Shoanti Tribesman

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Goblin Squad Member. Organized Play Member. 47 posts. No reviews. No lists. 1 wishlist. 2 Organized Play characters.


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In short order, Gundar has a small pile of items. 12 vials containing a green fluorescence fluid. 2 vials containing a red liquid. 6 silver armbands only 2 of which hold a crest- That of stylized anvil on which sits a gem. 6 small uncut emeralds, 3 plain copper rings, 25 small gold nuggets, and 180 small silver nuggets. 6 dwarven double picks, 6 sets of all but useless armor, and one silver daggar.

Further things noticed:

DC 15 Perception:
The blood of one the Duergar is flowing under a section of stone. Which is slightly ajar from the rest of the rock. The secret door is 5 feet wide and only 5 feet in height and swings outward.

Alchemy DC 15 or Detect Magic with DC 15 Spellcraft:
The 12 green vials are Cure Light Wounds potions

Alchemy DC 20 or Detect Magic with DC 20 Spellcraft:
The two red vials are Potions of Bull's Strength

DC 20 Appraise:
The gems are worth 20 gp a piece, the silver armbands are worth upwards of 100gp a piece, might get more from collectors on the two with the crest

DC 15 History, or Nobility- For the crest. Gundar can make an unskilled check as it pertains to Dwarven hertiage:
The crest is that of the Dun-dore-klar, an ancient Dwarf clan long thought lost during Earthfall


Tilk - yes and yes


"Maybe," Hale agreed and fished a candle out of his backpack and lighting it.

The group moves cautiously into the cave. Gundar is the first to see the bodies. About a dozen are scattered near the back of the cave. For a moment, Gundar takes the dead to be dwarfs but closer examination reveals the low arching brow, and deeper set eyes. He knows to the others their skin would be grey, almost blending into the darkness.

Duergar. The dark cousins. The lost ones.

They are all young, not yet grown into their beards. Their armor is enforced leather and their weapons double headed pikes. Blood splatters the walls and pools under bodies. One body is missing its head, his hand still clutching a broken vial. Another has obviously been fed upon.


Quote:
"Wait, there's -" Gundar begins as a creature stirs in the darkness. Before he can finish his sentence, it charges. The dwarf levels his crossbow and sends a bolt at it.

His shot went wide

Round 1

The beast thundered towards the group, its claws making clacking sounds against the stone. Its golden mane was streaked with blood. One eye oozed and gaped empty, the other blazed yellow. Other wounds seeped sluggishly across its tawny hind quarters. One leathery wing was curled to its body and the break along the membrane was easy to see.

It roared, its jaws opening wide and spraying bloody froth over Hale and Maekrix.

Maekrix tried to side step the charge but large fangs sunk into his bicep.

Maekrix:
damage: 1d8 + 3 ⇒ (7) + 3 = 10
The beast turned sideways as Maekrix jerked his arm free. The lion's body slammed into Hale sending him stumbling towards the cliff entrance.

With a mighty roar, Maekrix brought his greatsword down, the blade sinking into the lion's back, almost severing the broken wing. The beast howled its face almost human in its agony.

Quote:

Gundar drops his crossbow and draws his axe, not wishing to risk putting a bolt into Maekrix's back. He moves to flank the creature, hoping that by surrounding it they can put it down more quickly.

"With apologies there, beastie! he says as he swings the axe, "But ya were awfully hasty!

The axe dug deeply into the beast's flank and a hind leg gave out. Its large spiked tale whipped widely, struggling to arch over its head.

Tilk'naldune drew his bow and sent two arrows in rapid succession into the melee. One slammed into the cave wall and shattered, the other flew out the cave mouth.

With a snort, Winston lowered him mighty head and brandishing his antlers sprang forward to gouge the beast. His head flung back as he danced backward spraying blood across the ceiling.

Quote:
Not knowing what the creature is, she figured she'd play it safe. Hazel reached for a somewhat large vial filled with a murky pink substance.

With a chocked off snarl the beast staggered and then lay still. Its sides heaved once, twice then became still as a dark pool spread outwards from its body...

Hazel, Gundar:
Neither of you have seen such a beast before but it looks like a flying lion only larger. About 9 feet in length and easily 1000 pounds. Its tail is long, bushy and ends in nasty looking spikes. Hazel I didn't think it fair to make you drink the exlier considering the thing is dead. If you want to anyway then please do :)


As Gundar finishes speaking, he notices movement near the back of the cave. With a deafening roar a large beast rushes towards the party.

Gundar you may take a shot before initiative begins as your dark vision allows you to spot the monster before it is in melee range. Everyone else please roll initiative and remember perception and knowledge rolls are free actions.

Please then state what your standard action, move action, free action, and/or immediate actions will be.

Iniative Foe A: 1d20 + 3 ⇒ (19) + 3 = 22

Iniative Hale: 1d20 + 1 ⇒ (10) + 1 = 11


Lol forgot the back slash


[spoiler=Gundar] The scratches look similar to the furrow large winged beasts will leave when landing. You know the cave goes back another 200 yards into the mountain and from being here before you know the stone moves from being natural living rock to worked living rock (as with magic as apposed to tools) in the last 50 yards of the cave [spoiler]


While Hazel makes her way up the cliff face, Maekrix glances around the cave.

The mouth of the cave itself is barely 20 feet wide and about 12 feet high. The cave opens up to roughly 60 feet at its widest and 30 feet at its narrow. The ceiling is about 20 feet high. The cave heads deeper into the mountain and a deep inky blackness.

Maekrix:
You notice some scratches in the stone floor similar to that made by your grappling hook. Only the marks are further back in the cave and run the length of your elbow to your wrist, although they are not deep

"What now? Do we go further in, Hale asks nervously girding his weapon belt back around his waist.


OMG a climbing moose... I laughed so hard at the thought of it ....

Tilk'naldune reached the open cave under the falls first and pulled himself inside. Winston scrambled in from the side, let out a trumpet of annoyance and plastered himself against the half elf his body trembling from the climb.

Gundar appeared next, with Hale not far behind him. The grappling hook slipped on the slick surface but before anyone could react, a large hand appeared over the edge and with a show of strength, Maekrix pulled himself over the edge into the cave with one hand the other hand still clutching his rope.

As one the four glanced back over the side down at the fifth member of the company.

I will give Hazel time to post and if not in an hour or so will post her climbing up

The cave large but narrows towards the back.

Perceptions checks, knowledge checks ect can be taken at anytime.... a climbing moose lol


"Yes, "Hale, the fifth member of your group nods as he removes his sword belt and loops it over his shoulder so that the short sword settles at his back, "Though I don't know how you are going to get that moose up there Tilk'naldune."

Two climb rolls from everyone, please. Please ooc what measures you will take if you miss a roll, including new rolls :)


The Old Man remained silent as the five finally gathered around and then with a slight nod began walking.

A few hours into the the odd journey, both Gundar and Tilk'naldune knew where the trip would end. The Cascades. A two mile area against the mountains that was rife with hundreds of waterfalls some large, many small ones.

Another two hours and the group walked out of the forest into a clear area. The air was heavy was moisture and the sound of rushing water filled the glade.

The Old Man led them toward one of the normally larger ones, only this time of year it thundered at only half strength.

The Old Man pointed half way up the the falls, "What you seek lies beyond the Veil of Mists."


Well it doesn't look like the others are gonna chime in so I will continue. Also sorry about the delay. I forgot about the Olympics and my girlfriend and I watch them so I haven't been able to post until tonight.

By midday the spring festival was in full swing. Musicians played lively tunes on the village green and many took turns dancing. Tables were piled high with food of every type and the children ran through the area filling the air with shrieks of laughter.

Various friendly competitions sprang up from arm wrestling to a game of riddles.

You can all insert anything you wish here on what you are or are not doing during this

After a few hours of celebration, the crowd begins to quiet and part before the old man who walks into the village green. No one every seems to see him arrive although no few children always strive to do so.

His hair is long and white, flowing down to his ankles. His brown robes, knotted with a simple rope, blend into his sun baked skin. Gnarled hands grip a long staff of white ash, atop of which sits a large clear stone set within an iron claw.

Eyes filmed over in white stare blindly forward but his long stride doesn't waver. He stops in the exact center of the village and pounds the staff three times into the ground.

Ruff Dolt took a breath, loud in the silence and stepped forward to begin the ritual.

"Who comes?"

"He who Watches, " the old man intoned, his voice carrying clearly to all corners of the village.

"From where does he come, " Ruff replied.

"From the Mountain," came the reply.

"Why does he come," Ruff asked.

"To find the Foundation."

Silence descended as the village seemed to hold its breath. Moments passed and then the stone began to pulse. A red wisp of smoke swirled in the center and with each throb of color, the red swirled outward and then back on itself in a sinuous motion.

The old man began to move, seeming to use the stone for guidance. Some of the villagers reacted with relief and others with disappointment as he weaved through the gathered people.

A sigh went out as he stopped in front of a young man with wavy black hair and a valiant try at a bread. The stone flashed solid red and the old man touched it to the lad's head.

"One," the village canted in ragged unison.

The old man began to move again until finally he stopped in front of Maekrix. Again the stone flashed red, this time a deep crimson and when he pulled it away from the young man, it continued to pulse on a two count.

"Two," the crowd chanted this time more inline with each other.

The old man roved again until he came to a stand still before the dwarf. Again the stone turned solid crimson and when the stone moved away from Gundar's head it beat an increasing three tempo.

"Three," most of the children shouted gleefully, having discovered the rules to the game. But the adults mostly remained silent no few glancing at each other in surprise.

"Four!" the children shouted, this time the adults joined in in a ragged fashion as the old man removed the stone from Tilk'naldune's brow.

Now the stone swirled faster, its tempo a quick 4 beat as the old man strode through the crowd in no discernible pattern. Long moments passed until finally he stopped.

He raised the staff, the stone completely crimson and touched it Hazel's forehead.

"Five," the chant came and the old man slammed the staff down. A wave of red light flashed outward. Darker lines of red shot outward and attached to the five chosen. Five times the lines pulsed and then the lines faded.

"Foundation." The old man intoned, and strode towards the edge of the village leading towards the mountains. There he stopped to await the chosen.

feel free to add in any thoughts through out the narrative that any of you might have had. And the adventure begins.


Hazel
"Oh no," the mage smiled, "I was looking for you. I always seem to miss you when you are town. If you have time today I would love a chance to have a discussion on the intricacies of alchemy. I am afraid there are not to many around here that follow the craft. I also have a few books on anatomy that you mind find interesting."

Arienna leaned forward in a a loud whisper spoke, "I am the only one who reads them. To graphic for the folks around here."

Straightening back up the woman nodded, "I have a few errands to run but I will be at my house at the edge of town for the rest of the afternoon if you are interested."


I take some of you have played on these message boards before. I was wondering if you all had some suggestions on how to deal with posters who drop off grid for a while. I have in the past just had them hide if they are in battle but I would like to hear some more suggestions.

Thanks

Dyson


Maekrix, Gundar, Tilk

Ruff nodded," Thanks Gundar. Well I'm sure you all have things to catch up on. And I better go keep an eye on things. Lew won't be the only one with energy and a hot temper. Oh and don't forget. The Old Man from the Mountain should be showing up sometime before dusk, you wont want to mix his theatrics."

With a nod to everyone and casual salute to Maekrix, the mayor of Ironpoint walked out of the smithy.

you three can chat for a bit. just going to wait to see if the The Priest is going to post anything. If not I will move on to the next part on Sat


Just to let you all know, Friday's will be the only day I don't post as it is reserved for my face to face game.


Gundar & Maekrix Ruff frowned and glanced toward the woods, "Did he say anything else? Should I form up the milita?"


Hazel Irene smiled back, moved the objects off to one before getting out the small vial of quicksilver and then began moving out some jars, and boxes. These things she mostly kept in stock for only a few people, the young woman before her being one... the other...

"So this is the famous Hazel?," a melodious voice asked from the doorway.

The woman moved further inside, she skirt swishing the floor,"Arienna Galst, a pleasure to finally catch up with you."


Gundar. He can now arrive at any time. Knowing the woods as he does he is little over half a day away. Almost a day for anyone that doesn't hunt often. You can find Ruff near the smithy


Maekrix

Ruff took the sword and ran it through a series of quick thrusts and parries. He smiled.

"Very nice craftsmanship Maekrix," Ruff held out a small cloth pouch, "The money I promised. I have some friends in Korvosa who want to order a dozen if you are up to it."


Hazel

Irene waved her hand, "Hmm I would take a few of those vials of invisible ink and say a dozen tindertwigs?"


Tilk'naldune Dralore, there is nothing in your spell prepared :)


okay open...

Now as I said we would be exploring different styles to see which one is the most comfortable.

Hazel, Maekrix can you please elaborate. Is the situation I envisioned based on your background or is it something specific. This is just set up to tie you more to the town. Please let me know it has been a while since I did a PBP and the last one I was in the DM set up was similar.

I will try something else so please comment.

And thanks for letting me know.

dyson


Mekrix:
The pair stepped out into the yard and were greeted by the sight of farmer Lew Stalls stalking towards them. Fury marred his lined weather beaten face and behind him he pulled Stella, one of his daughters.

"Now Lew," Ruff stepped towards the four from where he had been standing, "Lets calm dow...."

"Calm down! I will not. That... that... that boy," the farmer spat venom as he pulled up in front of the village's mayor, "besmirched my Stella's honor and he is gonna make it right!"

Ruff sighed and glanced over at the young woman who was in the process of smiling over at Mekrix, "Did the lad force himself on you Stella?"

"Of course not!, "the young woman stomped her foot, "its what I've been telling him but he wont listen."

"I see and were you wanting the young lad to husband then?"

"What! Oh no, he's nice to look at and awful strong, but he'd make a rotten husband."

"Well then, Lew, there you have it. Stella is a woman and has the right to make her own decisions for good or bad. So why don't you go cool off maybe talk to one of the Father's over there, " here Ruff motioned over to the two clerics who were watching the spectacle along with most of the town folks, "Like maybe you should have done in the first place while only the three of you knew what had happened...hmmm"

The farmer glanced around his face turning red and with one last glare at Mekrix he stormed off. Stella raked her eyes over the young man and with a toss of her head sauntered off in the opposite direction towards a group of her friends who were giggling together.

"Okay folks, "Ruff made shooing gestures, "show's over back to what you were all doing."

He then turned towards the pair behind him, and shook his head,"You don't believe in living quietly do you lad? I swear if you are not more careful you'll end up a dad or worse.... married. Is that my short sword? "

Hazel:
Hazel moved as quickly as she could towards the small shop. A voice raised in anger caused her jump and stand still for a moment but when it didn't come any closer, she continued on.

She was pulled to another stop by a pair of small feet. Slowly Hazel raised her head to be confronted with a small girl child of about 5 winters. The little girl stared up at Hazel with a small dirty finger laying across her jaw and her blonde pony tailed hair tilted to one side. No fear or revulsion crossed the girl's face but instead she seemed puzzled.

For a few moments the pair stood regarding one another until a woman's voice spoke sharply, "Dean Wesen!"

Both the child and Hazel glanced startled toward the sound. Irene Dolt stood outside her shop, both hands fisted on her hip. A leather apron containing many small pockets and hooks from which various small tools hung had been slipped over a pair of blue pants, a yellow shirt and a blue vest all of which had multiple pockets.

Her gaze was sternly set on a young boy off to the side who quickly let the small rock he was holding drop to the ground and calling to the little girl he ran off. The little girl suddenly grinned and reached out to pat Hazel's leg before dashing off after the other children.

Irene turned her gaze towards Hazel and a genuine smile lit her face, "Come on in Hazel. You are early this year. Your usual order? I did manage to get some of that quicksilver you were talking about last year. Mighty expensive though. I only managed a few ounces."

Irene closed the door behind them, and pulled the shade down letting the village know she was closed. From experience she knew Hazel was more comfortable if they were the only ones in the shop.

Barth:
Basil Tornridge sighed and shook his balding head, "If its not one thing with Lew its another. Come on Barth, lets finish getting that ale of yours."

The pair of clerics continued down the street heading for the small church and the building behind it. It was festival time in Ironpoint, the greeting of spring and tempers were rather high. Already the pair had broken up a fist fight between young men and another fight that almost turned physical between old man Yale and his wife of 40 winters.

Things would even out they knew once the dancing and drinking started.

"Well well, "Basil stopped and a huge grin crossed his craggy face, "Look who is showing up early this year. I wonder who that is with her though...Gailina !"

The aging priest shouted and waved at the pair of women walking down the Trade Road."

Kyra:
Gailina Shon, traveling priestess of Sarenrae, listened to her young companion with a wide grin. The girl had been talking non stop since the morning and showed little sign of stopping. Gailina had not thought that she would take such pleasure out of having such an enthusiastic traveling companion but the girl was truly infectious with a ready laugh and an excitement about the world around her that Gailina herself could barely remember having.

She turned at the sound of her name being called and her smile widened as she spotted the Basil and Barth, the two priests of Erastil that always made her so welcome. She looked forward to three meeting

Kyra and Barth, you two can chat and generally get ready for the festivities. Tilk'naldune you can come into town at any time, perhaps bringing some game for the holiday.


Gundar:
Chadi's frown disappeared into a wide smile as he straightened.

"Yes my young friend, that is exactly how I read this," the frown returned as he surveyed the wood, "not much scares the wolves around here. It is troubling. I am going to track these wolves as well as widen my search around here. I want you to head to Ironpoint. Tell Ruff what we have found."

Chadi turned to look at the dwarf and placed a hand on his shoulder, "Tell no one else. Humans tend to gossip and before we know it, the deer AND the wolves would have been killed by an ancient red dragon out to destroy all. And if there are new folk in town, take note of them I would your take on them. I will meet you Ironpoint in seven days."

You find nothing that you would not expect to see in the immediate area. Also I too can not open your hidden message in the first post.... I must have done something weird to it

--------
Mekrix I will respond to your post later tonight... have to run off to a meeting :)

Dyson


Gundar

Beginning:
Chadi Swiftbreeze squatted beside the deer corpse. His deep green eyes scanned the forest floor and a frown marred his youthful features. The deer had teeth marks long its flank, one rear leg mangled. Its throat lay open as did the soft underbelly. The deer had been killed by wolves that was obvious a few hours ago. His frown deepened.

"What do you see Gundar," Chadi asked without turning around.

Hazel

Beginning:
The village square was bustling with people. It was the spring festival. How could she have forgotten that. She eyed the village store wondering if she could make it there without being seen.

Maekrix

Beginning:
Tull lifted the short sword and tested its balance.

"Its a work of beauty Maekrix, " The blacksmith smiled, and then sighed,"There is not much more I can teach you son. At least about weaponsmithing..."

He was cut off by a commotion outside.

"Tull! Where is that worthless apprentice of yours!"

"Now what."

----------
Okay folks we are ready to begin. We are starting with the three above and then moving on to the others as the time frames get closer. We will try a few different formats until we settle one.


Maekrix As soon as I get everyone's finished characters

Dyson


BigBenTower Reasonable equipment she would have living alone. Since she has been doing this for some time both a permanent lab and a portable one would make sense. I am assuming that she is selling alchemical stuff like glue and grease, etc basically anything 25 gp and under she can make and start with in the Alchemical remedies, alchemical tools and Alchemical weapons sections.

Special clothes and armor giving her height could have been made for her in town in exchange for some of her concoctions.

Dyson


Tiasar You may begin with an 18 on one of your stats and a 20pt buy on the others.

You may have a +1 background bonus on Craft - smithing and +1 on Profession: Weaponsmith. And a +1 background bonus on Survial.

You may begin the game with one extra feat.

Dyson


BigBenClockTower You sure like the unusual:) I like Hazel it will be interesting to see where she goes. See the game play section

Tiasar Welcome aboard. See the game play section.

Okay that should do it for recruitment. We have an alchemist, ranger, hunter, bloodrager, and clerics.

I have Gundar's completed character and as soon as everyone else weighs in with completed ones we will begin.

Dyson


BigBenClockTower As the others start with one 18 and a 20pt buy on the others. You can have a background bonus of +1 to alchemy and a +2 to Heal. Also a +1 background bonus to Intimidate as your appearance tends to make people uncomfortable.

You may also begin with one extra feat.


Gold: Everyone can start with reasonable equipment found in a small village. One or two weapons and some armor.


The Priest Please readjust your stats. You can have one 18 before adjust and a 20 pt buy. You can have a +2 background bonus to Diplomacy. And start with one extra feat. You also have access to the following feat

Bolster
Your channeled energy boosts the bravery of
your allies.
Prerequisite: Channel energy
Benefit: Any creature healed by a use of your
channel energy ability gains a +1 luck bonus on
attack and damage rolls, as well as a resistance
bonus to saves against fear equal to your Wisdom
bonus (minimum +1). These bonuses last for
one round for each die of healing dealt by your
channel energy.

dyson


The Priest Welcome aboard :) check the gameplay section


The Priest Please send a back story and why she either is visiting Ironpoint or grew up there.

Okay so far we have one Ranger, one Hunter, one cleric and possibly one more cleric.

dyson


Dalgar awesome :)


Dalgar the Great As the others you get one 18 and a 20 pt buy for the other stats before adjustments.

You can have a +1 background bonus on Survival on top of the Ironpoint trait. +1 background bonus on stealth as well. You can have a +4 circumstance bonus on all related outdoor skills in a 50 mile radius on Ironpoint. You also know the dwarf -Gundar who runs with the ranger.

You may also start with an extra feat.

Dyson


Jax KravenThis site is a great one Pathfinder OGCSo anything out of the Core or Base links except what was noted above.

Dalgar the Great Nice. I take it you are going with the Hunter advanced test class? Or are you going ranger or druid? Welcome to the game. I will have more for you in the game section of the campagin


That is correct. I want each character to have at least one score at 18 or higher and high other stats. You may need them :)


Jax APG - Advanced Player's guide. UM-Ultimate magic, and UC- Ulitmate combat. You don't have to have any of these books of course. Nothing wrong with something out of the Core

Dyson


Okay not sure what happened to my orginal post...

Arythain Welcome to the game. I have a thread for you on the Campaign thread... Let me know if you can't find it and I will send it to you directly.

BigBenClockTower Not what I was looking for. I should have said no evil characters :) But I enjoyed your write up. If you would like to submit something else I would be willing to look it over.

Dalgar the Great Level one. Look forward to hearing more from you.

Doomed Hero Also welcome to the game. I have sent you another message :) and look forward to seeing your character.

Dyson


Okay Arythain, you may have one 18(before racial adjust) to place as you like, 20 pt buy for the remainder stats. Add a +1 background bonus to survival and stealth. Also add +1 background bonus to craft woodworking, and you may place perform flute as a class skill, but no bonus point(you are learning:) ).

You may also take a +4 situational bonus for any outdoor skill that involves anything within a 100 mile radius around Ironpoint.

Equipment - anything reasonable for a ranger living off the land as well as winter gear as you spent the winter out of town this year.

You may start the game with one extra feat over the usual 2.

Looking forward to your character.

Dyson


Dalgar the Great wrote:
I would like to know around what level the characters will be so I can plan out how far along in life my character is.

.

The characters will start at level one. I perfer young characters no older the 18


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Looking to start a new campaign.

On Blackened Wing begins in a small village called Ironpoint. The village started as a mining town when an iron mine was found. When the mine dried up the town shrunk. The Trade Road connects the village to the outside world. The village is surrounded by forest and nestled against the Mindspin Mountains.

Characters are to come from the village. Either born and raised or moved there within the last 10 years. Do not include stats with your submission. Submissions should include a background, connections to the village and how they moved towards their chosen classes. Include any hobbies or interests. Bonuses and rewards for good backgrounds.

The adventure will start in the village but has the possibility to span across Galorian.

Races:Core races only, no half orcs.

Classes: Core classes, APG,UM,UC,advanced playtest characters allowed except no ninja, samurai, shaman(advanced playtest), gunslingers, or Cavaliers.

Feats:All core books. You can submit other feats for approval.

Traits:Any two traits. Plus those born in Ironpoint can add Ironpoint Born: +1 trait bonus to Survival plus +1 trait bonus to one of the following - Stealth, Swimming, Climb or Perception

Gods & Divine casters:
The gods in my campaign are fairly active. For the most part they allow those that call on them to set their own spell lists but occasionally a caster may find that the spell she prepared is not the one their God wishes them to have. At other times it is not unheard of for the Gods to withhold healing from those that they deem are not worthy. They have also been know to send aid or omens to their faithful.
Channeling: Each God's granted ability of channeling manifests in unique ways. The channel of Sarenrae is often spoke of as a wave of warmth with an image of the goddess herself looming over the cleric/paladin. Erastil has been spoken of as a riotous growth or a herd of stags leaping forth.

Magic:
High magic campaign and casters (both divine and arcane) have a few homebrew rules attached to them. Mainly the amount of spells available. All spells from the Core, APG, UM and UC are allowed.

Five NPC's of note can be found at On Blackened Wings Obsidian Portal Any or all these can be used in character background.

Every two years The Old Man From the Mountain, comes to Ironpoint and choices five young people and takes them on a journey. The journey usually last from two to five days. When the group returns, the townsfolk treat them as returning heroes.

This spring The Old Man From the Mountain makes his journey to the village of Ironpoint. Who will he choose….


kaishakunin wrote:

My players were "buffing" up for their most recent confrontation when when the cleric cast Bless, the effect of which did not stack with Good Hope that the bard cast because they both provide morale bonuses, which lead to the questions:

Why isn't Bless a divine bonus? The spell is from a cleric, shouldn't the bonus type be divine given what the cleric is explicitly "blessing" those around her?

Suggestions anyone? [/QUOTE

My players have had the same discussion. The prevailing thougt is that
Bleessing and other staples of faith (such as prayer) is one of
The duties of a cleric and as such is by divine will
Therefore have pointed out that bless should be a holy
Bonus to be given or withheld at the clerics god's
Will. (in my campaigns the gods have held back heslings
To those that the god does not like*)

And an evil god can still bless his faithful

I guess it all depends on what focus you give the
Gods


We established 3 governing bodies.

1. Two elected leaders from the FOUNDER'S COUNCIL. One is PRIMUS (the civilian leader) and the other is elected IMPERATOR (the military leader). Both have equal say. Only those with the blood of the founding members of our kingdom (the PCs) may occupy these positions. They have veto power over senate laws, but do not control the treasury, except in times of war.

2. PEOPLE'S SENATE which is made up of elected official from any towns of more than 200 people in our kingdom. They have veto power over the laws created by the PRIMUS and IMPERATOR, and control of the treasury, except during times of war.

3. ASSEMBLY OF TRIBES which is composed of the non-citizen groups that live within our borders; they have a say, but cannot make laws nor veto laws proposed by the others.
___________

Obviously there are many inherent flaws in the system, but we've enjoyed the political debate around the game table. Especially when it came time to sign treaties with our neighbors... (heh heh).

We have progressed beyond the Kingmaker adventure path and we're now into our original PC's childrens' generation. The in-fighting and political wrangling is awesome! We're expecting that since leaders have to provide their lineage we're going to be playing at some point where the kingdom has no rulers; opening doors for more adventuring with new characters.... perhaps far off decendants of the founders.


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Here it is... finally! Houserules(or House Rules)for Kingmaker's Kingdom Building, including custom buildings and a few changes to existing building.

I invite any and all feedback - positive or otherwise - and am willing to provide further information when asked for it. I/we hope you enjoy.

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Credit where credit is due to other messageboard posters I and my players have shamelessly “borrowed” from, and to the creative staff responsible for Pathfinder. 3.5 THRIVES!
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Note 1: Military buildings such as Fort, Watchtower, Barracks, Garrison, Castle, and Citadel are built for housing military units. As a house rule, each military building is able house an army unit of the listed size; units cannot be recruited without such a building. The cost of recruiting the army unit is included in the cost of the building – upkeep costs are paid monthly thereafter. A Garrison, for example will hold a Medium sized army (100 soldiers). The soldiers are recruited, housed, outfitted with basic field kit, and are treated as a Level 1 Medium Army, thereafter. Training and peace-time maintenance increase the cost of the unit. Peace-time unit upkeep equals ½ the unit level per month; War-time pay is as per Kingmaker rules.

NOTE 2: Building which REPLACE others, stack any listed benefits, except as per Note4; these improvement must be used on existing an existing structure.

NOTE 3: When multiple buildings reduce the cost of construction of other structures, the cost modifiers are not cumulative, and do not stack. A city may benefit from cost reductions on a single building only once.
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SAMPLE ENTRY:
Building Name (#Build Point cost; any building requirements; # of blocks occupied by building): Description of building’s function. Game Benefits and/or other restrictions.
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Armory (8 BP; must be adjacent to a Barracks, Garrison, Castle, or within a Citadel; 1 block): Armories are places that store weapons of various sorts. Such places are typically run by either government or nobility. Reduces the BP cost of Resources for outfitting an army by -1BP (includes Improved Weapons, Improved Armor, and Ranged Weapons); Defense Modifier +2; Unrest –2. Limit one per kingdom).

Bathhouse (4 BP; must be built adjacent to a water hex or Watertower; 1 block): Bathhouses are places where people can go to clean themselves and perform other hygiene functions. Economy +1, Loyalty +1; Unrest +1.

Bazaar (24 BP; must be built adjacent to a 1 house; 1 block): A bazaar is an open market for local citizens and travelers alike. City base value +1,000 gp; halves cost of Herbalist, Smithery, and Brewery in same city; 1 minor magic item; Economy +1, Stability +1.

Camp: (6 BP): Instead of building a farm hex, you can build a logging camp and mill in forests or a fishing camp in swamps or next to a river. Economy +1, Stability +1. The benefit is doubled if the hex contains a "resource" like rare lumber, herbs, or fish: +2 Economy, +2 Stability.

Caster’s Lodge (40 BP; requires Caster’s Tower; 2 blocks): Caster’s Lodge — sometimes also called guilds, covenants, brotherhoods, schools, or orders — perform many of the functions traditional to other guilds but for spell casters; they regulate how their members perform their trade; organize the training of apprentices; share and improve techniques; grant degrees of recognition and assist in the supply of necessary materials. Halves cost of a Scriptorium; 3 minor, 2 medium, and 1 major magic items; Economy +2, Loyalty +2 (supports up to a Medium Army of arcane spellcasters).

Citadel (100 BP per year for 4 years to build; requires Kingdom size of 200+ hexes by end of construction period; 1 district/36 blocks – Citadel fills all outer blocks; inner blocks may be built upon): Great defenses reinforce this structure of layered walls, interlocking keeps and moats, lesser castles, towers, and bridges. Provides City Walls for the entire city the citadel occupies. Other buildings may be constructed within the citadel. Halves the cost of an Arena (or Coliseum), City Wall, Castle, Cathedral, and Waterfront (or Harbor - if next to water hex) in same city; Economy +10, Loyalty +10, Stability +10; Defense Modifier +16; Unrest –10; limit one per kingdom (supports up to a Colossal Army).

Clothier (6 BP; must be adjacent to a House; 1 block): Clothier shops are establishments that sell, make to order, alter, and repair all sorts of clothing and related accessories. Apparel for cold weather or other environmental conditions, custom clothing, costumes, or any sort of clothing related goods beyond what can be purchased in a marketplace or shop. City base value +200 gp; Economy +1.

Coliseum (40 BP; replaces Arena; 4 blocks): Capable of seating 50,000+ spectators, a Coliseum is used for athletic contests and public spectacles such as mock sea battles, animal hunts, executions, re-enactments of famous battles, and dramas. Halves cost of Garrison or Theater in same city; Economy +2, Stability +4; limit one per city.

Courthouse (20 BP; requires Jail and Townhall; 2 blocks): A public venue for settling disputes between community members and determining the guilt of accused criminals. Halves cost of Prison in same city; Loyalty +1, Stability +2, Unrest -1.

Dump (4 BP; cannot be adjacent to a House; 1 block):): A centralized place to dispose of refuse. Loyalty +1, Stability +1.

Embassy (24 BP; must be adjacent to Town Hall, Castle, or Citadel; 2 blocks): A diplomatic mission representing a state or kingdom in another kingdom. The role of such a mission is to protect in the interests of both states and their people. Economy +1, Loyalty +1, Stability +1; limit one per city.

Estate (12 BP; Replaces an existing farm): Change an established farm hex into an Estate. An estate comprises the houses and outbuildings and supporting farmland and woods that surround the gardens and grounds of a very large property. It is an "estate" because the profits from its produce and rents are sufficient to support the household at its center. Economy +1, Stability +1.

Exchange (60 BP; must be adjacent to 2 Warehouses; 2 blocks): A mercantile exchange trades in bulk goods, food, and resources as well as helping to maintain stable prices for commodities. City base value +2,500 gp; Halves cost of Inn, Clothier and Shop in same city; 3 minor items, 2 medium items, 1 major item; Economy +4, Stability +; limit one per city.

Farm Improvement (BP cost = 2x original BP cost to establish the farmland; must be used on existing farm; improvement counts toward total “Farmland Improvements per Month;” 1 farm hex): Irrigation and farming improvements have increased the output of the farm. Reduce kingdom Consumption by -1; Economy +1, Stability +1.

Fort (6 BP; cannot be built within 3 hexes of a city): Cost is halved if built over an area with an existing Lair or Cave. Instead of building a farm hex, a fort can be built in any hex. Does not count as a city; Stability +1, Unrest -1; (supports up to a Medium Army); If the hex is attacked, +2 Defense.

Gambling Parlor (4 BP; 1 block): Gambling parlors are places where people can go to play games of chance for money, using a variety of random methods like cards, dice, tiles, coins, wheels, drawing of numbered balls, and so on. Economy +1, Loyalty +1, Unrest +1.

Garrison (28 BP): A large building to house armies, train guards, and recruit militia. Halves cost of City Wall, Granary, and Jail in same city; Loyalty +2, Stability +2; Unrest –2; (supports up to a Medium Army).

Harbor (90 BP; cost may be reduced by half if Harbor replaces a Waterfront; must be adjacent to a water border; 4 blocks): A harbor is a fortified waterfront which includes shipyards, and facilities for travel and commerce. City base value +3,000 gp; 3 minor items, 2 medium items, 1 major item; Halves cost of Exchange, Guildhall, Market, Black Market, and Lighthouse in same city; Consumption -2, Economy +4; Unrest +1.Defense Modifier +4; limit one per city.

Hospice (8 BP; 1 block): Hospices are establishments where sick, injured, or otherwise unwell patients can rest, heal, and receive medical care and the attention of trained and qualified physicians, which may or may not include clerics. Loyalty +2, Stability +2, Unrest –1.

Kitchen (10 BP; 2 blocks): Precursors of modern cafeterias, buffets, and fast food restaurants, commercial kitchens serve simple but hardy fare at affordable prices to the masses. Economy +1, Loyalty +1; Unrest –1.

Land Preserve (5 BP; cannot be used on a land hex claimed by farms, mines, or logging camp; 1 hex): The land of the kingdom is more than just a source of resources, property, and wealth; it also provides peace of mind and tranquility to those who know how to enjoy it. Loyalty +1, Stability +1 (if a camp, farm, fort, mine, or a city is established in the same hex, the benefits of the Land Preserve are lost and vice versa).

Lighthouse (10 BP; must be adjacent to a water border): A tower that provides illumination to water craft at night and in fog. Loyalty +1; Unrest –1; limit one per city.

Market (48 BP; must be adjacent to 2 houses; Replaces Bazaar; 2 blocks): An open area for mercantile pursuits, traveling merchants, and bargain hunters. City base value +2,000 gp; halves cost of Black Market, Inn, Clothier, and Shop in same city; 2 minor items; Economy +2, Stability +2.

Menagerie (30 BP; must be built adjacent to a Mansion or Palace; 1 block): Predecessors of zoos, menageries are collections of exotic wild animals that might also include all sorts of magical beasts and monsters. Economy +1, Stability +1, Loyalty +1; Unrest -1.

Mine: (6 BP): Instead of building a farm hex, you can build a mine in hills or mountains. Economy +1, Stability +1. The bonuses are doubled if the hex contains a "resource" like gold, marble, gems, or iron ore: Economy +2, Stability +2.

Mint (70 BP; must be adjacent to an Castle or Citadel; 2 blocks): The mint is chartered to produce coinage, banknotes, or whatever financial instruments are accepted as legal tender. City base value +5,000 gp; Economy +10, Stability +10; Unrest +5; limit one per kingdom.

Monestary (40 BP; must be adjacent to Shrine or Temple; 2 blocks): Monasteries are places where monks, clerics, or other people set apart for a religious purpose live and work. Monasteries are among the most restrictive sorts of religious communities and require their members to live on the premises, work and worship together collectively, to worship a common deity. 2 minor and 1 medium magic item, Economy +2, Loyalty +2 (supports up to a Medium Army of divine spellcasters).

Museum (26 BP; must be built adjacent to an Academy or University; 2 blocks): Museums are places devoted to collecting, safeguarding, and displaying various sorts of items and artifacts and might be devoted to any particular people, race, art, science, pursuit, or other subject or combinations thereof. City base value +1,000 gp; Economy +2, Loyalty +2.

National Monument (12 BP; 1 block): A monument on a grand scale can be a colossal statue, a magnificent garden, an enormous tomb to a beloved hero, or a unique building or art display. Loyalty +3; Unrest –1; limit one per city.

Palace (48 BP; 4 blocks): Palaces are the large and usually extravagant homes of heads of state, high-ranking public and religious figures, and sometimes other wealthy or powerful individuals. A Palace typically includes a number of smaller outbuildings, including gardens, servant’s quarters, stables, Halves cost of Menagerie; Economy +1, Loyalty +1, Stability +1.

Pawn Shop (4 BP; must be adjacent to 1 house; 1 block): Pawnshops are businesses that offer monetary loans in exchange for items of value, which the pawn broker holds as collateral and are subsequently called pledges or pawns. City base value +200 gp; Economy +1, Unrest +1.

Prison (22 BP; requires a jail; 2 blocks): A large fortified structure for housing criminals. Loyalty +2, Stability +2; Unrest –2.

Restaurant (6 BP; 1 block): Restaurants are businesses that strive to provide distinctly pleasurable, fine dining experiences to paying customers, serving good-quality meals with individual service in distinctive settings. A restaurant may specialize in providing a particular sort of food or the cuisine of a particular foreign country, though often such restaurants also provide common local selections. City base value +100 gp; Economy +1.

Rivers: Much like roads, rivers can be used for commerce. For every 4 hexes your kingdom controls that contain rivers, you gain +1 Economy. Hexes with a river and a road receive only one bonus.

School (8 BP; 1 block): An institution where basic literacy, mathematics, and history are taught; excludes magic. Loyalty +2, Unrest –2.

Scriptorium (10BP; must be adjacent to a House; 1 block): Scriptoriums or scriptoria, are facilities devoted to the hand-copying and illustration of books. Places of this sort are often affiliated with other institutions, such as temples, monasteries, scroll shops, and Caster’s lodges. Halves cost of a School and Library; Economy +1, Loyalty +1, Stability +1.

Slave Pen (10 BP; 2 blocks): Slave pens are places where Humans — or the members of other intelligent races — are bought, sold, and temporarily imprisoned while their disposition is being determined. Such facilities are run by slavers who have, to varying extents, the attributes of merchants, raiders, and prison guards. Add Slave Revolt [similar to Bandit Activity] to the list of possible Kingdom Events. Economy +3; Unrest +4

Terraforming (24 BP per hex): Convert a hex from plains or hills into forest; convert a swamp or hills into plains. The conversion takes 12 months before you can treat the hex as the new terrain type; removing a forest hex gives the kingdom 1d6 BPs each of 12 months. Make a Kingdom Event roll each month a forest his terraformed; and once all terraforming is completed.

Town Square (8 BP; must be built adjacent to a Townhall; 2 blocks): The town or city square is where people can gather for political and social events in greater number. Town criers can be heard making announcements and proclamations. Loyalty +1, Stability +1, Unrest -1

Trading Post (6 BP; cannot be built within 3 hexes of a city; must be adjacent to road or river): Trading posts are places established for the purchase, sale, and exchange of goods along and at the junctions of roads, rivers, and other travel venues, or in far-flung places where specific sorts of commodities can be obtained. Does not count as a city; Economy +1, Stability +1.

University (90 BP; requires Academy; 4 blocks): An institution of higher learning that focuses on Knowledge based education, including magic. Halves cost of Caster’s Tower, Library, and Magic Shop in same city; City base value +2,000 gp; 3 minor items, 2 medium items; 1 major item; Economy +2, Loyalty +2; limit one per city.

War College (60 BP; requires kingdom size of 100+ hexes; must be adjacent to a Castle or Citadel; 4 blocks): A War College is a place where warriors, train with weapons, tactics, and formulate strategies. A War College trains military leaders in specific weapons, fighting styles, philosophies, tactics, and military strategy. The War College improves the benefit of any Tactics earned by armies by +1; Economy +2, Loyalty +4; limit one per kingdom.

Warehouse (6 BP; 1 block): Warehouses are structures used for both long and short-term storage of large quantities of goods and materials. City base value +300 gp; Economy +1.

Water Tower (4 BP; must be built adjacent to a house; 1 block): A water towers is a large elevated water storage container constructed to hold a fresh water supply at a height sufficient to pressurize a water distribution system. Loyalty +2; Unrest -1.

Workhouse (5 BP; 1 block): Workhouses are places where people who are unable to support themselves can go to live and work, and many of the indigent inmates of such places include the mentally or physically infirm, widows, orphans, abandoned wives, and the aged. Economy +1, Unrest +2