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DM Barcas - Kingmaker: Rivers Run Red

Game Master Isaac Duplechain

As Newhaven rises, threats besiege it from all directions. To the north, the news of the last heir of House Rogarvia threatens the start of a new war. To the south, an empire of trolls and monsters grows.


2,351 to 2,371 of 2,371 << first < prev | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | next > last >>

Male
Vorduvai wrote:

Okay got my sheet updated and worked out to current. There were a couple of discrepancies discovered for the turns that Sigz just ran through, so noting them here for his review. Added a few lines to show the edicts and the main hex improvements that can affect the stats.

** spoiler omitted **

Awesome, I'll take hero labs word for it ;)

Silver Crusade

Male Human 4th Lvl Expert

My first turn (11/4710) done. We're out of the feud! Yay!

Going to post the in-game narrative on it this evening, as well as get the second (12/4710) turn done.

Background on the buildings (besides eliminating the unrest and adding to much-needed loyalty) is that in Sanctuary, Akiros and the guardsmen get their own place (Watchtower) which is adjacent to the new jail (Jail). Akiros is able to expand a proper presence in Olegsgrav (Barracks), though that also allows a medium army to be garrisoned there (such as the cavalry on patrol or a new army stationed up there). In White Hart, the grand park (Park) is to be the centerpiece for White Hart besides the Temple of Erastil for all to enjoy, and the park's sculpted statue (Monument) will be a dedication to the early Founders who lifted the curse there in the first expedition...with a special description of what happens to Verik's likeness on the monument.

Olegsgrav got a House and will be getting more - the UC conversion caused some buildings to require more adjacent houses, so in this turn and the next I'm doing a "true-up" of the town to get it in spec with UC requirements.


Male

All excellent reasons. Can't wait :)


Male Human Cleric (Abadar) 6th / Fighter 1st / AC 25/10T/25F / HP 54 / F +10 R +3 W +11 / Init. +0 / Perc. +5 / Sense Motive +13

12/4710
Starting Treasury: 45
Upkeep Phase
1. Stability (Control DC 49) 1d20 + 51 - 1 ⇒ (17) + 51 - 1 = 67 reduces Unrest by 1 to 0
2. Pay Consumption (-2 BP: 43)
3. Fill Vacant Magic Item Slots N/A
4. Modify Unrest N/A

Edict Phase
1. Leadership – Add Economy to Jemini for 2nd attribute
2. Claim hex - 3 plains hexes 05.11, 05.12, 06.12 (-3 BP: 40)
3. Build terrain improvements – 3x Farms in 05.11, 05.12, 06.12, 2x Roads in 08.07, 06.12 (-8 BP: 32)
4. Create/improve settlements – new eastern district (Sanctuary), “Scales” Tenement (Sanctuary), Dump (Sanctuary), City Wall (Sanctuary, main district east), Cistern (Sanctuary, at Castle), 2x Houses (Olegsgrav) (-14 BP; 18)
5. Create/improve army - no change
6. Change Holiday/Promotions/Taxation –Taxation to Light

Income Phase
1. Withdrawals - none
2. Deposits - none
3. Sell items - none
4. Collect taxes – Economy (Control DC 53) 1d20 + 71 - 0 ⇒ (2) + 71 - 0 = 73 (+24 BP, +11 BP: 53)

Event Phase
1. Event Chance (25%) 1d100 ⇒ 78 no event


Male Human Cleric (Abadar) 6th / Fighter 1st / AC 25/10T/25F / HP 54 / F +10 R +3 W +11 / Init. +0 / Perc. +5 / Sense Motive +13

--------------------
KINGDOM OF NEWHAVEN (thru Neth – 12/4710)
--------------------

NEWHAVEN
NG Size 29 Kingdom
Control DC 53
--------------------
STATISTICS
--------------------

Economy 71; Loyalty 46; Stability 53
Treasury 53; Consumption 0; Income Modifier +11; Unrest 0; Unrest/Turn 0
Fame 5; Infamy 0
Promotion Token; Taxation Light; Holidays 6/year
Population 19,500
Improvements Roads x21, Rivers x11, Irrigated Farms x8, Farms x7, Fishery x1, Quality Mines x1, Mines x2 (1 w/ Foundry bonus), Quarry x1, Sawmills x5, Lair x1
--------------------
LEADERSHIP
--------------------

Jemini adds to the opportunities of funding Newhaven (economy) as well as securing loyalty to the realm. A tax holiday is ended before the end of the year.
--------------------
HEXES
--------------------

5.11
->claimed, farmed
6.12
->claimed, farmed, road w/ bridge built
5.12
->claimed, farmed

road built in existing hex 08.07
--------------------
SETTLEMENTS
--------------------

Sanctuary (05/4708):

NG Small City; Districts 2
Economy +14; Loyalty +11; Stability +19; Defense +11
Corruption +0; Crime +0; Law +2; Lore +3; Productivity +4; Society +2
Qualities Prosperous, Stagfort Ruins (+1 to Economy/Loyalty/Stability)
Danger +0
Demographics 90% human, 2% gnome, 3% dwarf, 5% other
Population 7750
Marketplace
Base Value 4000 gp; Purchase Limit 10000 gp; Spellcasting 5th
Minor Items 1 potion, scroll, or wondrous item; 2 items; Medium Items —; Major Items —
Buildings (main district): Castle, Garrison, House, House, Library, Mill, Noble Villa, Pier, Shop, Shrine (Lawful), Tannery, Temple (Lawful Neutral), Town Hall, Trade Shop, House, Orphanage, Graveyard, Foundry, Jail, Watchtower, City Wall (east), Cistern (Castle)
Buildings (east district): Tenements “Scales”, Dump

Olegsgrav (05/4709) :

NG Large Town; Districts 1
Economy +8; Loyalty +6; Stability +5; Defense +2
Corruption +0; Crime +0; Law +1; Lore +1; Productivity +1; Society +3
Qualities Prosperous, Free Stables
Danger +0
Demographics 95% human, 5% other
Population 3250
Marketplace
Base Value 1300 gp; Purchase Limit 7500 gp; Spellcasting 4th
Minor Items 2 wondrous items; Medium Items —; Major Items —
Buildings: Brewery, 5x Houses, Inn, Market, Mint, Stables, Trade Shop, Barracks

White Hart (10/4710) :

LG Small Town; Districts 1
Economy +2; Loyalty +4; Stability +0; Defense +0
Corruption +0, Crime +0, Lore +1, Productivity +0, Society +2
Qualities ½ price Temple
Danger +0
Demographics ?
Population 1250
Marketplace
Base Value 1000 gp, Purchase Limit ? gp; Spellcasting ?th
Minor Items 2; Medium Items —; Major Items —
Buildings: Temple (Lawful Good), House, Park, Monument

--------------------
DIPLOMACY
--------------------

Varnhold Alliance +2 (Balanced), Embassy, Treaty +3 (Balanced)
--------------------
ARMIES
--------------------

First Army of Sanctuary XP 2400:

NG Huge army of Human (500 Warrior 4, Sanctuary's Garrison)
hp 33/33; ACR 6; Morale +1 (+5 to change tactics during battle.)
DV 16; OM +6
Tactics Cautious Combat
Speed 2 Hex; Consumption 3 BP
Commander Berrin Myrdal
Charisma Modifier 1
Leadership 7
Profession (soldier) ranks 3
Commander Boons Bonus Tactic: Cautious Combat, Flexible Tactics

First Mounted of Sanctuary XP 600:

LG Medium army of Human (100 Cavalier 3, Sanctuary's Castle)
hp 11/11; ACR 2; Morale +2
DV 13; OM +3
Tactics Charge (1/battle, +6 OM one attack), Cavalry Experts (+2 OM vs. non-mounted)
Special Challenge (1/battle; +2 OM/+1 DV vs. army, -1 DV to others), Mounts, Order, Tactician (Cavalry Experts)
Speed 2 Hex; Consumption 1 BP
Commander Kesten Garess
Charisma Modifier 2
Leadership 5
Profession (soldier) ranks 3
Commander Boons Bonus Tactic: Charge (Dirty Fighters)


Male

Hex map updated and next up is who? Nik?

The roster looks like this:
Nikolai
Elsir
Berrin
Verik

Silver Crusade

Male Human 4th Lvl Expert

Looking to see who's taking the next turn for (Abadius) 01/4711. If you're jammed and can't do it right now, let's agree to skip and bring it back to Sigz, so that we can keep things rolling.

Some final thoughts to put out there on what I'm looking to do on my turns, so that we have a sense on what each player's priorities are.

Spoiler:
Sanctuary-Main District:
* Leaving bottom-left block alone for Celeador to develop as he feels is best.
* Priority for a Theatre in the two lots north of the Noble Villa -- this in turn discounts some other buildings that we could use to round out the district, including an Inn or Tavern or Exotic Artisan in the bottom-right block.
* I'd like to do a Park next to the Pier as a scenic grounds for the people of Sanctuary and add Magical Streetlamps to that lot for extra effect.

Sanctuary-East District:
* Priority for a Stockyards in a far-right block as the rural gathering place for farmsteaders on Sanctuary's periphery. Add in a discounted Granary nearby as well.
* A block or two devoted to Sigz to put in his Smithy and Military Academy, building up a section as the new military-purposed area.
* A block devoted to a seamier side of the city, devoted to perhaps Tenement, Dancing Hall and such?
Olegsgrav
* Adding in a Shrine for the Abadarian expansion under Junior Banker Thomas Quiss.
* Other market/merchant buildings as makes sense for this trading town on the border.

Newhaven Hexes:
* Focus to grow southwards to reach some of the eastern side of Lake Candlemere. Secondary focus to grow around the northwest side of Lake Tuskwater and secure the Tuskwater well.
* Add a Watchtower down south for security and raise a small army to garrison it.
* Add a Watchtower out west near the Skunk River to secure from any western threat - perhaps contingent upon what happens with the elven ruins.
* Re-purpose the hex with the Fishery to Farms, as a Fishery doesn't do what it used to do in the old rules - this would doubly help when we put in a Stockyards in Sanctuary.

Newhaven Armies:
* A medium infantry or cavalry army to be housed at the Barracks in Olegsgrav.
* A small clerical army to be reserved at the Temple in Sanctuary. This represents the combined clerical force of all the allied faiths.
* A small guardsman army to be reserved at the Watchtower in Sanctuary. This represents the city watch under Akiros.


Male

This all looks good Vorduvai and is in line with what I was thinking, only I think we should claim the water hexes as well on Lake Candlemere. It has no purpose but represents us having checked for reefs and isles so IC wise we'll have made the hexes safer shipping routes.


Is there anything you can build on the water? If not, we should just work it so that you gain control of the water hexes when you control the surrounding land (and gain no increase to Control DC or increase in effective size.)


Male
DM Barcas wrote:
Is there anything you can build on the water? If not, we should just work it so that you gain control of the water hexes when you control the surrounding land (and gain no increase to Control DC or increase in effective size.)

+1, there is nothing we can build there unless you deem an island big enough to hold some structure like the cyclops tower island.

Osirion RPG Superstar 2013

Okay...I'll come back here tomorrow if someone can help me understand what to do. Insurance and design have been eating all of my time, but I know I've kept this waiting too long.

Remember, Nikolai has designs on that lakefront area, so if there's anything we can do with that, it gives him a palce to stay not too far from the worgs.

Silver Crusade

Male Human 4th Lvl Expert

Looking to get back into the swing of things myself - if Sigz and Lorekeeper are up for it I thought I might try my hand at a scene in the Scales with Jabber for them to interact with. I also have one post for Verik after the battle that's been rolling around in my head that I need to take a couple of hours to write.

Steven - this might help if you haven't seen the docs in Google Drive recently. Jabber's Profile is updated with all the latest maps for Newhaven (Sigz keeps up) and the towns (I keep up). Also we created a bb-tagged word doc of the "taking the turn" post that DMB showed an example of back on page 47, post #2331. Verik's post on this page, post #2354 is the most recent example. I can get an updated template of it for you tonight when I get home and/or the google drive link posted.

Reading UC Kingdom Building Rules and deciding on what to do for the turn(s) is not bad once you delve into it a bit, but the calculations can be tricky with all of the effects of claiming hexes, building hex improvements, buildings, new settlements, army adjustments, etc. Very tricky to calculate everything manually after you make your turn choices, so the recent spreadsheet I'm using or HeroLab are the only two effective ways out of that. If you want to concentrate on the mechanics of taking the turn and want me to do all the calculations from your choices (including giving you a copy of the post-turn stats for your review or to post), I'm fine to do that if that would help.

Osirion RPG Superstar 2013

I'd like to invest a little time taking the whole turn so I understand the system. Doing adventure path design and worldbuilding, things the Four Horsemen are deep into, means I need to know this stuff.

I'll go look at the maps and get to know my responsibilities a little better. The I'll try to work out the details and rolls once I read my UC.

EDIT: Awww. Steve need a key.

Silver Crusade

Male Human 4th Lvl Expert
Steven T. Helt wrote:
EDIT: Awww. Steve need a key.

Google docs? I'm blocked from gmail and gdrive stuff here at work, but when I get home tonight I'll go figure out the link and post it here.

Osirion RPG Superstar 2013

I just meant a key to the map. I don't see definitions for all the locations and symbols.

Silver Crusade

Male Human 4th Lvl Expert

docs

yellowish hexes are plains, dark green are forests, light green are hills, brown are mountains. No swamp hexes showing so far on the map. The windmills are farms, the campfires are sawmills and the pick-and-shovel icons are mines ... though it also dubs for a quarry improvement in hex 08.10. Sanctuary is the red-town icon in 06.09, with the lake being the Tuskwater. The farther lake to the southwest is the Candlemere and shows the isle tower ruins.


Male

Hell yes! I'm up for a scene :)


Yea, a scene is fine. Nothing too involved, a nice 2-posts-a-person to keep the mood going :)

Osirion RPG Superstar 2013

1/4711
Starting Treasury: 53
Upkeep Phase
1. Stability (Control DC 53) 1d20 + 53 ⇒ (18) + 53 = 71 Add one BP
2. Pay Consumption (-0 BP: 54)
3. Fill Vacant Magic Item Slots N/A
4. Modify Unrest N/A

Edict Phase
1. Leadership – None
2. Claim hex - claim hex 5.3, 8.4 and 9.4 (-3 BP; 51)
3. Build terrain improvements –
4. Create/improve settlements –
5. Create/improve army -
6. Change Holiday/Promotions/Taxation –

Osirion RPG Superstar 2013

Edict Phase
1. Leadership – None
2. Claim hex - claim hex 5.3, 8.4 and 9.4 (-3 BP; 51)
3. Build terrain improvements – 3x roads, 2x sawmill 8.4 & 9.4 (-12 BP: 39)
4. Create/improve settlements – inn and brewery in santuary, granary in Whiteheart(-28 BP: 11)
5. Found Settlement or Create/improve army - Lay foundations for Dragonswatch in 9.7 (2 BP: 9)
6. Change Holiday/Promotions/Taxation – none

Income Phase
1. Withdrawals - none
2. Deposits - none
3. Sell items - none
4. Collect taxes – Economy (Control DC 56) 1d20 + 71 ⇒ (15) + 71 = 86
5. Next Turn BP: (28+13+9) = 50

Event Phase
1. Event Chance (75%) 1d100 ⇒ 1
2.Event! 1d100 ⇒ 74 Beneficial Settlement event!
3. 1d100 ⇒ 96 New Subjects!

Spoiler:
New Subjects: A small group of indigenous intelligent creatures joins your kingdom and submits to your rule. Society and Stability increase by 1, Unrest decreases by 1, and your Treasury increases by 1d6 BP (each time you roll a 6, add the result to the total and roll again).

+1d6 BP: 1d6 ⇒ 6 plus 1d6 ⇒ 5

Residual BP: 61


Male

Yay! New subjects :)

I'll see about updating the map this evening.

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