near her borders do not cause undue alarm.
Knowledge: Local: 1d20 + 18 ⇒ (13) + 18 = 31
What does Riva know about the escalating events in Brevoy between Issia and Rostland?
| Riva Sarjenka |
As the month of Erastus comes to an end and preparations are made for the coming Bandit Hunting Expedition, there is but one duty left to attend to: Elhedri's funeral.
A simple affair for a simple community, Elhedril's body is laid to rest out in the forest near the capital, underneath a great oak known for attracting song birds year-round. It was felt by many to be an appropriate location, close to nature and its beautiful songs. Any and all who enjoyed her music and fiery personality during life were invited to attend the somber event.
The local high priest, Valek Steelspike, opened the ceremony in a prayer that praised Elhedril not for her sweet melodies or the uplifting effect she seemed to have on all those around her, but on her combat prowess and her uncanny ability to sweep away the enemies of Caerulus in great blasts of fire. Though not particularly well suited to her character, the kind sentiment of a cleric of Gorum was nevertheless felt. Next Riva, being elf-kin, gave a brief eulogy:
[Italics spoken in Elvish]
"On this 19th of Erastus, Elhedril Cólthel was snatched so hastily from our mortal hands. While her music will continue to lift our spirits, her thought-provoking, insightful contributions to our daily lives will be forever missed. Today and always, may we honor her memory whenever we erect a new civic building within our borders."
In brief, but symbolic ceremony, Riva gifts Elhedril's enchanted 'violin of building' to Rory Ward, for use by his most talented musicians.
"Oh Elhedri, this world gave you cruelty when you gave only love. May the eternal realms welcome you with as much love and more, and may your spirit live on in our hearts and minds."
Riva then opens the floor and encourages others to speak and sing of their various experiences and joys of having known Elhedril.
Please say your own piece if you will.
| Toran Silvercloak |
Toran steps up alongside Riva, briefly speaking in a soft voice that carried throughout the clearing,
Although I didn't know her as long as I'd have wished, it was a pleasure and honor to work alongside her. I cannot begin to express the loss Caerulus has experienced by her passing, and I can only hope that her kind soul finds peace in the realm beyond.
| Riva Sarjenka |
I hope everyone is caught up on their calendar entries for the month of Erastus. If you're not taking advantage of the downtime rules, you're missing out on what is essentially a LOT of free abilities, money, and items.
On the morning of the expedition, Riva mounts her palfrey, turns back towards the small convoy of leal servants and soldiers behind her, and makes a brief announcement before setting off.
"Make no mistake! Today we hunt beasts, not men! This expedition is no different from any that came before. It will be dangerous. Be wary! Bandits make for cunning prey. Always be on the lookout for signs. Watch for ambush. It'll not due to play the role of dumb brute who falls into the snare. Serve Caerulus as its hunters; alert and intelligent! We will find their nests, and we will root them out! Let the lowliest beast of man not molest Brevoy's refugees any longer! Today, THEY PAY FOR THEIR CRIMES!"
With that, she spurs her mount and charges off.
As she finds undead generally detestable, Riva will not be taking any of the bloody troll skeletons along, instead using all ten as vault guards in her library from this point on. The plan, I think, will be to travel up to the Old Sycamore, and take a lap around the borders of Lady Greengrass' kingdom, investigating all of the surrounding hexes for signs of banditry. Once the bandits are cleared, we will return home via the Thorn River. I estimate the whole trip should take less than six days, not counting the inevitable delays caused by skirmishes with the bandits themselves.
| Riva Sarjenka |
So what or who are you bringing with you and how are you organizing yourselves? Follower tailing behind or what?
I was thinking it would be us, the PCs, along with a wagon for supplies (food, clothing, bedding, tents, etc.) and another wagon for taking prisoners (with a big cage and manacles). NPCs would essentially consist of a brave porter and survival guide as well as a few soldiers.
Since bandits generally favor surprises and ambush, we will give them exactly what they want. The two wagons will be disguised so as to look to be heavily burdened with valuable trade goods and meagerly defended. That's the bait. Once they come to us, we will spring the trap, hopping out of the wagons to apprehend or kill them. That way, we don't have to spend weeks and weeks hunting them down. We can take a prisoner or two, and interrogate them for information on any other bandits he/she knows about.
| Vallisa |
I am for the most part the quiet type. I like my privacy most of the time in order to keep studying my magic. I do not mind a fight and will join in if I must. It really doesn't matter either way.
As consort I want to make sure our ruler rules with a fair hand, while ensuring a strong defense against those who don't know what laws are. In the event something happens I am fully able to step up and keep this kingdom going until which time a new ruler is declared. My main focus is making sure we have a good military with not just fighters but magic users as well.
Here soon I would like to open a magic academy for those who want to learn to fight with magic. It will be a training program to help build our military forces and to test my own abilities.
Anything else you want to know ask, otherwise I am going back to work on my blasting.
| Riva Sarjenka |
Seeing that Vallisa is in no real mood to discuss her plans further at this time, Riva turns to go. Before leaving the young sorceress to her training, however, she simply states: "The Grand Sarjenka Library is at your disposal, Vallisa. We will be happy to loan out texts to the students of your academy once it opens. Please don't hesitate to call on my organization for anything you might need in your endeavor. I'm sure mutual cooperation will prove most profitable for both of us, as well as all Caerulus."
| Powergaming DM |
As you ride along in D40 in you wagons. Suddenly a mists springs up blocking all vision. You hear a voice that has an odd buzz to it.
"Run to the west as fast as you can and you might get out of this alive. You can bring what you can carry, but the wagons are forfeit. If you try any funny business We'll kill you all and take it all."
you can pick which wagon you are in
| Riva Sarjenka |
"Please, don't hurt us!" calls out Riva, feigning a frightened tone.
Assuming the mist hasn't permeated the wagon interiors as well, Riva takes a moment and prepared dispel magic in lieu of haste. "Careful, it looks like they brought casters of their own. Wait until I remove the mist before making a move," she whispers to her companions as she steps out of the wagon, crouching low on its west side.
What direction is the voice coming from?
| Mallichatti Cervagio |
How thick is the mist? Are we talking like thick enough I can only see in front of me or like thick enough I can make out stuff outside the radius? If the second I'll try to spot them from outside the mist. If the first I'll listen to try and see what direction the voice is coming from exactly. Then I'll decide whether to go after them or take cover in the wagon.
1d20 + 11 ⇒ (2) + 11 = 13 Perception.
| Powergaming DM |
How thick is the mist? Are we talking like thick enough I can only see in front of me or like thick enough I can make out stuff outside the radius? If the second I'll try to spot them from outside the mist. If the first I'll listen to try and see what direction the voice is coming from exactly. Then I'll decide whether to go after them or take cover in the wagon.
1d20+11 Perception.
The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target). The voices you have heard have come from the East.
| Toran Silvercloak |
Whoops, sorry, I've been busy with school and didn't realized that I was up next.
Toran quietly prepares for battle, calling upon divine power to aid him in the upcoming fight as he draws his halberd.
He'll cast Divine Favor on himself.