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Post by Shifty on Nov 24, 2013 12:37:01 GMT 9.5
I decided that my crappy spur of the moment drawing of Killgull Cove probably shouldn't be stuck with us for the rest of the campaign, so I went a looked for a better map of a piratey cove. And what better cartographer is there than mother nature? There's a really cool looking place in California called McWay Cove. I thought I might just adapt it to our purposes. Here's a couple of shiny pictures: I thought one of the entrances to the smuggling tunnels could be directly under that waterfall. Whaddya think? Here's a map of the place with a 10 foot grid overlaid on it. I yoinked it from a Google satellite image. (Click for larger image) Now, commence the planning of a seedy pirate den!
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Post by Shifty on Nov 24, 2013 20:11:36 GMT 9.5
Also, are we cool with the name "Killgull Cove"? Really, the area has no name on any maps, so you could name it whatever you want. I just thought I'd call it what the Goblins might have called it when they last inhabited it.
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Post by Henric on Nov 26, 2013 18:29:51 GMT 9.5
This is great. Are we gonna develop this at the same time as the catacombs of wrath?? Can we do this in a sort of downtime system, so we don't get completely bogged down playing some kind of SIM pathfinder game and not going on actual adventures??
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Post by Shifty on Nov 26, 2013 18:36:33 GMT 9.5
This is great. Are we gonna develop this at the same time as the catacombs of wrath?? Can we do this in a sort of downtime system, so we don't get completely bogged down playing some kind of SIM pathfinder game and not going on actual adventures?? That's the idea, yeah. We'll keep all downtime landscaping for the forums, so nobody gets bored to tears with the math of it while we're actually sitting around, and all players are free to ignore it if you want to.
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morkus
Goblin Refugee
Posts: 36
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Post by morkus on Dec 4, 2013 21:25:41 GMT 9.5
This is great. I'll bring an A3 printout to the next session. I have some plans and I'm happy to do the downtime stuff on the forum or whatever is easier for everyone.
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Post by Shifty on Jan 2, 2014 14:47:26 GMT 9.5
The statblock for Anchorhead: Dockyard:Room
| Cost | Earnings
| Dock | 320gp | GP, G, I, or L +12
| Storage x 3
| 360gp | GP +6
| Office | 120gp | Nuthin' | Vault | 300gp | Storage with a good quality lock
| Guard Post
| 320gp
| GP or G +4
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Shrine to Besmara:Room
| Cost | Earnings | Altar | 210gp | I +3
| Statue | 60gp | GP or I +1
| Reliquary | 260gp | GP or I +5, +1 to knowledge (religion) checks
| Escape Route
| 360gp | Secret tunnel to Sandpoint
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The Rusty Doubloon:Room | Cost | Earnings | Bar | 250gp | GP or I +10 +1 to gather information
| Brewery | 380gp | GP or I +10
| Kitchen | 160gp | GP or G +4
| Lodging | 430gp | GP +12 | Common Room
| 300gp | GP or I +7
| Game Room
| 300gp | GP +10, Crime +1, Danger +10
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Total cost: 4,130gp. Earnings: GP: +81 Goods: +20 Influence: +48 Labour: +12 Crime: +1 Danger: +10
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morkus
Goblin Refugee
Posts: 36
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Post by morkus on Jan 2, 2014 20:34:13 GMT 9.5
How do earnings work? Can goods etc be put towards building more?
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Post by Shifty on Jan 2, 2014 20:47:57 GMT 9.5
Yep. Goods and labour can be used to make buildings. Some buildings have a cost in magic and influence too. The amount you put down in gold peices to "buy" a building is actually just the amount required to buy the goods to build that building. It works a bit like the item crafting feats, as in you can choose to either buy it outright, or you can create the goods by paying half the cost price. Eg. a Statue can be built with 1 goods and 2 labour. So you can either buy it outright for 60gp (20gp for goods, 20gp for labour), or you can craft it for 30gp (10gp for goods, 10gp for labour).
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morkus
Goblin Refugee
Posts: 36
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Post by morkus on Jan 2, 2014 21:47:19 GMT 9.5
Uh huh. So are these earnings per day, or per downtime session, or something else?
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Post by Shifty on Jan 10, 2014 11:50:17 GMT 9.5
Under construction
The Rusty Doubloon:Room | Cost | Function | Building time (finishing time)
| Lavatory
| 120gp
| +2 vs disease
| 4 days (8th of Abadius)
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Exactly what were the occupants of the Rusty Doubloon doing BEFORE there was a lavatory? Chumlett's RegretRoom/Staff | Cost | Function | Building time (finishing time)
| Infirmary | 370gp | +8 GP or I, Functions as Healer's Kit (x2)
| 16 days (20th of Abadius)
| Laundry | 120gp
| +3 GP or G, +1 vs disease
| 8 days (12th of Abadius)
| Bath | 130gp | +3 Gp or I, +2 vs disease
| 8 days (12th of Abadius)
| Sauna | 120gp | +3 Gp or I, +1 vs disease and negative level recovery
| 8 days (12th of Abadius)
| Acolyte | 440gp | +4 Gp, I or M, functions as 1st level cleric
| 4 days (8th of Abadius)
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Warehouse/DockyardsStaff | Cost | Function | Building time (finishing time)
| Elite Guards x2
| 340gp | +8 Gp, I or L, functions as 3rd level warrior
| 2 days (6th of Abadius)
| Labourers x2
| 140gp | +4 Gp or L, functions as 1st level commoner
| 0 days
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I guess the "building time" of a staff member is sorta like a recruitment time. The time it takes to train the staff, to sign all the appropriate occupational health and safety forms, etc.
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Post by Henric on Jan 31, 2014 8:19:45 GMT 9.5
Is there somewhere we can find a calendar of Galarion? One that has religious festivals and holidays etc?? Not only did I want to try and keep track of the calendar, but I wanted Henric to actually follow the yearly rituals of Erastil... well, the hunting ones anyway.
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Post by Shifty on Jan 31, 2014 9:40:10 GMT 9.5
Is there somewhere we can find a calendar of Galarion? One that has religious festivals and holidays etc?? Not only did I want to try and keep track of the calendar, but I wanted Henric to actually follow the yearly rituals of Erastil... well, the hunting ones anyway. There is a calendar on page 248-249 of the Inner Sea World Guide. It is currently the 6th of Abadius in game. I think the next major Erastil celebration is Archerfeast on the the 3rd of Erastus. There is also a very detailed writeup about Erastil and his followers in book two of Kingmaker, p66 -71.
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Post by rume2finguz on Feb 4, 2014 14:05:39 GMT 9.5
We should use some 'downtime' at the start of next session to keep developing Anchorhead a bit; next on the list for development was from memory a healer's centre and the mercenary's guild.
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