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Thread: A War of Three Kingdoms (Eos, Blue)

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    Bugbear in the Playground
     
    Flumph

    Join Date
    Jan 2016

    Default Re: A War of Three Kingdoms (Eos, Blue)

    ---------------------------------The Free City of Nive---------------------------------



    Province Statistics:

    Population 1
    Economy 3+1
    Production 2
    Warfare 1
    Technology 2

    Treasury: 11938

    Standing army:

    Spoiler: Unit 1: Nive's Sparrows (cost 3000 gp/month)
    Show


    Class: Beguiler 1
    Race: Changeling

    Abilities
    STR 8
    DEX 14
    CON 12
    INT 15
    WIS 10
    CHA 13

    Racial features: +2 vs sleep and charm effects, +10 to Disguise when given time to change
    Class features: Armored mage, Trapfinding

    Feats: Cosmopolitan (add Survival as class skill, +2 to survival)

    Skills: Bluff 4 (7), Disguise 4 (5), Move silently 4 (6), Hide 4 (6), Survival 4 (6), Disable device 4 (6), Search 4 (6), Spot 4 (4), Sense motive 0 (2), Intimidate 0 (2)

    Attacks:
    Shortbow: +2, 1d6 damage, 60' range, 20x3 crit
    Rapier: -1, 1d6 damage, 18-20x2 crit
    Dagger: -1, 1d4 damage, 19-20x2 crit
    Dagger, thrown: +2, 1d4 damage, 10' range, 19-20 crit

    Defenses:
    AC: 14 (16 with Mage Armor). Touch: 12 (16), Flat-footed: 12 (16)
    Fort: +1 Ref: +2 Wil: +2

    Spells:

    Cantrips: 5/day: Dancing lights, Daze, Detect magic, Ghost sound, Message, Open/close, Read magic

    Lvl 1: 4/day: Charm person, Color spray, Comprehend languages, Detect secret doors, Disguise self, Expeditious retreat, Hypnotism, Mage armor, Obscuring mist, Rouse, Silent image, Sleep, Undetectable alignment, Whelm

    Equipment:
    Leather armor
    Shortbow
    Rapier
    Daggers

    Tactics:
    -Never hit an enemy directly: hide and attack from the shadows starting with disabling spells (sleep, obscuring mist) to wreak havoc
    -Use natural changeling talent + Disguise self (+20 total bonus) to infiltrate enemy ranks and assasinate important objectives
    -Retreat into the jungle and let the enemies fight the terrain
    -Maintain distance from the enemy, those in the front fight defensively while those behind use their bows and spells


    Stronghold and other Infrastructure

    Spoiler: The House of Chora (Stronghold)
    Show



    The House of Chora was one of Nive's main temples in ancient times, taken as a palace for the many petty tyrants and kings for centuries. After her successful leading of the revolution, Chora received the land from the City to pay for all her property lost in the struggle. The House of Chora is a beautiful building, expanded with every generation. All is built in marble, with numerous entrances and exits to and from the city, both by feet and by boat.

    Spoiler: General Price Modifiers
    Show
    GENERAL MODIFIERS
    In a metropolis (+10%)
    The House of Chora is built in the Free City of Nive, near its centre.

    Aquatic (+15%)
    The City and also the House are built where the Mirror Rivers cross. Thus, whatever reaches them must arrive via boat.

    Warm climate (-5% to the prize of everything)
    General weather of this region.

    Site controls income source (+10%)
    As a mercantile House, this stronghold can take a tax on all caravans passing through Nive.

    Natural feature that prohibits movement x 2 (+8%)
    The Mirror Rivers are the means of transportation of most people in the region. They are calm and mellow rivers, rarely with strong currents. They also too shallow for great army boats and too long and muddy to cross by feet. Thus anyone who wants to get to the Free City must use the long and flat boats of the Niveans.

    Natural feature that makes movement difficult (+2%)
    To access the House of Chora, one must be able to find in the messy streets of Nive and among many similar ones. A test of Knowledge (local) DC 18 is needed to get there directly.


    Chora’s Seal (Lyre of building type of item) (-30%)

    TOTAL MODIFIER: +10%

    SPECIAL COMPONENTS:
    Scrying beacon
    The office, common area, dining room and the one empty bedroom are all equipped with a small scrying beacon built as a vase. In case of need, the master of the House can use them to spy on less savoury visitors.

    Seal of Chora
    The Seal of Chora is one of the most marvellous items created by the founder of the House. It is a flat circle made of brass and filled with arcane symbols. Once a week, when the word of command is spoken, a voice begins to speak in a strange language which sends chills down the spine of the wielder (it’s Infernal). The wielder can understand the words and communicate with it telepathically, giving it orders.
    Once per day, the wielder may order the Voice to protect the site, making the walls and structures in 300 feet impervious to all attacks and damage for 30 minutes.
    Furthermore, the Voice can be commanded to work for the wielder lifting stones, draining ponds or any similar duty. However, after the first hour the voice grows weary and must be misled into continuing its labour with a Bluff DC 18. While the effect is maintained, every hour gets the work done of 100 humans in 3 days, but once the wielder fails a Bluff check it cannot be used for this purpose in another week.

    Warding bell
    One of the warding bells is a Holy Symbol of Waukeen, resting in the centre of the altar at the chapel. This symbol may be activated by touching it and asking the Lady of Coin for her intercession, instantly creating magical defences. These affect the Chapel itself, the Throne Room, the Common area, the Dining hall, the Office, the workspace (ground floor); and the Servant’s quarters, Bedrooms and Bedroom Suite (first floor).
    The other is another Holy Symbol, this one bigger and kept in the barbican. In this case it protects the Barbican, Gatehouse, Barracks, Storage room, Prison cell, Kitchen and docks (all ground floor, save the Barbican).

    SOLDIERS QUARTER
    Basic Armory (can contain weapons and armors for up to 25 soldiers)
    Barracks (has space for about 10 soldiers who keep the stronghold protected)
    Gatehouse
    Barbican
    Prison cell


    MASTERS QUARTER
    Fancy Bedroom suite (Eos and Ismael sleep here)
    Fancy Bedrooms (room for two people, one of the rooms currently taken by Eos's daughter)
    Fancy throne room (fits up to 20 guests, grants +2 to Eos on Diplomacy rolls)
    Fancy office
    Basic chapel (fits up to 40 people)
    Fancy common area
    Fancy dining hall (seats up to 30 people comfortably)


    SERVANTS QUARTER
    Basic dock (space for 1 boat)
    Fancy kitchen
    Servant’s quarters (space for 6 servants)
    Basic storage (2000 cubic feet of storage space)
    Basic Workplace (suited for Ismael's work)


    Log of activity

    Spoiler: Month 1
    Show

    Production: Increase Warfare to 1 by training and outfitting a unit of Changeling Beguilers (Nive's Sparrows)
    Research: Create an item of Fabricate, continuous. Will take 2 more months.
    Events: Explore the north and visit Lady Starbound... Almost get killed by a giant dragon-turtle?


    Spoiler: Month 2
    Show

    Production: Increase Economy by 1 by creating a Warehouse that will safely hold merchant's property.
    Research: Continue with the creation of the item. Will take one more month.
    Warfare: Nive's Sparrows are set to defensive duty, merely escorting merchants, dealing with bandits and trying to make the region safer for commerce.
    Events: Obelisk loaded with psionic energy discovered.



    * post roll count doesn't match database
    Last edited by Don nadie; 2016-10-04 at 12:01 AM.