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DM Alexander Kilcoyne's Kingmaker PBP- Interlude (Between 2 & 3) (Inactive)

Game Master Alexander Kilcoyne

With Hargulka the Troll King slain and the Brevic Civil War occupying the attention of both Surtova and Restov to the north, Kardas appears to be well on the way to peace and prosperity...


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Your Humble Narrator

We will use this thread to run the upcoming kingdom turns- use it to discuss anything you please regarding it.

The only thing I will be rolling is the events phase at the end of each turn, so i'll post the new month after resolving the events phase every turn. Its possible this will also become an active IC at various moments if you wish to explore the remaining hexes in the Greenbelt.

For quick reference-

Kingdom Building Rules:

Ruling a Kingdom

Like a player character’s stat block, a kingdom’s stat block continues to evolve and grow as the kingdom expands, gathers more resources, purchases upgrades, and suffers defeats and setbacks. As the kingdom grows, the PCs will need to deal with a host of situations, all of which can further influence the kingdom’s stat block.

A kingdom’s growth occurs during four phases, which represent a month in total. When the PCs establish a kingdom, you should pick a day of each month to resolve that kingdom’s growth and fortunes—it’s best to set this as the last day of each month, so that any accomplishments the PCs have made during that month can impact that month’s growth.

Upkeep Phase

During a kingdom’s Upkeep phase, take the following actions. If your kingdom currently controls 0 hexes, skip this phase and proceed to the Improvement phase.

Step 1— Determine Kingdom Stability: Make a Stability check against your Command DC to determine your kingdom’s level of security for the month. If you make the check, reduce your kingdom’s Unrest by 1 (if your Unrest is at 0, gain 1 BP as a result of surplus goods and services). If you fail this check by 5 or more, increase Unrest by 2.

Step 2— Pay Consumption: Deduct your kingdom’s Consumption from the kingdom’s Treasury BP. If you aren’t able to pay for the month’s Consumption, your kingdom’s BP drops into the negative. Every time you end an Upkeep phase with negative BP in your Treasury, your kingdom’s Unrest increases by 2.

Step 3— Fill Vacant Magic Item Slots: If there are any vacant magic item slots in any cities, randomly roll new items to fill these slots.

Step 4— Unrest: If the kingdom’s Unrest is 11 or higher, it loses one hex chosen by the kingdom’s leaders. Any improvements in that hex (farmlands and roads) are lost and must be rebuilt after the hex is reclaimed. Any settlements in that hex become towns that must be annexed if they are to be reclaimed into the kingdom (see page 56). Finally, if the kingdom employs a Royal Assassin, reduce your total Unrest by 1 at the end of this phase.

Improvement Phase

During a kingdom’s Improvement phase, take the following actions. The number of improvements you can make during a single phase is limited by your kingdom’s size; see the Improvements per Month table for these limits.

Step 1—Select Leadership: Assign leaders to any vacant leadership roles. Leaders must be PCs or closely allied NPCs. You can change leaders as often as you want with no impact on your nation’s statistics (apart from changing what bonuses apply, as the ability scores of leaders differ); reallocating roles allows you to give every player a chance to play the role of ruler if you wish.

Step 2—Claim Hexes: Each hex on the maps of the Stolen Lands measures 12 miles across, and the PCs kingdom must be built hex by hex. To claim a hex, you must explore it and clear it of monsters or dangerous hazards; the hex must also be adjacent to a hex that is already part of the kingdom (with the exception of the first hex, which can be anywhere). At this point, you can claim the hex as part of the kingdom by spending 1 BP. Increase your kingdom’s size (and thus its Consumption) by 1 for each hex you claim. You can abandon a hex to reduce your kingdom’s Size. Doing so increases Unrest by 1 (or by 4, if the abandoned hex contained a city).

Step 3—Establish and Improve Cities: Prepare land for city districts and then purchase new buildings for your kingdom’s cities. The building’s adjustments to your nation apply immediately. You can also destroy buildings at this time in order to clear a space to build something new; if you destroy a building, don’t forget to remove its benefits from your kingdom’s statistics!

Step 4—Build Roads: Roads have an immediate initial cost but over the long term can pay for the investment handsomely. It costs 1 BP to build a road though a hex. This cost increases to 2 BP in forests and to 4 BP in swamps
and mountains. If the road crosses a river, a bridge must be built—this doubles the road’s cost.

Step 5: Establish Farmlands: You can develop any grassland or hill hex that contains roads into farmlands to help sustain your kingdom’s Consumption. It costs 2 BP to designate a grassland hex as farmland and 4 BP to designate a hill hex as farmland. You cannot build a city on a farmland hex. Every farmland hex in your kingdom reduces your Consumption by 2 BP.

Step 6: Edicts: Pick or adjust your edict levels (see page 55) as you wish.

Income Phase

During a kingdom’s Income phase, take the following actions.

Step 1—Deposits: You can add funds to a kingdom’s treasury by donating coins, gems, jewelry, weapons, armor, magic items, and other valuables you find while adventuring. For every full 4,000 gp in value of the deposit, increase your kingdom’s BP by 1. Items that individually cost more than 4,000 gp must be sold as detailed under Step 3 below.

Step 2—Withdrawals: You can also withdraw funds from the kingdom’s treasury, but doing so runs the risk of annoying the citizens. Each time you withdraw funds, the kingdom’s Unrest increases by 1. In addition, you must
make a Loyalty check (DC = Command DC + number of BP being withdrawn); a failure causes your kingdom to gain Unrest equal to the total BP withdrawn. Each BP withdrawn in this manner converts into 2,000 gp.

Step 3—Sell Valuable Items: You can attempt to sell items that cost more than 4,000 gp through your city’s markets to bolster your kingdom’s Treasury; these can be items you recover during an adventure or they can be magic items currently held by any of your cities. To sell these items, make an Economy check (DC 20 for minor items, DC 35 for moderate items, and DC 50 for major items). A failed check indicates the item doesn’t sell. Success indicates that the item sells and you can increase your kingdom’s treasury by 2 BP (for minor items), 8 BP (for moderate items), or 15 BP (for major items). You can make one Economy check per city district during each Income phase.

Step 4—Generate Income: Make an Economy check against your Command DC at the end of your Income phase. If you’re successful, divide your result by 5 (dropping any fractions) and increase your Treasury’s BP by that amount.

Event Phase (DM resolved)

During a kingdom’s Event phase, roll once on the Kingdom Events table to determine if an event occurs. Adventure specific kingdom events occur during this phase. Once you’ve determined what kind of event occurs (if any), simply follow the rules for each event to determine how the event impacts the PCs’ kingdom or cities.

Chance of an Event: There’s a 25% chance that a random event occurs during an Event phase. This chance increases to 75% if no event occurred in the previous Event phase.

Improvements per Month

Kingdom Size- New Cities/New Buildings/Hex Claims/Roads/Farmlands
1–10 1/1/1/1/1
11–25 1/2/2/2/1
26–50 1/5/3/3/2
51–100 2/10/4/4/2
101–200 3/20/8/6/3
201+ 4/No limit/12/8/4

Please remember to declare what your minions are up to at any given time!


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 20 Tch 14 FF 18 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

*Inhales deeply* You smell that? That is the smell of a brand new interlude thread! I love the smell of a new interlude thread in the morning! It smells like... victory! ;)


Male Taldan Human Fighter (Weapon Master) 5/ Hellknight 3 HP:81/81 AC:28 F:+11, R:+6, W:+8, CMD:25*, P:+10, I:+2, AOO:+16

Let's see if we can make it to the next one


Duke of Kardas, First Sword of Iomedae HP:76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

Malthir dots this thread...another territory marked by argument and discord...Let me settle this once and for all!


Duke of Kardas, First Sword of Iomedae HP:76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

As far as exploring territory, let's plan on addressing those 5-6 hexes after turn 32. That way we are moving forward again before be battle the dragon and the demons in those hexes... :]


Duke of Kardas, First Sword of Iomedae HP:76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

Month of DESNUS, 4713. Kardas Founding Month 32:

.
.
.
Strategy: Expand SwordHaven & Expand the Kingdom!
Kingdom size 21
.
Upkeep Phase:
*Step 1—Determine Kingdom Stability:
Start with 0 Unrest (+1BP)
Stability roll needed at +44 to beat Control DC 41
*Step 2—Pay Consumption:
Treasury begins with 22BP
Upkeep of HellKnights (-4BP)
Treasury ends with 18BP
*Step 3—Fill Magic Item Slots:
SwordHaven Needs:
2 Minor *should have asked for these about 4 turns ago…
1 Medium
Northgreen Needs:
1 Minor
Vierkirche Needs:
0 Minor
1 Medium
*Step 4—Unrest:
0 Unrest to start, -1 for Sootscales
0 Unrest remaining

Improvement:
*Step 1—Select Leadership:
No changes
*Step 2—Claim Hexes:
Claim Hex A35, *-1BP*, Claim Hex A33, *-1BP*
*Step 3—Establish and Improve Cities:
Build Brothel *-4BP* +1 Econ, +2 Loy, +0 Stab, +1 Unrest
Build Tenement *-1BP, +0 Econ, +0 Loy, +0 Stab, +2 Unrest
Repair Monument, *-3BP*, +3 Loy
*Step 4—Build Roads:
Road Hex A27, *-1BP*, Claim Hex A35, *-1BP*
*Step 5: Establish Farmlands:
Farm hex A22* -2BP*
*Step 6: Edicts:
None

Income:
Starting Income: 4 BP
+1 BP for Kingdom Unrest starting at 0
*Step 1—Deposits: No deposits
*Step 2—Withdrawals:
None
*Step 3—Sell Valuable Items:
3 Economy rolls needed at +57 to sell items:
*Step 4—Generate Income:
Economy roll needed at +57 to generate income:
Events:
Event that occurred this month:
Ending Income: XX BP for the month

This is the proposed kingdom turn. I wanted to reflect the reality in the kingdom this turn. Refugees are streaming from Brevoy causing a tent city to spring up next to the graveyard.
Malthir decides it is past time to re-build the statue of their long lost friend Edric.
With all of the mercenaries in town someone, at first in secret and eventually in the open, starts a brothel. Malthir's consternation was tempered by Ricter's, Casimir's, and Kip's argument for allowing the place to stay open. They noted a remarkable lowering in the violence and troublemaking from the mercenaries shortly after it opened.

If everyone is okay with the turn then here is the starting roll:
Stability 1d20 + 44 ⇒ (17) + 44 = 61


Your Humble Narrator

So you will start next turn with 3 unrest? Interesting :). Any objections to Malthir's turn 32 and anyone declaring their minion's actions before I get started? You have until sunday to fully declare this before I start the month rolling.


HP: 39/60 AC: 22, T:13, FF:21, CMD:16. Fort:+5, Ref:+5, Will:+8(+7). Per:+14, Init:+0, AoO:+8

"Those who tend to the cathedral of Vierkirche were looking forward to our support in building their community further, but given the recent troubles suffered by our capital, they are content to be patient while we rebuild and recover." Fenna informs the Statkari, "I fear that the same might not be true of all the people of Northgreen, however; with the traffic of mercenaries and refugees heading through their town, they are exposed to many of the same difficulties which present themselves here in Swordhaven, only with fewer protections. They work hard to make the best of the situation, of course, but some feel that the fruit of their labour only goes to benefit those living in the capital."

"Many of the larger families there are sharing homes too small for their needs, perhaps we could ease any concerns of being ignored by sending them the resources to build new homes over the coming months? Indeed, perhaps this would even encourage some of the more enterprising refugees from Brevoy to make a new start in Northgreen, where their knowledge of the Brevic markets could serve us well."

Looks alright to me, I think Vierkirche can wait until we've expanded into a second district for Swordhaven. As for Northgreen, I think Ilya was looking at working towards a market, next? It would need two houses, though, and is very expensive.

Lily is pretty busy making sure there's enough food to go around, I'll think about Corax and Joseph.


Your Humble Narrator

Remember by the way, that a Mansion counts as a House for the purpose of a building requiring an adjacent house. It was a minor house rule I forgot to list in the campaign tab (I will put it there this evening).


Duke of Kardas, First Sword of Iomedae HP:76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16
DM Alexander Kilcoyne wrote:
So you will start next turn with 3 unrest? Interesting :). Any objections to Malthir's turn 32 and anyone declaring their minion's actions before I get started? You have until sunday to fully declare this before I start the month rolling.

I thought that the unrest was a rolling total? When I put it in the spreadsheet we are at like -10 unrest, so these counter each other. Do we at least get the unrest reduction from the Monument? NOt sure I really wanted to go into positive unrest...


HP: 39/60 AC: 22, T:13, FF:21, CMD:16. Fort:+5, Ref:+5, Will:+8(+7). Per:+14, Init:+0, AoO:+8

Unrest can't be reduced below zero, unfortunately. But the monument being rebuilt might drop us down to 2, even if it is being bought back at half price.


Your Humble Narrator

Unrest can't go below 0, its not a rolling total. The unrest is a one time thing, so rebuilding the monument won't re-apply -1 unrest (although building a new one will).

Many buildings also reduce it when built including houses so with careful planning its quite hard to get lots of it.


Duke of Kardas, First Sword of Iomedae HP:76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

K, no worries I think the spreadsheet had me confused. Let me change it up a little and will re-post by tomorrow morning.


hp 48/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Allright, I'm here...let me just get done with writing a prologue for chapter 2, and I'll comment on the Kingdom building stuff.


Duke of Kardas, First Sword of Iomedae HP:76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

Revised Kingdom Building turn...

Month of DESNUS, 4713. Kardas Founding Month 32:

.
Strategy: Expand SwordHaven & Expand the Kingdom!
.Kingdom size 21
.
Upkeep Phase:
*Step 1—Determine Kingdom Stability:
Start with 0 Unrest (+1BP)
Stability roll needed at +44 to beat Control DC 41
*Step 2—Pay Consumption:
Treasury begins with 22BP
Upkeep of HellKnights (-4BP)
Treasury ends with 18BP
*Step 3—Fill Magic Item Slots:
SwordHaven Needs:
2 Minor *should have asked for these about 4 turns ago…
1 Medium
Northgreen Needs:
1 Minor
Vierkirche Needs:
0 Minor
1 Medium
*Step 4—Unrest:
0 Unrest to start, -1 for Sootscales
0 Unrest remaining

Improvement:
*Step 1—Select Leadership:
No changes
*Step 2—Claim Hexes:
Claim Hex A35, *-1BP*, Claim Hex A33, *-1BP*
*Step 3—Establish and Improve Cities:
Build Brothel *-4BP* +1 Econ, +2 Loy, +0 Stab, +1 Unrest
Build House *-3BP*, +0 Econ, +0 Loy, +0 Stab, -1 Unrest
Repair Monument, *-3BP*, +3 Loy
*Step 4—Build Roads:
Road Hex A27, *-1BP*, Claim Hex A35, *-1BP*
*Step 5: Establish Farmlands:
Farm hex A22* -2BP*
*Step 6: Edicts:
None

Income:
Starting Income: 2 BP
+1 BP for Kingdom Unrest starting at 0
*Step 1—Deposits: No deposits
*Step 2—Withdrawals:
None
*Step 3—Sell Valuable Items:
3 Economy rolls needed at +57 to sell items:
*Step 4—Generate Income:
Economy roll needed at +57 to generate income:
Events:
Event that occurred this month:
Ending Income: XX BP for the month


hp 48/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Casimir agent deployment - Interlude month 1 (Desnus 4713)

Exceptional Spy- Uncle Stanislaw: Casimir ask Stani to analyze all the major threats that Kardas has faced over the past years - Grigori, the Gyronna cult, the troll invasion etc. and look for common patterns and other indications that they might be connected. In particular, he is to test if there is any truth to the Swordlord's allegation that Surtova might be behind some or all of it.

Superior Spy- Lucius: Casimir orders Lucius to infiltrate the River Patriots and asses if they pose a threat to the stability of the realm. In particular, he is to determine if they are merely a local organization, or if they are being influenced by outside agents.

Decent Spy- Mikmek: Casimir does not assign any particular task to Mikmek, but simply asks him to move about Swordhaven and look for signs of trouble.


Male (HP 44/71, AC- 23 T- 15 FF- 18 CMD- 28, F +11, R +10, W +6, P +15*, In +3*, AOO +17) Half-orc Ranger (Guide) 7/Barbarian (Invulnerable Rager) 1

[dotted]


Duke of Kardas, First Sword of Iomedae HP:76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

Retinue activities:

Master Teldas is to start looking into expanding the dungeon area to hold additional supplies and people in case of a siege. He is also going to start looking at the creation of a moat around the castle for defense. A longer term vision will also include a larger outer wall around the castle main.
They also begin discussing the larger job of building a wall around the city to increase its defenses in a major manner. This is a project planned for starting in 2-3 years.

Noleski is assigned to Vaysh as a full time body guard. By now the entire kingdom knows that she is with child and her security needs have increased.

Vaysh, with Fenna’s blessing, has decided that the nobles of the Kingdom should do what they can for the masses arriving into Kardas. She works with Antal to identify the new female Nobles of Kardas. She invites the female nobility for a dinner meeting at the castle. With Antal’s help, she gets to know the new ladies of Kardas before suggesting they band together to help the poor that are arriving at the city. The plan is for them to pitch in together to provide what relief they can to improve their situation and help to keep them fed and housed as best they can. It won’t be perfect and many will still suffer, but they also see that there is hope. Vaysh and the other women recently raised will be seen from time to time feeding and meeting with those in need near the edges of the city if they agree.

Council meeting notes:
This meeting takes place between month 31 & 32 turn but we can continue doing turns as this is discussed.

The council meeting will come to order! Oleg bellows in his gruff voice...

It had been several months since the Statkari had all gathered. Their most trusted retainers guarded the heavy iron door and made sure no one entered, including servants...loose lips and all...
The meeting room was part of the expanding lower complex area slowly being dug out underneath SwordHaven castle. Teldas had recommended it and Malthir had approved a slow expansion of the underground area. There was even discussion of a secret exit, but it was being kept between Casimir, Teldas, and Malthir at the moment.
All the Statkari had been summoned as well as any other key retainers that the members thought were needed. Food and wine were arrayed on the table as they expected this to be a long session.

There are 4 major points we should discuss before opening the floor to general discussion.
First and foremost, the security of the kingdom. As I see it the main threat from Brevoy has been averted for the moment. Both sides are busy with their war and although they may try to drag us in or try to manipulate us in some way, the bigger threat on invasion or war from them is much reduced. With the addition of Stannis and the Hellknights we are more secure at the moment.
Malthir nods his head towards Stannis and Ricter, Casimir, I see your role being THE key to our security.
What do you need to get the job done? I am a realist. The other River Kingdoms are also still a threat as are miscellaneous fey factions and other elements we don't know enough about.
You are authorized to use whatever means needed to keep us secure. Also within the next month or so I am placing some discretionary funds at your group’s disposal to use as you see fit. If needed bribe your way through what you need.

This raises some eyebrows from some council members as some of them were not used to Mathir being quite so blunt, but most did nod with agreement.
Many of you have noticed a harder edge to the Baron lately, gone was his youthful innocence, replaced by this other, harder side.
The talk throughout the kingdom was of Malthir being raised to the title of Duke.
Now a truly free Kingdom, careful manipulations by Casimir's team of spies had slowly spread the word and the people had already grasped onto it, their pride in the Statkari fueling their desire to see them raised to the level of the other River Kingdoms.
Casimir had been wise though, raising him to the title of King would ruffle the feathers of the other River Kingdoms, and they didn't need more trouble on their hands than they already had with a direct conflict.
Of course Malthir wanted none of it but Casimir had the better of it and the people needed positive things to focus on in the months to come even if Malthir couldn’t see the right of it. The other Statkari agreed and eventually Malthir would come around…Fenna had already told him the people were calling for his elevation. Luckily the soon to be Duke was too busy with Kingdom issues to see that ultimately they were behind this…

Malthir pauses to see what discussion there is around this point before continuing to the second point in their meeting.


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 20 Tch 14 FF 18 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

Kip sat distractedly listening to Oleg bring the meeting to order and Malthir begin speaking about the security of the realm. He fidgeted in his seat, as he had done from the moment he sat down, wholly uncomfortable in the new underground meeting room. While the table of food would normally have garnered some of his attention, he ignored it entirely in favour of some brandy. He mused about putting on his cold weather gear to show his disapproval of the new meeting hall.

Kip had not invited any of his underlings to the meeting. They were busy investigating some of the very issues being discussed presently. Besides that, it didn't seem prudent to invite so many into a high level closed door meeting. Security concerns and all. Kip shook his head at the thought. Without a myriad of magical and mundane protections in place they might as well be holding the meeting in the market square. Their experiences with the Swordlords in Restov and Castle Blackhearth should have driven that point home. He wondered how many might be scrying them at this very moment. Kip made a mental note to bring up the inclusion of magical wards when he had a chance to speak.

Depending on which underlings are present at the meeting... Kip looked around at those underlings that were present. Are we really so sure of their allegiances that they should be privy to our most intimate conversations? Kip tapped his chin as was his habit. Perhaps Fenna can use her gift to discern the true nature of the allegiances of all that newly proclaim to serve Kardas. Kip's main concern would be with those underlings who previously and until recently were in the employ of others (ie Lucius), or those like Lord Sirian, who are openly serving outside interests. They were afterall themselves currently discussing how Kardas would be employing spies to gather intelligence...

Kip coughed when Malthir mentioned espionage being THE key roll in Kardas' future security...

Discussion regarding a possible secret entrance being kept from the Statkari? Sketchy... but... possibly excusable. Being kept from the other Guardians? Kip will not be impressed... :)


HP: 39/60 AC: 22, T:13, FF:21, CMD:16. Fort:+5, Ref:+5, Will:+8(+7). Per:+14, Init:+0, AoO:+8

Fenna arrived to the meeting unattended, and cast her gaze appraisingly about the long, windowless hall as she slowly made her way to her seat. The councillor’s passive face displayed none of Kip’s discomfort at the underground confines of the meeting, though she silently considered much of the same concerns over the various magical means of eavesdropping available to the very same outside threats Malthir was discussing.

Upon the Baron's pause, Fenna took a slow sip of her wine and watched the others around the table for their reactions; particularly expecting a response from Casimir, while trying to gauge the reaction of the other Statkari to the authorisation for 'whatever means needed'.


Male Taldan Human Fighter (Weapon Master) 5/ Hellknight 3 HP:81/81 AC:28 F:+11, R:+6, W:+8, CMD:25*, P:+10, I:+2, AOO:+16

Ricter's Agent Deployment - Interlude month 1

Kesten Garess (Exceptional Lieutenant)
Kesten will have the most critical and complex duty - take the militia and re-enforce the Hellknights already deployed in the southern villages. The objective is to let them hold off a potential worg attack long enough for re-enforcements to arrive. To ensure these re-enforcements do indeed arrive, several riders will be stationed in each village to warn the rest of Kardas of an attack.

Hellknight Pellius (Superior Lieutenant)
Whilst Kesten guards the south, Pellius will use the Hellknight garrison of Swordhaven to hunt for Kargadd. These hunts will take them through every hamlet in Kardas on a semi-regular basis. The objective is not actually to find Kargadd - he's not going to be wandering around in settled territory. The real reason for the patrols is to keep the people of Kardas a bit nervous. They should remember that they're surrounded by monsters. The River Patriots and their ilk can't keep them safe. The Hellknights can.

Balthus (Decent Lieutenant)
A mercenary himself, Balthus is well placed to police the mercenaries camped throughout Kardas and keep them from causing trouble. Where necessary, Ricter and a couple of other Hellknights will make an example of any particularly insidious troublemakers, leaving Balthus to be seen in a more positive light.


Male Taldan Human Fighter (Weapon Master) 5/ Hellknight 3 HP:81/81 AC:28 F:+11, R:+6, W:+8, CMD:25*, P:+10, I:+2, AOO:+16

As ever, Ricter's reaction is the opposite of Kip's. Fully at home in the oppressive underground chamber, the Hellknight nods in approval at Milthir's refreshingly hard line stance. One specific raises a comment from him, however:

"We must not lose sight of threats from within. This tide of refugees could carry with them dangerous elements - thieves, ruffians and demagogues. My forces are watchful, but we can only react. Casimir's agents are doing fine work right now monitoring the plots of subversives within our boarders - I'd be reluctant to see their gaze turned outward."


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 20 Tch 14 FF 18 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

Lost in his own thoughts, and distracted by his discomfort, Kip completely missed the remark by Malthir about "using whatever means necessary".

I actually missed that part on my read through... but it fits with Kip's current state of mind... perhaps he will have another chance to comment if someone else calls out the Baron. ;)

When Ricter spoke, Kip briefly considered engaging the Hellknight but decided to stay quiet for the moment. This was serious business and not everything had to be a battle of ideologies... arguing or teasing Ricter would accomplish nothing useful and waste everyone else's valuable time. And besides, it was expected. Predictable. Kip did not like be predictable...


Duke of Kardas, First Sword of Iomedae HP:76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16
Ricter Vorsk wrote:

As ever, Ricter's reaction is the opposite of Kip's. Fully at home in the oppressive underground chamber, the Hellknight nods in approval at Milthir's refreshingly hard line stance. One specific raises a comment from him, however:

"We must not lose sight of threats from within. This tide of refugees could carry with them dangerous elements - thieves, ruffians and demagogues. My forces are watchful, but we can only react. Casimir's agents are doing fine work right now monitoring the plots of subversives within our boarders - I'd be reluctant to see their gaze turned outward."

That is correct Ricter, but where you see danger there is also opportunity. he looks the Hellknight directly in the eyes

I expect you and your men to help and show courtesy to them where ever possible. These people will are now part of Kardas. They are subject to our laws now, but they are also protected by them.

He looks to the other Statkari expecting more discussion...


Your Humble Narrator

Month 32-

Minor Items-

Item 1 (Shaven): Necklace of Fireballs type I - 1650 gp
Item 2 (Shaven): Wand of Comprehend Languages - 750 gp
Item 3 (Ngreen): Potion of Resistance - 25 gp

Medium Items-

Item 1: (Swordhaven) Medallion of Thoughts - 12000 gp
Item 2: (Vierkirche): Potion of Daylight - 750 gp

City Image-

Updated in Campaign tab (Swordhaven's Castle District is almost full)

Malthir- an updated kingdom map after turn 32 would be good please, before you set out.

Event-

EventChance (No Event): 1d100 ⇒ 91

Happenings/Minion Updates-

General-

Red Eyes is extremely pleased that you have made Fang sentient, but asks that you have two more lieutenants awakened in the near future. He promises that this will no doubt pay dividends in the future.

The war in Brevoy continues to develop- Restov's surprise consolidation of the south-east of Brevoy has allowed them to swiftly begin to march on the capital. Should they take it, the war in Brevoy will shift decisively in their favour.

Some of the mercenaries travelling north have been talking about forming a permanent guild house in Northgreen. Cautious of the lack of Kardassian law regarding this, some inquiries have been made to Fenna.

Generally, minions will continue to undertake a task until you assign them another. I won't always give a report on every minion every month, but that doesn't mean I have forgotten them.

Casimir-

For all of Uncle Stannis' expertise, he has, as yet, been unable to determine any clear patterns. It is early days yet though.

The smoothly spoken Lucius has reported that he has made first contact with the River Patriots and is currently gathering information on the bottom rung of their organisation. His reports thus far indicate that it seems unlikely the organisation is large, rich, or powerful enough to truly sway many minds.

Mikmek reports no trouble.

Malthir-

Master Teldas has begun to plan an expansion and will report in when estimates have been made.

Noleski has taken his new duty extremely seriously and is diligent and competent almost to a fault.

Vaysh and Antal's efforts have unfortunately yielded very little thus far. None of the female nobles identified attended the dinner, making various excuses by messenger. They plan to redouble their efforts.

Ricter-

Kesten seems to have begun to set up the rider network and is training the militia for this new duty.

While Pellius has found no sign of Kargadd the Troll, morale is high in his unit after they successful hunted down a lone Hill Giant in the Kamelands with no losses.

Balthus undertakes his task to the best of his ability, but is not able to fully prevent some troubles breaking out. Many of the mercenaries do not trust his new affiliation with Kardas.

Kip-

So far, Lord Sirian's research has been inconclusive.

Doritian has not found anything solid yet but seems to have a sound plan and is working on its implementation.

Zordion is a flustered mess. He offends those he makes inquiries of and makes a complete nuisance of himself in the library and around the castle. Not a good start for Kip's apprentice.

Fenna-

With her usual competence, Lily is working hard to ensure food is distributed in a fair manner. If a harsh harvest does affect the Duchy, the measures she is taking may help ease the burden.

Kalev-

Kressle is particularly useful in the month and with her expert tracking skills complementing your own, you are reasonably certain Kargadd fled the Greenbelt and headed west, out of your jurisdiction. You have seen no sign of the Worgs.

Moving On-

I'll try to weigh in as some of the other Statkari during your meeting but once you've finished it, I believe Malthir wanted to ride out and explore the remaining hexes.

Please also fully finish turn 32 now i've rolled the items for it.


Duke of Kardas, First Sword of Iomedae HP:76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

Malthir recommends the party buy the potion of Daylight, it is a useful item to have to fight creatures who can cast darkness spells.

Economy SHaven medallion 1d20 + 56 ⇒ (14) + 56 = 70 sold!
Economy NGreen potion 1d20 + 56 ⇒ (1) + 56 = 57 not sold!
Economy VK +1 throwing axe-old item 1d20 + 56 ⇒ (13) + 56 = 69 sold! 2308 GP added to summary to get to 1BP eventually

Economy for BP 1d20 + 56 ⇒ (18) + 56 = 74 +14 BP

Month of DESNUS, 4713. Kardas Founding Month 32:

.
Strategy: Expand SwordHaven & Expand the Kingdom!
.Kingdom size 21
.
Upkeep Phase:
*Step 1—Determine Kingdom Stability:
Start with 0 Unrest (+1BP)
Stability roll needed at +43 to beat Control DC 41
*Step 2—Pay Consumption:
Treasury begins with 22BP
Upkeep of HellKnights (-4BP)
Treasury ends with 18BP
*Step 3—Fill Magic Item Slots:
SwordHaven Needs:
2 Minor *should have asked for these about 4 turns ago…
1 Medium
Northgreen Needs:
1 Minor
Vierkirche Needs:
0 Minor
1 Medium
*Step 4—Unrest:
0 Unrest to start, -1 for Sootscales
0 Unrest remaining

Improvement:
*Step 1—Select Leadership:
No changes
*Step 2—Claim Hexes:
Claim Hex A35, *-1BP*, Claim Hex A33, *-1BP*
*Step 3—Establish and Improve Cities:
Build Brothel *-4BP* +1 Econ, +2 Loy, +0 Stab, +1 Unrest
Build House *-3BP*, +0 Econ, +0 Loy, +0 Stab, -1 Unrest
Repair Monument, *-3BP*, +3 Loy
*Step 4—Build Roads:
Road Hex A27, *-1BP*, Claim Hex A35, *-1BP*
*Step 5: Establish Farmlands:
Farm hex A22* -2BP*
*Step 6: Edicts:
None

Income:
Starting Income: 2 BP
+1 BP for Kingdom Unrest starting at 0
*Step 1—Deposits: No deposits
*Step 2—Withdrawals:
None
*Step 3—Sell Valuable Items:
3 Economy rolls needed at +56 to sell items:
+8BP
+2308gp to treasury
*Step 4—Generate Income:
Economy roll needed at +56 to generate income:
+15BP
Events:
Event that occurred this month: None
Ending Income: 25 BP for the month


hp 48/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Casimir brings his uncle (who is named Stanislaw, or Stani for short - this ain't "Game of Thrones" :-P) to the meeting.

Casimir listened to Malthir's opening statement with the serious expression that had more or less become his default demeanor since the conflict with Hargulka.

"Thank you, Malthir. I assure you that I do not take my responsibility lightly. Our lack of preparation has cost us dearly in the past. That will NOT happen again, if I can do anything to help it. I already have my uncle going over the past troubles we have had, in search of clues about who might be pulling the strings. I have no doubt that we have enemies working directly against us through the use of puppets like Hargulka and Grigori. I would find out who they are."

Casimir glanced at Ricter and Kip before continuing.

"I have also asked Lucius, our new agent from Brevoy, to infiltrate the River Patriots. Not because I believe they pose a serious threat or out of a desire to strike down on dissidents, but in order to test if they are being incited or supported by outside entities. And I have Mikmek keeping an open eye around the city."

"I have every faith that my capable agents can get the job done, although extra resources are always useful. But I would like more insight into the dealings and feelings of the fey. My people have more experience dealing with the politics of human societies, and we have some strong indications that there are those among the fey who wish us ill."

He pauses a bit, then continues.

"Our recent experiences in Brevoy have convinced me that it would be wise of us to do all we can to grow strong and independent. Even though the Swordlord council still seem to regard us positively, I have my concerns about the way they manipulated us to suit their own agenda. Also, from my limited dealings with the heir apparent, Rickard, I would say that we should be prepared for trouble if he should assume control of the council. In fact, I'll drink a toast to the health of Lord Sellemius."

The Spymaster raised his goblet in a mock gesture, drank, and sat back, the same serious expression firmly in place.


Duke of Kardas, First Sword of Iomedae HP:76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

Unless someone has anything else to say? Malthir waits for anyone else to say their piece before moving on...we can retcon anything else said.

Let's move on to item number 2. The growth of Kardas itself.
The rapid influx of refugees and people looking to escape the war has swelled the numbers of our population and it will only get worse before it gets better. Although we have just finished re-building SwordHaven I want to stem the tide of people moving into the city before we are over-run with disease and hunger and before it becomes part of this great city.

I am proposing that we begin to build up Vierkirche as soon as possible. The great cathedral we have constructed stands alone in the woods with only a handful of guards and people tending to it. he nods his head at Jhod and Fenna to acknowledge their patience in the matter.
We should start to move some of the people there as soon as we can. Offer them work and places to stay...a new place of opportunity!
Fenna, I would like some kind of plan for this build up from you in the next few weeks.

As far as the rest of the kingdom, what are your thoughts? It may take some time but I wish to know what what you all wish from me? Eventually you shall all rule, unless you tell me you want something different. Who can I trust if not all of you? You are my friends, the Statkari! It may take a few years but we should sart to think about that future.

He looks to the Statkari for guidance...


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 20 Tch 14 FF 18 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

Should I give Zordion his pink slip? Before he gets to the end of his probationary period? It will be much harder to fire him afterwards... :P

Flextime

Kip pulls Zordion from his duties and assigns him to assist the other two full time. Kip will takeover the research of the owlbear's peculiar behaviour...

At the Statkari meeting...

I think most of you are well aware of my desire to start an academy of higher learning and arcane magic within the giant sycamore tree... If we wish to attract something other than mercenaries and refugees, we should offer something more than just a place that isn't currently embroiled in a civil war. Make coming here a choice of desire, not one of last resort.


HP: 39/60 AC: 22, T:13, FF:21, CMD:16. Fort:+5, Ref:+5, Will:+8(+7). Per:+14, Init:+0, AoO:+8

"There are several areas of development we have been discussing," Fenna nods to Malthir, "and I believe it would not take long to have some formal plans drawn out, based on some requests I have received from those tending the cathedral. Of course, the exact nature of those plans would be dependant on what resources we can afford to send to Vierkirche. What did you have in mind?"


Duke of Kardas, First Sword of Iomedae HP:76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

So people can respond to each point...

We can discuss the details in another planning session but I will defer to your wishes for the city Fenna.

After any other discussion...

Item 3, trade with Brevoy, Restov, and Varnhold. We should determine the best way of selling our excess crops and supplies. To be honest we are going to continue to remain neutral and determine where we can make money.
Oleg, please look for opportunities in this respect. Also the trade road with Varnhold should be near completion. We should open up the trade route as soon as possible.

After any other discussion...

Item 4, opening up a trade route via the Shrike River. I have heard that there are two major obstacles: the Shrike Cascades and the Crooked Falls.
I would like for the Statkari to think about any methods of developing the river trade route. I can think of two obvious ways around this. First, cut a new route in the river. This is probably an engineering nightmare, if it is even possible.
Second, set up a town with a ferry station at each location. Boats, owned by Kardas, are ready to move goods and men at either side. The town is set up to load/unload the boats and place them onto the next ferry.
Imagine the speed up of goods between the north and the River Kingdoms and the bonus to trade that would funnel through Kardas.
What do you think...as you can see I have been planning...
he grins at the council.

After these are discussed he opens the meeting up for any other issues...


Duke of Kardas, First Sword of Iomedae HP:76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16
Kip Bendybrook wrote:

Should I give Zordion his pink slip? Before he gets to the end of his probationary period? It will be much harder to fire him afterwards... :P

Flextime

Kip pulls Zordion from his duties and assigns him to assist the other two full time. Kip will takeover the research of the owlbear's peculiar behaviour...

At the Statkari meeting...

I think most of you are well aware of my desire to start an academy of higher learning and arcane magic within the giant sycamore tree... If we wish to attract something other than mercenaries and refugees, we should offer something more than just a place that isn't currently embroiled in a civil war. Make coming here a choice of desire, not one of last resort.

Of course Kip, although you may get what you want and what you don't want to boot!

Anyone else have an interest? If you are all content at the moment, we will look at breaking ground on your fine city Kip next year!


Duke of Kardas, First Sword of Iomedae HP:76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

Alex, it is up to you but we can run the exploration and the discussion as the same time. We were going to do the two forest hexes next. A51/A52.


"Some might object to improving the Shrike River for trade. Remember you can't claim a single copper back for your troubles - float any river, and all that. Assuming Kardas is a river kingdom, of course."

"I will also add that the keep set aside for my order's garrison force still requires some work to be properly defensible. A few resources allocated there could give a valuable second strong-point in the event of another incursion."


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 20 Tch 14 FF 18 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

We cannot charge a toll for using the river itself true, but we can charge for using any bypass canals we build or portage services we provide. Charged ferry services exist in the River Kingdoms. And those that wish to avoid paying to use our services, and brave the falls, are still free to do so!

Besides that, we are able to make coin transporting goods ourselves... whether our own, or someone else's.


Duke of Kardas, First Sword of Iomedae HP:76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

That is the way I see it as well Kip.
As far as the "River Kingdom" lable goes, it doesn't really matter what others might try to label us.
We are the Kingdom of Kardas. The laws of this land hold true over all others.


Male Dhampir Cleric (Undead Lord) 1 -- HP 10 : AC 19 CMD 13 TAC 12 FAC 17 : sickle+1; 1d6+1 :: F+3 R+2 W+6 : INIT+2 Perc+7 CMB+1

Hey, everyone! We had a baby!.... earlier than expected! Hence my sudden disappearance. Sorry if the cut-scene with Ilya fizzled. I'm still readin' and lurkin'.


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 20 Tch 14 FF 18 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

Congrats Tanner!

RPG Superstar 2012 Top 16 , Marathon Voter 2013, Marathon Voter 2014

Wonderful news, Tanner. I hope everyone are well, in spite of the early arrival.


hp 48/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

"On the subject of growth and settlement of new cities, I believe I have expressed my interest in exploring the ruined tower on the island in Candlemere Lake. Not only do we have a score to settle with the will-o-wisps that are rumored to dwell there, the island hold significant strategic value. In addition, I would like to encourage the establishment of both black markets and legitimate river trade. Smugglers of many sorts use the rivers, and we could benefit from the trade. Also, keeping it on the island could help keep it out of Swordhaven."


Meanwhile, in Varnhold...

Ilya Shukhov wrote:

A hint of sadness touches Ilya's eyes and he drops his formality. "Maegar, I wish we could have exchanged more pleasantries before I was forced to bear you this news." He sighs, then spies a bottle of liquor sitting on a side table. He quietly pours a two glasses, then pauses as he puts the stopper back in the bottle. "Lord Sirian is dead." He takes his drink in one pull, grimacing against the acrid tang. "He and his party were waylaid and slaughtered on their journey south to Kardas. The Statkari recovered his body and were able to question it through divine contact. Some bestial goblin-kin, or something near to it, was the cause of his death." He turns around and offers Maegar the second glass. "We are still reeling from his untimely demise."

He spreads his hands. "We are, frustratingly, without much lead concerning his death. The news of such well-coordinated beast folk in the northern reaches was a surprise to us all. Have you heard of any such monstrous things organizing themselves?"

Maegar Varn smiled as he revealed that Lord Sirian had personally informed him that Kardas had raised him from the dead with a powerful ritual overseen by High Priest Jhod. He happily drank along with Ilya, making idle talk between matters of state. The trade road was ready on Varn's side- a well built road that went through Varnhold Pass between the mountain range and extended to the Shrike river; awaiting Kardas' own road to line up with it.

Monstrous things organising themselves? Well unless I count the Orcs, Centaurs, Iobarian Hobgoblin Raiders... No, can't think of much else. These "Stolen Lands" are truly a place where a man is tempered- like a sword in a forge... I hope Baron Malthir is having an easier time of it than I am. We could sorely use the trade income to outfit our forces.


Your Humble Narrator

1d100 ⇒ 48
1d100 ⇒ 8
1d100 ⇒ 23
1d100 ⇒ 44

The Guardians rode out after they had settled their affairs in Swordhaven for a brief exploration of some of the as yet uncharted Narlmarch forest. Although they find little of note in the dense foliage of the eastern half of the unexplored territory, they were able to take comfort after finding the old lair of the Scythe Tree they felled- although the woods around it had been corrupted and blighted, new saplings had begun to fall and the forest was slowly healing the wound.

50XP


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 20 Tch 14 FF 18 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

XP recorded. New total = 37007

And speaking of the kingdom map... while looking it over...

Ricter wrote:
"I will also add that the keep set aside for my order's garrison force still requires some work to be properly defensible. A few resources allocated there could give a valuable second strong-point in the event of another incursion."

Kip responds to Ricter's request, Before we set to spending kingdom resources upon said keep, shouldn't we actually claim the territory it sits within? And preferably the territory between here and there? That is unless, we wish to let the knights have their own, separate, fiefdom of "No-Funlandia"!

At any rate, perhaps we should accelerate our expansion? We have cleared much of the territory for many leagues in most directions... we should claim them as soon as is fiscally possible. At the very least we should strive to make our borders a little more predictable, as compared to the seemingly haphazard way they meander now. We should especially make significant efforts to expand to the east, that we might meet our obligations for the trade road to Varnhold.

Essentially suggesting we claim a large number of hexes... and round out the borders a little.

Kip turns to Cas as he speaks, I too am for dealing with the Wisps. It is time they paid for what they did to that poor boy! I am also in favour of your plans... but I too expect a thriving black market within my own settlement. Perhaps slanted in a different direction than yours... Kip winks at Cas while awaiting the expected denouncement from Ricter.


Duke of Kardas, First Sword of Iomedae HP:76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

Malthir frowns at the mention of "Black Markets" and "illegal" trade but doesn't say anything more on the matter knowing that even in the more Lawful cities these things have a tendency to pop up....

We are claiming territory faster than we have ever done Kip. We are stretched thin to patrol and keep settlers safe as well as build up the cities. We will take your thoughts under advisement though and continue to be aggressive...

Alex what was the hex that Varn wanted us to claim/road? Was it A35 or A49? Either way we should have both after this turn. Will send another map update later today after turn 32.

Month of SARENITH, 4713. Kardas Founding Month 33:

.
Strategy: Expand SwordHaven & Expand the Kingdom!
Starting Kingdom size 23
.
Upkeep Phase:
*Step 1—Determine Kingdom Stability:
Start with 0 Unrest (+1BP)
Stability roll needed at +43 to beat Control DC 43
*Step 2—Pay Consumption:
Treasury begins with 25BP
Upkeep of HellKnights (-4BP)
Treasury ends with 21BP
*Step 3—Fill Magic Item Slots:
SwordHaven Needs:
0 Minor
1 Medium
Northgreen Needs:
0 Minor
Vierkirche Needs:
0 Minor
2 Medium
*Step 4—Unrest:
0 Unrest to start, -1 for Sootscales
0 Unrest remaining

Improvement:
*Step 1—Select Leadership:
No changes
*Step 2—Claim Hexes:
Claim Hex A39, *-1BP*, Claim Hex A49, *-1BP*
*Step 3—Establish and Improve Cities:
Build Stable *-5BP* +1 Econ, +1 Loy, +0 Stab
Build Tradesmen *-5BP*, +1 Econ, +0 Loy, +1 Stab
*Step 4—Build Roads:
Road Hex A33, *-1BP*, Road Hex A39, *-1BP*
*Step 5: Establish Farmlands:
Farm hex A27* -4BP*
*Step 6: Edicts:
None

Income:
Starting Income: 4 BP
+1 BP for Kingdom Unrest starting at 0
*Step 1—Deposits: No deposits
*Step 2—Withdrawals:
None
*Step 3—Sell Valuable Items:
3 Economy rolls needed at +59 to sell items:
*Step 4—Generate Income:
Economy roll needed at +59 to generate income:
Events:
Event that occurred this month:
Ending Income: XX BP for the month

Stability 1d20 + 43 ⇒ (3) + 43 = 46


HP: 39/60 AC: 22, T:13, FF:21, CMD:16. Fort:+5, Ref:+5, Will:+8(+7). Per:+14, Init:+0, AoO:+8

"The most immediate concern for the development of Vierkirche would be establishing an inn to accommodate pilgrims, and housing for the more permanent residents." Fenna adds in relation to the upcoming developments, "And certain goods are difficult to come by so deep in the forest, so if we could encourage a skilled blacksmith to take his trade to the city, it would be of great benefit to the residents."

"Kip is quite correct," Fenna comments regarding the Shrike river, "while it would be in violation of the river freedoms to personally block access to the route, we are not obliged to establish ways around natural barriers, and we are quite within our rights to charge for the use of any alternatives we do provide. A trading post at the difficult falls would certainly be the most feasible option; an artificial bypass to the falls would be possible, as the Stavian Arches demonstrate on the Adivian river outside of Westcrown, but that project was considered expensive even by Taldor at the hight of it's power."

"It is extremely difficult to levy taxes on illegal trade, and equally troublesome to ensure that our citizens are not harmed but those activities." the gnomish councillor says at the discussion of black markets, before looking over to the spymaster with a level gaze, "But I trust your agents, Casimir, to keep a close eye on any unregulated markets you might choose to encourage."


Duke of Kardas, First Sword of Iomedae HP:76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

Malthir draws out the parchment that he received from Fenna earlier this week. She had worked with Jhod to come up with some suitable areas and plans with him..
Feel free to look at these and let us know if you have any concerns.

The ambitious plan show the initial buildings Fenna has mentioned as well as an Academy, library, additional housing, parks, a major magic shop, a Nobles house, some luxury and exotic stores, a great statue to Iomedae as well as a Town Hall and possibly a Garrison....it looks quite beautiful, possibly the crown of the River Kingdoms....


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 20 Tch 14 FF 18 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

Kip listens as Fenna and Malthir lay out their plans for Vierkirche before letting out a low whistle. He then turns to Ricter and Casimir before remarking, Never mind guys... we have time to spare. By the time the treasury pays for all of that*... things will likely be much different around here.

Specifically to Ricter he adds in his playful tone, How long is your contract with Kardas? Do you think it will expire before the fortress sees any funding?

Externally Kip is smiling. Internally, he begins to fret that his planned academy will get lost in the rush of expansion and in the shadows of Vierkirche and the capital. He begins to wonder if he should scale back his own plans. Perhaps I can settle in Vierkirche. Or Candlemere Island when Cas has things together. Or maybe both. It seems pointless to duplicate... and Northgreen is going to need some attention... and the Hellknight fortress will need funding, likely sooner than later... and...

*What is that, about 200 BP or so in additional funds? :)


Duke of Kardas, First Sword of Iomedae HP:76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

At least! :)


Duke of Kardas, First Sword of Iomedae HP:76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

Alex, we will need one medium item for Swordhaven and two medium items for Vierkirche to complete the selling phase. Thanks!


Your Humble Narrator

Item 1: arcane scroll of vampiric touch, ray of exhaustion, and summon monster III - 1125 gp
Item 2: +3 greatsword - 18350 gp
Item 3: potion/oil of cure serious wounds - 750 gp

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