Male Sootscale Kobold Witch/1
Knowledge(nature): 1d20 + 9 ⇒ (9) + 9 = 18 Smiling at the refreshing day and enjoying the mist which he frequently used when prejudiced youths shared him out of a town, Msosth almost has a jump in his step. Upon seeing the forest, Msosth breaks out in a big grin. Do any of you recognize these trees? This is the rare Darkwood. If harvested properly, this is a valuable resource. I say that today has started out much better than yesterday.
Male Sootscale Kobold Witch/1
I am a healer, not a warrior. However, monstrosities such as these must be dealt with, otherwise they will come back to haunt us. If we let this worg go, then others will think that we are weak and will hunt an prey on the people of New Celtara. We must eliminate this threat now.
Male Sootscale Kobold Witch/1
Laughing: I understand your orcish and draconic Alrich, but do you speak this one? Undercommon:
Do you speak the language of the under realms? My guess is that this is the woodland language, what do they call it? Sylvan I think. Unfortunately I do not speak this language.
Male Sootscale Kobold Witch/1
Unless someone disagrees, we will move clockwise around the town. DM Patcher can do more than one hex at a time if we discover nothing in any one particular hex. Our discussion now should focus on what after we have completed the 6 hexes around town. My vote is to move down the river and explore the 4 hexes with roads and river as this will be very beneficial.
Male Sootscale Kobold Witch/1
So, what we really need is to explore as many hexes as possible and get some loot that we can use to buy BP - if we are able to make 8k per month, that is an extra 2 BP/month. It will weaken us as a party, but will enable us to expand the town fairly quickly. By building an apiary and farm, we essentially reduce our consumption to 0 unless I am mistaken. Thus, we should not have to worry about any unrest from lack of food. Then we can move forward.
Male Sootscale Kobold Witch/1
We have to take the risk at some point, it cannot all be pure safety. If we annex one hex and build a farm this turn, we end up +1BP, and essentially -1 to everything else due to the increase in size. This will cost us a total of 3 BP, which we should be able to afford. Next turn, unless we fail our rolls, we spend the 6BP on an Apiary. This will result in +0 Economy, +0 Loyalty, -1 Stability and +2 BP. The Stability can be fixed the next turn by building an Aviary for a +2 Stability bonus at a cost of 6BP. Now our consumption is down and we should be able to make enough monthly to build a town hall in 3-4 months. The town hall is key as it will allow us to name a Treasurer, Grand Diplomat and Councilor, which essentially will increase each town stat by +3 or +4 depending on the characters stats. Finally, if there is one thing Stability, Loyalty or Economy, that people are very concerned about failing, the Ruler can change the bonus to this stat for the month.
Male Sootscale Kobold Witch/1
I think the general consensus was to explore all the hexes around the town in a clockwise fashion. So the next hex SW or W should be next. DM Patcher, can you put a link to the map on the description for the thread, that way it will always show up at the top of each page and be easy to find.
Male Sootscale Kobold Witch/1
Seeing the group in the square and knowing that we are unlikely to return for a few days. Thank you M'lady for your assistance. But, before we leave, are there any here who are in need of healing? We may be gone for a few days and I would prefer that any injuries sustained working, or celebrating, yesterday are tended to before I leave. If there are any wounded, I shall use my Healing Hex on them before mounting. Once this is done, I am prepared to leave.
Male Sootscale Kobold Witch/1
Ah - did not see that the gameplay tab had been set up - my bad. After listening to the other. I am glad they we have found this town and these good people. For many years, Celtara was the center of enlightenment and liberal government. Sadly in the years since it fell, many have suffered prejudice and hatred. For years, I have wandered these lands seeking only to help those in need, and every time I have been run out of town by youths and drunkards who only saw a kobold and decided I must have been the cause of their hardships. New Celtara will be the center of a great land, a land where all are welcome as equals. A land where enlightened thinking is foremost and hatred and distrust of ones neighbors is something only discussed in tales to frighten children. I agree, while taming the forest north and west of here is paramount, we must explore the fertile plains along the river to feed the people of this great town and to allow for transport to and from the south. So, let us head southeast along the river and see what these lands hold.
Male Sootscale Kobold Witch/1
Ok, so we build a Butcher and a mill in Month 0. And we begin by exploring the hexes along the river with the road - to the southeast of the city. @DM Patcher - are you going to set this up as a campaign so that all the new posts show up in our Campaign list when we check.
Male Sootscale Kobold Witch/1
Korvin wrote:
Just look at the traits that have been accepted and then create something with similar power. Realistically, a +1 to Economy, Stability, or Loyalty is no different that a +1 to Fort, Will, or Reflex. Likewise, a -1 BP to the building of some buildings might be realistic if you have contacts or helpers.
Male Sootscale Kobold Witch/1
0) Alignment NG
Also, we need to build a Town Hall as soon as possible as this will allow us to name a Councilor, Grand Diplomat, and Treasurer with the sizable bonuses attached thereto. This will result in Econ: +7
Male Sootscale Kobold Witch/1
Irikar Vareth wrote:
Yes on the High Lord/Lady idea. With my intelligence I am best for High Diplomat, Magister or Treasurer. Probably Treasurer initially.
Male Sootscale Kobold Witch/1
Welcome Dax - glad to have you. You may get elected as Ruler before you even start (if you are a sorcerer with decent charisma that is). We are attempting to meta-game our first 75 months at present so that there will be no surprises. Thus, I may have to kill off several characters so that the game is interesting. Other than that, welcome and join the crew. We will be exploring hexes (or I will be casting hexes) shortly and maiming poor unsuspecting evil monsters.
Male Sootscale Kobold Witch/1
DM Patcher - ok, how about this. Societal Helper: Known for spending years going from town to town and only helping the weak and the injured despite continual prejudice has given Msosth a reputation for honesty, safety, and helping the community. Benefit: +1 bonus to the applicable value when in Leadership roles of Councilor, Grand Diplomat, or Treasurer.
Male Sootscale Kobold Witch/1
Msosth the Grey wrote:
DM Patcher - I had an idea for a Kingdom Building trait that I posted a few days ago. It is copied here. Let me know if it is ok. If not, I may just choose a regular second feat that fits in with my background. I do not know how powerful this is as I am not that familiar with the Kingmaker rules yet.
Male Sootscale Kobold Witch/1
@DM Patcher - could you put this into a campaign and start the Gameplay thread. Until you do so, we have to follow this thread independently. If you set it up as a campaign and start a gameplay tab, then as soon as we dot the thread, this will appear in our lists of active campaigns and be much easier to follow - at least for me. Not sure exactly how to do this, but I think it is fairly simple from the one time I played around with it.
Male Sootscale Kobold Witch/1
I am obviously built for Magister, Treasurer, or Grand Diplomat. Can we collect taxes before we have a town hall and Treasurer? I say bakery and mill in the first month. We explore several adjacent hexes and build a farm in month 2. That way we have some BP in reserve and have cut down consumption. The following month we build the Apiary which reduces consumption 1 more and adds to economy and loyalty. Month 4 if we have the resources, we build another economy/stability thing, say a fletcher - if we have the money, a house & tradesman would be good as this will increase the value of the city/town. Or a house/shop except that the tradesman gives us an extra +1 to stability for only 2 BP more. Also, is Dax with us? We could use the Charisma and should invite him before the B-Team does.
Male Sootscale Kobold Witch/1
Falger Ortio wrote: On the second character thing, how do people feel about it as an optional thing. You can if you want to, but if yo don't want to be bothered then no big deal. Fine with me - I am already in too many campaigns, the last thing I need is to remember which of two characters I am running in this campaign.
Male Sootscale Kobold Witch/1
Possible Trait: Societal Helper: Known for spending years going from town to town and only helping the weak and the injured despite continual prejudice has given Msosth a reputation to honesty and safety. Benefit: +1 when in any Leadership role which promotes trust related to Stability or Loyalty -- Councilor, General, Grand Diplomat, High Priest, Marshal, Treasurer, Warden
For the town, I think we should get: Brewery: +1 Loyalty, +1 Economy
Leaves us with 3BP, we can get a house and a Tradesman or Stable next turn.
Male Sootscale Kobold Witch/1
I like one character - otherwise you are too split. It would be easy for us to have a muscle bound brute, a few super charismatic bards and so forth to fill the roles and call them our alternate characters. We started with 6, lets stay that way. If people want to create NPCs, go for it, but I think 1 PC/player is the way the game is designed and the way we should have played it. If we become a really small group due to attrition, then we could rethink this at that point.
Male Sootscale Kobold Witch/1
Perhaps the second character could be an NPC class - expert, aristocrat, etc. Make them 20 point builds, but never adventure with them. Have them gain the same exp that the main group does so that they stay level consistent and our real party is as we formed it. Essentially these are the bureaucrats and we are the doers. There are 11 leadership roles. This would allow them all to be filled. As the party size decreases through attrition, then we would slowly bring real NPC's in as leaders. Another thought would to be have them be regular controlled NPC's with normal adventure classes. That way if/when the main characters make bad decisions - I open the door with the picture of the colossal red dragon on it. - the "backup" character is already prepared to step in since the NPC is part of the government anyway. Our Kingdom is NG - we will get money somewhere. No sponsor - we can get the exp and loot through adventuring and other events. Much better than someone who keeps requesting that we do things adverse to our alignments. Mayor Alrich has a nice ring to it until we get an NPC or controlled-NPC to fill the role.
|