Veronica Ferra |
According to our spreadsheet, New Hope has a jail, stockyard, barracks, and stable. For now I vote our next improvement is either a mill (6 BP), which is +economy, +stability, and +productivity for the city. If we get some bad unrest though we might do a shrine (8 BP), which is +1 loyalty, -1 unrest, generates a minor magic item (1 minor potion, scroll, or wondrous item).
Larisa Doe |
We should go for the mill and a house, that should counteract the recent rise of unrest. Be we also need to start looking at building up our military. If we can claim the fangberry thickets, next turn we could put a farm their. If I'm right that'll give us enough BP overflow to recruit a small army, enough of one at least to send to survey the land around here.
If we can delegate some of the exploration to an offscreen Army that should help us identify what's around and plan future expansion as well as possible sites of interest.
Also looking at the map, we should think about building a road to Bokken's trading post, hopefully that'll help establish our economy by giving us a route for trade.
Seres Feyblood |
Yeah, I've been advocating for expanding along the trade route north since the start. Though, if Bokken continues to be a tool bag, we may have to do something. Still, the trade lifeline to Brevoy would be good.
I agree with the need to start fortifying and organizing an army. That will require trustworthy officers... maybe we can advertise for some help from the surrounding nations?
Seres, in his role as magister, can also work on developing a coven of spell casters. It will be a more occult and spontaneous affair, perhaps with some fey involvement.
wehrpig |
I've added a Kingdom Turn History on the campaign page to better track your decisions.
We're currently at the beginning of the fourth turn - Erastus 4710. There has been discussion of claiming the Fangberry Thicket hex and building a mill and house. Does anyone disagree? Will you make any terrain improvements this round?
What role will Raff play in the kingdom?
Connor Lake |
- Challenge (+2/+6): 2/2
- Animal Aspect: 2/2
I agree with being fired. Not convinced about Royal Enforcer. We will work that out in campaign. Slowly crafting my response to the inputs.
-Posted with Wayfinder
wehrpig |
Erastus 4710
Stability Check: 37
Claim Hexes: Fangberry Thicket (-1 BP)
Build Terrain Improvements: Road from New hope north (-1 BP)
Create/Improve Settlements: Mill and House (-6 BP and -3 BP)
The map has been updated with the new boundary and road.
Someone please roll an economy check.
Larisa Doe |
Updated Sheet with Raff as Marshall. Unrest will be at 0 because of the house being built and passing the stability check. Terrain modifiers were weird, it said we had three farms when we only have 2 and said we only had 1 fishery when we have 2. All up we're at -8 Consumption from terrain, which is still breaking even so no consumption.
Stability: 1d20 + 19 ⇒ (13) + 19 = 32
BP 17-11(Construction)+8(Taxes)= 14
Here's what I think we should do:
Terrain Improvments
-Build a farm on the new hex (-2BP), it'll produce 3 Consumption BP to fule later growth.
-Keeping building the road north (-1BP)
Buildings
-Smithy (6BP) +1Economy +1Stabilty
-House (3BP)
Expenditure: 14-12= 2 BP left.
Edicts:
We will be producing enough spare BP to fund at least 1 Holiday a year, we should set it up as commemorating the founding of New Hope. We could use it as a way to distract the people after Larisa makes her speech and get them focusing on the good things we're trying to do for the nation.
wehrpig |
Arodus 4710
Build Terrain Improvements: Farm
Create/Improve Settlements: Smithy, House
Edict: +1 Holiday (The founding of New Hope)
Note that you can only build terrain improvements on claimed hexes - so you can build the road any further north until you claim more hexes.
All, fee free to update/correct the kingdom management spreadsheet as necessary.
Someone roll an economy check please.
This month you receive alarming news from Jax that a chaotic evil religious cult dedicated to Yog-Sothoth has begun kidnapping, converting and publicly sacrificing New Hope citizens.
Please attempt a Loyalty check and a Stability check to attempt to disband the cult.
Event Check: 1d100 ⇒ 33
Event: 1d100 ⇒ 94
Dangerous Settlement Event: 1d100 ⇒ 20
Larisa Doe |
NO consumption, we're actually producing too much food atm.
Larisa Doe |
All right with the transition of the kingdom building to the players I don't mind taking an active approach with updating the spreadsheet and getting involved with it. Civ builder RPG's are my bread and butter so I am more than happy to play kingdom builder, with that said let's see what we've got going on here.
Treasury-11BP
Rovus 4710
Upkeep Phase
Stablity Check
Stability DC 22: 1d20 + 22 ⇒ (11) + 22 = 33 Unrest at 0 so +1BP. 12BP
No Consumption.
Edict Phase
Claim Hex
Any ides what we should do? I think we have more than enough stability to take another hex.
Terrain Improvements
Can't think of any we need right now.
Create and Improve settlements.
With our BP we really should look at increasing our economy and stability. To that end we should just build another Mill and House this turn. We can fluff as processing our massive amount of extra food we're producing.
Mill (6BP) + House(3BP) = 9-12 = 3BP left.
Issue Edicts
None I can think of.[/ooc]
Income phase
No withdrawals or Deposits to make I assume.
Taxes, yay!!!
Economy: 1d20 + 13 ⇒ (14) + 13 = 27
27/3= +9BP Next turn.
Events
1d100 ⇒ 22
What does everyone think?
Larisa Doe |
If everyone else is okay with this I'll put this into the ledger tomorrow.
Larisa Doe |
Do we want to claim any territory? I was wondering if we could get another Roll 20 map up specifically for the kingdom.
Larisa Doe |
We should claim the old bridge hex (-1BP) then build a farm (-2BP). It'll eat all of the BP until the 9 from taxes rolls in.
Larisa Doe |
Lamashan 4710
Treasury- 9BP
Upkeep Phase
Stability Check
Stability DC25: 1d20 + 23 ⇒ (18) + 23 = 41 No unrest, +1BP, 10BP in Treasury
No Consumption.
Edict phase
Claim Hex
We should hold off claiming anything just yet until we build a road and fishery in our new hex.
Terrain Improvments
We should build a road (-1BP) to keep making our way towards the trading post. That leaves 9BP.
Create and Improve settlements.
Because we have 9BP we should build a library (-6BP +1 Economy, +1 Loyalty), it'll upgrade to an academy and university both buildings give nice discounts on magic buildings down the line so it's a good investment for the future and a house (-3BP). Empty treasury.
Issue Edicts
None I can think of.
Income phase
No withdrawals or Deposits to make I assume.
It's the most wonderful time of the month again, tax time!
Economy: 1d20 + 15 ⇒ (8) + 15 = 23
23/3=7 Ouch, not gettng alot done next turn.
Events
1d100 ⇒ 23
Event type
1d100 ⇒ 56
Beneficial Settlement Event, yes!
Type: 1d100 ⇒ 72 Remarkable Treasure, no open slots so Unexpected find triggers.
Unexpected Find (Settlement): Local citizens discover a forgotten magical item. The settlement gains one temporary minor (01—70) or medium (71—100) magic item slot that is automatically filled in the next Upkeep phase. This slot and the item go away if the item is purchased or in the next Event phase, whichever comes first.
1d100 ⇒ 14
Minor slot.
Larisa Doe |
Just letting everyone know what I'm planning with the kingdom building. I want to get a turn done every week give or take a few days. My current idea is to propose my ideas for that turns activities, if it get's thumbs up I'll enter it into the sheet. If it doesn't get any activity for a few days I'll take the initiative and put it into the sheet and carry the turn forward. I'll keep doing this until either the party wants me to stop or the DM is needed to adjudicate something. Each turn I'll put in justifications for why I'm doing what I'm doing so the party knows what my process is.
I've also outlined the old bridge hex for now to remind myself what we've taken.
Connor Lake |
- Challenge (+2/+6): 2/2
- Animal Aspect: 2/2
No more hexes north of the shrike until we work out the treaty, though.
Question is, does thst include the hexes that the shrike goes through? I say those are fair game, tbh.
What do we need to start building a military?
Turn per week seems fine to me. I'll inject with strategic objectives above, but defer details to you.
BTW, are we done with the "last day in the cell" scenario?
Larisa Doe |
Yeah, pretty sure we've wrapped up the last day in the cell scenario. These turns are one month long so I assume we'll have sorted out which hexes we can settle be then.
For a military we need to either have enough consumption to offset the cost of having the army or enough BP coming in per turn from taxes to keep them. We almost have enough to keep a force of 100 lvl 1's which would cost 4 BP a turn to keep, at the moment we're making 3 more BP in consumption than we can use.
Veronica, we can build a shrine next turn since we're going to get a lot of BP anyway it makes sense.
Ezekial Dune |
What about the shrine to Erastil we found guarded by the bear druid. I guess its still haunted by the evil will-o-whisp thing that thinks its a god. IF we can clear that place would it be worth anything to us?
Connor Lake |
- Challenge (+2/+6): 2/2
- Animal Aspect: 2/2
I agree, clearing the ancient shrine may be of greater value to the community than building another one, but it looks like it's a bit far off (it's the Temple of the Elk, right?). May need one close to home as well, depending on how religious we wish to be.
Connor Lake |
- Challenge (+2/+6): 2/2
- Animal Aspect: 2/2
If i remember right, it had a ridic AC and damage out put. We struggled mightily.
Also, 2nd level at the time.
Ezekial Dune |
It seemed much stronger than a normal whisp. I seem to recall spell like abilities. And it did think itself a god. And even run of the mill whisps have great ACs. We would do better against it now, but I am still not sure we are up to the challenge. Some way to do force damage would be nice. I suspect we could get a spiritual weapon or two on it, but those still have to hit. And since they are not fast it could simply outrun them.
Some resistance to or protection from electricity would help greatly.
Connor Lake |
- Challenge (+2/+6): 2/2
- Animal Aspect: 2/2
Yes, definitely electrical protection.
I feel we owe it to ourselves and our religion to eventually clear that thing out. But we should be smart about it.
Also, it was preaching Great Old One crap and isnt the Stag Lord's guy doing the same? Maybe a hiding place for him? Just a random thought.
Veronica Ferra |
Well, I can do half of the work - I can throw communal resist energy on the party to give everyone electrical resistance for a fight. If Seres is still around and can get his hands on a wand of magic missiles it might be doable, but there is the problem of it potentially just running away if we start winning. Also Seres would need to be able to see invisible.
Ezekial Dune |
Mybe better to wait until we are level 7 when your resist energy goes up to 20.
Larisa Doe |
One week down another turn comes around.
Neth 4710
Upkeep Phase
Treasury 7BP
Stability Check
Stability check DC 25: 1d20 + 23 ⇒ (20) + 23 = 43 Unrest at 0, +1 BP
Treasury 8BP
No Consumption.
Edict phase
Claim Hex
For now we should hold off claiming anything
Terrain Improvments
We want to build a shrine with this turn so their isn't anything we can really do here for now.
Create and Improve settlements.
Shrine time! (-8BP +1 Loyalty, -1 Unrest, has a nice upgrade path and starts making magic items)
Issue Edicts
Again, none I can think of.
Income phase
No withdrawals or Deposits to make I assume.
The only that's certain in this world is death and taxes, though with raise dead around I guess that leaves taxes.
Economy: 1d20 + 16 ⇒ (16) + 16 = 32 10BP for next turn
Events
1d100 ⇒ 2 Yes
Event type
Type: 1d100 ⇒ 42
Dangerous Kingdom Event
Event: 1d100 ⇒ 93 Smugglers
Loyalty DC25: 1d20 + 15 ⇒ (20) + 15 = 35
Stability DC25: 1d20 + 23 ⇒ (3) + 23 = 26
Hooray! The smugglers were caught and dealt with before any harm could come to the kingdom.
Connor Lake |
- Challenge (+2/+6): 2/2
- Animal Aspect: 2/2
I was thinking about laws and some specific ones we might need to discuss. We can hand wave the standard, living in a U.S. city ones ... right? Stealing, murder, kidnapping, graffiti, assault etc.
I was thinking more about the fae and any potential partners, allies. If we end up partnering with the kobolds (post Chief Sootscale), we need to have rules for interacting with them based on the treaty we sign ... like not crossing the river without some sort of diplomatic note or other permission.
Same with the fae ... we need to avoid another incident like the river girl and the lumberjacks. Perhaps an edict of things to remember and do. Like recompense for invconvenience, taking gifts, providing aid when requested, hunting only for food - no poaching or trapping/skinning, no logging or dams, and consequences for violating those.
Larisa Doe |
I agree, maybe we can combine it with some monuments with the laws on them?
Larisa Doe |
One more week, one more turn. As always feel free to offer up ideas for future projects.
Kuthona 4710
Upkeep Phase
Treasury 10BP
Stability Check
Stability DC 25: 1d20 + 23 ⇒ (18) + 23 = 41 No unrest, +1BP
Treasury 11BP
No consumption
Edict phase
Claim Hex
Still no hexes to claim
Terrain improvements
We should finish of the hex with a fishery (-4BP, +1 Consumption BP), it'll give us the ability to support an army of 100 lvl 1's.
Create and improve settlements
With the remaining 7BP we should build a Dance hall (-4BP, +1 Eco +2 Loyalty +1 Unrest) and a house (-3BP, -1 Unrest to cancel the effects of the dance hall)
Issue Edicts
Again, none I can think of.
Income phase
No withdrawals, not that there's anything to withdraw.
Taxes!
Economy: 1d20 + 17 ⇒ (12) + 17 = 29 9 BP for next turn, not quite what I was hoping for but it'll get better in time.
Events
Check: 1d100 ⇒ 98 No event
I'll leave it up to the group to decide if we want to recruit anything this turn.