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brightshore:rules:reclaiming_ruins [2019/09/28 01:01]
mark_shetler created
brightshore:rules:reclaiming_ruins [2019/11/23 19:42]
jude ↷ Page name changed from brightshore:rules:ruins to brightshore:rules:reclaiming_ruins
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-=====Reclaiming the Ruins=====+======Reclaiming the Ruins======
  
 The ruins on the western side of the Olteus River remain exceptionally dangerous. But Brightshore keeps growing, and as more and more people make their way to the promise of a free land, there is a pressing need to expand and ensure the continued safety of the city.  The ruins on the western side of the Olteus River remain exceptionally dangerous. But Brightshore keeps growing, and as more and more people make their way to the promise of a free land, there is a pressing need to expand and ensure the continued safety of the city. 
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 If all goes well, you will be able to tame a portion of the land over the course of several months, earn the gratitude of the people, and make a tidy profit!  ​ If all goes well, you will be able to tame a portion of the land over the course of several months, earn the gratitude of the people, and make a tidy profit!  ​
  
-====Settlement Rolls====+=====Settlement Rolls=====
  
 In order to successfully establish a foothold in the ruins, you must succeed on a settlement roll. Each settlement roll requires 10 days of downtime for each participating character, and a total of 500 gp. Each of the three skill checks (Investigation,​ Perception, Survival) can only be performed by an individual character once per settlement roll.  In order to successfully establish a foothold in the ruins, you must succeed on a settlement roll. Each settlement roll requires 10 days of downtime for each participating character, and a total of 500 gp. Each of the three skill checks (Investigation,​ Perception, Survival) can only be performed by an individual character once per settlement roll. 
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 On a percentile roll of 80 or above, a foothold is established. Any result less than 80 means that you have failed to establish a settlement. ​ On a percentile roll of 80 or above, a foothold is established. Any result less than 80 means that you have failed to establish a settlement. ​
  
-====Modifiers====+=====Modifiers=====
  
 ^Condition^Modifier^ ^Condition^Modifier^
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 | Deep Ruins | DC 30 | -60 | 1-9 | | Deep Ruins | DC 30 | -60 | 1-9 |
  
-====Settlement ​types:====+=====Settlement ​Types=====
  
 Ruins settlements are armed outposts, specifically designed to be defensible in a hostile area. They are also designed to be built quickly, and if you have the gold and the downtime, they can be built rapidly indeed. All Ruins buildings may only be built in the ruins, and have their own contingent of guards to assist in holding the land.  Ruins settlements are armed outposts, specifically designed to be defensible in a hostile area. They are also designed to be built quickly, and if you have the gold and the downtime, they can be built rapidly indeed. All Ruins buildings may only be built in the ruins, and have their own contingent of guards to assist in holding the land. 
  
-**Ruins Vanguard:**+====Ruins Vanguard====
 The most basic foothold in the ruins, a Vanguard is little more than an armed encampment with rudimentary fortifications. It houses six guards. ​ The most basic foothold in the ruins, a Vanguard is little more than an armed encampment with rudimentary fortifications. It houses six guards. ​
  
 Requires 30 days of downtime and 200 gp from any combination of players. Can be lost if an adventure around the vanguard goes bad. Can upgrade to an Outpost with 2000 gp and 60 days of combined downtime. Requires 30 days of downtime and 200 gp from any combination of players. Can be lost if an adventure around the vanguard goes bad. Can upgrade to an Outpost with 2000 gp and 60 days of combined downtime.
  
-**Ruins Outpost:** +====Ruins Outpost==== 
 An Outpost uses the natural debris of the ruins to provide material for a basic, circular wall around a series of bunkers. It is much more defensible than a Vanguard. Houses 5 guards, and 5 archers. An Outpost uses the natural debris of the ruins to provide material for a basic, circular wall around a series of bunkers. It is much more defensible than a Vanguard. Houses 5 guards, and 5 archers.
  
 Requires 30 days of combined downtime and 500 gp to hold per month. Can upgrade to a Stronghold with 90 days of combined downtime, and 3000 gp. Requires 30 days of combined downtime and 500 gp to hold per month. Can upgrade to a Stronghold with 90 days of combined downtime, and 3000 gp.
  
-**Ruins Stronghold:** +====Ruins Stronghold====
 Though still a temporary structure, a Stronghold allows for an area to truly be secured. 10 foot stone walls, towers, and large, central tower ensure lasting security. Houses 15 guards, 15 archers. Though still a temporary structure, a Stronghold allows for an area to truly be secured. 10 foot stone walls, towers, and large, central tower ensure lasting security. Houses 15 guards, 15 archers.
  
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-====Complications:====+=====Complications=====
  
 The ruins are a dangerous place. At the end of every month, a Weaver will roll to determine if a complication occurs. Complications can result in settlement defense, your settlement being wiped off the map, or any number of other issues that range from minor to major. ​ The ruins are a dangerous place. At the end of every month, a Weaver will roll to determine if a complication occurs. Complications can result in settlement defense, your settlement being wiped off the map, or any number of other issues that range from minor to major. ​
  
  
-====Sale to the City:==== +=====Sale to the City===== 
  
 After a Stronghold has been held for three months, you may sell the stronghold to the city for 15,000 gp.  After a Stronghold has been held for three months, you may sell the stronghold to the city for 15,000 gp. 
brightshore/rules/reclaiming_ruins.txt · Last modified: 2019/12/28 19:26 by paula