Capital City of Providence: Village Size Settlement Farm and Fisheries Support: 6
Stable (Oleg's): +2 Economy, allows mounted units
Mill: 20 % less farms to support the settlement
Baker: +2 Economy
City Guard: +2 Stability
Shrine to Milani: +2 Loyalty
Shrine to Erastil: +2 Loyalty
Town of Tzatzlfjord: Village Size Settlement
Barracks: +2 Stability
Kingdom Rules use DM Barcas' modifications, with heavy simplifications by me.
Kingdom Rules - Definition of Key Terms:
Alignment: Lawful kingdoms gain a +2 bonus on Economy checks. Chaotic kingdoms gain a +2 bonus on Loyalty checks. Good kingdoms gain a +2 bonus on Loyalty checks. Evil kingdoms gain a +2 bonus on Economy checks. Neutral kingdoms gain a +2 bonus on Stability checks. A truly neutral kingdom gains this bonus twice.
Size: Your size is equal to the number of claimed hexes, whether developed or not.
Population: The population is equal to 250 per consolidated hex.
Stability, Economy, and Loyalty: These three scores need to be higher than the Kingdom’s size. If not, they’ll create Unrest and affect productivity, among other things.
Productivity: This score determines the output of the kingdom, measured in actions per month. Unspent actions are kept in the treasury.
Unrest: If a kingdom’s Unrest is above 10, you begin to lose control of hexes you have claimed. If a kingdom’s Unrest score ever reaches 20, it falls into anarchy. Unrest can never go below 0.
Cities: Cities are the primary living areas for the population, and the primary drivers of Economy, Loyalty, and Stability scores. Their size is determined by the number of farms and fisheries supporting them.
Kingdom Rules - Turn Description:
Kingdom Turn (First turn starts at 2):
Evaluate Size and Productivity.
Implement Actions.
Leadership Changes.
Edict Changes.
Evaluate Balance.
Kingdom Rules -1- Size and Productivity:
Size measures how extended a kingdom is. It directly affects the difficulty of Commanding the kingdom.
Size = Number of claimed hexes
Productivity defines how many actions a kingdom can take in a month. It is calculated as follows:
Actions = (20 + Consolidated Hexes + Settlement Sizes + Developments) / 5 - Edicts
The Treasury contains all the unspent actions.
Kingdom Rules -2- Actions:
A kingdom can do a number of things based on its number of actions.
1. Claim hexes: the maximum number of hexes that can be claimed in a month depends on its size: 1-10: 1 hex; 11-25: 2 hexes; 26-50: 4 hexes; 50-200: 8 hexes
2. Consolidate hexes: a consolidated hex increases productivity. A kingdom can consolidate a hex in the following way:
Farm: support settlement size; needs 2 actions in Plains, 4 in Hills.
Mine: +1 to Developments (+2/+3/+4 for silver/gold/mithril); needs 4 actions in Hills, 8 in Mountains.
Camp: +1 to Developments (+2 if valuable resource); needs 4 actions in Forests, 8 in Swamps
Fishery: support settlement size; must be adjacent to water; needs 4 actions in Plains
Fort: +1 to Development and Stability; needs 12 actions in all terrains
Signal Tower: +1 to Development and Stability; needs 6 actions in Plains, 4 in Hills, 2 in Mountains
Roads: +1 to Developments; can be built on an already consolidated hex, needs 1 action in Plains, 2 in Hills and Forests, 4 in Mountains.
4. Build a new settlement: You need one action to build a new settlement on a claimed and consolidated hex.
5. Develop an existing settlement: The size of a settlement depends on the number of farm or fisheries hex supporting it, including the one on which it stands:
Village: size 1; 1 hex to support it
Town: size 10; 10 hexes to support it
City: size 25; 25 hexes to support it
Major City: size 50; 50 hexes to support it
Metropolis: size 100; 100 hexes to support it
Furthermore, you can also add infrastructures to a settlement.
Construction of new buildings includes cost for housing.
You can construct one building per city per month.
Buildings provide mainly bonuses to Economy, Loyalty and Stability.
Construction of a building granting a +2 bonus to either of the three costs 7 actions.
Construction of a building granting a +4 bonus to either of the three costs 15 actions.
Construction of a building granting a +6 bonus to either of the three costs 24 actions.
Construction of a building granting a +8 bonus to either of the three costs 34 actions.
Construction of a building granting a +10 bonus to either of the three costs 45 actions.
Bonuses can be focused on one component or spread (+3 Economy, or +2 Economy and +1 Stability
Other bonuses can be added to the properties of the building with actions.
Kingdom Rules -3- Leadership:
Leadership: There are 11 roles that can be filled in the kingdom.
1. Ruler: Add Charisma to 1 score of your choice. (Add to 2 scores of your choice at a size of 21-80, and to 3 scores at a size of 81+.) If vacant, decrease Stability by 8. Two characters can share this role if married or related; add both Charisma to same score.
2. Councilor: Add Wisdom or Charisma to Loyalty. If vacant, decrease Loyalty by 4 and Stability by 2.
3. General: Add Strength or Charisma to Stability. If vacant, decrease Stability by 4.
4. Grand Diplomat: Add Intelligence or Charisma to Stability. If vacant, decrease Stability by 2.
5. High Priest: Add Wisdom or Charisma to Stability. If vacant, decrease Stability by 4 and Loyalty by 2.
6. Magister: Add Intelligence or Charisma to Economy. If vacant, decrease Economy by 4.
7. Marshal: Add Strength or Constitution to Loyalty. If vacant, decrease Loyalty by 4 and Stability by 2.
8. Royal Assassin: Add Strength or Dexterity to Loyalty, and decrease Unrest by 1 each turn.
9. Spymaster: Add Dexterity or Intelligence to one score of your choice. If vacant, decrease Economy by 4 and Stability by 2.
10. Treasurer: Add Intelligence or Wisdom to Economy. If vacant, decrease Economy by 4.
11. Warden: Add Strength or Constitution to Loyalty. If vacant, decrease Loyalty by 4 and Stability by 2.
Economy, Loyalty and Stability must all remain above the Size of the kingdom. When they are below, the kingdom is in a crisis, resulting in Unrest, usually strangling its capacity for action.
NPCs:
Oleg
Svetlana
Bokken: Eccentric potion-maker
Jhod Kavken: Blind priest of Erastil
Kesten Garess: Brevoy's envoy to help guard the trading post
Ox Nowicki: Has regained consciousness thanks to Jhod and the temple's powers and is serving Erastil at the Temple.
Garrick Nowicki: Retainers of Kalsgrim Lodovka, Ox has fallen to Adventurer's Sickness
Corso Gaczi: Masterful person of quality
Dalteh, Sidrix, Joms: Guards accompanying Kesten
Tuck: First captured bandit
Norkyl: Sootscale Kobold lieutenant
Adams: Friendly enough druid with a big bear
Tyg-Titter-Tut and Perlivash: Small helpful but playful fey
Ayles, Jeb, Falgrim, Jex: Captured bandits at the SL fort
Akiros: Captured lieutenant of the Stag Lord
Nadhalia Lebeda: Rescued captive of the Stag Lord
Jamandi Aldori, emissary of the Swordlords of Proud Restov
Baron Hannis Drelev and his wife Pavela, leader of the Iron Wraiths settling the Western regions
Baron Maegar Varn, master of Varnhold to the East.
Inventory:
Cash
Precious Items
Map with codes on it and an undercommon note (found at the Old Sycamore)
Magic Items
+1 Spellstoring Longspear 8305 gp (selling?)
Lesser Bracers of Archery 5000 gp (Kalsgrim)
+1 Flaming Greataxe 8320 gp (Kriger)
+1 Grayflame Morningstar 8308 gp (Janku)
+2 Chainshirt 4250 gp (Kriger)
Mithril Breastplate +1 5350 gp (Davor)
Heavy Steel Shield +2 4170 gp (Janku)
Wand of Cure Light Wounds (26 charges) 390 gp (Janku)
Wand of Burning Hands (CL 5; 10 charges) 7500 gp (Servayn)
Wand of Lightning Bolt (CL 5; 33 charges) 7425 gp (Servayn)
Ring of Protection +2 8000 gp (Kriger)
Cloak of Resistance +2 4000 gp (Kalsgrim)
Elemental Gem 2250 gp (Davor)
Cloak of Elvenkind 2500 gp (Kriger)
Ring of Swimming 2500 gp (Janku)
Amulet of Natural Armor +2 8000 gp (Davor)
Necklace of Fireball (3 x 2d6) 900 gp (Servayn)
Folding Boat 7200 gp (Kriger)
+1 Chain Shirt given back to the loot by Kriger (Servayn)
Wand of Cure Light Wounds (50 charges) 750 gp (Davor)
Scroll tube (exploding runes?) ???
Potion of Comprehend Languages 25 gp (Janku)
Potion of Hide from Animals 25 gp (Kriger)
Potion of Cure Moderate Wounds 300 gp (Servayn)
Potion of Lesser Restoration 300 gp (Servayn)
2x cure serious wounds potion 750 gp each (one for Davor, one for Kriger)
2x potion of cure moderate wounds 300 gp each (one for Servayn, one for Kalsgrim?)
Akiros’ +1 longsword 2315 gp (selling?)
Stag Lord's helm ??? (no one has looked at it...)
Feather Token, Tree 400 gp (Kalsgrim?)
Feather Token, Boat 450 gp (Servayn)
+1 Breastplate 1350 gp (Kalsgrim)
+1 Keen Greatsword 8350 gp (Davor)
+1 Greatsword given back to the loot by Davor (Kalsgrim)
Ring of Sustenance 2500 gp (Kriger)
10,000 gp in coins, jewels and gems
Weapons
500 arrows
Armor
Miscellaneous
scroll tube (greenbelt map)
6x light warhorses (110 gp each)
3 Crates
3 Chests
Bolt of Burlap
Iron Ring (0 gp)
4x 50-foot lengths of hemp rope
Set of chisels
2x hammers
3x tins of iron nails
Items will be removed when they are claimed by a party member. Items in the party inventory cannot be accessed during combat.
Upon the return to Oleg's general items will be sold and the party funds will be distributed.
Claimed Items:
masterwork hand ax (Garrick)
bottle of liquor (Garrick)
-Returned to Oleg
3x crates of fur and hides
a polished wooden case of potent greenish herbal liquor (7 bottles)
wand of burning hands (CL 2nd, 4 charges) (Lukasz)
silver earrings (50gp) (given to Svetlana)
potion of cure light wounds (Ox)
broken mw. longspear (Servayn)
potion of cure light wounds (Corso)
potion of fly (Janku)
mw cold iron longsword (Kalsgrim)
+1 scale mail (Kalsgrim)
spellbook (identify, mage armor, reduce person, silent image, and unseen servant) (Lukasz)
MWK Studded Leather (Kriger)
Auchs Morningstar +1 (Janku)
Auchs Masterwork Chainmail (Janku)
20 arrows (Kriger)
Akiros’ silver holy symbol of Erastil (Akiros)
ring of animal blinding (Corso)
Potion of Cure Moderate Wounds
Proposal for some item distribution
Stag Lord's +1 longsword (Kalsgrim)
Stag Lord's +1 composite longbow (+2 Str) (Kalsgrim)
3x +1 magical beast bane arrows (Kalsgrim)
single +1 Human Bane arrow (Kriger)
Dovan's composite longbow (+2 Str) (Kriger)
Stag Lord's amulet of natural armor +1 (Kriger)
Dovan's +1 chainmail (Janku)
Dovan's masterwork chain shirt (Tuck)
Dovan's +1 rapier (Tuck)
Stag Lord's +1 leather armor (Servayn)
Stag Lord's ring of protection +1 (Lukasz)
First Sale at Oleg's (450gp):
50x arrows (2.5gp)
6x longbows (225gp)
6x short swords (30gp)
5x leather armor (25gp)
studded leather armor (12.5gp)
masterwork hand ax (153gp)
4x daggers (4gp)
Second Sale at Oleg's (700gp):
50x arrows (2.5gp)
6x longbows (225gp)
6x short swords (30gp)
6x leather armor (30gp)
masterwork hide shirt (120gp)
masterwork greataxe (170gp)
Third Sale at Oleg's (11,911.5 gp)
Large bag with jewelry (2900 gp)
Polished Azurite Crystal (9 gp)
Carnelian (8 gp)
Hematite (13 gp)
Shard of Obsidian (14 gp)
Red Garnet (100 gp)
Pewter Belt Buckle (depicting a pair of entwined succubi) (30 gp)
Silver Charm Bracelet (60 gp)
12x silver amulet of a skull with antlers (20gp)
2x silver ring (35gp)
pewter drinking stein (12gp)
Dovan's turquoise earrings worth 130 gp each
Auchs dragon toys, worth 45 gp
Scimitar (7.5 gp)
Small Shortbow (15 gp)
Small Rapier (10 gp)
Auchs Lance (5 gp)16x shortswords (5 gp each)
5x spears (1 gp each)
3x daggers (1 gp each)
10x longbows (37.5 gp each)
11x shortbow (15 gp each)
MWK Composite Longbow (was Kriger’s)
mw. studded leather (87,5 gp)
Small MWK Studded Leather (87,5 gp)
Janku's MW Chainmail (150 gp)
15 x leather armor (5 gp each)
Akiros' masterwork heavy steel shield (85 gp)
Mundane trade goods (6850 gp worth)
Cash used to buy equipment
23 pp
1326 gp
2054 sp
4500 cp
11,911.5 gp IOU from Oleg
1,000 gp IOU over a year from Oleg for returning the ring
Trolls and old mounds
10 BP’s worth of various equipment and material