Neila: 14th of Calistril
Gothos: 3rd of Pharast
Caelon: 6th of Gozran
Lanius: 16th of Gozran
Mallam: Calistril
Level 5 Experience: 4200/8000
Quests
Spoiler
Dissent: Someone among the population is speaking against your rule, but doing so in secret. He seems to be using enchantment magic to accomplish this goal. Find out where he his, and stop him from creating a riot.
Back in the Saddle Again: Explore more regions to facilitate southward expansion. Explored: 8/20
Secure the Border: The Stag Lord was bad enough, but there are some more threats lurking in the dark. Figure out what they are and take care of them. Threats eliminated: 0/3
Open for business: An artisan smith from House Garess name Vorick wants to expand his business to Arkendale, but needs a smith, and enough customers to make it worth the while. Smiths: 0, Houses: 1/3
Black Rattlecaps: Beldame would like you to gather some black rattlecaps on the other side of the Tuskwater Lake.
NPC Gallery
Spoiler
Oleg Leveton - A middle-aged man who is the propietor of Oleg's Trading Post, a re-purposed fort beyond Brevoy territory. He's slow to warm up to strangers, but you have definitely proved your worth to him.
Svetlana Leveton - Oleg's wife and better half, who helps him with managing the Trading Post. She is quite generous, and a pleasant conversationalist. She is incredibly greatful to you for helping Oleg deal with the bandit troubles.
Jhod Kavken - An aging priest of Erastil, interested in the Rostland colonization effort. He has recently bought out a room in Oleg's Trading Post. You know little of his past.
Kesten Garess - The man in charge of keeping Oleg's Trading Post safe from any future bandit activity. He is distantly related to Neila, and was disowned from his family due to an affair he had with a commoner.
Swordlord Rivanda - A Garundi woman who is your contact with the Restov Swordlords. She values efficiency and has a rather cold demeanor.
Bokken - A hermit living on the fringes of society with a rather nasty attitude. He is quite an accomplished potion maker, and will accept requests to make them, albeit with much complaining.
Mikmek - A kobold who you saved in the Old Sycamore Tree that doubled as a mite lair. He is incredibly greatful to you for saving his life, and is actually quite well-versed in the details of both human and kobold society.
Tiressia - A dryad living in the forests of the central Greenbelt. She seems protective of the area's fey creatures, but is generally friendly to the party.
Akiros Ismort - Brother of Caelon and ex-paladin of Erastil. Was found in the Stag Lord's fort, but later turned against the bandits.
Drak - A strange bandit (and apparently a bard) that was a member of the Stag Lord's bandits. He turned on the bandits last moment, and was allowed to live by the party. His current whereabouts are unknown.
Sword-master Jamandi Aldori - The half-elven leader of the Aldori Swordlords, who resides in the Brevic city of Restov. She appears to have been heavily involved with your colonization efforts, but not much is known about her.
Jubilost Narthropple - A gnomish man who was paid to lead an expedition around the Stolen Lands. He constantly produces high-quality maps of the surrounding areas, a fair bit more detailed than the ones you completed.
Jerebud Lebeda - A member of House Lebeda (one of Brevoy's larger noble houses) assigned to be your advisor by Swordlord Jamandi. He has yet to give you much information regarding his background, and he serves Arkendale dutifully.
Niska - Mysterious woman practicing necromancy from the River Nation of Mivon. She seems to be in contact with a dozen other female necromancers in Croixlight. Any motives of hers, other than supporting the practice of necromancy are unknown.
Erika - A friend of Neila's who watches over the kingdom in your absense. Generally cheerful and upbeat, and knowledgeable across a variety of subjects.
Vorick - A dwarf from House Garess who helped watch over and teach Neila when she was younger. Is an accomplished smith known for being able to incorporate a variety of metals into his works.
Beldame: A strange hermit living on the west bank of Tuskwater Lake. Apparently she knows a fair bit about magic and potion making.
Map
Spoiler
B5: Oleg's Trading post
B6: Bokken's hut
C5: Moon radish patch
D3: Temple of Erastil (watchtower - investment: 2BP)
D4: Bandit Camp (has a bridge)
D5: Gold mine (claimed - investment: 4BP)
E6: Giant Sycamore Tree (Road + Farmlands)
E7: Broken Bridge. "Nettle's Crossing"
F2: Timber Source
F4: Fang Berries
F5: River Crossing (Sturdy bridge + Farmlands)
F6: Sootscale Caverns
G2: Tiressia's Lair
G3: Timber Source
G5: Croixlight (Road)
G7: Haunted Barrow
H4: Beldame's Hut
What you guys have explored so far. If the box is completely filled in, you have that region explored. If the box is dotted, but not filled, it means you've been there, but the region doesn't count as explored. The color of the box indicates the terrain type.
Beige: Plains
Green: Forest
Brown: Hills
Grey: Mountain
Light Blue: Swamp
Spaces with a red square have been claimed by Arkendale
If the square is green, it is also a farmland
The first row is A, then B, and so on. The first hex in each row (starting from left) is 1, then the next one is 2, and so on.
Also, here are the rules for exploration. Each hex on the map is 12 miles across. The time it takes to travel through a hex depends on your party's speed (based on the slowest party member), and the hex's terrain, as described below. Fully exploring a hex takes much longer than simply passing through it.
Drothmal's Loot Table:
Spoiler
Note from Blisstake: This is before you guys headed out for the second time, and does not include any expenses. I believe most of those can be seen on page 31 and 32 for when we need to update.
Trade prices
Spoiler
Sell equipment at 50%
Sell goods at 100%
Buy common equipment at 80%
Buy magic equipment at 100%
Craft magic equipment at 75%
Assumptions
Spoiler
- The money that Blisstake just adjudicated to the party (20k) comes from selling
a) all the loot that belong to the Stag Lord/ Lanius
b) Caelon's +1 light Shield
c) random loot that had not been assigned
Plot items
Spoiler
Case of liquor with 8 bottles, doped with sleeping poison
Note in Undercommon (not translated)
Journal in Elven (Recently translated?)
Stag Lord's Note
Resources
30000gp
Purchases
Neila: Headband of +2 CHA (4000gp)
Gothos: +1 Full plate (2650gp)
Caelon: +1 Breastplate (1350gp), +1 Longsword (2000gp)
Mallam:
Brohn:
Common: Knight's Pennon of Parley (4500gp), CLW wand (750gp)
Loot Distribution
Neila: Masterwork Pepperbox Rifle (7000gp), Scroll of fly (375gp)
Gothos: Potion of CLW (50gp), potion of Lesser Restoration (300gp), +1 Greataxe (2000gp)
Caelon: Composite-Longbow (100gp), potion of Lesser Restoration (300gp)
Mallam: Broken +2FeyBane bastard sword, broken +2 chain Shirt
Brohn:
Alignment: A kingdom’s alignment affects its statistics, so choose your kingdom’s alignment carefully. Lawful kingdoms gain a +2 bonus on Economy checks. Chaotic kingdoms gain a +2 bonus on Loyalty checks. Good kingdoms gain a +2 bonus on Loyalty checks. Evil kingdoms gain a +2 bonus on Economy checks. Neutral kingdoms gain a +2 bonus on Stability checks (a truly neutral kingdom gains this bonus twice).
The rules don't say anything about how to decide its alignment. I'm guessing it will be lawful good, if only because of Neila and Caelon's influence.
Size: Count the number of hexes your kingdom comprises and record that number here. This number affects a kingdom’s Consumption and its Control DC.
Control DC: A kingdom’s Control DC is 20 + its size + the number of city districts; this value is the DC you’ll be rolling against most often with your kingdom’s Stability, Economy, and Loyalty checks.
Population: Actual population numbers do not factor into your kingdom’s statistics, but it can be fun to track the number anyway. A kingdom’s population is equal to its size × 250 + the total population of each of its cities. Population will be used to determine maximum army size.
Stability, Economy, and Loyalty: These three values are analogous to saving throws. You make Stability checks during a kingdom’s Upkeep phase to determine whether it remains secure. You make Economy checks during a kingdom’s Income phase to determine how much its treasury increases. You make Loyalty checks to keep the public peace. A kingdom’s initial scores in all
three of these categories is 0 + the kingdom’s alignment modifiers. A natural 1 is always a failure for these checks, and a natural 20 is always a success.
These are basically the three most used statistics of the kingdom. I'll allow you guys to roll them.
Unrest: A kingdom’s Unrest value indicates how rebellious its people are. A kingdom’s Unrest score is applied as a penalty on all Stability, Economy, and Loyalty checks. If a kingdom’s Unrest is above 10, it begins to lose control of hexes it has claimed. If a kingdom’s Unrest score ever reaches 20, it falls into anarchy. While in anarchy, a kingdom can take no action and treats all Stability, Economy, and Loyalty check results as 0. Restoring order once a kingdom falls into anarchy typically requires a number of quests and lengthy adventures by the kingdom’s would-be leaders—if your PCs’ kingdom falls into
anarchy, you can either assume the Kingmaker Adventure Path is over (as you might if all of the PCs were slain in an encounter), or you can simply let the PCs “restart” a new kingdom elsewhere in the Stolen Lands. Unrest can never go below 0—adjustments that would normally reduce Unrest lower than 0 are wasted.
I don't think we need to worry about that happening... right?
Consumption: A kingdom’s prosperity is measured by the Build Points (abbreviated BP) in its treasury, and its Consumption indicates how many BP it costs to keep the kingdom functioning. If a kingdom is unable to pay its Consumption, its Unrest increases by 2. A kingdom’s Consumption is equal to its size plus the number of city districts it contains plus adjustments for Edicts minus 2 per farmland.
Treasury: As your kingdom earns money, favors, resources, and power, its Build Point total increases. In the Kingmaker Adventure Path, you begin with 50 BP in your kingdom’s treasury (this amount is bestowed upon you by
the swordlords of Restov).
Special Resources: If your kingdom includes any special resources (see below), record them here.
This has both fluff and mechanical effects
Leadership: Write in the names of the PCs or NPCs filling each of the 11 leadership roles here, along with their appropriate modifiers.
Each role modifies either Stability, Economy, or Loyalty (up to all three for the Leader as the kindgom grows)
Edicts
Spoiler
Edicts (promotions, taxes, and festivals) increase your kingdom’s Stability, Economy, and Loyalty scores. Promotions can include recruitments, advertisements, and even propaganda campaigns. Taxes are payments gathered from a kingdom’s citizens to help pay for Consumption. Festivals, which can also include parades and other public events, can increase the kingdom’s happiness and loyalty.
Taxation:
Taxation Level
Economy Bonus
Loyalty Penalty
None
-1
+1
Light
+1
-1
Normal
+2
-2
Heavy
+3
-4
Overwhelming
+4
-8
Promotion:
Type
Stability Bonus
Consumption
None
-1
0
Token
+1
1
Standard
+2
2
Aggressive
+3
4
Expansionist
+4
8
Festivals:
Festivals per Year
Loyalty Bonus
Consumption
None
-1
0
1
+1
1
6
+2
2
12
+3
4
24
+4
8
A grand diplomat is required for issuing promotion edicts, a councilor for festivals, and a treasurer for taxes.
Special Resources
Spoiler
Some hexes do more than just add size to a kingdom — they also add resources and impact a kingdom’s Stability, Economy, Loyalty, and other elements.
Bridge: A bridge hex negates the cost increase of building a road that crosses a river.
Building: If you establish a city in a hex at a building location, you can incorporate the building into the city as a free building—the encounter indicates what type of building it counts as.
For example, Oleg's can be used as a free Shop, Watchtower, or Stable if you make a city there.
Cave: Caves can be used as defensive fallback points, storage, or even guard posts or prisons. A cave hex increases a kingdom’s Stability by 1.
Landmarks: Landmarks are sites of great pride, mystery, and wonder. They serve well to bolster a kingdom’s morale. A landmark hex increases a kingdom’s Loyalty by 1.
The only Landmark you know of so far is the immense sycamore tree where the mites lived.
Road: A hex with a road in it allows for much easier travel. For every four road hexes your kingdom controls, the kingdom’s Economy increases by 1. For every eight road hexes your kingdom controls, its Stability increases by 1. "If you have roads connecting to other kingdoms or tribes, economy increases by an additional 1 for each place you are connected to.
Ruins: A ruin can be incorporated into a city as a building—doing so halves the cost of the building, as the ruin only needs to be repaired rather than having to be built from the ground up. The encounter indicates what
type of building a repaired ruin counts as.
The temple of Erastil, for example, halves the cost of a temple if you build a city in that space
Towns: A town consists of an established settlement — claiming a town hex is an excellent way to add a fully functional city to a kingdom. In order to claim a town hex peacefully, the annexing kingdom must make a Stability
check (DC = Command DC+5). Failure indicates that radicals and upstarts in the town increase your kingdom’s Unrest score by 2d4. There is aways the possibility of annexing a settlement using non-peaceful methods as well...
Resources: Resources include particularly valuable sources of lumber, metal, gems, food, or the like. A resource hex increases the BP gained during economy checks by 1.
Cities
Spoiler
Preparing the Site: Once you select a location for your city (which must be in a hex you have explored and cleared), you must pay to have the site cleared and prepared to support the city’s roads and buildings. Once you finish preparing the site, decide which of the district’s borders are water (in the form of riverbanks, lakeshores, or seashores) or land. Record these choices at each border on your city grid. In addition, adding a city district to a kingdom increases its Consumption by 1.
Terrain
Cost to Prepare
Time to Prepare
Grassland
1BP
Immediate
Hills
2BP
1 month
Forest
4BP
2 months
Swamp
8BP
3 months
Mountain
12BP
4 months
The City Grid (you can see a template for one in the Player's Guide): The city grid consists of 36 city blocks, each arranged into nine larger squares. Each block is separated by alleys, while each square is separated by streets. The nine squares themselves are in turn bordered by four sides—each side
represents a border to the entire city district. A district border can represent a city wall, a river, a lake or ocean shore, a cliff, or merely the transition from one city district into another. For larger cities, you can prepare multiple
districts sharing common borders.
Destroyed Blocks: If an event destroys one or more blocks, the devastation causes +1 Unrest per destroyed block. The cost to build the replacement structure is halved if the replacement is the same type of structure as the one that preceded the destruction.
City Grid Scale: Although combat encounters in a city should still be played out normally, you might need to determine how long it takes for someone to travel from one location to another in the city in the case of multiple encounters. In this case, treat each city block as if it were a 750-foot square—this means that an entire city district is about 1 square mile in size.
Buildings: All buildings take 1 month to construct, regardless of size, and their effects are granted immediately upon their completion. Buildings can be medium (1 space), large (2 spaces), or huge (4 spaces).
Population: A city’s population is equal to the number of completed blocks within its districts × 250. A city grid that has all 36 blocks filled with buildings has a population of 9,000.
Defensive Modifier: A city’s Defensive Modifier can be increased by building certain structures (such as city walls) and has an impact on mass combat. Cities built in forests and hills get a +2 to defense. Cities build in mountain hexes gain a +4.
Base Value: The base value associated with a city built in this manner is tied not to its size but rather to the number of Economy-based buildings it has. Each such building, whether it’s a shop, tavern, or brothel, increases a city’s base value. Any magic item equal to or lower than this base value in cost is available for purchase 75% of the time—this check may be made again every month (as new stock comes and goes). Any nonmagical item from the equipment chapter in the Pathfinder RPG Core Rulebook is always available if its cost is lower than the city’s base value. Cities with multiple districts add the individual base values of each district together to determine the entire city’s base value, with an upper limit of 16,000 gp per city. Base value starts at 200gp. "Base value also affects purchase limit, which is 5 times the base value."
Magic Item Availability: A certain number of more powerful and valuable magic items are available for purchase in any city, although these items tend to be of a somewhat random nature as new items are found or created and enter the economy. As with base value, a community’s size does not influence the number of magic items above base value that are available for
purchase. Instead, these items become available as certain buildings (like academies or magic shops) are added to a city. Whenever such a building is added to a city, place an “X” in one of the boxes next to the appropriate item category to indicate that the city has gained a “slot” in that category. During every Upkeep phase, randomly roll a magic item of the appropriate
category for each empty slot. After it is generated, a magic item remains on the market until it is purchased. Alternatively, once per Income phase, a kingdom can make Economy checks to try to sell items; once the item is sold, its slot remains empty until the next Upkeep phase.
Magic Item Creation: What items you are allowed to create depends on the availability of certain buildings. For example, it would be impossible to contruct a sword without a smith.
Turn Order
Spoiler
A single turn represents 1 month, and is split into phases. In order, they are the Upkeep Phase, Improvement Phase, Income Phase, and Event Phase.
Upkeep Phase:
Step 1: Make a Stability check against control DC. If this is unsuccessful, increase Unrest by 1, or by 2 if the check failed by 5 or more.
Step 2: Pay Consumption. Reduce the consumption cost from you treasury. If there is not enough BP to pay this amount, then unrest increases by 2.
Step 3: Fill vacant items slots: If any items were purchased from the kingdoms, the slots will be refreshed at this step. Magic Items will be rolled randomly, based on what buildings the kingdom has.
Step 4: A hex is removed from the kingdom if unrest is 11 or higher at this point. Unrest is then reduced by 1 if you have a Royal Assassin.
Step 5: Roll a Loyalty check against control DC. If successful, unrest is reduced by 1. If it is at 0 during this step, you gain 1BP if the check is successful.
Improvement Phase:
Step 1: If any leadership positions are empty, assign them.
Step 2: Claim hexes. You can claim 1 hex a turn (at first), and it must be explored, cleared, and adjacent to a hex in your kingdom. It costs 1BP to claim a hex, and it increases consumption by 1.
Step 3: Establish and improve cities. You may establish 1 city on your turn, as well as build 1 building (at first) in cities you already control.
Step 4: Build Roads. Roads cost 1BP in grasslands and hills, 2 in forests, and 3 in swamps or mountains. This cost is doubled if a bridge needs to be constructed as well. You may construct 1 (at first) road a turn.
Step 5: Build Farmlands. You may establish farmlands in grassland or hill spaces that contain a road connecting to a city. The cost for farmlands is 2BP in grasslands, and 4BP in hills. You may establish 1 (at first) farmland per turn.
Step 6: Build miscellaneous improvements. So far, this means investing into resource spaces. It costs 2/4/8/16 BP to increase the income of a resource space by 1BP/turn.
Step 7: Pick or adjust edicts.
Income Phase
Step 1: You may deposit 4,000gp worth of items (or gold/gems) to receive 1BP for the kingdom.
Step 2: You may withdraw BP from the treasury to gain 2,000gp per BP. This requires a Loyalty roll against control DC, or you gain unrest equal to the amount of BP lost.
Step 3: You may sell one magic item produced by the town per turn. You must make an individual ecnomy check (DC 15/20/25) to sell a minor/medium/major magic item, and you gain 2/5/8 BP for the kingdom. You attempt this once per city.
Step 4: Make an Economy check against control DC. If successful, gain 1/4th of the total result as BP.
Magic items used to give more BP. Economy checks used to give 1/5 of the result instead of 1/4th
Event Phase:
This is entirely up to Blisstake. These events can range anywhere from political scandals, to natural disasters, to a famous celebrity stopping by. There are also unique events that may show up:
Choices: PCs in the leadership roles are given a problem occuring within their kingdom. They are given choices with how to handle the issue, and may come up with their own solutions as well.
Funding: An NPC will ask for money for a particular enterprise. If you give them the money (in BP), they will produce something useful to the kingdom or players, such as a unique building, magic item, or an extra town.
Building List
Spoiler
1BP – Tenement: counts as house. +2 unrest
3BP – House: allows certain buildings. -1 unrest
4BP (half w/ theater) – Brothel (requires adjacent house): +2 loyalty, +1 economy, +1 unrest
4BP (half w/ town hall) – Dump: +1 stability, +1 economy
4BP (half w/ temple) – Graveyard: +1 loyalty, +1 stability
4BP (half w/ theater) – Park: +1 loyalty, -1 unrest
6BP – Brewery: +1 loyalty, +1 stability, +1 economy
6BP (half w/ academy) – Library: +1 economy, +1 loyalty. Allows creation of magic scrolls
6BP – Mill (requires water): +2 economy, +2 stability
6BP (half w/ temple) – Monument: +3 loyalty, -1 unrest
6BP – Smith: +1 economy, +1 stability. Allows creation of weapons and metal armor
6BP – Tannery (can’t be near house): +1 economy, +1 stability. Allows creation of leather armor and accessories (ex. Belts)
6BP (half w/ town hall) – Watchtower: +1 stability, +2 defense, -1 unrest
8BP (half w/ garrison) – City Wall: +4 defense, -2 unrest. Doesn’t take up a city slot.
8BP (half w/ market) – Shop: +500 base value, +1 economy
8BP (half w/ temple) – Shrine: 1 minor item, +1 loyalty, -1 unrest.
10BP (half w/ noble villa) – Exotic Craftsmen (requires adjacent house): 1 minor item, +1 loyalty, +1 stability. Allows creation of miscellaneous wondrous items that don’t fit in other categories.
10BP (half w/ market) – Inn (requires adjacent house): +500 base value, +1 economy, +1 loyalty
10BP (half w/ noble villa) – Mansion: +2 stability, -1 unrest. Counts as a house.
10BP (half w/ guild hall) – Stable (requires adjacent house): +1 economy, increases base value by 250gp for each city connected by road (max, +1,000).
10BP (half w/ guild hall) – Tradesman (requires adjacent house): +500 base value, allows gold to be donated to or withdrawn from the kingdom twice in a turn instead of once.
12BP (half w/ town hall) – Barracks: +2 defense, -1 unrest. Allows an army to be housed in city.
12BP (half w/ garrison) – Granary: +1 loyalty, +1 stability. Values each increased by 1 for every 2 farmland within 2 spaces of the city.
12BP (half w/ theater) – Tavern (requires adjacent house): +500 base value. Gives +2 economy if adjacent to Inn. Gives +2 loyalty if adjacent to Brewery.
12BP (half w/ garrison) – Jail: +2 loyalty, +2 stability, -2 unrest
16BP (half w/ guild hall) – Piers (requires water): +2 economy, +1 stability. +500 base value for every city connected by waterway (max 1,500gp).
18BP – Alchemist (requires adjacent house): +750 base value, 1 minor item, +1 economy. Allows creation of potions, elixirs, and oils.
22BP (half w/ castle) – Town Hall [large]: Halves cost of Barracks, Watchtower, Dump. +1 loyalty, +1 economy, +1 stability.
24BP (half w/ castle) – Noble Villa [large]: Halves cost of Mansion, Luxury Store, Exotic Craftsmen. +2 stability if adjacent to mansion. +2 economy if adjacent to Luxury Store or Exotic Craftsmen.
24BP (half w/ arena) – Theater [large]: Halves cost of Brothel, Park, Tavern. +2 economy, +2 loyalty, -1 unrest.
28BP (half w/ noble villa) – Luxury Store (requires adjacent house): +1,000 base value, 2 minor items, +1 economy. Improves selling prices of gems and artwork by 20%.
30BP (half w/ academy) – Caster’s Tower: 1 medium item, 2 minor items, +1 economy, +1 loyalty. Allows creation of magic wands and rods.
30BP (half w/ arena) – Garrison [large]: Halves cost of City Wall, Granary, Jail. +2 loyalty, +2 stability, -2 unrest. Improves armies created in the city.
32BP (half w/ cathedral) – Temple [large]: Halves cost of Graveyard, Monument, Shrine. 3 minor items, +2 stability, +3 loyalty, -2 unrest.
34BP (half w/ waterfront) – Guild Hall [large] (requires adjacent house): Halves cost of Pier, Stable, Tradesman. +1,000 base value, +2 economy, +2 loyalty. Reduces prices of goods purchased in city by 10%.
40BP – Arena [large]: Halves cost of Garrison, Theater. Halves cost of festival edicts. +4 stability, +4 loyalty.
48BP (half w/ waterfront) – Market [large] (requires 2 adjacent houses): Halves cost of Black Market, Inn, Shop. 1 medium item, 2 minor items, +2,000 base value, +2 economy, +2 stability.
50BP (half w/ market) – Black Market [large] (requires 2 adjacent houses): 3 minor items, 1 medium item, 1 major item, +2,000 base value, +2 economy, +1 stability, +1 unrest.
52BP (half w/ cathedral) – Academy [large]: Halves cost of Caster’s Tower, Library, Magic Shop. 1 major item, 2 medium items, +2 economy, +2 loyalty. Allows creation of staffs.
54BP – Castle [huge]: Halves cost of Noble Villa, Town Hall. +3 economy, +3 loyalty, +3 stability, -4 unrest, +8 defense.
58BP – Cathedral [huge]: Halves cost of Temple, Academy. Halves cost of promotion edicts. 3 minor items, 2 medium items, +4 loyalty, -4 unrest.
68BP (half w/ academy) – Magic Item Shop (requires 2 adjacent houses): 4 minor items, 2 medium items, 1 major item. +2,000 base value, +1 economy. Increases sell price of magical items by 20%.
80BP – Waterfront [huge] (requires 2 water borders): Halves cost of Guild Hall, Market. Halves loyalty penalty of tax edicts. 3 minor items, 2 medium items, 1 major item, +4,000 base value, +4 economy.
__________________
Avatar by A Rainy Knight
Spoiler
My Characters (So I don't forget them): Aldrin Cress, level 9 Human Sorcerer Tireas Slate, level 4 Tiefling Ninja
Last edited by Blisstake : 04-07-2012 at 05:29 PM.
Since we are putting together all the useful info from the previous thread, here's the latest loot table
(needs to be formatted)
Trade prices
Spoiler
Spoiler
Sell equipment at 50%
Sell goods at 100%
Buy common equipment at 80%
Buy magic equipment at 100%
Loot table by 5th of Gozran (revised)
Assumptions
-Gothos Scale mail is sold for 25gp, the new splint mail is bought for 160gp
-Caur's crossbow was bought for 28gp and sold for 17gp (net of -11)
- We have used 10 rations per day. We did kill those thylacines, but I don't think we ate them
- We end up selling the 400gp worth of art from the bandit's/Stag Lord's loot (though I was not sure what to do with the extra 2 silver stag amulets. I will assume that they are included in what we sell)
-I'm giving the Stag Lord's bow to Lanius and giving Caelon Lanius non-magical composite bow (DrK, let me know if Gothos wants it)
- We sell all Silver Stag amulets
Items we need to identify to sell or keep
-silver ring (price?)
-Note in Undercommon
Resources
17994gp acquired so far (4498.5 gp for each of the 4 remaining characters)
Silver Ring (Not magic)
Plot items
Case of liquor with 8 bottles of it (Not sure if they'll be any use in the future, but who knows?)
Note in Undercommon
Journal in Elven (Recently translated?)
Stag Lord's Note
Loot Distribution
Gothos: Potion of CLW, potion of Lesser Restoration, +1 Greataxe
Lanius: Masterwork handaxe, Boots of Elvenkind, +1 flaming arrows x6, +1 Composite Longbow (from Stag Lord)
Neila:-
Caelon: Composite-Longbow, potion of Lesser Restoration
Expenses
-Common goods: 106gp spent on rations
-Common goods: 750gp for CLW wand
Expendables
- 89 trail rations
Loot that used to belong to Caur (and my suggestions)
-wand of Magic Missile (CL3) I don't know how many charges were left in this
- Alchemist fire x1 (Neila)
- Spellbook (we should calculate how much this is worth, but I'd say to sell it)
- Scroll of fly (Neila)
- music box (keep as memento of fallen companion)
New Loot (and my suggestions)
Potion of Cure Moderate Wounds x4 (we sell 2 of these and let Caelon and Gothos each keep one for emergencies)
Potion of Lesser Restoration (Lanius or sell)
+1 Rapier (sell, unless Baxxie ends up making a magus that could use a Rapier)
+1 Studded leather (leaves chest bare), (Lanius)
Masterwork Longsword (sell)
Stag Helmet, (Lanius or sell)
Longbow (Gothos or sell)
Masterwork handaxe (sell)
In other news, I'm personally of the opinion that we go ahead and keep all four of the CMW potions. They don't sell for that much, and the whole 'emergency potion' is something we all ought to have for when our healers aren't available. I think the utility is worth the couple hundred gold we might get, considering that we're sitting on a nice 12k now.
@DrK: I was under the impression that Caelon threw the Stag Lord's body in the river (and retrieved the axe) alone, in the evening of the same day we fought him, not two days later. Or am I missing something?
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Lovely Rita Mordio avatar by Zefir! Thank you!
I shall wear his clothing, use his bow, and rule from his castle. I am the Stag Lord Reborn! My Bow Shall Reign SUPREME!!!!!!!! MWAHAHAHAHAHAH!
Also, I would have gone with Caelon to dispose of the body. Just fyi
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Stay tuned here for current updating status
I regret that I am actually busier during the summer than otherwise, plus the forums keep popping up error messages on me, so posting has been difficult for me. I'm trying.
Quote:
Originally Posted by MesiDoomstalker
Thread won! I don't think I have the authority to do that but whatever
Last edited by Omeganaut : 01-17-2012 at 11:13 AM.
There goes Mallam Black. I still have to write his story, which I will do in a few hours. I have it readied in my mind, though, so no worries. The only obstacle is to write it. Also, I was unsure whether if magical items were allowed or not. If so, I may add some other stuff. Other than that, I am planning to spend most of the 6000 Bliistake(see what I did there? =P) gave me on scrolls.
Here, I made a list of the scrolls that I am looking forward to be purchasing. But there are two questions left! Will any of the 6000 stay after character creation if it is unused? And can I make my checks to add these scrolls to my spellbook and pay an extra scroll price for every failed check? If the answer to the latter is no, then I will have to attempt adding them through gameplay. Also, if magic items are allowed, I guess I will spend a bit more money, especially since I guess the 6000 Blisstake allowed me to spend will disapear after character creation.
Spoiler
Basically, 4 level 1 scrolls and 7 level 2 scrolls
In case I can make my rolls before my character joins the campaign, here they are:
For level 1 spells (DC 21): (1d20+15)[18] (1d20+15)[23] (1d20+15)[21] (1d20+15)[22]
A few notes on your character Baxxie: Craft skills are taken for individual areas, and I didn't see that you specified one.
Quote:
Originally Posted by PFSRD
The most common Craft skills are alchemy, armor, baskets, books, bows, calligraphy, carpentry, cloth, clothing, glass, jewelry, leather, locks, paintings, pottery, sculptures, ships, shoes, stonemasonry, traps, and weapons.
Also, do you realize you picked the exact (exact) same languages as I have? Just curious. I'm interested in seeing your backstory, it seems like it will be neat.
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Stay tuned here for current updating status
I regret that I am actually busier during the summer than otherwise, plus the forums keep popping up error messages on me, so posting has been difficult for me. I'm trying.
Quote:
Originally Posted by MesiDoomstalker
Thread won! I don't think I have the authority to do that but whatever
Baxxie, I've taken a very quick look at the CS and these are a few things I found
1) HP
HP(for magus)=8(first level)+5*3(average of a d8, rounded up) + CON*4 (+ 4 if you have HP as your favored class benefit)
looking at your sheet
hp=8+15+8+4=35
2) Armor: I'd suggest that you take a chain shirt over a leather armor
3) Skills: You put 4 ranks in craft, but did not specify what craft. Also, 4 ranks in craft might be too much. Maybe switching a few ranks for perception? (though that is just my opinion without knowing the character's history)
4) Feats: I only see PA. You should have 3 feats total. In my opinion, a good use of a feat for any magus (even more so one that has access to spell recall) is extra arcane pool. Weapon focus is also a very decent option since you'll use your weapon for spellstrike and other abilities. Another good feat is arcane strike, for which you qualify as a 2/3 caster and will allow you to always use your swift action for something useful
5) I don't see which Magus arcana you have picked
6) You are missing one language
And, of course, omeganaut points out half of the things as I write them
We dont' need to worry too much about the specifics of who disposed of the Stag Lord's body. I just try to move things along quickly, and if you think your character would have done something specific go ahead and post about it.
-Baaxie
Your sheet looks good, expect I think his hp should be 35 (8 base, 15 from level ups, 8 from consistution, and 4 from favored class) The other thing is the most ranks you can have in a skill is your level - in other words, Mallam can't have more than 4 ranks in any individual skill at this point.
Edit: Hard-ninjad
As for joining, you have some leeway with that. He can join the group in Restov (if he's appointed by the Swordlords), seek them out as the kingdom is being established, or by another method if you can come up with one. This is something we can work out as a group, so if the rest of you have any suggestions...
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My Characters (So I don't forget them): Aldrin Cress, level 9 Human Sorcerer Tireas Slate, level 4 Tiefling Ninja
Last edited by Blisstake : 01-17-2012 at 12:05 PM.
We dont' need to worry too much about the specifics of who disposed of the Stag Lord's body. I just try to move things along quickly, and if you think your character would have done something specific go ahead and post about it.
-Baaxie
Your sheet looks good, expect I think his hp should be 35 (8 base, 15 from level ups, 8 from consistution, and 4 from favored class) The other thing is the most ranks you can have in a skill is your level - in other words, Mallam can't have more than 4 ranks in any individual skill at this point.
Edit: Hard-ninjad
As for joining, you have some leeway with that. He can join the group in Restov (if he's appointed by the Swordlords), seek them out as the kingdom is being established, or by another method if you can come up with one. This is something we can work out as a group, so if the rest of you have any suggestions...
Well, as I read, it said I could have ranks in my skills equal to my hit die. Looks like a mistake on my part with that, I will fix that. Also, in that case, I will be taking natural 10 on level 1 spells and go on to reroll for level 2 spell scrolls that have failed in my original post.
About feats; I thought I'd have only one.
About magus arcana; I was going to see about that.
About languages; I really didn't notice that, those were the best things that came to my mind since they seemed to be useful in the past and we were involved with fey. Also, Drothmal, my magus' starting intelligence was 17(modifier is +3), but got it changed to 18 at level 4.
Also, what to do with the money that is left-over from me preparing my character? Dump it, or keep it? Also, if we are going to dump it in case that money is not spent at creation, any suggestions about what I should be spending money on? Also, can I start with magic items as long as my finance allows me to? (If so, I will go about reading magic item rules on SRD a bit.)
Oh, of course, about hp; I forgot to add in Con hp bonus. =P
Just when I was about to post, I figured I should ask this too! Which languages do you guys suggest that I take? I'd like to avoid copying Lanius' language list to help and increase our overall party effectiveness the best way I can.
Edit: I will do necessary rerolls and put in backstory in a few hours.
You get 1 feat at every odd level (so at 1 and 3 for you), as well as a bonus feat for being human. So you get three total. You get to keep any unspent money.
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Avatar by A Rainy Knight
Spoiler
My Characters (So I don't forget them): Aldrin Cress, level 9 Human Sorcerer Tireas Slate, level 4 Tiefling Ninja
Roll 1 for DC 22: (1d20+11)[29]
Roll 2 for DC 22: (1d20+11)[12]
Spoiler
If any of the rolls fail, or both do, I'd roll first one of these roll-couples for the previous roll's fail and second one of the couples for the latter's fail. (Roll 3 will be to compensate Roll 1 if it fails and Roll 4 will be for Roll 2. From there on, Roll 5 will be for Roll 3 and Roll 6 for Roll 4. I will post several couples of rolls like this to prevent multi-posting and count the amount of failing rolls to calculate how many scrolls were wasted.
Roll 3: (1d20+11)[17]
Roll 4: (1d20+11)[27]
Roll 5: (1d20+11)[29]
Roll 6: (1d20+11)[12]
Roll 7: (1d20+11)[31]
Roll 8: (1d20+11)[25]
Roll 9: (1d20+11)[16]
Roll 10: (1d20+11)[17]
1 failed effective roll in this post and two failed rolls from previous posts. That equals to 3 wasted scrolls, meaning loss of 450 gp for me. I have 3550 gp left on me.
About magus arcana; I was going to see about that.
About languages; I really didn't notice that, those were the best things that came to my mind since they seemed to be useful in the past and we were involved with fey. Also, Drothmal, my magus' starting intelligence was 17(modifier is +3), but got it changed to 18 at level 4.
Just when I was about to post, I figured I should ask this too! Which languages do you guys suggest that I take? I'd like to avoid copying Lanius' language list to help and increase our overall party effectiveness the best way I can.
General advice: Look up "walter's guide to the Magus". It's a bit too much optimization for my taste, but it has a very clear description of the basic spells, arcana and feats that would work well for a magus
Now, to specifics
1) As Blisstake clarified, you get 3 feats. I think PA is a great idea, and if Neila will be taking the craft wondrous feat, you can do whatever you want with them. I've mentioned a couple ideas before, but the guide is really useful for this
2) I actually don't know a lot of arcanas (the magus I play is an archetype that doesn't get the arcana until lvl 6), but it'd seem that arcane accuracy is the most cost effective ability
3) Languages: Afaik, you gain both Skill points and languages retroactively when your int mod changes, no matter what. Alternatively, with the same point buy, you could have started with INT 18 (16+2 racial) and use the level 4 boost for your STR (15 to 16)
4) Well, we seem to have a note in undercommon from the mites that we have never been able to translate. Just throwing that up there
5) I'm not sure what are your rolls for. If it is to copy spells into the spellbook, the DC should be lower
From the SRD
A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty school. If the check succeeds, the wizard understands the spell and can copy it into his spellbook (see Writing a New Spell into a Spellbook). The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment.
If the check fails, the wizard cannot understand or copy the spell. He cannot attempt to learn or copy that spell again until one week has passed. If the spell was from a scroll, a failed Spellcraft check does not cause the spell to vanish.
So I guess I'm confused about the reason for the spellcraft rolls
General advice: Look up "walter's guide to the Magus". It's a bit too much optimization for my taste, but it has a very clear description of the basic spells, arcana and feats that would work well for a magus
Now, to specifics
1) As Blisstake clarified, you get 3 feats. I think PA is a great idea, and if Neila will be taking the craft wondrous feat, you can do whatever you want with them. I've mentioned a couple ideas before, but the guide is really useful for this
2) I actually don't know a lot of arcanas (the magus I play is an archetype that doesn't get the arcana until lvl 6), but it'd seem that arcane accuracy is the most cost effective ability
3) Languages: Afaik, you gain both Skill points and languages retroactively when your int mod changes, no matter what. Alternatively, with the same point buy, you could have started with INT 18 (16+2 racial) and use the level 4 boost for your STR (15 to 16)
4) Well, we seem to have a note in undercommon from the mites that we have never been able to translate. Just throwing that up there
5) I'm not sure what are your rolls for. If it is to copy spells into the spellbook, the DC should be lower
From the SRD
A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty school. If the check succeeds, the wizard understands the spell and can copy it into his spellbook (see Writing a New Spell into a Spellbook). The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment.
If the check fails, the wizard cannot understand or copy the spell. He cannot attempt to learn or copy that spell again until one week has passed. If the spell was from a scroll, a failed Spellcraft check does not cause the spell to vanish.
So I guess I'm confused about the reason for the spellcraft rolls
You are right, you are right! Shameful enough, I was looking at something else. Either ways, with 4 ranks in, 4 intelligence modifier and 3 misc modifier for it being a class skill, my spellcraft checks have +11 bonus. Taking a natural 10 should let me copy any spell from scrolls, then. Well, this means that I'll have 4000 gp. Also, I will work on languages in a bit and write the backstory and finish up the stuff.
Edit: Also, which craftry do you guys think we most will need? It seems I will be going for alchemy, if no one has any better ideas. Because we don't really stop to purchase potions, so it looks like a nice thing to have. Lets us not waste our two main fighters turns' to do healings on us.
I added in the story. My sheet should now be complete. I hope I didn't do any mistakes with skill points. [2+4 x 4 + 4(for being human, I think I get +1 skill point per level)]
For joining in, we could say that he decided to face his fears once again to let them go away, and the group is just lucky to run into Mallam in Restov. He would basically ask them to join in.
Also, if you are wondering what I mean by "facing his fears to let them go away," he is an adventurer with a past that still haunts him every night. I made him a man with an adventuring past, because he starts at level 4. I hope you enjoy the story, in case you read it. But if you don't, that is basically all the story is trying to tell.
Oh, that reminds me: what are your characters' birthdays? Since this campaign takes place over a significant amount of time, I thought it might be fun to see when your characters' ages actually increase. And don't worry, I won't be applying age category penalties or anything.
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Avatar by A Rainy Knight
Spoiler
My Characters (So I don't forget them): Aldrin Cress, level 9 Human Sorcerer Tireas Slate, level 4 Tiefling Ninja
Oh, that reminds me: what are your characters' birthdays? Since this campaign takes place over a significant amount of time, I thought it might be fun to see when your characters' ages actually increase. And don't worry, I won't be applying age category penalties or anything.
Sounds like a pretty cool idea, but looking at the backstory I have come up with for Mallam, I think it is plausible to say that he can remember only the month and year he was born in, not the day.
Also, this reminds me, where could I get to see a full list of months that we use in our IC Calendar?
Edit: @Blisstake; Hey, since they had his stagthinghelmet, wouldn't it be enough to confirm Stag Lord's death? =P
Also, about being introduced to the party; Mallam could just happen to offer a drink to Akiros.
Oh, that reminds me: what are your characters' birthdays? Since this campaign takes place over a significant amount of time, I thought it might be fun to see when your characters' ages actually increase. And don't worry, I won't be applying age category penalties or anything.
Birthday: 6th day of the fourth month of a year (which might or might not be my b-day in real life)
@Baxxie and DrK: Is it me or you guys like Akiros more than Caelon?
So, how should we go with Mallam's introduction? If possible, he could run into a dialogue with Akiros and offer him a drink right now or tomorrow, both work fine.