Radi Hamdi

Hugo Victor's page

1,284 posts. Organized Play character for GM Aarvid.


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Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
Corbrae Illynel wrote:
Too bad your name is Joseph, not Victor.

That's Right! I should get the spoils! Sorry could not resist.:)

Grand Lodge

Would be interested...not doing anything else but drinking wine at this point in his career.

Grand Lodge

Also still interested in moonscar.

Grand Lodge

Archbishop Hugo could hardly imagine missing the chance to visit the Moonscar if it were to happen:)

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Bishop Hugo nods to the woman.

Agent Navhelan, you have great potential and some day you may yet gain entrance to the ranks of Venture-Captain.
However, this incessant banging would be more likely to break into Abadar's First Vault than earn your entry beyond. All regulations and protocols would suggest you seek missions to showcase your talents and value to the Society. In the meanwhile, please try to keep the noise levels down to a dull roar.

The half-elf bows and steps into the room.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

A tall somber looking half-elf enters the place and observes the activities. ...

"By the Keeper of the First Vault! Remember this is a Pathfinder Lodge established for the sharing of knowledge and cooperation...not a common bar catering to any unprincipled sod from the street. Please people respect the dignity of Master Flaxseed and this place! .“ .. He proceeds upstairs to the rooms reserved for venture-captains.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo would be interested but may overlap other cleric role. But it appears someone may have already claimed the spot anyway.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Venture-Captain Hugo Victor steps up.

We cannot let a mission of this importance fail due to lack of simple healing! Count on me, and the strength of Abadar to provide aid.

6d6 ⇒ (4, 1, 1, 4, 3, 1) = 14 Bleh!

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Venture-Captain Hugo Victor calls upon the night of Abadar

”Keeper of the First Vault, shine like gold upon the heroics of the teams so assembled for this cause! “

Heroic medic : 6d6 ⇒ (3, 5, 2, 3, 2, 3) = 18

The lesser agents of Waki Huro and Omar Posada contribute their aid in a minor way to the effort.

Grand Lodge

1 person marked this as a favorite.
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Very well. You know where I can be found if the need arises. I am willing to work on commission or short term contract, albeit for a higher rate. Hugo bows.

And to you my esteemed allies and comrades, I bid you a good evening. May I share a glass of wine or other spirits in the Flaxseed Lodge some evening once these events have settled.

He shows the slightest of grins.

Although, the last time I scheduled to enjoy retirement, I ended up on this adventure.

Thanks all, and especially to our GM for this enjoyable high-tier game.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Many thanks! It was a great run with a great group.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Venture-Captain Hugo Victor considers her commentary and offer.

It has become quite evident in my most recent transactions with the Ten, a complete overhaul of the management structure is long overdue.

The half-elf furrows his brows as he contemplates further, meditating briefly to Abadar.

Indeed, if executive leadership is requested and the offer sincere, consider my resume tendered. I can provide references as needed, and you are familiar with my portfolio past experience working with and for the Ten. I will entertain any offers with competitive market-based executive compensation and benefits packages. Until such time, I can be reached by appointment at the Cathedral of the Keeper of the First Vault.

He bows, and then stands silently as he waits for the others to respond.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Player Name: GM Aarvid
Character Name: Hugo Victor
PFS #: 9884-2
Day Job: sailor: sailor: 1d20 + 15 ⇒ (20) + 15 = 35

Dang! Too bad not a boon roll.

Grand Lodge

1 person marked this as a favorite.
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo Victor is not one to brood or seek revenge. Just calculated justice paid in full.

I care not whether he lives or dies. He should provide remunerations to the victims and other injured Agents or parties as best as he is able under a Chapter 11 insolvency or as a civil or Society Tribunal would allow. Since the Society is in a state of disarray, I would take his incarceration as a guest at Jack's Lodge and good faith effort to pay back from whatever assets he has remaining.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo nods in thanks to the Inevitable. Go now. You have served justice. We will take it from here.

Hugo was never a fan of Torch, but did not have many dealings with him directly, (other than the last part of the Ten).

You have stopped Vahlo, who was an agent of evil to the core. So that strikes a balance in my ledger. I am not a judge, although others of my order may play that role.
I track down stolen artifacts or relics from those who would steal from Abadar's vaults. Something close to the crimes perpetrated here today, but for the Society.
How do you account for all the artifacts and tomes damaged or lost today?

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo has the Inevitable use its true-seeing.

Tell me if you see any lingering foes or falsehoods projected from Valho or Torch. Then I will release you noble servant of Abadar.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo scowls at the attack upon him by Vahlo, pained by the brute force.

Great Abadar, shield me!

fort, hope: 1d20 + 18 + 2 ⇒ (14) + 18 + 2 = 34 vs DC27 Stun

perception,hope: 1d20 + 28 ⇒ (17) + 28 = 45

He will accept the +2 blessing...

Your life is forfeit, Vahlo. Even Torch has your number.

He dimensionally hops back 20' behind the Inevitable, and cast/converts a cure serious wounds upon himself (Dispel Magic).

Great Keeper of the First Vault, aid us in battle.

CSW: 3d8 + 15 ⇒ (4, 3, 2) + 15 = 24

The Inevitable will try to take down the undead misfit with lashes from its electrical chain arms.

DIE HEATHEN!

Zelekhut Lawful Chain,bard, flank, blessing: 1d20 + 17 + 5 + 2 + 2 ⇒ (20) + 17 + 5 + 2 + 2 = 46
for dmg, electric: 2d6 + 7 + 1d6 + 5 ⇒ (3, 5) + 7 + (2) + 5 = 22
trip Lawful Chain: 1d20 + 17 + 5 ⇒ (6) + 17 + 5 = 28 vs CMD

Zelekhut Lawful Chain,bard, flank, blessing: 1d20 + 17 + 5 + 2 + 2 ⇒ (18) + 17 + 5 + 2 + 2 = 44
for dmg, electric: 2d6 + 7 + 1d6 + 5 ⇒ (6, 4) + 7 + (5) + 5 = 27
trip Lawful Chain: 1d20 + 17 + 5 ⇒ (3) + 17 + 5 = 25 vs CMD

Zelekhut crit?: 1d20 + 17 + 5 + 2 + 2 ⇒ (8) + 17 + 5 + 2 + 2 = 34
for dmg, bard: 2d6 + 7 + 5 ⇒ (3, 4) + 7 + 5 = 19

Z=AC24/115HP+DR10/Chaotic+SR20

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo will attempt again to resist the ghostly touch.

will, hope, badge: 1d20 + 22 + 2 - 2 ⇒ (3) + 22 + 2 - 2 = 25

Whew. Cutting it close on these saves

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

The inevitable slashed at the spirit with one of its chain arms.

Inevitable Chain ,AOo bard : 1d20 + 17 + 5 ⇒ (1) + 17 + 5 = 23

Hugo tries to resist the touch of the spirit as he continues his casting of restoration on Marcus

Will, hope : 1d20 + 22 + 2 ⇒ (5) + 22 + 2 = 29

” Abadar restore thy servants!“

does Hugo have a standard remaining after restoration? He does have a wayfinder but I did not include in the above.

If time allows he steps back and casts non-corporeal Shell to hedge out ghosts.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Oops. Wanted to get this cast before Marcus but just missed unless he delays.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo has the Zelekhut stay close and guard him as he continues casting.

zed has true sight active

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Oops - good reminder. Add +2 to Hugo's (not included in his init roll)

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Sent PM

”By Abadar! This does not bode well! Our victory is indeed short lived.
Jack? What are you doing??!? “

Initiative : 1d20 + 5 ⇒ (10) + 5 = 15

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo will motion the injured to gather around for healing

”Abadar, Keeper of the First Vault, heal us as we vanquished the foe. “

Channel : 8d6 ⇒ (6, 1, 3, 3, 6, 3, 4, 1) = 27

He will also cast restoration if another is needing negative levels removed

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo nods to Zed as the inevitable continues to strike the daemon with its chain arms.

Halt, heathen!

Zelekhut Lawful Chain: 1d20 + 17 + 5 ⇒ (10) + 17 + 5 = 32
for dmg, electric,sonic: 2d6 + 7 + 1d6 + 5 + 1d6 ⇒ (3, 6) + 7 + (1) + 5 + (5) = 27
trip Lawful Chain: 1d20 + 17 + 5 ⇒ (3) + 17 + 5 = 25 vs CMD

Zelekhut Lawful Chain: 1d20 + 17 + 5 ⇒ (7) + 17 + 5 = 29
for dmg, electric,sonic: 2d6 + 7 + 1d6 + 5 + 1d6 ⇒ (6, 3) + 7 + (4) + 5 + (3) = 28
trip Lawful Chain: 1d20 + 17 ⇒ (17) + 17 = 34 vs CMD
Z=AC24/115HP+DR10/Chaotic+SR20

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo nods at Jack. Understood.

Hugo considers options, not sure how to dispel or contain the blast.

Apply any other changes or actions and then I will try to contain the blast if those are not successful.

He delays for other's attempts and then will try to encase the disk in a wall of stone (if that is possible) and flies back as far has he can afterwards.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

HP damage is easier to cure than negative levels, so dropping that daemon would be good to do as quickly as possible.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo sighs with relief despite the considerable pain.

Abadar prevails! Now heal the injuries not prevented!

He steps (fly) back 5' and calls upon Abadar to channel positive healing into him and his allies (excluding the two enemies if it matters)

Concentrate: 1d20 + 18 + 5 ⇒ (7) + 18 + 5 = 30 vs Aura?

channel: 8d6 ⇒ (1, 2, 3, 6, 3, 6, 4, 1) = 26

Hanging onto his quicken spell rod, he casts spear of purity at the daemon.

CL: 1d20 + 15 ⇒ (10) + 15 = 25 vs SR

He launches a quick bolt of white light range touch,bard: 1d20 + 12 + 5 ⇒ (19) + 12 + 5 = 36
for light: 10d6 ⇒ (2, 4, 3, 5, 1, 3, 3, 4, 5, 4) = 34 vs Evil Outsider.

Ready for emergency evac! he nods to Charleston.

The above rolls do not include bard or good hope on contentration/CL checks...if they apply

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

The Zelekhut will adjust and continue to strike the daemon with its chains

Zelekhut Lawful Chain, hope bard: 1d20 + 17 + 2 + 3 ⇒ (11) + 17 + 2 + 3 = 33
for dmg, electric, sonic: 2d6 + 7 + 5 + 1d6 + 1d6 ⇒ (2, 3) + 7 + 5 + (1) + (6) = 24
trip Lawful Chain: 1d20 + 17 ⇒ (20) + 17 = 37 vs CMD

Zelekhut Lawful Chain, hope bard: 1d20 + 17 + 2 + 3 ⇒ (12) + 17 + 2 + 3 = 34
for dmg, electric, sonic: 2d6 + 7 + 5 + 1d6 + 1d6 ⇒ (1, 6) + 7 + 5 + (6) + (3) = 28
trip Lawful Chain: 1d20 + 17 ⇒ (7) + 17 = 24 vs CMD

Z=AC24/115HP+DR10/Chaotic+SR20

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo will react with a divine interference on the first attack.

”Abadar deflect his strike! “ reroll first successful (20) attack at -2
Sacrifice delay poison spell

will roll saves and resistances here anyway. He has 10 resist to negative energy and 30 resist fire.

Fort, Hope : 1d20 + 18 + 2 ⇒ (11) + 18 + 2 = 31
Fort, hope : 1d20 + 18 + 2 ⇒ (7) + 18 + 2 = 27

will wait to post pending results.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

on business travel and posting from phone so cannot move map.

”Attack the outsider! “

The Zelekhut its assault on The grappling daemon

Zelekhut Lawful Chain: 1d20 + 5 + 17 ⇒ (7) + 5 + 17 = 29
for dmg, electric: 2d6 + 7 + 3 + 1d6 + 1d6 ⇒ (3, 2) + 7 + 3 + (5) + (5) = 25
trip Lawful Chain: 1d20 + 17 ⇒ (18) + 17 = 35 vs CMD

Zelekhut Lawful Chain: 1d20 + 5 + 17 ⇒ (20) + 5 + 17 = 42
for dmg, electric: 2d6 + 7 + 3 + 1d6 + 1d6 ⇒ (2, 1) + 7 + 3 + (2) + (6) = 21
trip Lawful Chain: 1d20 + 17 ⇒ (5) + 17 = 22 vs CMD

Z=AC24/115HP+DR10/Chaotic+SR20

Having lost sight of Vahlo , Hugo determines Marcus is in most dire need and moves in to cast heal on him

assuming not provoke due to cover and grappling

CL : 1d20 + 15 ⇒ (14) + 15 = 29 vs aura

And will use immediate to cast liberating command on gerdur

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo Fort : 1d20 + 20 ⇒ (11) + 20 = 31 to resist the thunder clap

The zelekhut has several immunities so I am not sure if SR or buffs needed or apply. Will roll and let you adjust as needed

Zed the inevitable Fort : 1d20 + 10 ⇒ (15) + 10 = 25

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo assesses the situation and determines his optimal course of actions under the circumstances.

He flies forward 15' feet (move action,drawing a rod), gaining some altitude from the sloped roof.

Marcus, I was unable to save you, but will try as I might to aid you.

He calls upon Abadar for some divine healing.

channel: 8d6 ⇒ (6, 4, 6, 3, 2, 6, 6, 6) = 39 positive (standard, should reach Geatan and Marcus)

and then point his hand with holy symbol and calls a beam of searing light to spring forth towards Vahlo (swift-rod)

Abadar heal us and blast this heathen!

touch attack,bard: 1d20 + 15 + 5 ⇒ (9) + 15 + 5 = 29 on Vahlo

CL check?: 1d20 + 15 ⇒ (19) + 15 = 34 vs SR (if any)

Blast of light searing light: 10d6 ⇒ (6, 4, 6, 6, 6, 4, 4, 1, 4, 5) = 46

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Zed the Zelekhut will engage the other outsider or Vahlo , whichever is closer in 10’ reach

Chain atk, bard: 1d20 + 17 + 3 ⇒ (14) + 17 + 3 = 34 for dmg, bard elec sonic: 2d6 + 1d6 + 1d6 + 7 ⇒ (1, 5) + (6) + (6) + 7 = 25
Chain atk, bard: 1d20 + 17 + 3 ⇒ (20) + 17 + 3 = 40 for dmg, bard elec sonic: 2d6 + 1d6 + 1d6 + 7 ⇒ (4, 1) + (4) + (2) + 7 = 18

Crit Chain atk, bard: 1d20 + 17 + 3 ⇒ (11) + 17 + 3 = 31 for dmg, bard elec sonic: 2d6 + 1d6 + 1d6 + 7 ⇒ (4, 2) + (4) + (3) + 7 = 20

can Hugo see both enemies and Marcus or below eaves?

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

@GM - sounds right. Thanks for the adjustments. Sorry Marcus.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Zelekhut AOO on Valho's mount (he was within 10' melee range by decree
'Place it within melee distance.')

HALT! Heathen!

10' chains, bard: 1d20 + 17 + 2 + 3 ⇒ (9) + 17 + 2 + 3 = 31 for dmg,elec,sonic: 2d6 + 7 + 5 + 1d6 + 1d6 ⇒ (2, 6) + 7 + 5 + (2) + (3) = 25

Hugo will attempt to have Vahlo recalculate his attack on poor Marcus.

MARCUS! Watch out!

Invoking a divine interference! -1 on attack of re-roll of sword strike

Hugo+Zed will hold action until the two above are resolved.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

As the suspicion of an unseen ally to Vahlo, Hugo summons an ally of Abadar to counter.

Creature of Abadar, find the invisible lurker, report back what you find to me and hunt it down!

Std action to sacred summon a Zelekhut (with true seeing). Place it within melee distance.
As a surprise round, it could get 1 attack, depending on what it sees.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo would have cast death ward if expectations of encounter with Vahlo and rituals

”And so we are here.“

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

”Very well. Proceed. But what is the intended destination? Top or bottom, inside or outside?“

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

I can teleport some of us, but I am not sure if I can get all of the group. Can someone use the scroll? Do we know of any reason we may miss something by teleporting? Hugo asks pensively, not to anyone in particular. He continues to look at the spires.

He considers summoning an arbiter to scout, but changes his mind.

Ah, yes. Too slow if we teleport.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Retro healing:

CLW : 1d8 + 1 ⇒ (4) + 1 = 5
CLW : 1d8 + 1 ⇒ (7) + 1 = 8
CLW : 1d8 + 1 ⇒ (2) + 1 = 3
CLW : 1d8 + 1 ⇒ (3) + 1 = 4
CLW : 1d8 + 1 ⇒ (8) + 1 = 9
.

Hugo waits to see if his allies cower or stand and fight.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo tries to recall special defenses of the creature.

” Right! They are resistant to ______“

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

@GM in the 1 minute before leaving Hugo would have healed up. But since we are in init and I did not get a chance to post the rolls I wanted to check if ok first. His hp from tattoo should still be good for 1 more minute.

If several were down, he would have channeled

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo raises an eyebrow at the sudden turn of events.

Kn: religion: 1d20 + 11 ⇒ (18) + 11 = 29

”A Nightwalker Nightshade? By the Keeper of the First Vault, this undead bodes poorly.“

5' step back and casts Blessings of Fervor (taking +2)

By Abadar, bless our efforts against this abomination of unlife!

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

”That should about cover it. “ Hugo takes the scrolls offered if none other want them.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo nods as he scans the stash and addresses the trio with concern.

Very well. A deal has been struck. Lacking the time to draw up a formal contract with all the standard terms and conditions, with witnesses and penalty clauses, we will have to abide with a simple gentlemen's agreement. Torch and Vahlo are our targets, so we cannot afford to delay any longer.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo stands still , head still ringing.

Had not yet drawn weapon since he was casting and didn’t see foe yet.

”So are you proposing an alliance or offering us your terms of surrender? An alliance would be more mutually beneficial.“

He auto aids diplomacy unless we are still in rounds in which case he readies to step and cast

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Perception : 1d20 + 28 ⇒ (1) + 28 = 29 nope

136/180 hp , counting tattoo . Assuming deathless armor no help here.

Hugo gasps as he is struck from behind..:

Fort, tattoo : 1d20 + 18 + 2 ⇒ (6) + 18 + 2 = 26
Fort, tattoo : 1d20 + 18 + 2 ⇒ (11) + 18 + 2 = 31

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo strides forward into the room, trying to locate the source of the prior sounds

”Any signs of them?“

invis purge fills most of the map. Does the fog block both line of sight and effect?

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Was Hugo able to cast the invis purge before init or was init triggered first? Will mark off depending on result.

About Wrath DM

Players in the campaign

Lev Feybane

Anya Medyved

Elsbeth Volarius

Alandra

Alannah Silverbow

Current xp per player

9,415

Next level

15,000(4th)

NPC's of note

Svetlana Leveton

Oleg Leveton

Lord Chancellor Devetion and also his bodyguard

Captain Kresten Garess

Tristan. Recovered from the forest having survived winter with a wolf and the aid of the fey

Father Kevken

Images and maps so far

Exploration map - This new map is slightly different. Yelly starbursts mean the hex has been explored.

Trading post map

Trading post

The Greenbelt

typical woodlands in greenbelt

More woodlands

the hill lands

Thorn River

The cabin This isn't exactly the same size as the one that's haunted, but the image captures the feel i'm after

Contracts and wanted posters

The Charter

Spoiler:
Be it so known that the bearer of this charter has been charged by the Swordlords of Restov, acting upon the greater good and
authority vested within them by the office of the Regent of the
Dragonscale Throne, has granted the right of exploration and travel
within the wilderness region known as the Greenbelt. Exploration
should be limited to an area no further than thirty-six miles east and
west and sixty miles south of Oleg’s Trading Post. The carrier of
this charter should also strive against banditry and other unlawful
behavior to be encountered. The punishment for unrepentant banditry
remains, as always, execution by sword or rope. So witnessed on this
24th day of Calistril, under watchful eye of the Lordship of Restov
and authority granted by Lord Noleski Surtova, current Regent of
the Dragonscale Throne.

Wanted! Bandits (Partially completed)

Spoiler:
The Swordlords offer a reward of 400 gold to anyone capable of stopping or significantly slowing bandit activity in the Greenbelt. Evidence of your activities must be noted for reward to be issued

Wanted! Tuskgutter

Spoiler:
The damned boar near took me leg. Ifn' ye can kill it, bring the head to Oleg's and next time I'm in I'll see ye gets rewarded. Vekkel Benzen.

Kobold Troubles (Completed)

Spoiler:
Captain Trevank of the Outland Militia requests aid from able bodied folk in pacifying the local Kobolds. Any methods necessary to prevent them casuing such troubles on the roads as has been happening of late. Reward offered when kobold activity ceases

The group was forced to destroy the entire kobold clan after the clans Arcunum took over and animated the chief as a zombie.

Wanted! Tatzlwyrm Head

Spoiler:
I'd like a nice centre piece above the gate to let folk know this place is safe for trade. If folk see a powerful creatures head like this stufed and mounted here, they're more likely to relax and trade well, knowing we can police and tame our lands. Reward offered for first group to bring me an intact head in good condition for stuffing and mounting. Oleg

Bokken's Sprogget(completed)

Spoiler:

The old hermit Bokken wants you to recover a missing sprogget from his potion making device that a group of Fey have stolen from him. This is in payment for him providing you a potion of lesser restoration for Bergan's injuries.

Bokken was very thankful when the party recovered his sprogget from the Mites lair.

Jhod Kavken's Temple to Erastil (Completed)

Spoiler:
Father Kavken has come to Oleg's to seek aid in returning a ruined temple of Erastil to the worship of his god. The party have agreed to find this in the hopes of securing Kavkens support against the increasingly tyranical Captain Garess.

Having destroyed the corrupted priest at the temple, the group have now allowed Kevken to take some of the new settlers to the temple and establish a settlement thereabouts.

Undermine Kesten Garess and his Men (Completed)

Spoiler:
Anya has taken it on herself to destroy Captain Garess's reputation before he gains too big a powerbase in teh stolen lands. So far the group have managed to organsie for a new troup of mercenaries to arrive under their payment to protect Oleg's place. Whether this is enough or not remains to be seen.

Garess eventually succumbed to a madness when he challenged some of the fey in the region. He tried to kill the group when they came back from finding Father Kevken's temple.

Return the Godstone for the Sootscale kobolds (Completed)

Spoiler:
The group have negotiated to return the "Godstone" to the chief of the sootscale Kobolds. It was stolen by the blue Fey men, and they need to journey to their lair in the hills in order to retrieve it. Chief Sootscale says they are to give it to him, not their Arcunum, which has prompted some thought as to a possible rift in the clan.

Unfortunately, delays in completing this quest due to Garess and other factors, the Arcunum staged a coup and defeated the chief. The group returned the godstone to the cavern but were forced to slay everything there. Not the ending some were hoping for.

Possible Rulership roles

Ruler - Charisma helps with certain rolls (essential role)

Councilor - Ensures will of citizenry is represented. (Wis or Cha). Loyalty penalty if not filled

General - Controls armies (Str or Cha). Stability penalty if not filled.

Grand Diplomat - Oversees international reltions (Int or Cha). Penalty to stability if not filled

High Priest - Guides kingdoms religious needs and growth (Wis or Cha). Penalty to stability if nto filled.

Magister - Guides kingdoms higher learning and magic (Int or Cha). Economy suffers if not filled.

Marshal - Organises patrols and enforces justice in rural areas and wilderness. (Dex or Wis). Penalty to economy if not filled.

Royal Assassin - Public executions, headsman or shadowy justice. No penalty if not filled.

Spy master - Observes kingdoms underworld and criminal element, spies on other kingdoms. (Dex or Int). Penalty to Economy if vacant, also more unrest.

Treasurer -Organises tax collection and manages treasury. (Int or Wis). Economy penalty if not filled. Can't collect taxes if not filled.

Possible NPC's that may be convinced to fill some roles
Oleg, Svetlana, Father Kavken, Bergan, Captain Brovoy (the captain of the cavalry unit you last met at Oleg's). Some of these folk are better than others at filling roles, I leave it up to you to decide who to ask and for what roles.

Building kingdoms

Spoiler:

Kingdoms are built using an abstract idea known as build points. Build points are spent on such things as claiming land ready for settlement, preparing sites for towns and cities, building infrastructure such as roads, and later on building armies.

You are going to start with 15 build points each, to spend on what you feel is needed based on discussion amongst yourselves. After the initial input, you'll earn build points from your foundling kingdom and go from there. By giving each of you build points this way, it will help you shape the kingdom in its initial phases, letting you have a hand in how it operates.

While the mechanisms behind kingdom building and running are abstract, I shall be taking rolls you make and weaving them into the story thread to at least make it more story like in its approach.

Claiming land
You can claim land at the rate of 1 hex per month intially. This invovles clearing the hex of threats and exploring new hexes. It costs one BP each hex in order to do this. In one year, it is possible to claim 12 hexes. Note that you will need to do the initial exploration yourselves though, as the frontiersmen settling the region most likely wouldn't survive the process.

City Building
Your initial city is going to be in the hill zone around the staglords fort. This takes two months to prepare and will cost you 3bp. (1 for claiming the hex, 2 for preparing the city land). This means you'll be building the city throughout summer and Autumn so should have plenty of shelter throughout the bitter cold winters in this region.

Once you have the area prepared, it costs build points to construct buildings. I'll provide costs for that soon.

Farmlands and roads
Once a section of land is claimedand has a road built through it, you can convert it farms. Grassland and hills are the only types that can be used for this. Forests have their own benefits, mostly in exportable items.

Farmlands cost 2 buildpoints in grassland, and 4 buildpoints in hills.

Roads cost 1 build point for hill and grassland, 2 for forests, and 4 for swamps and mountains. If a road has to cross a river it doubles its cost.Roads increase merchant trade.

The initial city

Once the land is cleared and ready to build on, you get to start on your new township. Since it already has a partial for there, it will only cost 27 build points to convert this to a castle suitable for ruling and defense.

Types of Buildings

Adding buildings to a city is one of the most efficient ways
to enhance your kingdom’s statistics, as each block of
buildings added to a city in your kingdom grants a specific
bonus. I'll provide a link for an image that shows icons for 31 one-block buildings,eight two-block buildings, and four four-block buildings.

Descriptions of each of these buildings, as well as the bonuses it provides once it’s added to a city, are listed below.

The building’s BP cost and any prerequisite buildings that
must be built first are listed in parentheses after its name.
The building’s benefit to the city and kingdom once it is
constructed is listed last in italics. If a building affects
Unrest, it does so only once, when it is first constructed.
A fair amount of additional residential structures are
common amid most one- and two-block structures.

Academy (52 BP): An institution of higher learning
that can focus on any area of knowledge or education,
including magic. Halves cost of Caster’s Tower, Library,
and Magic Shop in same city; 3 minor items, 2 medium items;
Economy +2, Loyalty +2.

Alchemist (18 BP; must be adjacent to 1 house): The
laboratory and home of a creator of potions, poisons, and
alchemical items. City base value +1,000 gp; 1 minor item;
Economy +1.

Arena (40 BP): A large public structure for competitions,
demonstrations, team sports, or bloodsports. Halves cost of
Garrison or Theater in same city; halves Consumption increase
penalty for festival edicts; Stability +4; limit one per city.

Barracks (12 BP): A building to house city guards,
militia, and military forces. Defense Modifier +2; Unrest –1.

Black Market (50 BP; must be adjacent to 2 houses):
A number of shops with secret and usually illegal or
dangerous wares. City base value +2,000; 2 minor items, 1
medium item, 1 major item; Economy +2, Stability +1; Unrest +1.

Brewery (6 BP): A building for beermaking, winemaking,
or similar use. Loyalty +1, Stability +1.

Brothel (4 BP; must be adjacent to 1 house): A place to
pay for companionship of any sort. Economy +1, Loyalty +2;
Unrest +1.

Caster’s Tower (30 BP): The home and laboratory for a
spellcaster. 3 minor items, 2 medium items; Economy +1, Loyalty +1.

Castle (54 BP): The home of the city’s leader or the heart
of its defenses. Halves cost of Noble Villa or Town Hall in same
city; Economy +2, Loyalty +2, Stability +2; Defense Modifier +8;
Unrest –4; limit one per city.

Cathedral (58 BP): The focal point of the city’s religion
and spiritual leadership. Halves cost of Temple or Academy
in same city; halves Consumption increase penalty for promotion
edicts; 3 minor items, 2 medium items; Loyalty +4; Unrest –4;
limit one per city.

City Wall (8 BP): City walls do not occupy a city block—
rather, purchasing a city wall fortifies one of a district’s
four outer borders. A city wall cannot be built on a water
border. Defense Modifier +4; Unrest –2.

Dump (4 BP): A centralized place to dispose of refuse.
Loyalty +1, Stability +1.

Exotic Craftsman (10 BP; must be adjacent to 1 house):
The workshop and home of an exotic craftsman, such as
a creator of magic items, a tinker, a fireworks maker, or a
glassblower. 1 minor item; Loyalty +1, Stability +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.

Granary (12 BP): A place to store grain and food. Loyalty +1,
Stability +1.

Graveyard (4 BP): A plot of land to honor and bury the
dead. Economy +1, Loyalty +1.

Guildhall (34 BP; must be adjacent to 1 house): A large
building that serves as headquarters for a guild or similar
organization. City base value +1,000 gp; halves cost of Pier,
Stable, and Tradesman in same city; Economy +2, Loyalty +2.

Herbalist (10 BP; must be adjacent to 1 house): The
workshop and home of a gardener, healer, poisoner, or
creator of potions. 1 minor item; Loyalty +1, Stability +1.

House (3 BP): A number of mid-sized houses for citizens.
Houses serve as prerequisites for many other buildings.
The first house you build during any Improvement Phase
does not count against the total number of buildings you
can build during the phase. Unrest –1.

Inn (10 BP; must be adjacent to 1 house): A place for
visitors to spend the night. City base value +500 gp; Economy +1,
Loyalty +1.

Jail (14 BP): A fortified structure for housing criminals.
Loyalty +2, Stability +2; Unrest –2.

Library (6 BP): A large building containing books, often
presided over by a sage or other scholar. Economy +1, Loyalty +1.

Luxury Store (28 BP; must be adjacent to 1 house): A
shop that specializes in expensive wares and luxuries. City
base value +2,000 gp; 2 minor items; Economy +1.

Magic Shop (68 BP; must be adjacent to 2 houses): A shop
that specializes in magic items and spells. City base value +2,000
gp; 4 minor items, 2 medium items, 1 major item; Economy +1.

Mansion (10 BP): A single huge manor housing a rich
family and its servants. Stability +1.

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

Mill (6 BP; must be next to a water border): A building
used to cut lumber or grind grain. Economy +1, Stability +1.

Monument (6 BP): A monument can be a statue of a city
founder, a bell tower, a large tomb, or a public display of
art. Loyalty +3; Unrest –1.

Noble Villa (24 BP): A sprawling manor with luxurious
grounds that houses a noble. Halves cost of Exotic Craftsman,
Luxury Store, and Mansion in same city; Economy +1, Loyalty +1,
Stability +1.

Park (4 BP): A plot of land set aside for its natural beauty.
Loyalty +1; Unrest –1.

Piers (16 BP; must be adjacent to a water border):
Warehouses and workshops for docking ships and
handling cargo and passengers. City base value +1,000 gp; +1
Economy, +1 Stability.

Shop (8 BP; must be adjacent to 1 house): A general store.
City base value +500 gp; Economy +1.

Shrine (8 BP): A small shrine or similar holy site. 1 minor
item; Loyalty +1; Unrest –1.

Smith (6 BP): An armor smith, blacksmith, or weapon
smith. Economy +1, Stability +1.

Stable (10 BP; must be adjacent to 1 house): A structure
for housing or selling horses and other mounts. City base
value +500 gp; Economy +1, Loyalty +1.

Tannery (6 BP; cannot be adjacent to a house): A structure
that prepares hides and leather. Economy +1, Stability +1.

Tavern (12 BP; must be adjacent to 1 house): An eatery or
drinking establishment. City base value +500 gp; Economy +1,
Loyalty +1.

Temple (32 BP): A large place of worship dedicated to a
deity. Halves cost of Graveyard, Monument, and Shrine in same
city; 2 minor items; Loyalty +2, Stability +2; Unrest –2.

tenement (1 BP): A staggering number of low-rent,
cheap housing units. Tenements count as houses for
the purpose of fulfilling building requirements, but
building too many tenements can increase
a kingdom’s Unrest quickly. You can
build a house over an existing tenement
for 2 BP. Unrest +2.

Theater (24 BP): A venue for providing
entertainment such as plays, operas,
concerts, and the like. Halves cost of Brothel, Park, and
Tavern in same city; Economy +2, Stability +2.

Town Hall (22 BP): A public venue for town meetings
and repository for town records. Halves cost of Barracks,
Dump, and Watchtower in same city; Economy +1, Loyalty +1,
Stability +1.

Tradesman (10 BP; must be adjacent to 1 house): A
shopfront for a tradesman, such as a baker, butcher, candle
maker, cooper, or rope maker. City base value +500 gp; +1
Economy, +1 Stability.

Watchtower (6 BP): A tall structure that serves as a
guard post and landmark. +1 Stability; +2 Defense Modifier;
Unrest –1.

Waterfront (90 BP; must be adjacent to a water border):
A port for arrival and departure when traveling by water,
facilities for building ships, and a center of commerce. City
base value +4,000 gp; 3 minor items, 2 medium items, 1 major
item; halves cost of Guildhall and Market in same city, halves
Loyalty penalty for tax edicts; Economy +4; limit one per city.