Shebeleth Regidin

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....where should I put it? Opinions, please.

Also, is there anywhere I can look for conversions of FGG deities to Golarion deities?


Hi. I put in an order (number above) last month for the Legacy of Fire adventure path and it was shipped on 10/21. I have yet to receive it. What concerns me is that another order- 1839465- for Lands of the Linnorm Kings and Faiths of Corruption was shipped to me the same day, and I received that order about a week ago. Can anyone help me?


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A couple of days ago I posted in the thread about JBE's Guide to the River Nations asking what the chances were for getting Intelligence Network rules, and since the answer I got was 'we'll see' I decided to try to come up with some rules on my own. Feedback requested!

Spy Network, foreign and domestic:

In order for a kingdom to even have a network at all, there MUST be a Spy Master in the kingdom's ranks. Should a network be established and then, for whatever reason, the Spymaster is removed, the kingdom loses all benefits of the network as it quickly falls apart without central leadership. All espionage actions take place during the Event Phase, regardless of whether or not an actual Event takes place.

Domestic Espionage (Informants):

A Spy Master can purchase an informant network within a hex the kingdom owns or a city at the cost of 1 Consumption per network per kingdom turn. Purchasing an informant network gets the Spy Master a number of informants equal to his/her Charisma modifier (minimum of 1) in that hex or city. This benefits any Leader that makes a Diplomacy check in that area to gather information at a bonus of +5 per informant.

The number of informant networks a kingdom can have is limited only by how much Consumption the kingdom can support.

Foreign Espionage:

Foreign Espionage is handled differently than Domestic, as it takes more resources and manpower to fund and organize. It also requires individuals that are much more highly trained.

The number of foreign networks a kingdom can have total is determined by the kingdom's size. A kingdom can only have one foreign network operate in a foreign country. Each network costs 2 Consumption points per kingdom turn.

Size (Max # of Hexes): # of Foreign Networks:
10------------------------------------------2
25------------------------------------------4
50------------------------------------------6
100-----------------------------------------8
200-----------------------------------------16
200+ ---------------------------------------24

There are a number of missions that foreign spy networks can perform. To perform these missions, the kingdom rolls a Stability check against its Control DC + any modifiers to the task they are trying to perform.
As these networks work together, with time and practice, their skill increases. With each successful mission, a network gets a +1 to the Stability Check on successive missions. For example, a network in an enemy nation with two successful missions under its belt gets a +2 to its next mission's Stability check.

Missions:

Gather Information On Enemy Cities:

A spy network can gather information about an enemy nation's cities, such as population numbers, what improvements a city has access to in surrounding hexes, what buildings the city has, who its leaders are, any plans the enemy nation may be forming against the home kingdom, etc.

Check - Stability vs. Control DC

On a success less than or equal to 5, the network is successful in getting the information to their home kingdom, depending on the enemy's location.

Enemy Kingdom borders Home Kingdom - 1 Kingdom Turn
Enemy Kingdom is moderately close to Home Kingdom - 1d4 Kingdom Turns
Enemy Kingdom is far away from Home Kingdom - 1d8 Kingdom Turns

On a success more than 5, the time it takes to get the information to the home kingdom is halved.

On a failure less than or equal to five, the network is unsuccessful in gathering information, but they are not caught.

On a failure of more than five, the network is caught.

Sabotage:

A spy network can attempt to sabotage any improvements or buildings in a city or surrounding hexes.

Check - Stability vs. Control DC + 1/2 of the BP cost of the building/improvement

On a success less than or equal to five, the network manages to damage the target. Although the damage is not enough to remove the bonus of the target to the enemy kingdom, they cause Unrest in the enemy kingdom to increase by 1.

On a success more than 5, the network manages to utterly destroy the target. In addition to increasing Unrest by 1, they remove any and all bonuses the target gave the enemy kingdom.

On a failure of less than or equal to 5, the network fails to damage the target.

On a failure of more than 5, the network is caught.

Gather Information on Enemy Armies:

A spy network can gather information on an enemy kingdom's armies- who their commanders are, their tactics and their plans.

Check - Stability vs. Control DC + 1/2 of the CR of the enemy army

On a success of less than or equal to five, the network manages to get basic information of the enemies' armies, granting the home kingdom a +1 to its Defense Value against that kingdom's armies, and a -1 penalty to the enemy army's Offense Modifier against the home kingdom. The time it takes for the network to get the information to the home kingdom is the same as gathering information on Enemy Cities.

On a success of more than five, not only is the time it takes to get the information back to the home kingdom halved, the network has managed to gather critical information on the enemy armies, granting the home kingdom a +2 to its Defense Value against the enemy kingdom's armies, and a -2 penalty to the enemy army's Offense Modifier against the home kingdom.

On a failure of less or equal to than five, the network fails to get any information on the enemy kingdom's armies.

On a failure of more than five, the network is caught.

Cause Unrest:

A network can cause Unrest in an enemy kingdom by spreading damaging information (true or false) about the kingdom's leaders, contributing to the possibility of a revolt or loss of control for an enemy kingdom.

Check - Stability vs. Control DC

On a success of less than or equal to five, the network convinces the general populace to speak out against its leaders, increasing Unrest in the enemy kingdom by 2.

On a success of more than five, the network convinces the general populace to all but revolt, increasing Unrest by 4.

On a failure of less than or equal to five, the network does not sway the general populace.

On a failure of more than five, the network slips up and exposes themselves as spies.

Poison Water/Food Supply:

This is one of the most dangerous missions a spy network can undertake, with a huge risk against a huge benefit against an enemy kingdom. This mission can only affect one city per mission.

Check - Stability Vs. Control DC + 1 per completed blocks in the city.

On a success of less than or equal to five, the network has successfully poisoned the water/food supply of the city, lowering the stability, loyalty and economy of the kingdom by 2. Unrest is also increased by 2.

On a success of more than five, the network strikes at the heart of the city's water/food supply, lowering the stability, loyalty and economy of the enemy kingdom by 4. Unrest also increases by 4.

On a failure less than or equal to five, the network fails in its mission but does not get caught.

On a failure of more than five, the network is caught red-handed.

Counter-Intelligence:

A Spy Master can setup a network of counter-intelligence agents in his/her kingdom to attempt to locate spies from other kingdoms. In order to run such an operation, there must be at least one Counter-Intelligence Building in the kingdom. The first such building must be built in the capital. A city cannot have more than one Counter-Intelligence Building.

Counter-Intelligence Building: 16 BP, Stability +2, Loyalty -1, Unrest +1. This building houses the headquarters of the city's counter-intelligence operations. It must be connected to the Office of the City Guard.

For every counter-intelligence building in the kingdom after the first one in the capital, the kingdom gets a +1 bonus to its counter-intelligence checks.

To make a counter-intelligence check, the Spy Master rolls a Loyalty check vs. the kingdom's Control DC.

A success less than or equal to five results in the agency locating a number of spies equal to the Spy Master's Charisma modifier. (minimum of 1)

A success more than five results in the agency locating a number of spies equal to double the Spy Master's Charisma modifier.

A failure of less than or equal to five results in the network failing to locate any agents.

A failure of more than five results in the network accusing innocent people of being foreign agents, resulting in Unrest increasing by 2.


1 person marked this as FAQ candidate.

I just want to make sure I'm not missing a rule somewhere. In the Core it says that a +3 magic weapon can bypass DR on a monster that you'd normally need a non-magical cold iron or alchemical silver weapon for, like devils, demons and fey.

So what's the point of having a magic cold iron or silver weapon? Isn't that just redundant?

I mean, let's look at some examples. The Holy Avenger. At full power it's a +5 holy cold iron sword. Okay, I get it's cold iron to affect demons, but it's already +5. Even if it were made out of steel it would still bypass DR, right?

Another example: Briar, from Kingmaker. It starts as a +4 bastard sword, and it gains the cold iron trait as a first 'power' when you build it up. Again, I get the whole 'fey are affected by cold iron' thing, but it's already a +4 weapon. What difference does it make at that point if it's steel or cold iron? Doesn't the cold iron trait make it redundant?

So let me ask you guys- am I reading the rules right, which makes exotic materials redundant, or am I missing a rule somewhere about doing extra damage despite the magical bonuses?


Hi guys. I'm in need of some advice. I just finished running the Kingmaker campaign, in its entirety, along with From Shore to Sea as an expansion to Candlemere Tower and Realm of the Fellnight Queen to foreshadow Narissa in between, for my kid brother and his friends. Their PCs all survived to the very end, making them all extremely powerful. They want me to continue the campaign now, and they want to try to unite the River Kingdoms under their rule. Problem is, I don't know where to start with this.

Little back story:

My brother and his friends are all 13 and 14 years old. They've been playing D&D and now Pathfinder for about five years now.

It's a six man party, and they're all extremely powerful-

Odyn D'Arnell, LG 19th lvl male fighter, King of Obidal, their kingdom, and wielder of a fully awakened Briar.

Magister Robert Blackhorne, NG 18th lvl male Wizard, wielder of a Staff of the Magi. The player kept asking me to give him the chance of finding a Staff of the Magi, so I put one in the black dragon's hoard in Sound of a Thousand Screams. They subsequently killed the dragon and looted everything in her hoard.

Spymaster and Councilor Jacob Molari, CG 19th lvl male Rogue.

High Priestess Khalisah bin Saleh Al-Kouri, NG 18th lvl female cleric of Sarenrae.

Marshal Alexander Marchos, LG 19th lvl male Ranger.

Grand Diplomat Galina Petulengro, NG 19th lvl female Bard.

The issue I have here is they're not interested in conquest. Every player has played their PC as pretty much saintly. Some examples:

the ranger adopted the owlbear cub from Stolen Land as an animal companion and named him Dweezle. He also helped the party get on friendly terms with the Nomen centaur tribe by rescuing the leader's daughter and received Skybolt as a reward. He's pretty much the party's liason with the centaurs, who are now officially under the party's rule.

the cleric managed to redeem the Stag Lord and after they began building their kingdom converted him to the worship of Sarenrae and made him General of their armies.

the rogue helped Kressle find redemption after they defeated her in battle. Ultimately she married the rogue, became CG and helps run their spy network.

the bard helped the party get on friendly terms with pretty much every fae in the Stolen Lands, and became determined to cure the defaced nymphs in Sound of a Thousand Screams. After Narissa was defeated, the party went back for them- they refused to kill any of the nymphs and only subdued them- and transported them all along with their trees to the Stolen Lands, and with the help of Tiressia and Falchos restored them.

the fighter appointed Oleg and Svetlana as councilors for their advice in ruling the new kingdom, and appointed Jhod high priest at the Temple of the Elk, which they founded a city around. He eventually helped Jhod redeem Akios Ismort who reclaimed his paladinhood. He also befriended the Stootscale tribe of Kobolds and uses them as spies and informants, who report directly to Jacob and Kressle.

As you can see, they're not big on just attacking every neighboring kingdom and taking over by force. They see the River Kingdoms as a mostly lawless place and want to bring order to it.

At least that's the excuse. The players frankly are just kids and they want to continue expanding with the goal of making the River Kingdoms one giant country under their control. :P They've already annexed Pitax in its entirety and have control of most of the Stolen Lands.

What I want to do is let them start annexing the River Kingdoms and then have the epic campaign, if it gets that far, culminate with Choral the Conqueror coming back and have them fight the red dragon and take his hoard. I just don't know where to start, and I know not every kingdom in the River Kingdoms is exactly 'evil'.

So, follow forumites, what do you think I should do to start this up?