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Sticky: Open discussion: BUILD A CITY 4.0!!!
5 years ago  ::  Sep 15, 2008 - 1:35PM #641
funkAchick0n
Date Joined: Jul 13, 2007
Posts: 550

PerennialRook wrote:

Did who bring any weapons with them?


The Refugies who are going to start the new city

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5 years ago  ::  Sep 15, 2008 - 1:42PM #642
PerennialRook
Date Joined: May 18, 2004
Posts: 1,099

funkAchick0n wrote:

The Refugies who are going to start the new city


I know that more than a few have weapons, like the Helthal Axebreaker, some of the dragonborn, Jeffers, etc. So, to answer your question, yes, many of the refugees brought weapons.

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5 years ago  ::  Sep 15, 2008 - 1:57PM #643
funkAchick0n
Date Joined: Jul 13, 2007
Posts: 550
Thank you
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5 years ago  ::  Sep 15, 2008 - 1:59PM #644
funkAchick0n
Date Joined: Jul 13, 2007
Posts: 550
Was this included in the resources list and was any money spent equiping the refuges with them
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5 years ago  ::  Sep 15, 2008 - 2:02PM #645
Dougan_Axehammer
Date Joined: Mar 28, 2001
Posts: 727
Yes, and no.

Most of the weaponry was already owned by the refugees (e.g. the Dragonborn, Ariana, the Dwarves, Jeffers, etc.) There are also a few smiths in the group that can make weapons in a pinch. Any materials that the smiths didn't bring, had to be smelted down from existing equipment.
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5 years ago  ::  Sep 15, 2008 - 2:14PM #646
PerennialRook
Date Joined: May 18, 2004
Posts: 1,099
Also, no weapons would be bought with the limited resources of the refugees. Prices on even the necessities are at a premium after the destruction of Thorast Kax.

Good to see you D_A!
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5 years ago  ::  Sep 19, 2008 - 6:01PM #647
funkAchick0n
Date Joined: Jul 13, 2007
Posts: 550
anything need to be decided about city
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5 years ago  ::  Sep 20, 2008 - 10:27AM #648
Dougan_Axehammer
Date Joined: Mar 28, 2001
Posts: 727
To be honest I'm not entirely sure. We've been meaning to do a summary for quite sometime, and I'm pretty certain that it's time for one. Unfortunately, I have not been able to get caught up on everything (way too much to do.) But I'm slowly working on it. If someone has a summary all ready to go, please post it for everyone to get caught up.
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5 years ago  ::  Sep 23, 2008 - 12:11PM #649
inheretic637
Date Joined: Sep 16, 2007
Posts: 1
Back when the Greyhawk wars left a hole in the Shield Lands, I wrote a campaign for taking it back. My brother, who likes to play Psions (Savaunt, usually), got a hold of a Griffon, found a place to for the party to hole up (high platau with artisan spring at the bottom), and the party began raiding those excellently made roads. Things went entirely too well for them, so they stayed. This changed the campaign.
Keeping to the 'no survivors' policy (no enemy survivors), they were able to free many people and escort them out of the country, or use them to fortify the party's position. He was eventually able to recruit and train enough people to give Iuz's cronies serious problems. Through the use of clerics, wizards, and magic, they were able to make their platau a better refuge. Once they were able to find people to manufacture alchemical fire - and pepper bombs - they were able to make their area, temporarily, more secure.
Their biggest problems were getting Griffons trained. A Griffon that wants to retreat is tough to convince to go back and face a dragon ("C'mon Starfire! He's getting away!"). A Griffon that has decided to attack - because it is seriously disturbed, from constant combat - is also hard to convince that, although tasty, the wizard is well armed and that it's a trap. Also, rolling a 1, while riding a mythical killing machine, could get you dumped or worse ("It looks like 'Brick' has eaten another 'new guy' for nicking his head during combat."). There were few cases when there was a middle ground, but it was great when things went well.
They were able to upset supply lines and pack loot into caches about the countryside ("We've got way-y too much copper and silver, here, and the refugees can only carry so much. . .). They were, eventually, able to hire people full-time for not only their new stronghold, but for other redoubts. When they were offered titles and land for their efforts, they had to think about it.
All thoughts of finding a rod of power was forgotten, until it turned up in someones loot (much, much, later). It was their favorite tactic to pretend to settle a keep or stronghold and then break the new pattern of supply lines and take out the 'new leader' that has come to root them out. Except for a Psion and a Ranger, many NPCs became players (The Ranger was a deranged Griffon, named Brick).
Building and rebuilding can be varied - even temporary- but sometimes people just stop running and set up shop when they are safe enough and have a good line of supply.

Dougan Axehammer wrote:

For the purposes of the new city, I'd like to open the discussion with its theme. The new rules hint that the world is a dark, mysterious place with points of light where civilization exists. So, I think we should incorporate that theme into the new city.

As a point of light, I don't think the city should benefit from a rapid influx of new residents (the previous threads felt a little inorganic to me.) The population should grow very slowly as a rule, only adding a single person here and there. I also don't think that an adventuring class (PC class) would be necessary for starting a town. Any character can fill the role of a leader, and we can always introduce PC classes later. However, it also seems (to me) somewhat inorganic to have some random NPC find some land and have people gravitate towards it.

So I'm thinking that perhaps the city and its residents have already been there for a while, and for some reason they find that they must start anew, such as a cataclysmic event or invasion. Now they must either replant or find someplace new to settle down. Personally I like the idea of some event that levels the city leaving the few survivors left to dig through the ashes hoping to find a way to rebuild over the next few chronicles. Then, in a later chronicle, this same event has caused an sudden, mass of refugees to migrate to the new "point of light" for protection; led by some savior PC class, they all choose to stay to help guard (or oppress) the town.


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5 years ago  ::  Sep 26, 2008 - 9:38PM #650
elohim1279
Date Joined: Aug 10, 2008
Posts: 61
In the DMG it says a city of 25,000 would have 1 guard per 100 people to protect it from threats within and without.That's only 250 guards,twice that in dangerous areas,thats 250 guards divided between three 8 hour shifts. WTF??? Does any one else think this is far to small a number? What would be a better amount?
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