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  #1  
Old Oct 22nd, 2010, 10:37 AM
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The Casting - Settlement Building Mechanics

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Old Oct 22nd, 2010, 10:48 AM
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==Basic Settlement Rules:==

At the end of each week the party will discuss what they wish to build during the next week of play. The party may begin construction on any number of buildings so long as they have tool sets to use. A set of tools contains the following.

2 Hammers
2 Tamps
1 Shovel
1 50ft length of rope
1 Pully
2 Axes
1 Saw

Tools can be built at the woodcrafter's shop and Blacksmith's shop.

Constructing a building requires a set number of sessions. Most buildings only require one session to build but some require more. If it requires more it will be listed in its description.

The party is given a sheet of graph paper that marks out their settlement. They will chose where buildings go and where they will build defenses.

Whenever there is a raid the city will be drawn on the map and the raid played out. If the party builds proper defenses the defence of the town will not be difficult.

The Party gets to determine where builds are set, allowing them to build a city that funnels enemies into areas where they can be dealt with. Defensive structures and magical devices may also help in the defense of the city.

==Gathering:==

The settlement has a set number of gathering parties that it can send out each day. The majority of the game revolves around gathering resources for the construction of buildings and protecting the gathering parties.

Each session the party determines what materials the gathering parties will work for. Each party earns 500gp worth of a resource and then returns, storing it in the storage pits.

The group may send up to 5 groups to gather resources. And there are specific tasks that can be preformed to increase the yield of a certain resource like mines for ores and the like.

At the beginning of each session the parties depart and gather resources. For every group sent there is a 15% chance they will be attacked by something or otherwise need assistance. When this occurs the party is dispatched to assist them. The reward for this is extra resources, either from the enemies they kill, or from something discovered during the battle.

If nothing happens the party will be tasked with other things, such as exploring, delving for information or special materials, or raids on enemy encampments.



==Consumption:==

The civilians will consume a set amount of your food every day. 10 civilians consume 1gp worth of food. Farms produce food at a set rate and gathering parties can supplement this ammount. During the winter civlians must eat more to maintain their weight and warmth... making them consume 1.5gp per 10 civilians.


==Deaths:==

Raiding parties will take every opportunity to slay civilians. They will burn buildings, destroy materials, and ruin crops if they are left unengaged for more than 4 rounds. Any time they are near civilian buildings with people inside them and unengaged roll 1d100. If the result is greater than 80-HD, where HD is the number of hit dice the raider has, that raider will try to find and slay a civilian. If the first % roll is succesfull roll another D%. If this roll is greater than 50 the model is engaged by a member of the militia. The raider takes 1d8 damage and is engaged for 1d4 rounds. If the roll fails a civilian is found and slaughtered.
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Old Oct 22nd, 2010, 10:56 AM
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Buildings

==Buildings:==

The Settlement can sport a variety of buildings. Early on in the campaign the primary goal will be to gather the materials needed to build housing for the 100 people drawn into the portal during the casting. Without homes with which to retreat during bad weather and monster attacks the civilians will become prey to the antagonists, causing more casualties per raid.

A running count of materials is kept and the actions taken by the party aid the other workers in gathering materials. When the party has enough materials for a building they may begin construction. They may build as many buildings at one time as they have tools to do so with.

Settlement buildings are split into four types.

==Settlement Buildings:== Settlement buildings are meant to improve the lives of the civilian population, allowing them to focus more on advanced tasks. These buildings aid them in organization and protect them from enemies and the elements.

Hut: (Provides Living space for one family or 5 civilians)
Materials: Wood x100gp, Thatching x100gp, Plaster x50gp
Size: 3x3

Hutch: (Provides Living space for 2 families or 10 civilians)
Materials: Wood x400gp, Thatching x150gp, Plaster x125gp
Size: 4x4

Domocile: (Provides living space for 5 families or 50 civilians)
Materials: Wood x1000gp, Thatching x500gp, Plaster x200gp
Size: 6x6

Town Hall: (Provides a meeting place for local government to be run. If a town hall is built, the city will be better able to function and defend itself. This provides the settlement with several bonuses stated below)
Materials: Wood x2000gp, Thatching x1000gp, Plaster x1000gp, Stone x1000gp
Size: 8x8
Build Time: 2 Sessions

Barracks: (Provides living and training space for settlement millitia, enhancing the settlement's ability to defend itself from raids)
Materials: Stone x2000gp, Thatching x1000gp, Plaster x1000gp, Grout x300gp, Wood x500gp
Size: 4x8

Farm: (Provides food crops to the settlement, providing it with enough food to feed 25 people. Meat must still be hunted to maintain health. A farm produces 2gp 5sp in food each week. In the winter this is reduced to 1gp 2sp 5cp)
Materials: Wood x75, Rope x100, Stone x25
Size: 5x5

Manor: (Living space for a small group of settlement nobility. Serves as a gathering place for workers and helps streamline tasks)
Materials: Stone x1000, Wood x500, Thatching x750, Grout x300, Plaster x500
Size: 4x8

Storage Pit: (This is a simple covered pit where material can be stored. Each pit can store 10000gp worth of materials total. Materials stored in a pit are harder for raiders to destroy)
Materials: None(Produces 100gp in stone when built)
Size: 6x6


==Defensive Structures:== Defensive Structures improve the defendability of the small patch of land that the settlements claims. Weakening attacks or forcing enemies to take routes that funnel them into kill zones. Or outright denying them access at all without siege engines.

Palisades: (Basic defensive structure. Little more than sharpened wood poles set at angles to repell enemies. Any enemy entering through the palisades takes 20% of its hp in damage.
Materials: Wood x200
Size: 1x6

Watchtower: (Provides an elevated position for archers to fire from and keep watch. Also provides limited protection from reprisal in the form of a +3 bonus to AC against Ranged attacks while in it)
Materials: Stone x50gp, Wood x200gp, Thatching x50gp, Rope x20gp
Size: 2x2

Earthen Embankment: (Forces enemies to go around it and blocks line of sight of some siege engines)
Materials: Stone x300, Wood x300, Requires 10 shovels free to build
Size: 3x6

Wooden Wall: (The wall is 5x30 in size and 10 feet tall. It prevents passage but does not provide any vanage points)
Materials: Wood x1000gp, Stone x300gp, Rope x100gp
Size: 1x6

Stone Wall: (Wall is 10x30 in size and 15 feet tall. It has an upper level and crenelations that allow defenders to fire at enemies with cover and a +3 bonus to AC)
Materials: Stone x1000gp, Wood x400gp, Plaster x400gp
Size: 2x6
Build Time: 2 Sessions

==Workshops:== Workshops produce finished goods. From weapons, to armor, to other materials used for more advanced projects.

Woodcrafter's Shop: (This workshop allows the party to craft items made of wood, such as arrows, bolts, bows, and simple crossbows. It also allows the rapid creation of palisades, allowing one set of tools to build two units of palisades)
Materials: Wood x300gp, Thatching x75gp, Plaster x100gp
Size: 2x2

Stonecrafter's Shop: (This shop allows the party to craft items made of stone, such as simple stone hammers and weapons. It can also enhance the creation of stone walls and buildings made of stone)
Materials: Stone x300gp, Thatching x75gp, Plaster x100gp, Grout x100gp
Size: 2x2

Farmer's Workshop: (This shop enhances the fields that the settlement has, improving crops. It increases the number of people fed by a field by 50%)
Materials: Stone x330gp, Thatching x100gp, Plaster x150gp, Grout x100gp
Size: 3x3

Smelter: (This workshop is a small smelting setup. It allows weapons and raw ore to be smelted into bars of a certain metal, which can then be used for other purposes)
Materials: Stone x1000gp, Thatching x400gp, Wood x500gp, Plaster x400gp, Grout x300gp
Size: 3x3

Blacksmith: (This workshop uses the bars and materials created by the smelter and other shops to create finished goods)
Materials: Stone x1000gp, Thatching x300gp, Wood x500gp, Plaster x400gp, 1 Anvil
Size: 3x4

Enchanter's Shop: (This workshop contains everything needed for simple enchantments. Its materials are basic but it also requires specific items that must be scavanaged/plundered from working shops or ruins)
Materials: Stone x1000gp, Tatching x400gp, Wood x750gp, Plaster x300gp, Grout x400gp, 1 Alembic, 1 set of precision scales, 1 Runecircle made of diamond dust, 4 Arcane Crystals.
Size: 4x4
Build Time: 2 Sessions

Smokehouse: (This workshop helps your hunters preserve their catch, increasing the amount of food available to the settlement. This increases the amount of food garnered by a gathering party by 50%. It does not increase the output of farms)
Materials: Stone x1000gp, Thatching x300gp, Wood x500gp, Plaster x400gp, Grout x400gp, 1 Smokebox, 2 hollowed logs.
Size: 3x3

==Arcane Structures:== Arcane Structures are the last type to be built. They require large amounts of materials and special items but their ability to enhance the settlement goes far beyond the other building types.

Skyhammer: (This building is a tower that resembles a large hammer. When the settlement is raided the skyhammer will throw bolts of lightning at nearby enemies, dealing large amounts of damage to them.)
Materials: Stone x3000gp, Plaster x1000gp, Grout x1000gp, Wood x2000gp, 1 Thunderhammer, 1 Arcane Crystal, 1 lightning rod
Size: 1x1
Function: The skyhammer works much like a dragon's breath weapon, with a 1d4 round recharge period. In cloudy weather this period is 1d2 rounds. When the hammer activates any enemy within 20ft must make a reflex save DC24 or take 6d6 electricty damage. If the weather is bad the damage is upgraded to 6d10 and the save DC is increased by 2.

Teleportation Link: (This building links the settlement to an ancient and often faulty teleportation system created by the first group of Agalians to come though the gate. It allows access to many sites almost instantly, drastically reducing travel times and allowing the party to better defend their homes [given that they will almost always be there when stuff goes down].)
Materials: Stone x3000, Wood x1000, 1 Arcane Crystal, 1 Mithril Rune Circle, 1 Crystal Ball, 2 Runes of Teleportation
Size: 4x4
Build Time: 2 Sessions

Wizard's Tower: (This building is the first building needed to complete the repairs of the gateway. It allows the wizards that were pulled though the equipment and space they need to conduct research and to begin repairs on the gateway itself.)
Materials: Stone x5000, Wood x3000, 3 Arcane Crystals, 1 Alembic, 2 sets of arcane tools, 10 spellbooks, 1 enchanter's ring, 1 transmutation circle, 2 lightning rods.
Size: 3x3x9 levels
Build Time: 2 Sessions

Lesser Gateway: (This building allows access to areas far from the settlement. It is required for the materials needed to rebuild the gateway to be gathered)
Materials: Stone x4000gp, Wood x1000gp, 3 Arcane Crystals, 2 Greater Runes of Teleportation, 4 Runes of Teleportation, 1 Control crystal.
Size: 1x4
Build Time: 2 Sessions

Greater Gateway: (This is the rebuild gateway that will lead you back to Agalia. It is the final building constructed)
Materials: Stone x8000gp, Wood x10000gp, 9 Arcane Crystals, 4 Greater Runes of Teleporations, 8 Runes of teleportation, 4 Runes of empowerment, 2 runes of Planeshift, 1 Control crystal.
Size: 0
Build Time: 3 Sessions

Last edited by Saidande; Oct 25th, 2010 at 01:08 PM.
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Old Nov 1st, 2010, 10:16 AM
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=Material Gathering and secondary resources=

When a gathering party is sent out they are sent out to gather a specific primary material. The following are primary materials.

Wood
Stone
Ore
Food

During the gathering process gatherers will bring back a percentage of their primary material gain in secondary materials, materials that are needed but are gathered as part of the process as opposed to outright going for that material.

The following are secondary materials and the primary material they are linked to.

Thatching - Wood
Plaster/Grout - Stone
Gemstones - Ore
Alchemical Supplies - Wood/Food
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