Greenmarch Kingmaker Campaign (Inactive)

Game Master Harad Navar

Kingmaker for the Greenmarch Kingdom of Osvladt Langham


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Male Human Cavalier/14
Harad Navar wrote:

Turn 11 - Pharast (March) 4710

Phase 1 - Upkeep
Please make a Stability Check DC32.

Stability Check

DC 32
Modifier +30
1d20 + 30 ⇒ (10) + 30 = 40
Success.
Unrest = 0
Treasury = 18BP


male keleshite human monk 4

Return to Game Play - Turn 11 Pharast (March) 4710
We will pick up game play on Oathday, Calistril 28, 4710 (Thursday, February 28th) at the monthly Greenmarch Council Meeting. It is in the low 30's and snowing lightly. Turn 11 begins the following day.


male keleshite human monk 4

Pharast 8 (March) 4710
Yesterday, despite the cold and rain, the party defeated a hill giant, green hag, sea hag, and cleric of Gyronna at the former Staglord Fort. The cleric was using a masterwork dagger and wore a tatered collection of rags and pieces of robe that detect as magical.

Today the party restored their strength damage and searched the fort. They found a riding horse within the room that used to hold the owlbear. The portcullis used to hold the olwbear apparently was used to keep the horse safe from the hill giant. Within what used to be the Staglord's room you found a stacked rock pedestal upon which sat a fist sized cat's-eye chrysoberyl. The party destroyed this gem fearing that this might be a portal for Gyronna to see the world. Within the rocks supporting the gem the party found a catch of items. These are:

  • a magical horn
  • a magical bag of dust
  • a magical paste in a small stone jar
  • a small vial containing a magical liquid, with the cryptic note "for the Baron"
  • a second vial of magical liquid
  • a magical metal tube about a foot long

In the room in front of the horse pen you found a bedroll and possessions which appear to have belonged to the cleric Malgorzata Niska. There you find a journal (of sorts) which is describes in a disjointed fashion the activities of the Gyronna cult Malgorzata was forming. After much work trying to make sense of insane phrases and sentence structure you find that there were 9 other women in the cult, but none were identified by name, only by nickname. With luck the nicknames will mean something to the Spymaster so that these individuals can be identified.

The most disturbing information you obtain from the journal is that over the last 5 months 6 newborn babies have been stolen from their families at birth and sold to someone in the Narlmarches west of the fort. This person is only identified as the Dancing Lady. It is not clear why this was done but there is one reference to "new screams for her army".

The rain breaks by nightfall and the next day (Pharast 9) is partly cloudy and in the mid-40's.


Tavius has identify as a spell so you can expect him to have identified all of the items if possible.
He can't fail to identify anything less than an 14th level caster so we should know what most of them are unless they are harder than a DC 29. I would also get an assist from Ettore so I might be bumped up to a 16th level caster.


male keleshite human monk 4

Treasure Discovery
Using identify Tavius discovers that the magic items are as follows:

  • horn of fog, 2,000 gp
  • dust of dryness, 850 gp
  • silversheen, 250 gp
  • elixir of love, 150 gp (with the note "for the Baron")
  • elixir of tumbling, 250 gp
  • chime of opening with 8 uses left, 2,400 gp

You also find with some more diligent searching a catch of 20 gems worth collectively 1,200 gp; and in a second location coins worth 350 gp.


male keleshite human monk 4

Additional Treasure Discovery
The tattered collection of rags and pieces of robe worn by the cleric of Gyronna is a hag's shamble, 3,400 gp. This unkempt black smock is loose-fitting and stained from travel. Wearing this in the River Kingdoms you are likely to be mistaken for a follower of Gyronna. You gain a +2 bonus on Diplomacy and Intimidate checks while wearing a hag's shamble. If Gyronna is your patron, once per day you may use detect thoughts.


Tavius suggest giving the hag's shamble to our spymaster to help in her hunt of the other Women of Gyronna.
Tavius would like the Elixer of tumbling.
Eirwulf or the Baron should take the silversheen.
The horn, dust and Elxier should be sold when possible.
The chime we can add as a party item.
If everyon is okay with this plan I will add the items ad cash to the party treasury.
Not enough to really divy up now unless someone only need like 300gp to add another item they want?

Are we going to try and complete Pharast and maybe another couple of months before we get back together Wednesday?


male keleshite human monk 4

There may be some events that take place once the party gets back to Leveton. There certainly have been some since you left. I think until then we are still in game time rather than kingdom turn time.


Male Human Cavalier/14
Tavius Donatus wrote:

Tavius suggest giving the hag's shamble to our spymaster to help in her hunt of the other Women of Gyronna.

Tavius would like the Elixer of tumbling.
Eirwulf or the Baron should take the silversheen.
The horn, dust and Elxier should be sold when possible.
The chime we can add as a party item.

I agree regarding the Shamble, the horn and the chime.

I'm fine with giving the silversheen to Eirwulf. Oz's solution to DR is power attack.

The elixer of love might be another item to assist the spymaster in her investigations. Never know when you're going to want to charm someone. Or - Eirwulf can take it down the the "temple of Calistria".


Male Tiefling Barbarian 3/Sorcerer 3/Dragon Disciple 10

I think the temple has enough love struck puppies. I'll take the silversheen. I guess we'll need to get back to the city.


male keleshite human monk 4

Kingdom Turn 12 Gozran (April) 4710
Gozran 2: The barracks just completed is destroyed leaving one dead and several injured.
Gozran 6: The party tracks down the Black Hats and defeats them capturing a female thief.
Gozran 9: The party questions the female thief, Sithmaith Inghean (the only remaining Black Hat alive), and finds that the Black Hats were responsible for the first fire that destroyed the brewery. They were paid by Braccio Durelli, the stablemaster. That was a "pick-up" job where Braccio approached them here in Leveton. They were responsible for the second fire that destroyed the barracks, but were paid to do the job by a Gold Agent of the Apis Corporation by the name of Adriaen deTys. Sithmaith says that the Black Hats were always contacted by a sending and they never made direct contact with her on their own. Sithmaith refuses to sign a statement attesting to this information. She says, "If I sign that I'm dead so you might as well kill me now. I will not sign it." Osvaldt puts her back into jail.
Also today Rebecca Langham leaves for Restov to set up a meeting with the Swordlord leaders of the city.
Gazran 11: Cutra tells Osvaldt that she has divined some information from the crumb of wax seal, the only thing left of the original letter about expansion into Brevoy territory when it was discovered that the letter was stolen. She says that the letter was a forgery made by a young girl who was surrounded by three hooded old men. They were in a dark basement with a symbol of Zon-Kuthon on the wall. She does not know where the basement was.
Also that day it is discovered that Sithmaith was found dead in her cell.
Gozron 12: Etorre does a speak with dead on Sithmaith's corpse. her spirit says a hooded figure appeared in her cell and touched her with a hand that glowed with a dark energy. The sprit says that it was a Reaper Cleric. Curta indicated that a number of secret societies use cleric assassins. In particular, the Wispering Way and Norgorber cultist of Father Skinsaw. Curta also informs you of an unrest among the populous generated by bards that follow someone called Grigori. The party decides to look for Gregori on their way to Restov.
Gozran 17: After two days of trying to discover the whereabouts of Gregori while in disguise they find that he will speak at a small inn in Knarly, a throp at the end of the Greenmarch raod system where it joins the main road to Restov. A battle insues whre three others support Gregori. A fireball kills a number of people, but the party defeats all 4. They turn out to be Sham Rados, Braccio Durelli, a cleric called Brigit Mugain, and the bard Grigori. All but Grigori have symbols of Zon-Kuthon, the deity of the cleric. A notebook on Gregori indicates that Gregori was hired by agents from Fort Drelev. No one in the party knows wheer that is. Tavious uses his skills the next day to repair the sedition generated by Grigori.
Gozran 19: The party arrives at Restov and stays with relatives of Osvaldt. They find out that Fort Drelev is an outpost of Pitax that lays at somewhere on the west bank of Lake Hooktongue.
Gozran 20: Osvaldt meets with the Swordlords and a bargain is struck to allow Greenmarch to keep their expansion in return for defending Restov's western flank. The Swordlord Mayor makes a deal with Osvaldt to allow the development of a trading route from Fort Selenko down the Shrike River to the Tuskwater for only a fee of 2,000 gp (.5 BP) a month as a "negotiation" fee to the Mayer paid the first of each month starting Desnus 1.
Gozran 23: The party leaves and arrives back in Leveton just in time for the dedication of the monument celebrating the kingdom's first Founder's Day.

The rest of the month goes smoothly and the council meeting for the month is held Gozran 30.

Phase 1 - Upkeep
Please make a Stability check against a ControlDC of 33.
There is no consumption to pay.
A minor item slot is filled with a +2 trident, 8,315 gp in value.
The Kingdom suffers no ill effect from unrest.


male keleshite human monk 4

Additional Information
The barracks have been repaired.


Male Human Cavalier/14
Harad Navar wrote:

Kingdom Turn 12 Gozran (April) 4710

Phase 1 - Upkeep
Please make a Stability check against a ControlDC of 33.

DC 33

Modifier +31
1d20 + 31 ⇒ (17) + 31 = 48
Success. no unrest. +1 BP. Treasury = 27BP

Plan for the month:
No Hex Claim or Road Building
Prepare City Site in hex F4 - cost 2 BP
City Improvements:
Repair barracks: 2 BP (half the 4 BP cost)
Construct Monument: 8 BP
Total Spending: 12 BP
Treasury = 15 BP.


Male Human Cavalier/14

Goal Setting for FY 4710 (turns 13 to 24)

I propose we pursue the following goals for the next year:

Goal 1: Complete the Shrike River Trade Route.
We have already started this, so it makes sense to finish it, and could be a nice boost to our eceonmy.

Goal 2: Achieve the next Kingdom size milestone
At a size of 21 hexes, we get promoted from a Barony to a Duchy. The next XP bonus is a bit beyond that, but the Baron to Duke promotion will allow Oz to apply his bonus to two rolls instead of jsut one.

City Improvements to Build (in no particular order)
Castle in the New City
Piers in the new city
Fletcher in Leveton
Market in Leveton

What other idesas do we have?

One other order of business. We are going to found a city on the banks of the Tuskwater next turn. We can't keep calling it "New City" forever (actually, we could, but it would sound dumb). Any suggestions for a name?


Male Human Cavalier/14

Defense Update

What are we going to do about the interference we have been experiencing from the Aspis Consortium and other parties?

Adriaen deTys - Aspis Agent - the captive theif said something about her either being or posing as a merchant from Mivon, one of our neighbors.

Cult of Gyronna - there are still hag-worshipping baby snatchers to run down.

Cult of Zon Kuthon - I'm not sure if this is isolated to the recent trouble with Aspis, or if we have another evil cult in town.

Who at Fort Drelev has a problem with us? is that Aspis again, or is it Pitax themselves?

It seems to me we need to get some sort of mlitary unit built as soon as we can, and we need to step up our intelligence efforts and our law enforcement. We have had a robbery within the Town Hall, and an assassination in our jail. Niether of these is tolerable.


Male Human Cavalier/14

Kingdom Turn 12 Gozran (April) 4710
Phase 3: Income

Sell +2 Trident. Economy check DC 35. Economy modifier +38
1d20 + 38 ⇒ (11) + 38 = 49
Success. 6 BP

Income roll. Economy check DC 33. Modifier +38
1d20 + 38 ⇒ (2) + 38 = 40
Barely made it. 8 BP

Treasury = 29 BP.


Male Human Cavalier/14

I know you didn't ask for those, but I had a minute, and I figure we'll need the rolls eventually.


male keleshite human monk 4

Results of Turn 12 Gozran (April) 4710
The end of Gozran and the promise of spring accentuate the festivities of Founder's Day. Peace and the potential of great prosperity seem to be on the air. There was great frivolity, feasting, revelry, and fireworks; the barracks is rebuilt and the monument dedicated. Everyone is looking forward to a great year in Greenmarch and in Leveton.

During Gozran the rangers you hired to patroll have gone with a crew to prepare the site around the old Staglord Fort for a new city. Reports say that the site, while right on the the Tuskwater, still has a problem. The area around the ruined fort is still infested with skeletons that erupt from the ground if the workers get too closs (consider this area the center block of the prepared site). There seem to be 12 skeletons at most. The rangers keep killing them every day at daybreak so the workers are not attacked, but they seem to rebuild overnight and have to be dealt with each day.

As you found out on your trip to Restov there are a number of small population centers throughout Greenmarch that are too small to be counted as cities and do not prevent open space development.

  • Lanaton (village) is just south of Leveton at the crossroads
  • Barked (hamlet) is west of Lanaton and contains the Leaf and Twig Inn, where you suspect the gambling is centered
  • Bokmark (village) is east of Lanaton on the way to Restov
  • Auleta (hamlet) is the next settlement east of Bokmark
  • Knarly (thorp) is where you defeated Grigori and his supporters; it has a larger inn than normal as it is where the Greenmarch road meets the road to Restov
  • Treng (hamlet) is the center for the apiary workers
  • Rode (thorp) is east of Treng and a fairly poor place
  • Glukov (thorp) owes its existence and prosperity to the gold mine; while there is a building at the bridge south of Glukov there is no settlement there as yet.

There is still report of a fair sized village at the ford south of the ruins where the party fought a boggard.

Greenmarch Statistics
Treasury 29 BP; Economy +38; Loyalty +26; Stability +31; Unrest 0; Consumption 0; Size 13 hexes; Total Population 9,500

Gozran 30 4710 - Greenmarch Council Meeting
We begin play at the council meeting. The weather will be in the mid-70's with a light rain.


Osvaldt Langham wrote:

Defense Update

1.What are we going to do about the interference we have been experiencing from the Aspis Consortium and other parties?

2.Adriaen deTys - Aspis Agent - the captive theif said something about her either being or posing as a merchant from Mivon, one of our neighbors.

3.Cult of Gyronna - there are still hag-worshipping baby snatchers to run down.

4.Cult of Zon Kuthon - I'm not sure if this is isolated to the recent trouble with Aspis, or if we have another evil cult in town.

5.Who at Fort Drelev has a problem with us? is that Aspis again, or is it Pitax themselves?

6.It seems to me we need to get some sort of mlitary unit built as soon as we can, and we need to step up our intelligence efforts and our law enforcement. We have had a robbery within the Town Hall, and an assassination in our jail. Niether of these is tolerable.

Responses:

1. "We have crushed most of their agents in the area, it might take some time for them to pose another threat. I wouldn't mind teaching them a lesson though. They are actively working against us it seems. Maybe we should find out if we can figure out a way to strike back at them?

2.THey might just be working in Mivon. I do't see them being to happy about a strong kingdom forming to their north and possibly see us as a threat. As above though.

3.They are probably underground. If our Spymaster can't catch them, its best we locate the dancing lady and destroy her as another ally of theirs.

4.Not much to say until we find out if they are moe than just what we fouhgt or a more serious threat.

5.Maybe we should visit fort Drelev at some point. Of course they could be just another river kingdom hoping we will fail.

6.We should finish the army as soon as we can afford it. The men are almost traied, ust need to funds to bring them on as a force I can use! Maybe after we built the water trade route?

As far as the skeletons go, I believe Ettore may be able to get rid of them? Don't you have spells that can help clear desecreted lands? Not sure if that is the issue but it is worth trying. We can then go after this dancing lady and make sure the lands to either side of our newest city are safe.

Maybe we should name the city something that has to do with the lands:
Tuskwater
Narlmarch
Tuskmarch
Narlwater
Taviston :]
Thornington
Shrikewater
City of Greenmarch

One thing I would like to recommend. You assign each of us the lord of a city. We get to build the city as we would like...with your approval of course, but this would give us some investment into the kingdom. You are of course the Baron of the city of your choice, Leveton or this one...but yo probably want to make the choice fairly early.


Male Human Cavalier/14

My contribution to the name discussion:
I agree that some reference to local geography, flora or fauna is appropriate. I'd stay away from naming it for the Skunk River, though. I generated these off a pseudo-elizabethan place name generator:

Thornehold
Shrikesmouth
Shrikesbridge
Tuskporte

I like the "port" or "hold" suffixes.
My other contribution is we could do "fort" something.


male keleshite human monk 4

Narlhold?
Kamesport? (the lands to the east of the Tuskwater and below the Shrike River are called the Kamelands).
Tatzlport? (after the unique worms in the Narlmarch forest)
Tatzlton?
Marshport may not be very appealing to potential merchants.
Staghold?


Male Tiefling Barbarian 3/Sorcerer 3/Dragon Disciple 10

Fort Langham.


Male Human Cavalier/14
Eirwulf wrote:
Fort Langham.

I'm actually kind of trying to avoid naming things after myself.

You all can name as much after me as you want after I'm dead (many, many years from now)


male keleshite human monk 4

Kingdom Turn 13 Densus (May) 4710

Phase 1 - Upkeep
In preparation for beginning the turn please make a Stability check DC33.
There is no Consumption to pay.
One medium slot has been filled with a set of +2 chain mail. With the addition of a new city and the start of construction of a castle (assuming that is what you wish to build this turn) the kingdom will have 2 city districts which will allow 2 economy checks to see magic items this turn. In addition to the chain mail there is a wand of invisibility that can be sold.
You also need to name your castle. Langham Castle is probably not out of order regardless of what you name the city. You may even use the castle name as a place holder until the city is more developed.
The Kingdom suffers no ill effects from unrest.

Phase 2 - Improvement
The construction of a castle at the Staglord fort location will be half the normal cost, or 27 BP, and will take 1 month to construct (27 BP pays for a lot of workers). The prepared site shows the castle taking up 4 adjacent blocks in the center of the district. Most of the area around the castle in those blocks is the skeleton field. The entrance to the castle follows the old entrance road that leads down to the Tuskwater.

This construction will leave the treasury with 3 BP (assuming you make the Stability check). You may either claim 2 hexes and build one hex of roads, one hex and one road, or build a block of houses, but anything else will drop the treasury below 0 and will cause immediate unrest. After selling items and generating income you will have enough to build in Turn 14. I do suggest that you re-explore E3 as this hex was not included in your patrols. If it is re-cleared at the beginning of this turn it can be claimed and a road built to access the forest for materials during this turn.


Male Human Cavalier/14
Harad Navar wrote:

Kingdom Turn 13 Densus (May) 4710

Phase 1 - Upkeep
In preparation for beginning the turn please make a Stability check DC33.

Stability Check:

DC33
Modifier +31
1d20 + 31 ⇒ (7) + 31 = 38
Success. No unrest. +1 BP


Male Human Cavalier/14

Thoughts for this turn:
We need to ride out to the site of the new city and see if we can resolve the undead problem.

Once that is taken care of, we can be there to preside over the official formation of the new city.

I'm leaning toward no hex claims or road building this turn. The castle pushes our treasury down to dangerous levels. If anyone disagrees, I'm open to changing my mind.

Once the city build is underway, we can take a few days and explore the hexes around the new city: E3, F3, and F5 (not necessarily in that order).

Next order of business after securing the area is tracking down this "dancing lady" and putting an end to any baby-stealing shenanigans.


I think that makes sense, no need to take a chance of causing unrest.


Male Tiefling Barbarian 3/Sorcerer 3/Dragon Disciple 10

I'm fine with that. You should at least have the castle named after you. :)


Male Human Cavalier/14

OK - How about the City of Shrikeport
and Castle Langham


Male Tiefling Barbarian 3/Sorcerer 3/Dragon Disciple 10

And there was much rejoicing. Can we eat the minstrels?


Smoked Ham 15

I don't know - the minstrel is an arcane duelist. He might not take kindly to being eaten.


male keleshite human monk 4

That depends on the condiments used. And how their cooked.


male keleshite human monk 4

End of Turn 16 Arodus (August) 4710
You have defeated the Dancing Lady, returned to Shrikeport, and then to Leveton. You hold the Council Meeting on Arodus 31, 4710. It is raining and in the mid 60's. The moon was full last night.
Summary: Treasury 48 BP; Economy +41, Loyalty +28; Stability +34; Unrest 0; Consumption 0; Size 16; ControlDC 36

Greenmarch end of Arodus 4710
Leveton end of Arodus 4710


male keleshite human monk 4

It works for me.


male keleshite human monk 4

Kingdom Turn 20 Kuthona (December) 4710
Phase 1 - Upkeep
Summary: Treasury 27 BP; Economy +47, Loyalty +41; Stability +45; Unrest 0; Consumption 0; Size 21; ControlDC 41
Population: 14,000; 2 Cities; 1 small army mounter warrior 4

Please make Stability Check.
Consumption 0
Two medium magic item slots filled: wand of continual flame, 7,000 gp; wand of lightning bolt, 11,250 gp
Kingdom suffers no ill effects from Unrest

Phase 2 - Improvement
Claim E4, E5; develop farm in E5 (4 bp in hills); roads in E5
Shrikeport:
Build second pier (8 bp, +1 Econ, +1 Stab, +1,000 gp base value)
Build tradesman (5 pb, +1 Econ, +1 Stab, +500 gp base value)
Please indicate locations for pier and trademan in Shrikeport.
Treasury 7 BP; Economy +49, Loyalty +41; Stability +47; Unrest 0; Consumption 0; Size 23; ControlDC 43; Kingdom Population 15,000
Leveton base value = 1,700 gp; Shrikeport base value = 4,200 gp

Phase 3 - Income
Please make three Economy check rolls to sell two medium items and for kingdom income.

Phase 4 - Kingdom Events
High Priest Jhod Kavken calls to all faithful to honour the tenants of Erastil and the people respond. Unrest reduces by 2 this turn (no effect).

Please make Stability roll check.


Male Human Cavalier/14
Harad Navar wrote:

Kingdom Turn 20 Kuthona (December) 4710

Phase 1 - Upkeep
Summary: Treasury 27 BP; Economy +47, Loyalty +41; Stability +45; Unrest 0; Consumption 0; Size 21; ControlDC 41
Population: 14,000; 2 Cities; 1 small army mounter warrior 4

I hate to talk myself out of a bonus, but I have our stability at +38.

we have 16 points from buildings:
Leveton
Brewery
Dump
Fletcher
Jail (2)
Office of the City Guard
Smith/Workshop
Tannery
Town Hall

Shrikeport
Castle (2)
Piers (1)

Open Space improvements
Gold Mine (2)
Silver Mine (2)

We have 17 points for Leadership
Ruler (Me) - 4
General (Tavius) - 4
Diplomat (Rebecca) - 4
High Priest (Jhod) - 5

We also have 1 point for our edicts

2 points for alignment

2 points for our road hexes.

16+17+1+2+2=38


Male Human Cavalier/14
Harad Navar wrote:

Kingdom Turn 20 Kuthona (December) 4710

Phase 1 - Upkeep
Please make Stability Check.

Stability +38

Control DC 41
1d20 + 38 ⇒ (9) + 38 = 47
Success.
Unrest = zero
Treasury +1 BP


Male Human Cavalier/14

City Improvements:
Let's put the piers at E6
Tradesman at F4 (must be adjacent to one house)

Economy 49
Loyalty 41
Stability 40

Income
Selling 2 medium magic items
Economy 49. DC 35
first item 1d20 + 49 ⇒ (11) + 49 = 60
success

second item 1d20 + 49 ⇒ (19) + 49 = 68
sucess

income roll
DC 43
Roll 1d20 + 49 ⇒ (11) + 49 = 60
Success: 12 BP

Ending Treasury at 32


male keleshite human monk 4

At the end of Turn 20 I had the number wrong but it isn't 38 see below.

Leveton stability bonus = 11
Brewery
Dump
Fletcher
Jail (2)
Office of the City Guard
Smith/Workshop
Stable
Tannery
Town Hall
Tradesman (Oleg's Trading Post)

Shrikeport stability bonus = 5
Castle (2)
Piers (2)
Tradesman (1)

Open Space improvements stability bonus = 4
Gold Mine (2)
Silver Mine (2)

Leadership stability bonus = 17
Ruler (Me) - 4
General (Tavius) - 4
Diplomat (Rebecca) - 4
High Priest (Jhod) - 5

We also have 1 point for our edicts

2 points for alignment

2 points for our road hexes.

11+5+4+17+1+2+2=42


male keleshite human monk 4

Kingdom Turn 21 Abadius (January) 4711
At the beginning of Turn 21 the Kingdom stands at:
Treasury = 32 BP, Economy = +50, Loyalty = +37 (had Erwulf as assissin by mistake), Stability = +42, Unrest = 0, Consumption = 0, ControlDC = 43, Population = 14,500, Size = 23 hexes

Phase 1 - Upkeep
Please make a stability check.
You pay Consumption of 0 BP.
Two medium magic item slots filled: phylactery of negative channeling - 11000 gp; +1 shock punching dagger - 8302 gp
Kingdom suffers no ill effects from Unrest

Phase 2 - Improvements
What are your improvements?


Male Human Cavalier/14
Harad Navar wrote:

At the end of Turn 20 I had the number wrong but it isn't 38 see below.

Leveton stability bonus = 11
Brewery
Dump
Fletcher
Jail (2)
Office of the City Guard
Smith/Workshop
Stable
Tannery
Town Hall
Tradesman (Oleg's Trading Post)

At the end of turn 20, after construction of the second pier and the tradesman, I have 40 Stability. My numbers agree with yours with two exceptions.

1 - the Stable gives Economy and Loyalty, not stability.
2 - We had Oleg's down as a "shop" not a "tradesman" so no stability bonus there.
That's a 2 point difference, for a total of 40.


Male Human Cavalier/14
Harad Navar wrote:

Kingdom Turn 21 Abadius (January) 4711

Phase 1 - Upkeep
Please make a stability check.
You pay Consumption of 0 BP.
Two medium magic item slots filled: phylactery of negative channeling - 11000 gp; +1 shock punching dagger - 8302 gp
Kingdom suffers no ill effects from Unrest

Stability Check

DC 43
Modifier +40
1d20 + 40 ⇒ (14) + 40 = 54
Success
+1 BP for stability. Treasury stands at 33.


Male Human Cavalier/14

Turn 21, phase 2
No hex claims
No new roads or farms or other open space development
Build 1 house in Shrikeport (the magic shop requires 2, so we'll need it eventually). Location F4, cost 3BP
Build Town hall in Shrikeport. Location B3 and B4, cost 11
Total Spending 14
Treasury at 19.


Male Human Cavalier/14

Moving on to phase 3, income.

Sell phylactery of negative channeling
DC 35. Economy +51
1d20 + 51 ⇒ (18) + 51 = 69
Success

Sell +1 shock punching dagger
DC 35. Economy +51
1d20 + 51 ⇒ (3) + 51 = 54
Success

Generate income
control DC 43. Economy 51.
1d20 + 51 ⇒ (7) + 51 = 58
result: 11 BP

Ending treasury 42BP


male keleshite human monk 4
Osvaldt Langham wrote:
Build 1 house in Shrikeport (the magic shop requires 2, so we'll need it eventually). Location F4, cost 3BP.

I show a Tradesman in F4. Where do you think it should be?


male keleshite human monk 4

End of Turn 21 Abadius (January) 4711
Treasury = 42 BP; Economy +51; Loyalty +44; Stability +42; Size 23 hexes; Population 15,750; ControlDC = 43; Consumption = 0; Unrest = 0
Phase 4 - Events
No events happened this turn.

Bonus Calculations: E, L, S
Shrikeport = 9, 7, 6; pop =3,750; base value = 4,200 gp
Levelton = 12, 17, 10; pop = 6,250; base value = 1,700 gp
Kingdom Resources = 12, 1, 6
Leadership = 16, 17, 17
Edicts = 0, 2, 1
Alignment = 2, 0, 2

Beginning of Turn 22 Calistril (February) 4711
Phase 1 - Upkeep
Please make a stability check.
You pay Consumption of 0 BP.
Two medium magic item slots filled: wand of delay poison - 4500 gp; staff of healing - 29,600 gp
Kingdom suffers no ill effects from Unrest.

Phase 2 - Improvements
What are your choices for improvements?


Male Human Cavalier/14
Harad Navar wrote:
Osvaldt Langham wrote:
Build 1 house in Shrikeport (the magic shop requires 2, so we'll need it eventually). Location F4, cost 3BP.
I show a Tradesman in F4. Where do you think it should be?

That's fine. Then we'll need to put the house in C5. The magic shop would still be adjacent to both houses if we put it in D5.

Does that work?


Male Human Cavalier/14
Harad Navar wrote:

End of Turn 21 Abadius (January) 4711

Treasury = 42 BP; Economy +51; Loyalty +44; Stability +42; Size 23 hexes; Population 15,750; ControlDC = 43; Consumption = 0; Unrest = 0

I am not sure if I come up with the same numbers, but I'll check later.

For now, assuming your numbers are right, stability check DC 43. Modifier +42
1d20 + 42 ⇒ (16) + 42 = 58
Success.
1 BP for no unrest.

No expansion or improvements this turn. Just aving up for magic shop.


male keleshite human monk 4

Turn 22 Calistril (February) 4711
In turn 21 you built a house and Town Hall in Shrikeport.

Your stability check was a success so Treasury = 43 BP

Phase 2 - Improvements
No improvements are made this turn.

Phase 3 - Income
Please roll 3 economy checks for 2 medium magic item sales (wand of delay poison and a staff of healing) and an income check (unless you want to keep the staff of healing).


Male Human Cavalier/14
Harad Navar wrote:

Turn 22 Calistril (February) 4711

Phase 3 - Income
Please roll 3 economy checks for 2 medium magic item sales (wand of delay poison and a staff of healing) and an income check (unless you want to keep the staff of healing).

Selling Wand.

Economy Check DC 35. Modifier +51
1d20 + 51 ⇒ (3) + 51 = 54
Success. 6 BP

Selling Staff
Economy Check DC 35. Modifier +51
1d20 + 51 ⇒ (12) + 51 = 63
Success. 6 BP

Income Roll.
Control DC 43. Modifier +51
1d20 + 51 ⇒ (17) + 51 = 68
Success. Result 68 = 13 BP.

Ending treasury 68 BP

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