I'm planning on imposing a penalty on specific activities or events the offended party would be interested in or capable of meddling in, such as Trade Commodities or Establish Diplomatic relations for certain noble houses or Celebrate Holiday for certain religions. I may tell the players the source of the penalty if it's as obvious as a chruch not sanctioning an event or sending a representative or keep it a secret if it's the meddling of politicians. A successful Intrigue activity should reveal the source if it's hidden.
Varn is described as a swordlord in the non-crunchy bits as well ("a low-ranking but eager-to-impress swordlord named Maegar Varn," page 40) Perhaps he's so low-ranking that he hasn't taken the name or sworn the oath yet. For myself, I'm going to play it that Jamandi's ploy includes having a loyal, but technically non-Aldori controlling the lands opposite the likely front of the coming civil war. Thus Varn is complicit in, and benefiting personally from, the political war games in Brevoy. Maybe after the dust settles he'll take the Aldori name, or maybe he gets to keep his little kingdom...
From 'What Grows Within' [PCs] show no symptoms—a successful DC 30 Heal check is required to uncover any hint of illness—and are effectively immune to its effects. Nonetheless, they harbor the infestation within their bodies and minds, and are treated as carriers of the affliction. Seeded: The tendril attack of a seeded creature can infect a target, and the Fortitude save DC varies based on the creature’s statistics. A seeded creature can also accelerate the infection and transformation of a helpless victim. For Seeded creatures, the Fort DC = 10 + 1/2 the seeded one’s HD + the seeded one’s Charisma modifier; Xhamen-Dor has a Seeded Infestation ability with a Fort DC 41.
The Parchlands are in the Meraz Desert east/southeast in Casmaron. From Okeno, you could sail east to Ayesh (pop 40k) or Sadiyeh (pop 14.5k), to stock up, but you'd be adding 500 miles to your trek to get to the edge of the Meraz and the smaller Sadiyeh might not have what you need or might charge a premium. You could go around the southern end of that penninsula and go as far as Heger (pop 12.5k) or Husanah (pop 14k, not a port city) in Al-Zabrit, but crossing 200 extra miles of desert belonging to the native horse tribes might complicate your journey in addition to the issues smaller population towns have when it comes to supplies. Which leaves the 'best' way: Katheer (pop 132k). Landing in Katheer, you're going to be able to get the best deal on supplies. You can travel 250ish miles upriver on the Pashman to a natural pass between the Northern and Southern Zho mountains, and then another 230ish miles in the highlands (importantly not desert) to reach the western edge of the Meraz, starting the real journey much closer to the Parchlands than coming in from the south.
VanceMadrox wrote:
I did see it in this version, but the 10 total skills are mentioned on page nine under 'Leadership Bonuses,' and there's no mention of where the other 6 skills are taken from (it says to pick 4 additional ones). Now this one (which I hadn't seen before) does make it clearer that there are 2 skills from each of the charter, homeland, and government. But, the lack of clarity is why I DM'd you about it in April.
Just Modified the Kingdom sheet for use with these rules.
Sources
In addition to n8_fi's fine additions, I'll probably steal/borrow from Leopolitan's Kingmaker Warfare Rules Addition / Rewrite (No Kingdom Rules Required) when I start working on the warfare.
Something of a changelog... Kingdom Turn:
-[V&K] Consolidated almost all activities into one 'Activity Phase' (New Leadership can still be done in the Upkeep phase) -[V&K] Added the 'Construciton Phase' to make larger buildings take multiple turns to construct -[V&K] Settlements now generate resource dice, based on size and presence of a Town Hall/Castle/Palace -[V&K] Settlements may take certain activities apart from leaders, based on size and presence of a Town Hall/Castle/Palace -[V&K] Added bonus XP for structures, farms, work sites, roads -[n8] Diminishing RP to XP conversion with kingdom size -[n8] Kingdom Milestones using n8_fi's expanded list Criticals:
-[V&K, me] Critical Successes gain 1 Renown, Critical Failures increase Ruin (and Unrest on an Event) Kingdom Advancement:
-Experienced leadership: [me] Replaced with V&K's proposed new feats (Diverse & Expansive Leadership) as opportunities for new Specialty Kingdom Skills -Skill increase: [V&K] Every. Single. Level. -Kingdom Improvisation: [n8, me] Allows the kingdom to make untrained skill checks at decreasing penalties as the kingdom advances -Expansion Expert: [me] Grants a bonus to Claim Hex and allows you to use a single action to claim multiple hexes Terrain Features:
-Types: [n8] Allow two major and any number of minor features in a hex (allows for a zero influence village and farm to coexist) -Fresh Water: [n8] fresh water (rivers, lakes, irrigation) increase Farmlands effect by 0.5 points -Roads: [n8] count hexes as 0.5 distance for Influence -Navigable Water: [n8] navigable water counts as roads if trained in Boating Kingdom Concepts:
-Fame & Infamy: [V&K] These are permanent scores that increase with actions, structures, etc. They affect kingdom skills that require you to interact with other groups. -Renown: [V&K] A replacement for the baseline fame/infamy mechanic; renown points are spent on rerolls and disappear each turn Kingdom Concepts-Ruin: [V&K] The base threshold was lowered from 10 to 5. Structures:
-Traits: [V&K] 'Edifice' and 'Infrastructure' make things slower to build, 'Residential' makes them faster, 'Civil' is a reminder that it grants Resource Dice and Actions -Construction Yard: [V&K] Allows you to build large structures faster -Fishing Fleet: [V&K] New Structure, reduces Consumption by 1, can stack at higher Boating proficiency, requires lakes or oceans -Pier: [V&K] Reduces Consumption by 1 -Waterfront: [V&K] Reduces Consumption by 2 (does not stack with Pier) Leadership Roles:
-Skills: [V&K] Each leader has 5 Kingdom Skills their role is specialized in that they can apply their leadership bonus to, plus additional chosen skills as the kingdom levels up -Bonuses: [V&K] The bonus a leader gets to their kingdom skills is determined by the which character skills the leader has Kingdom Skills:
-Starting: [V&K] (not clearly stated in their working document) Start with 10 total trained: 2 from charter, 1 from heartland, 2 from government, 5 chosen by leaders -Bonuses: [V&K] Bonuses from structures in a settlement only apply to activities in that settlement and hexes in its influence Kingdom Activities:
-Number: [V&K] PCs get 3 activities, NPCs get 2, settlements get 0-2, based on size and presence of a Town Hall/Castle/Palace -Ability Traits: [Me] Tagged with their dependent ability to make it easier to remember which ones are affected by various modifiers -Type Traits: [V&K, n8] Commerce (1/turn), Civic (1/settlement*), Region (1/hex). *civic buildings can also do Civic activities -Celebrate Holidays: [V&K] Can use Folklore or Politics, limited to once per Kingdom Turn (month) -Focused Attention: [V&K] Reduced DC to 15 -Fortify Hex: [V&K] Formally creates a refuge in the hex -New Leadership: [V&K] First turn, new leaders have 1 less action -Retrain: [V&K] A new activity that allows you to retrain leveling choices Kingdom Feats: -Requirements: [V&K] Requirements for feats granted by government choice were increased to FEAT 7. -New Feats: [n8, me] Left the original 16 mostly intact (except for the level changes), rewrote n8_fi's new feats to make 59 additional feats organized into 4 per kingdom skill (with the original 6 government-granted feats) and one general feat
After reading through the rules changes that Vance & Kerenshara put together, I combined them with what I liked from n8_Fi's re-hash with a splash of DerivenFirelion's thread's suggestions. Rewrote it all to suit my table, and put it through inDesign for beautification. Still have the Warfare section to update and some art to add before I print and bind it for my table, but we're using it as is, and I figure someone else might like it too. I did cut down and redistribute the number of homebrewed feats slightly so that there were four per kingdom skill (1st, 7th, 11th, and 15th levels). I also removed the limit on claiming hexes since I found my group self-regulated against the increased control DC. If you spot mistakes, have suggestions (layout, content, whatever), or criticisms, I'm still working on this doc, so changes can and will be made.
From the 4th level Spellstriker feat of the Magus multiclass dedication:
Does the restriction on recharging your spellstrike contravene both the normal recharge action and the conflux spell recharge? Spellstrike: After you use Spellstrike, you can’t do so again until you recharge your Spellstrike as a single action, which has the concentrate trait. You also recharge your Spellstrike when you cast a conflux spell that takes at least 1 action to cast; casting a focus spell of another type doesn’t recharge your Spellstrike.
The patrols are a good idea. You can also start trapping the parts of the hideout the enemies know the PCs were in (or lock some wild animals in those parts). When your teleporting PCs hits a few of those, maybe he'll rethink his solo-strategy. Smart foes might leave the ransom note(s) in those same areas if they expect the PCs might be back, and if you want to demonstrate that the foes are smart enough to anticipate the PCs repeated tactic. Any chance the captive could escape in a short one-on-one session? Assuming his previous location was the more secure one, their new location may be less so, or could have a friendly NPC/co-captive that could help. Could one of the bad guys turn traitor and offer to sell the PCs information on the layout of the base, number of guards, and location of their friend?
I agree that Earn Income is the best way to translate this into the game. Tanning a hide takes between a few days and a few weeks. It takes an extensive list of tools and materials to accomplish. Simply skinning an animal and carrying its hide around is like carrying raw meat around; it will rot over time.
Now, specific animal parts, such as a venom glands or a torch bug's abdomen are harder to adjudicate. I'd suggest:
I'll likely steal or adapt these for my current game (still pre-stag lord). I may assign each of the friendly NPCs or kingdom leadership roles two kingdom skills. Putting an NPC in a leadership role would grant the proficiency increase to one of the two skills, just like PCs get. This might encourage including them in the kingdom.
Having trouble parsing this: For Extract Element,
Archives of Nethys wrote: Success The creature takes half damage, and you add some of its elemental matter to your kinetic aura. Your impulses bypass any immunity the creature has to their elemental trait or traits, and the target takes a –1 circumstance penalty to its saves and AC against your impulses. If the target normally has a resistance that would apply to damage from one of your impulses, ignore that resistance; if it normally would be immune to that damage type, it instead has resistance equal to its level to damage from the impulse. You can't target a creature with Extract Element if elemental matter you extracted from it is already in your kinetic aura. These effects last for 5 minutes or until your kinetic aura ends, whichever comes first. Scenario: A single-gate fire kineticist, newly third level, runs into a fire elemental and uses Extract Element on it. Assuming the elemental was successful on it's save, for 5 minutes:
So, does the kineticist "bypass any immunity", does the elemental's immunity now give it resistance, or is there some other case where a creature has immunity to a trait but a different immunity/resistance to the damage?
To update this, anyone care to double check these newer traits: Flaw:
Cobbled 0-points:
Alchemical Clockwork Monk Nonlethal Vehicular [Race trait] 1-point:
Brace Capacity Climbing Combination Concealable Hampering Injection Modular Ranged Trip Razing Recovery Tethered Training 2-points:
Concussive Critical Fusion [requires Combination] Double Barrel Fatal Aim Resonant 3-points: Kickback Repeating Scatter
Working backwards: -Is this worth a focus point?
-It allows my Familiar to act without me spending an action to control it?
-so it works for one turn then I can't use it again?
-How does this ability work?
Cheers.
For rituals in 1e, I would modify them to use two skills for each check, one knowledge-based and one physical-based; verbal vs. somatic component. You could tailor these to the character's so they would have less risk/more incentive to attempt the ritual. For inspiring them to try it... bait them from the dreamside? Have them dream of their doubles discussing the count, but the PCs only make out a few tantalizing words. Or, when the PCs fall asleep, have them each make a knowledge check (can be done untrained), highest result(s) glimpses some of the rewards of the dream quest with the rationale that since they now know of the ritual, they have more insight into their own dreams. Edit: Have an NPC/follower they like accidentally 'fall' into the dream realm (or even a PC that really bombs a knowledge test or Will save while reading the ritual) and appear in the PCs' dreams begging to be rescued.
I used a craft knife and a straight edge. I think I got 6 hexes to the sheet, and I cut three sheets at a time. Those were actually pics from when I ran the first edition AP. I just added some new pictures for this P2 run. The map is now mounted on cardboard with a lovely royal purple border, and each hex is ID'd by a number-letter combination my SO was kind enough to practice their caligraphy on.
Just under 21k pounds (according to this calculator). 5 lbs per bulk = 4,200 bulk
*A medium creature is estimated at 6 bulk to "carry [...] off the battlefield" (CRB, 272, I don't have the remaster). 300 lbs of meat and equipment is not unreasonable for a heroic-sized knight. So... there's a lot of fuzziness around bulk estimations.
New group of players, age 9 to 40+. For some this is thier first TTRPG experience. Some are converting from 5e. I've run this AP in PF1e, so we'll all be learning the system together. But I get to re-use my banner map!
While listed as an aura, it is described as, and has the stats for, a gaze attack. I would probably run it as such: Gaze Rules: Gaze (Su) A gaze special attack takes effect when foes look at the attacking creature’s eyes. The attack can have any sort of effect; petrification, death, and charm are common. The typical range is 30 feet, but check the creature’s entry for details. The type of saving throw for a gaze attack varies, but it is usually a Will or Fortitude save (DC 10 + 1/2 gazing creature’s racial HD + gazing creature’s Cha modifier; the exact DC is given in the creature’s text). A successful saving throw negates the effect. A monster’s gaze attack is described in abbreviated form in its description. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. Only looking directly at a creature with a gaze attack leaves an opponent vulnerable. Opponents can avoid the need to make the saving throw by not looking at the creature, in one of two ways. Averting Eyes: The opponent avoids looking at the creature’s face, instead looking at its body, watching its shadow, tracking it in a reflective surface, etc. Each round, the opponent has a 50% chance to avoid having to make a saving throw against the gaze attack. The creature with the gaze attack, however, gains concealment against that opponent. Wearing a Blindfold: The foe cannot see the creature at all (also possible to achieve by turning one’s back on the creature or shutting one’s eyes). The creature with the gaze attack gains total concealment against the opponent. A creature with a gaze attack can actively gaze as an attack action by choosing a target within range. That opponent must attempt a saving throw but can try to avoid this as described above. Thus, it is possible for an opponent to save against a creature’s gaze twice during the same round, once before the opponent’s action and once during the creature’s turn. Gaze attacks can affect ethereal opponents. A creature is immune to gaze attacks of others of its kind unless otherwise noted. Allies of a creature with a gaze attack might be affected. All the creature’s allies are considered to be averting their eyes from the creature with the gaze attack, and have a 50% chance to not need to make a saving throw against the gaze attack each round. The creature can also veil its eyes, thus negating its gaze ability.
I'd be quite tempted to have them make Will saves or Charisma checks as ages pass while they guard the Yellow King waiting for their companions to return. Every hour in the real world, a day would pass in the dream. Each day in the dream, a new check. Each passed check increases the DC. Each failed check doubles the relative time difference for the character and the yellow king. A few failed checks and they're practically standing still as the caravanserai seems to speed up around them. The few travelers that come through are blurs, and the sands shift quickly to alternately engulf and reveal parts of the buildings. By the time the rest of the party rejoins the dream, the character left there has grown old (and taken a lot of insanity damage). |