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Author Topic: D&D: The mercenaries - Game Concluding  (Read 128834 times)

Reese

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Re: D&D: The mercenaries - Important announcements (now recruiting).
« Reply #1815 on: April 02, 2012, 01:29:57 pm »

well, we never did get anything worked out design wise for the castle on Naren's lands.

We have a rather large army (admittedly mostly composed of militia called up just for the goblin threat and now on their way back to their farms)  that needs organization.

The organization may or may not require visiting and dealing with the hypothetical local feudal lords who would have raised the militia from their personal lands (but we saw neither hide nor hair of at the valley)

We have several more iron mines that need recommissioning, IIRC.

We have a large amount of captured goblin weaponry that can be salvaged and converted to out use (I forget the number of mithril chain shirts, masterwork shortswords, +1 short bows, and +1 long spears that Shonus quoted to me last night(all sized for small sized creatures, being from goblins, after all.  Transportation of which might be an issue.

The mound in the valley could also probably do to be researched for future reference, since it seems like it might provide allies of a sort fighting off the dark goddess when the time comes.
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Lucus Casius

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Re: D&D: The mercenaries - Important announcements (now recruiting).
« Reply #1816 on: April 02, 2012, 03:16:40 pm »

The transportation might not be much of an issue if we simply equip the soldiers now with what items we have based on the recommendations of officers below us, then have those soldiers care for and carry their own equipment.  Anything we don't give them can be transported via wagons or horses or whatever the hell we have.

The mound DEFINITELY needs to be researched.  Probably by a coalition of good, neutral, and Sane!Evil wizards, loremasters, and clerics.  (Sane!Evil people will probably be on our side.  Dark goddess winning would probably be as bad for them as it is for everyone else).

I should probably also offer knighthoods or other minor lordships and small parcels of land to the best trustworthy soldiers and mercenaries we can find willing and able to assist in logistics, as well as bringing in more men.  There are probably a lot of dead lords and free fiefs lying around, too, after the... ahem... "incident" which saw Naren made a noble in the first place.

The iron mines must be worked on immediately- they will be an important source of revenue, in addition to helping equip the troops.  Might be best to send well-equipped volunteers out to examine them, along with people in the mining guild to get them in working order.

...Still wonder if I can get the help of the red dragons we saved here.  Would they accept a fief, and access to its resources (within reason)? 

Also wonder how my own lil' dragons are doing.  Need to build them an eyrie or lair of some sort.

As for the castle... bluh.  I should really try designing it.
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Lord Shonus

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Re: D&D: The mercenaries - Important announcements (now recruiting).
« Reply #1817 on: April 02, 2012, 03:22:16 pm »

At the moment, the only nobles under Naren are the party members who were made barons. Appointing subordinate nobles is a good plan.
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Reese

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Re: D&D: The mercenaries - Important announcements (now recruiting).
« Reply #1818 on: April 03, 2012, 02:07:55 pm »

"I've got my country's 500th anniversary to plan, my wedding to arrange, my wife to murder and Guilder to frame for it; I'm swamped. "

hehe... anyway-

Most of the equipment we captured can't be worn by our troops at this time.  With about half a week, I can convert the armor in to medium sized armor using fabricate, and the non magical weapons as well.

I could probably research a new spell to permanently resize equipment- Reduce and enlarge person temporarily alters the size of a humanoid creature by 1 size category along with all their equipment, is subject to permanency, and is level 1 (and has a level 4 mass version, though that is not subject to permanency).  Shrink item greatly reduces an item's size and mass, also subject to permanency, and is level 3. I'm sure a custom spell to permanently alter the size of magical equipment could be devised.

I imagine it won't be particularly useful at the scale necessary to convert all the equipment we have captured to a size usable by our troops, though.
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Lucus Casius

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Re: D&D: The mercenaries - Important announcements (now recruiting).
« Reply #1819 on: April 04, 2012, 02:59:37 pm »

Wouldnt be necessary if we could get an army of goblins.

Or kobolds.  Or halflings.  Or gnomes.  Or smaller than normal dwarves.  Or any other small creature.

In any case:  Since we currently have 601000 gold drakes in the treasury, I think I should budget things.

100,000 goes into our castle.  (I am working on this tonight)

An additional 100,000 goes into the creation of smaller holdings, forts, and keeps for the lower nobles.

We should probably spend 20,000 purchasing cheap, non-perishable, high-nutritional food from abroad.  It's going to be necessary.

We'll spend another 10,000 - 15,000 on training troops.

15,000 shall go into building small schools and universities, which shall be especially useful for our academically inclined citizens, and possibly increase our population of wizards, all while increasing the appreciation the citizens have for us (They SHOULD thank us for helping in their education).

50,000 shall be used for gifts to those we think we can draw into our service.

250,000 will be held in reserve.  At least 150,000 of this will not be touched unless we are in dire need.

10,000 will be used to hire and keep skilled craftsmen.  We'll need them.

This leaves another 41,000 golden drakes.  Any ideas for what to spend them on?

***

We should probably send ambassadors and recruiters out east into the unclaimed lands in order to draw mercenaries, adventurers, scholars and magic users into our service.  They seemed to be booming at the time we left, so there should be plenty of talented people around.  Same with the Aprilian Empire, since we sort of used to work for them, and could probably get some of their secret service members to help out in exchange for some favors and agreements.   Don't know anything about the Northarian Empire or the Wild Lands, so it's probably not yet safe to ask them for assistance.  I dunno.

There was that one crazy telf wizard guy.  He might help us, since we kind of did clear out his tower for him after things went haywire.  He might prove useful.

The merchant's guild owes us a bit, too, since we cleaned out that bandit lair.  They might be willing to give us discounts and assistance with trade, particularly if we work out some more agreements.

Like I said, the iron mines need to be reopened.  Will consider offering a minor lordship or greater rights (if mining guild helps) in an area with control of a mine to the most skilled loyal prospector willing to come forward and help us out.

Once again, those dragons really, really owe us.  We should probably send someone to offer them land/gold in exchange for their assistance.  A flight of dragons loyal to us would prove incredibly useful.

Anyone else who we should ask for help?

(Irrelevant, but now that I think of it, Naren is a Count.  Count -> Viscount -> Baron -> Knight, as I recall.  Technically, you people should all be viscounts if you're of rank immediately below Naren.  So, I guess you're all Viscounts?)
« Last Edit: April 04, 2012, 03:02:19 pm by Lucus Casius »
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Lord Shonus

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Re: D&D: The mercenaries - Important announcements (now recruiting).
« Reply #1820 on: April 04, 2012, 03:39:53 pm »


We should probably send ambassadors and recruiters out east into the unclaimed lands in order to draw mercenaries, adventurers, scholars and magic users into our service.  They seemed to be booming at the time we left, so there should be plenty of talented people around.  Same with the Aprilian Empire, since we sort of used to work for them, and could probably get some of their secret service members to help out in exchange for some favors and agreements.   Don't know anything about the Northarian Empire or the Wild Lands, so it's probably not yet safe to ask them for assistance.  I dunno.


In case it wasn't clear, the Wild Lands are the region beyond Martena Valley that the goblins were attacking from, as well as the region where you fought the vampire. (At the time, flying over the mountains wasn't too much of a problem because the winds were low, among other reasons.) As for the Nortarian Empire (which I've renamed Cinnabar), all you know about it is that it's a naval power, is heavily involved with exploring and exploiting the area beyond the settled continent, and Copperbottom had extensive holdings there.
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Lucus Casius

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Re: D&D: The mercenaries - Important announcements (now recruiting).
« Reply #1821 on: April 04, 2012, 03:47:38 pm »

Had?

Do I technically own those now?  Or were those seized by the locals following Copperbottom's death?

Another question:  What are the first, second, and third largest/most valuable town/city which lies completely within Naren's holdings?

If the largest and most valuable are different, list them all separately.  And give me their size on a scale of small town, large town, small city, large city, and metropolis.  And their economic value on a scale of 1 to 5.  And their military value on a scale of 1 - 5.  And their magical value on a scale of 1 - 5.  And religious value on the same scale.

Do the economic, military, magical, and religious value things on at least two separate non-town locations, as well, please.

((*is working on stronghold stuff*))
« Last Edit: April 04, 2012, 03:55:22 pm by Lucus Casius »
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Lord Shonus

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Re: D&D: The mercenaries - Important announcements (now recruiting).
« Reply #1822 on: April 04, 2012, 04:00:28 pm »

You were granted Coppebottom's holdings and land within the jurusdiction of the Markavian Empire. Whatever he had outside those borders were not passed to you.

As for the rest, I'll have to get back to you in a little bit.
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Lucus Casius

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Re: D&D: The mercenaries - Important announcements (now recruiting).
« Reply #1823 on: April 04, 2012, 04:03:31 pm »

Alright.  When you do, can you give me a number for calculating the current drake-to-gold exchange rate with current inflation levels for use in the construction of the stronghold?  Or should I just go with 105 gold pieces per drake (as it says on the exchange guide) and use that as the proper number when calculating cost?
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Lord Shonus

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Re: D&D: The mercenaries - Important announcements (now recruiting).
« Reply #1824 on: April 04, 2012, 04:45:16 pm »

For most materials, that will be fine. The inflation is mostly on imported goods like magical equipment and food. For most minerals, you'ld actually do slightly better in drakes (which would be offset by the cost of buying any magic you might use. Don't forget about the rest of the party, as there are wizard spells that can save money. (Also, the cosntruction plans are retroactive. You started building it three weeks ago in game time.)

Your largest city is Ulthran, with a population of 6824. It has a fair;y large town guard (60 warriors between leve 2 and 7, led by a 15th level warrior.) more later.
« Last Edit: April 04, 2012, 04:57:10 pm by Lord Shonus »
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Heron TSG

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Re: D&D: The mercenaries - Important announcements (now recruiting).
« Reply #1825 on: April 05, 2012, 01:17:32 am »

Well, I can cast just about any non-evil cleric spell.
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Reese

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Re: D&D: The mercenaries - Important announcements (now recruiting).
« Reply #1826 on: April 05, 2012, 01:10:22 pm »

And I have a whole host of spells that are listed in the Stronghold builder's handbook as cost reducing.

I can't recall off hand all the spells that fit, but Fabricate, telekinesis, and wall of stone (the last which I got at my last level up, so won't count for the first few weeks of construction) I know help.
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Lord Shonus

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Re: D&D: The mercenaries - Important announcements (now recruiting).
« Reply #1827 on: April 06, 2012, 03:45:29 pm »

two hours.
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Heron TSG

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Re: D&D: The mercenaries - Important announcements (now recruiting).
« Reply #1828 on: April 06, 2012, 05:32:42 pm »

I believe I will be there, albeit ~10 minutes late. See you there.
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Lord Shonus

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Re: D&D: The mercenaries - Important announcements (now recruiting).
« Reply #1829 on: April 06, 2012, 05:57:24 pm »

server up
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Man, ninja'd by a potentially inebriated Lord Shonus. I was gonna say to burn it.
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