Kingmaker: Sovereigns of the Stolen Land (Inactive)

Game Master wehrpig


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F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Sorry to spam the thread, DM how many hexes roughly is it from Leveton to Restov? Need to know for the purposes of calculating the trade edict DC.

Edit: Nevermind the bit about the army commander, just recalled that they turned back to the staglord.


Story Narrator

Resources are generally described when you find them. For the spider cave, a successful perception check was required to discover the gold vein, which at the time no one made. But once you establish the mine you automatically discover. The other resource hex are the Nixie Lair, which you already benefited from (the kingdom bonus), and the Sootscale lair, which you haven't claimed.

Restov is approximately 6 hexes east of Bokken's Trading post.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Thanks DM
Kuthona 4712
Upkeep Phase

Treasury 21 BP
Stability check DC 40: 1d20 + 42 ⇒ (16) + 42 = 58 Can't fail +1 BP
Treasury 22 BP
Consumption -13BP
Treasury 9 BP
Edict Phase
Claim Hex

Want to get the mine and foundry set up first.
Terrain Improvement
Break out the shovels, it's time to start digging. Dig dig dig diggity dig.
Mine in the spider cave hex (-6 BP +1 Eco +1 income BP, these values are increased by 1 due to the resource bonus).
Treasury 3 BP
Create and Improve Settlements
Going to hold off and save for that Foundry.
Issue Edicts
Good for now.
Income phase
Gold gold, beautiful gold!
Economy: 1d20 + 43 ⇒ (10) + 43 = 53 +17 BP +7 Income =+24 BP next turn

Events
Event check 25%: 1d100 ⇒ 77 No.


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F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

New year!
Abadius 4713
Upkeep Phase

Treasury 27 BP
Stability Check DC 40: 1d20 + 42 ⇒ (19) + 42 = 61 Can't fail +1 BP
Treasury 28 BP
Consumption -13 BP
Treasury 15 BP
Edict Phase
Claim Hex

Not right now, saving for a foundry
Terrain Improvements
Nothing really left to build apart from watchtowers.
Create and Improve Settlements
We're one BP off a Foundry. So we're not going to build anything.
Issue Edicts
So we're actually going to use a special edict, a Trade Edict to be precise, it's a bit risk since we might not get all of out invested BP back but I think from an RP perspective it makes sense to deepen ties with Restov due to the threat of the Theocracy. And the foundation for good international relations is always good economic ties. We'll be sending a trade mission of weapons and textiles courtesy of New Hope to Restov, route length 12 Hexes, roads all the way. The trade DC 36 (40 Control DC + 2 New Hope Corruption + 1 RM + 0 LM - 7 New Hope Productivity), we'll be investing all 15 BP out of our treasury and the rout will take 12 Days to complete so we can roll results now.
Economy: 1d20 + 43 ⇒ (19) + 43 = 62
Loyalty: 1d20 + 32 ⇒ (12) + 32 = 44
Stability: 1d20 + 42 ⇒ (5) + 42 = 47

Apparently the trade was a great success! We now have a goods trade route with Rostov, granting us +2 Eco +1 Fame for one year and a one off 1+6d4 BP.
BP: 1 + 6d4 ⇒ 1 + (4, 4, 3, 1, 4, 2) = 19

Treasury 19 BP

Income Edict
More money! More more!
Economy: 1d20 + 45 ⇒ (1) + 45 = 46 No, Noooooo! Not a one! I suppose it's a testament to how strong our economy is that we still get +15 BP from that alone, plus the 7 Income BP meaning in total we still get +22 BP next turn even with the one.

Event
Event check 75%: 1d100 ⇒ 85 No.

So yay, our little kingdom is finally contributing back to it's benefactor after a couple years getting itself grounded. Cvetka must be thrilled!


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

Awesome! Like the addition of the trade edict!


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Calistril 4713
Upkeep phase

Treasury 41 BP
Stability DC 40: 1d20 + 42 ⇒ (3) + 42 = 45 Can't fail +1 BP
Treasury 42 BP
Consumption -13 BP
Treasury 29 BP
Edict Phase
Claim Hex

Nothing right now.
Terrain Improvements
Alright we're going to build a watchtower in the Old Bridge hex. It the narrowest part of our kingdom and bordered by the Theocracy. If they pushed there our cities would be cut off from each other. (-12 BP, +1 Stability, +2 Defense)
Treasury 17 BP
Create and Improve Settlements
Okay time to blow the treasury!
First off we're building a Foundry in New Hope since it has to go next to a water border. (-16 BP, +1 Eco, +1 Stability, +1 Unrest, +1 Eco and BP from the mine.)
Treasury 1 BP
Issue Edicts
We're all edicted out this turn, moving along.
Income Phase
Time to refill the coffers!!
Economy: 1d20 + 46 ⇒ (10) + 46 = 56 Sweet, +18 BP +8 Income equals +26 BP

Events
Event Check 75%: 1d100 ⇒ 69 Yes
Event Type: 1d100 ⇒ 69 Beneficial settlement event, awesome!
Settlemet 1-NH 2-Lvt: 1d2 ⇒ 2 Looks like Leveton is up.
Beneficial settlement event: 1d100 ⇒ 83Visiting celebrity, looks like a celebrity pays a visit to our growing tourist trap city!

Visiting Celebrity (Settlement): A celebrity from another kingdom visits one of your settlements, causing a sudden influx of other visitors and spending. Fame increases by 1 and Treasury increases by 1d6 BP (each time you roll a 6, add the result to the total and roll again).
BP: 1d6 ⇒ 6
BP: 1d6 ⇒ 2
Woo, +8 BP next turn.

I really like the flavor of this, if the DM's okay then I'd like the celebrity to be one of the swordlords from Restov who visits to go on a tour of the industrious new kingdom on the frontier in response to the excellent trade mission we sent. After being thoroughly impressed they and their entourage go on a spending spree, spreading word of how cool we are when they return to Restov.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Pharast 4713
Upkeep Phase

Treasury 35 BP
Stability Check DC 40: 1d20 + 43 ⇒ (18) + 43 = 61 Can't fail, -1 Unrest.
Consumption -13 BP
Treasury 22 BP
Edict Phase
Claim Hex

Not keen to claiming yet
Terrain Improvements
Nothing to build
Create and Improve Settlements
Time to turn Leveton into even more of a tourist trap.
Building a second Inn (-10 BP, +1 Eco and Loyalty, Base value +500gp), another Shop (-8 BP, +1 Eco, Base value +500gp).
Treasury 4 BP
Issue Edicts
We're good on edicts for now.
Income Phase
Oh boy, I sure do love money.
Economy: 1d20 + 49 ⇒ (2) + 49 = 51 For F sake, what is it with me and dice! +17 BP, +8 Income is +25 BP next turn.

Events
Event Check 25%: 1d100 ⇒ 2 Yup, man I can't escape the number two.
Event Type: 1d100 ⇒ 36 Dangerous kingdom event, great.
Dangerous kingdom event: 1d100 ⇒ 81 Plague, *cough, cough* I got the black lung pa!
Plague (Hex or Settlement, Continuous): A deadly sickness strikes the target hex or settlement. You cannot construct terrain improvements or buildings there while plague persists. Attempt two Stability checks, each with a penalty equal to the number of Brothels, Foreign Quarters, Highways, Inns, Piers, Roads, Stables, Stockyards, Tenements, and Waterfronts in the hex, and a bonus equal to the number of Alchemists, Cathedrals, Herbalists, Hospitals, and Temples in the hex. If you succeed at both checks, the event ends, but Stability decreases by 2 and Treasury by 1d3 BP. If you fail at one check, Stability decreases by 4, Treasury decreases by 1d6 BP, and Unrest increases by 1d3. If you fail at both, Stability decreases by 4, Treasury decreases by 1d6 BP, Unrest increases by 1d6, and in the next Event phase the plague spreads to an adjacent hex.
Settlement 1-NH 2-Lvt: 1d2 ⇒ 1 Looks like New Hope get's hit with the plague.
Stability DC 40: 1d20 + 44 - 4 ⇒ (11) + 44 - 4 = 51 Can't fail, yay.
Stability DC 40: 1d20 + 44 - 4 ⇒ (5) + 44 - 4 = 45 Can't fail, man our kingdom is awesome.
Treasury Loss: 1d3 ⇒ 2 Could be worse, still that permanent -2 stability is a pile of suck. Kinda feels like being punished even though we pass the event. *grumble*
Treasury 2 BP
You guys ever wonder if someone in the kingdom got the wrong memo and has been playing Exalted? With how strong our bureaucracy is it feels like we've got a Solar at working in the office somewhere.

Anyway this was an interesting turn, here's how I'd like to fluff it. The month of Pharast had been quiet one for the Barony, with the construction of the outpost between New Hope and Leveton and the establishment of the trade route with Restov life in the kingdom was settling into an easy routine. However as the month closed out ominous signs began to appear, people fainting in the streets of New Hope with black lesions across their skin. A mysterious plague had arrived, quickly the news spread threatening to incite panic in the streets. For all the advancements the Barony had made it became startlingly obvious that healthcare had been neglected, there wasn't a hospital, temple or even a simple herbalist in the entire barony. Rumors swirled about the cause, some clamming it was the work of the Theocracy others that it was divine punishment from the gods for the Barony's lack of piety.

Only the quick thinking of government officials, isolation orders were issued, information about early signs of infection were posted in public places and foreign doctors from Restov were paid handsome sums to treat the sick and inform the government's efforts. These early methods worked, stamping down on the plague before it could spread and truly threaten the stability of the kingdom.

However the incident had exposed a weakness in the kingdom and the public quickly started to gossip in public places. The kingdom had avoided an epidemic today but how long until it happened again? The talked reached the ears of the lords of the land who sent forth a declaration making it clear their intent to build a healthcare system to prevent another incident like the one that had just inflicted itself upon New Hope.

Just to make it clear I'm going to spend the next few turns building up our healthcare system, it's about time we built some hospitals ect


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

I like it! The story, not the plague... but yeah, probably due to build a hospital!


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Gozran 4713
Upkeep Phase

Treasury 27 BP
Stability DC 40: 1d20 + 42 ⇒ (18) + 42 = 60 Can't fail, +1 BP
Treasury 28 BP
Consumption -13 BP
Treasury 15 BP
Edict Phase
Claim Hex

Not interested in claiming hexes.
Terrain Improvements
Nothing to build.
Create and Improve Settlements
Going to build a Clinic I mean Herbalist in New Hope (-10BP, +1 Loyalty, +1 Stability).
Treasury 5 BP
Issue Edicts
Nothing to proclaim this turn.
Income Phase
Time to be get our tax on.
Economy: 1d20 + 49 ⇒ (7) + 49 = 56 +18 BP, +8 Income BP = +26 BP

Events
Event check 25 %: 1d100 ⇒ 84 No


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Another week, another turn.
Desnus 4713
Upkeep Phase

Treasury 31 BP
Stability DC 40: 1d20 + 43 ⇒ (19) + 43 = 62Can't fail, +1 BP
Treasury 32 BP
Consumption -13 BP
Treasury 19 BP
Edict Phase
Claim Hex

Not interested in expansion yet.
Terrain improvements
Not a lot to do here.
Create and Improve Settlements
Going to build a Herbalist in Leveton (-10 BP, +1 Loyalty, +1 Stability)
Treasury 9 BP
Issue Edicts
Nothing to do this turn.
Income Phase
And now to extract the funding for a public healthcare system from the pockets of our citizens.
Economy: 1d20 + 49 ⇒ (17) + 49 = 66 Now that's what I'm talking about! +22 BP +8 Income = +30 BP next turn.

Events
Event Check 25%: 1d100 ⇒ 40 No.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

To avoid time paradoxes if it's okay with the DM I want to write off the 4 BP from the troll fort as repair costs for the Owlbear attack.

Sarenith 4713
Upkeep Phase
Treasury 39 BP
Stability Check DC 40: 1d20 + 44 ⇒ (11) + 44 = 55 Can't fail, +1 BP.
Treasury 40 BP
Consumption -13 BP
Treasury 27 BP
Edict Phase
Claim Hex

Nothing to claim right now, consumption is already super high as is.
Terrain Improvments
Nothing to do right now.
Create and Improve Settlements
You know what's bad for sanitation, corpses. If only we had somewhere to put them. Graveyards in New Hope and Leveton (-8BP, +2 Loyalty)
Treasury 19 BP
Issue Edicts
Nothing right this moment.
Income Phase
Time to pass around the collection plate.
Economy: 1d20 + 49 ⇒ (7) + 49 = 56 Okay, we can work with that. +18 BP, +8 Income BP = +26 BP.

Events
Event Check 75%: 1d100 ⇒ 37 Yes
Event Type: 1d100 ⇒ 15 Awesome, beneficial kingdom event
Beneficial kingdom event: 1d100 ⇒ 11 Interesting, Diplomatic Overture.

Diplomatic Overture: A nearby kingdom sends an ambassador to you to negotiate an embassy (01—60), treaty (61—90), or alliance (91—100), as if using a diplomatic edict (see Special Edicts). If the GM doesn't have an appropriate kingdom in mind when this event occurs, determine the kingdom's alignment randomly; it may be hostile or friendly. The ambassador bears 1d4 BP worth of gifts for your kingdom.

Type: 1d100 ⇒ 32 Embassy.
Totally not bribe: 1d4 ⇒ 2 +2 BP


Story Narrator

Embassy Country: 1d3 ⇒ 1; 1=Brevoy, 2=River Kingdoms, 3=Numeria

Brevoy establishes an embassy within New Hope.

Owlbear Destruction: 1d4 + 2 ⇒ (2) + 2 = 4

The owlbear destroys four blocks of buildings. With a DC 25 stability check, the destruction can be limited to two blocks. We will hand wave the damage and assume that you are able to rebuild.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Stability check Arodus 4710
Stability: 1d20 + 21 ⇒ (18) + 21 = 39 Sweet, well done past kingdom.

So according to the diplomacy rules Brevoy now builds a Mansion or Noble Villa in our city and we get the opportunity to do the same for them. They gain the bonuses of the building, we gain the bonuses of the one in Brevoy (I'm assuming we build it in Restov) and Consumption increases by 1, Economy by 2, and Society by 2.

Since we're not made of money and I assume they're not keen on over investing in us at this stage I'm assuming we both build Mansions to act as our embassy HQ. -10 BP

Erastus 4713
Upkeep Phase

Treasury 37 BP
Stability Check DC 40: 1d20 + 45 ⇒ (4) + 45 = 49 Auto pass, +1 BP
Treasury 38 BP
Cinsumption -14 BP
Treasury 24 BP
Edict Phase
Claim Hex

Nothing yet I want to claim.
Terrain Improvements
Nothing to build this turn.
Create and Improve Settelments
I'm torn, while I do want to save for a hopsital so we can build one next turn I also don't like the idea of not doing anything this turn. So instead of gunning for a hospital I'm going to upgrade the Shrine in New Hope to a Temple of Erastil. This will unlock a few upgrade for us, such as magical street lamps (which must be built per lot, expensive but awesome.) Provides us with some minor magic item production, access to higher level cleric healing just encase of another plague. (-24 BP, +2 Loyalty (Replaces the shrine's +1), +2 Stability, -2 Unrest.)

As an aside, this puts us at 35/36 lots in New Hope!
Treasury 0 BP
Issue Edicts
Nothing to proclaim right now.
Income Phase
We're starting to really establish the church of Erastil in these parts, time to start tithing.
Economy: 1d20 + 52 ⇒ (16) + 52 = 68 Nice, +22 BP +8 Income = +30 BP next turn. Going to be a long haul till we can build a hospital.

Event
Event Check 25%: 1d100 ⇒ 84 No.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Another week, another kingdom month.
Arodus 4713
Upkeep Phase

Treasury 30 BP
Stability Check DC 40: 1d20 + 45 ⇒ (10) + 45 = 55 Can't fail, +1 BP
Treasury 31 BP
Consumption -14 BP
Treasury 17 BP
Edict Phase
Claim Hex

We've been stagnant for a while and I would like to expand again but our consumption is so high right now. Once we've dealt with the theocracy we can put our big army into reserve and start picking up the expansion again.
Terrain Improvements
Nothing right now.
Create and Improve Settlements
Okay, we have a discount on a Shrine so I'm going to build on in Leveton dedicated to Abadar, we're probably far past due to start offering some worship to the god of Civilization. (-4 BP, +1 Loyalty) And since I'm trying to turn Leveton into our tourist trap for the kingdom it really needs a Stable so that rich visitors can rest their horses. (-10 BP, +1 Eco, +1 Loyalty, +500 Settlement base value)
Treasury 3 BP
On a side note, Leveton is shaping up quite well with a base value of 3,500GP. Shame about all the crime and corruption, maybe making Bokken the mayor wasn't a good idea?
Issue Edicts
Nothing at the moment.
Income Phase
Alright, time to extort I mean collect taxes from the grateful citizenry.
Economy: 1d20 + 53 ⇒ (1) + 53 = 54 Ouch, note to self, don't aggravate the citizens. +18 BP, +8 Income = +26 BP next turn.

Events
Event Check 75%: 1d100 ⇒ 91 No.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Rova 4713
Upkeep Phase

Treasury 29 BP
Stability Check DC 40: 1d20 + 45 ⇒ (3) + 45 = 48 Can't fail, +1 BP
Treasury 30 BP
Consumption -14 BP
Treasury 16 BP
Edict Phase
Claim Hex

Not expanding right now, too busy with other things.
Terrain Improvments
Nothing right now.
Create and Improve Settlements
Let's see, there's a lot of expensive stuff I want to build so for now I think I'll take the cheap route and build another herbalist in Leveton. I'm sure the people will like that. (-10 BP +1 Loyalty, +1 Stability)
Treasury 6 BP
Issue Edicts
Nothing I can think of right now.
Income Phase
Let's see if we can't get to a hospital some time soon, or maybe a sewer system to improve out sanitation.
Economy: 1d20 + 53 ⇒ (6) + 53 = 59It's better than last turn at least, by a whole one point. +19 BP +8 Income = +27 BP next turn

Events
Event check 75%: 1d100 ⇒ 44 Yes.
Event type: 1d100 ⇒ 49 Dangerous kingdom event, hmm okay lets see what the damage is.
Dangerous kingdom event: 1d100 ⇒ 84 Another Plauge, wow. I suppose it's a good thing we built some health care infrastructure. But the perm ant loss of stability even if we do well really grinds my gears with this event. But it is realistic I guess.

Plague (Hex or Settlement, Continuous): A deadly sickness strikes the target hex or settlement. You cannot construct terrain improvements or buildings there while plague persists. Attempt two Stability checks, each with a penalty equal to the number of Brothels, Foreign Quarters, Highways, Inns, Piers, Roads, Stables, Stockyards, Tenements, and Waterfronts in the hex, and a bonus equal to the number of Alchemists, Cathedrals, Herbalists, Hospitals, and Temples in the hex. If you succeed at both checks, the event ends, but Stability decreases by 2 and Treasury by 1d3 BP. If you fail at one check, Stability decreases by 4, Treasury decreases by 1d6 BP, and Unrest increases by 1d3. If you fail at both, Stability decreases by 4, Treasury decreases by 1d6 BP, Unrest increases by 1d6, and in the next Event phase the plague spreads to an adjacent hex.
Settlement 1-NH 2-LVT: 1d2 ⇒ 2 Leveton's turn!
Stability check DC 40: 1d20 + 46 - 3 ⇒ (4) + 46 - 3 = 47
Stability check DC 40: 1d20 + 46 - 3 ⇒ (20) + 46 - 3 = 63
Treasury loss: 1d3 ⇒ 1
Treasury 5 BP
Again we can't fail, your kingdom is just too well organized but that -2 is going to stack and if we keep rolling this event we're eventually going to loose our edge.

Rova descends over the kingdom, the weather turning cold as Fall sweeps over the land. The people of the kingdom had managed to banish the fears of the plague from their minds, the terrible pox had been quickly banished from New Hope and the lords were doing all they could to ensure that it wouldn't happen again. Enterprising Herbalists, encouraged by generous grants from the state had sprung up in the aftermath, hawking remedies and potions to a grateful public. Moved by a pious zeal the faithful of Erastil, recognizing a danger to the wider community had erected a grand temple to the Lord of the Hearth, blessed by the high-priestess herself. Meanwhile some citizens turned to worshiping the Lord of Roads, clamming that the kingdom had outgrown Erastil's domain and needed protection from Abadar himself. Land had even be set aside for the dead to give the living peace of mind. And Brevoy, the nation's benefactor that had long since kept the fledgling nation at arms length had begun to openly express it's approval, going so far as to formally recognize them as sovereign nation and establish an Embassy.

The public rumor mill went wild, claiming that secret plans were being made to deal with the threat of the Theocracy. Others claimed that the Brevoy was looking to prepare the nation for annexation if civil war was to break out, while others outlandishly claimed that the embassy was from none other than the free city of Restov. They pointed to how the nation had built it's embassy in Restov, not in New Steven, they claimed that Restov was looking to curry favor with Lord Connor after the trade mission and that they wanted to ensure he would stay out of any conflicts.

Amid all this no one noticed the first signs of sickness until people in Leveton started collapsing in the streets, similar black welts on their chests like the poor souls in New Hope. Fortunately the government was prepared, the bureaucracy hadn't sat on it's hands after the first out break and quickly sprung into action. Herbalists over the kingdom were quickly stretched thin as the state cleaned out inventories before a panicked public could start hoarding medicine, priests from New Hope were escorted by the military along the baron's road to Leveton. Public servants worked over time, distributing awareness notices and banning large public gatherings to deprive the sickness of healthy bodies.

But the people talked, some blamed the vistors from Brevoy for carry sickness with them, others calming the sickness was proof that Erastil was incapable of protecting the kingdom. However the majority whispered to each other of strange sightings, unnatural creatures in the shadows, dark fey or darker things. Fear of the Theocracy was taking root among the public, even if no one would openly acknowledge it.


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

The permanent stacking loss of Stability from these plague events suck hard. It can really tank the settlement with a few unlucky rolls. Is there no way to focus a turn or two to negate the penalty?


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Best we can do is to build to offset it.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Lamashan 4712
Upkeep Phase

Treasury 32 BP
Stability check DC 40: 1d20 + 44 ⇒ (4) + 44 = 48 Can't fail, +1 BP
Treasury 33 BP
Consumption -14 BP
Treasury 29 BP
Edict Phase
Claim Hex

Man I really want to get my grubby hands on more land, time to scratch that itch!! So we're going to take the blighted hollow only because it has a river so the fishery will offset the consumption cost. (-1BP)
Treasury 28 BP
Terrain Improvements
Yay! Back to building, roads for the road god! Build a road (-2BP), a fishery (-4 BP) and a Sawmill (-3BP, +1 Income, +1 Stability)
Treasury 19 BP
Create and Improve Settlements
After expanding I want to save up and buy some of the more flash buildings so I'm going to pass this turn and get something next turn.
Issue Edicts
Nothing right now.
Income Phase
Come on, kingdom needs a new hospital!
Economy: 1d20 + 53 ⇒ (9) + 53 = 62 It'll do feels good to be at this point where we can make decent money. +20 BP +9 Income= +29 BP

Events
Event Check 25%: 1d100 ⇒ 53 No.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Another week, another kingdom month.
Neth 4712
Upkeep Phase

Treasury 48 BP
Stability DC 41: 1d20 + 45 ⇒ (19) + 45 = 64 Can't fail, +1 BP
Treasury 49 BP
Consumption -14 BP
Treasury 35 BP
Edict Phase
Claim Hex

We're going to spend alot of cash this turn so I'm going to hold off for now.
Terrain Improvements
Holding off for now, nothing to really build.
Create and Improve Settlements
Well I want to build Hospital in New Hope to fulfill our promise to the people, only problem is that it take 2 lots and we only have one open. So what I'm going to do is fill the lot with a Graveyard (We're going to need more in time anyway so this is an investment in the long term anyway, -4 BP +1 Loyalty), then pay the preparation cost (-1BP) to build a second district in New Hope, then build the Hospital (-30 BP, +1 Loyalty, +2 Stability, +1 Lore, +2 Productivity)
Treasury 0BP
Issue Edicts
Nothing to do, however it is worth noting here that we need to renew the Trade agreement with Brevoy in two turns so we should save up for that.
Income Phase
We broke my dudes. Lets hope the people like the new shiny hospital.
Economy: 1d20 + 53 ⇒ (10) + 53 = 63 Awesome +21 BP +9 Income =+30 BP next turn.

Events
Event Check 75%: 1d100 ⇒ 28 Yes
Event Type: 1d100 ⇒ 89Dangerous settlement event
Dangerous settlement event: 1d100 ⇒ 58Monster attack, oooh this should be good.
Monster Attack (Settlement, Continuous): A monster (or group of monsters) attacks the kingdom. The GM picks a claimed hex in the kingdom in which the monster is active. The CR of the monster encounter is equal to the party's APL + 1d4 — 1. You can personally deal with the monster (earning XP and treasure normally for your efforts) or succeed at a Stability check to eliminate it (which doesn't affect you or the kingdom's statistics). If the monster is not defeated this turn, Unrest increases by 4. If the kingdom's Unrest is 5 or higher, the monster's hex becomes unclaimed—this is in addition to losing control of hexes in the Upkeep phase because of the kingdom's high Unrest score.
APL adjustment: 1d4 - 1 ⇒ (4) - 1 = 3 Ouch, so it's an APL+3 Monster.

Well folks, what's it gonna be?

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

It seems like that just happened and we are currently dealing with it... lol.


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

If this owlbear doesnt count, I say stability check. We have some major plotline things to work through still.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

The owlbear wont count, this event takes place like 3 years in... THE FUTURE!

So, yeah, we can't be far from wrapping book 2, the Owlbear seems like your typical end of book boss and I really don't want to miss out on the xp an APL+3 encounter could give us. We also need to deal with Candelmere lake which occurs before this event.

After mulling it over here's what I'm inclined to do, I think we should finish up book 2, during the resynch time-skip we clear out Candelmere then do this fight. Untill then I'll hold off progressing the Kingdom beyond this point.

Which means once we resynch the dates between threads it'll be Neth 4713, 3 years and 3 months of down time. Between the end of Book 2, Arodus 4710 and Gozran 4712 we need to clear Candelmere else the books get thrown into chaos. I feel that we can do it in 8 months, with that much time we can scout and learn exactly what we're up against.


INACTIVE - GAME DIED

That sounds like an excellent plan. We can collect on all the stuff that our growing kingdom offers, fast-forward character connections to develop new ties in the party, and then get back into adventuring with a vengeance!

(Also we can continue to gnaw on our fingernails over the entire theocratic enemy kingdom-cult next door the whole time.)


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Will update this now that we've cleared Candelmere later tonight.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Huzzah, take that Wisps. Veronica MVP for sure. Just remind myself the we want to renew our trade deal with Restov next turn.
Kuthona 4713
Upkeep Phase

Treasury 30 BP
Stability DC 42: 1d20 + 47 ⇒ (8) + 47 = 55 Auto win, +1 BP
Treasury 31 BP
Consumption -15 BP
Treasury 16 BP
Edict Phase
Claim Hex

Nothing jumps out at me here.
Terrain Improvements
Again nothing here.
Create and Improve Settlements
Okay...so while I want to save money and do the smart thing and invest in an awesome trade deal.
But screw that, we're doing something flavorful so bear with me.
Firstly we're spending -4 BP to Prepare Candelmere for habitation and settlement. Then we're spending -8 BP to build a Shrine to Erastil on our newly sanctified holy ground and a residential district i.e a house block -3 BP to house our new faithful.
And we will call it, this land! Or Sanctuary (feel free to spit ball ideas).
Also DM, since this settlement is on the island does it count as having a moat around it? And are there any discounts to settling the hex?
Treasury 1 BP
Issue Edicts
Nothing here
Income Phase
New cities take cash man, let's get to taxation.
Economy: 1d20 + 54 ⇒ (10) + 54 = 64 Good, good. +21 BP +9 Income = +30 BP next turn.

Events
Event Check 25%: 1d100 ⇒ 54
Nope.

Okay after the destruction and subsequent cleansing of the shrine of the Old God the faithful of Erastil respond to there High Priestess and the threat of the Theocracy. With leave from the Crown they embark from New Hope and begin the process of restoring island. With a tenacious spirit to make Erastil proud they set up a small but bustling village in the old tower's shadow.


Story Narrator

Here's what the module says about building a settlement on Candlemere:

If the PCs clear this area of nettles and will-o’-wisps (a daunting task) and manage to remove the tower’s eerie aura, the site is a promising place to found a city. The ruined tower can either give the city a free monolith structure or a ruined caster’s tower or
watchtower structure.


Story Narrator

The settlement of Candlemere Island opens up exploration of the eastern shores of the Tuskwater and Candlemere Lake. As the years progress, your scouts explore the lands east of New Hope - the rolling hills of the Kamelands.

The wilderness map within Roll20 Sovereigns of the Stolen Lands now includes all of the Kamelands. These hexes are now available for you to expand your kingdom. Note that the eastern edge of the map is the western edge of the Nomen Heights - the map currently being explored within the real time game map.

Another thing to note is that your kingdom is expected to increase to 75-80 hexes (total) by the end of the current module. Once you reach that point we will again pause and resync the timelines.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Abadius 4714
Upkeep Phase

Treasury 31 BP
Stability DC 42: 1d20 + 47 ⇒ (3) + 47 = 50 Auto win, +1 BP
Treasury 32 BP
Consumption -16 BP
Treasury 16 BP
Edict Phase
Claim Hex

It's time to renew our trade contract so we're saving cash this round.
Terrain Improvements
Moving on, nothing to do here.
Create and Improve Settlements
Moving on, nothing to do here.
Issue Edicts
We'll be sending another trade mission of weapons and textiles courtesy of New Hope to Restov, route length 12 Hexes, roads all the way. The trade DC 35 (42 Control DC + 2 New Hope Corruption + 1 RM + 0 LM - 10 New Hope Productivity), we'll be investing 15 BP since the bonus goes up in increments of 5 and the rout will take 12 Days to complete so we can roll results now.
Economy: 1d20 + 54 ⇒ (13) + 54 = 67
Loyalty: 1d20 + 41 ⇒ (20) + 41 = 61
Stability: 1d20 + 47 ⇒ (1) + 47 = 48

Another successful trade, +2 Eco and +1 Fame for another year and 1+6d4 BP.

BP: 1 + 6d4 ⇒ 1 + (3, 1, 3, 3, 1, 2) = 14
Almost recouped losses, all in all it's worth it for the prestige at the least.
Treasury 15BP

Income phase
Tax man, bring me some bling. Duh Duh Duh.
Economy: 1d20 + 54 ⇒ (10) + 54 = 64Again? Huh. +21 BP +9 Income = +30 BP next turn.

Events
Event Check 75%: 1d100 ⇒ 49
Yes.
Event type: 1d100 ⇒ 72 Beneficial settlement event, Let's see where it takes place. 1-NH 2-Lvt 3-Sct
1d3 ⇒ 1 Looks like New Hope is a shining beacon of awesome this month.

Beneficial settlement event: 1d100 ⇒ 50 Outstanding success, fantastic!

Outstanding Success (Settlement): One of your kingdom's citizens creates an artistic masterpiece, constructs a particularly impressive building, or otherwise brings glory to your kingdom. Fame increases by 1, your Treasury increases by 1d6 BP, and Unrest decreases by 2. You gain a +4 bonus on Economy checks until the next Event phase.

Treasury: 1d6 ⇒ 3
Treasury 18 BP

Good turn, here's a quick fluff.

As the New Year rolls around and tensions rise on the border the citizens of the Barony look to the leadership of their rulers for reassurance. With the conclusion of the trade deal with Restov the state under standing orders from Baron Connor who had taken a tour of the realm at the time, the state once again invested heavily in it's economic ties with it's northern patron. Vast quantities of fine leathers and weapons would again flow from New Hope to Restov, paid for handsomely.

While some educated folk grumbled that this would only draw suspicion from House Surtova to the common folk this deal brought in a sudden influx of riches and the security of gainful employment, bolstering the mood of the people mightily.

Inspired by the spirit of the people a local poet, a master from Restov who'd settled in New Hope, produced a grand new work celebrating the ties between the two states that drew much acclaim for it's blazing patriotic zeal and controversy of it's depiction as Restov as an independent state.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Well it's been a long time coming, here's a couple posts to bring the kingdom up to speed.
Calistril 4714
Upkeep Phase

Treasury 45 BP
Stability DC 42: 1d20 + 47 ⇒ (7) + 47 = 54 Another Auto win, +1 BP
Treasury 46 BP
Consumption -16 BP
Treasury 30 BP

Edict Phase
Claim Hex

Going to Claim the hex beneath the Worg Lands (-1BP) and the Hex to the lower left of that (-1BP)
Treasury 28 BP
Terrain Improvements
Now we build farms in our two new hexes to reduce Consumption (-4BP) and a road (-2 BP) in the river hex.
Treasury 22 BP

Create and Improve Settlements
We will take the ruined Caster's Tower in Sanctuary and rebuild it which will halve the cost of the project (-15BP) and due to it's proximity to the Theocracy we'll build a barracks there as well (-6BP).
Treasury 1BP

Issue Edicts
Nothing here to do.
Income Phase
Are our people cash money?
Economy: 1d20 + 56 ⇒ (2) + 56 = 58 Now that wasn't very cash money of you... +19 BP +9 Income = +28 BP next turn

Events
Event Check 25%: 1d100 ⇒ 73 Nope


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Pharast 4714
Upkeep Phase

Treasury 29 BP
Stability DC 44: 1d20 + 47 ⇒ (18) + 47 = 65 Auto awesome, +1 BP
Treasury 30 BP
Consumption -13 BP
Treasury 17 BP

Edict Phase
Claim Hex

Our Imperial ambitions cannot be stopped! Claiming the hex to the lower right of the Worg lands and the hex to the lower right of Sanctuary (-2 BP)
Treasury 15 BP
Terrain Improvements
You get a farm and you get a farm! Two farms (-4BP) and a Fishery (-4 BP), we'll get that COnsumption under control eventually.
Treasury 7 BP
Create and Improve Settlements
We're going to build a Library (-6 BP) in Sanctuary, I'm envisioning a settlement of scholars and monks at the moment.
Treasury 1 BP

Issue Edicts
Can't think of anything.
Income Phase
Nation needs money bad.
Economy: 1d20 + 57 ⇒ (15) + 57 = 72 Much better, +24 BP +9 Income +33 BP next turn

Events
Event Check 75%: 1d100 ⇒ 44 Yes
Event type: 1d100 ⇒ 34 Dangerous kingdom event
Dangerous kingdom event: 1d100 ⇒ 84 Plague 3, what are we the Oregon trail?
City 1=NH 2=Lvt 3=Snt: 1d3 ⇒ 3 Looks like our newest Settlements get's to enjoy the fun of being a plague vector.
Stability DC 46: 1d20 + 47 - 1 ⇒ (14) + 47 - 1 = 60
Stability DC 46: 1d20 + 47 - 1 ⇒ (18) + 47 - 1 = 64
Treasury loss: 1d3 ⇒ 2
Treasury -1 BP This won't ding unrest untill the next upkeep hase but by then we'll have our income roll in to pay consumption so it's not as bad as it seems. However, there goes our edge on Stability checks, failure is now an option. It was risk we took when expanding so much but it was worth the risk to bring our consumption down. We can hold of claiming anything for now and build up our cities again.

The new year saw a surge in colonisation, brave pioneers trekked across the east from New Hope with fresh land grants and soon farming villages sprouted in their wake across the Tuskwater's shore. Emboldened by the progress made settlers traveled to Sanctuary, world of the magical wonders being developed there attracting the learned and curious and with them came the cursed blight.

Reports of plague soon began to crop up, startling the populace as the bureaucracy leapt into action once again. Though beginning to feel the strain of dealing with so many outbreaks the bureaucratic machine was still undaunted as qurantines were swiftly instituted, experts who had emigrated to work in the new Hospital were dispatched and supplies of medicines were brought up and distributed. However the recent surge of colonization had left the state treasury drained and letters of credit were given to distrungteled store owners who begrudgingly handed over their stocks, trusting the state to make good on it's debts.

While the majority of the citizens slept soundly knowing their leaders were busy dealing with the problems dissatisfied circles meet in shadowed corners. Some blamed the thrice cursed blight on the Theocracies dark god, afterall did his messengers not say all who opposed him would die? Some blamed the blight on Connor, after it was his neglect and scandalous marriage to the murderess warden that was causing Erastil to turn his back on them. Others lay the blame on a lack of faith, afterall how could one hope to end the blight without the aid of the Everlight, the lady of healing?


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

Scandalous ... excellent. We need tabloids in New Hope.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

I blame halfing bards.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Gozran 4714
Upkeep Phase

Treasury 32 BP
Stability DC 46: 1d20 + 45 ⇒ (14) + 45 = 59 Success, +1 BP
Treasury 33 BP
Consumption -10 BP
Treasury 23 BP

Edict Phase
Claim Hex

Need to shore our Kingdom up after the recent round of plagues, no expansion today.
Terrain Improvements
The heart of a strong state is a strong economy, for that end investing in consumption reduction now will help improve our position in the future. Building 2 fisheries (-8 BP, -2 Consumption) and a road (-1 BP).
Treasury 14 BP
Create and Improve Settlements
Let's keep improving Leveton as our economic capital, building a trade shop there (-10 BP +1 Eco, +1 Stability)
Treasury 4 BP

Issue Edicts
We're good at the moment.
Income Phase
Come on baby, kingdom needs a new pair of shoes.
Economy: 1d20 + 58 ⇒ (19) + 58 = 77 YESS. +25 BP +9 Income, +34 BP next turn

Events
Event Check 25%: 1d100 ⇒ 38 No.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Desnus 4714
Upkeep Phase

Treasury 38 BP
Stability DC 46: 1d20 + 46 ⇒ (5) + 46 = 51 Auto win, +1BP
Treasury 39 BP
Consumption -8 BP
Treasury 31 BP

Edict Phase
Claim Hex

Holding off for now, want to recover and pad out our stats a bit more.
Terrain Improvements
Last two roads, all roads lead to Rome after all. (-4 BP)
Treasury 27 BP
Create and Improve Settlements
Time to upgrade the Shrine to Abadar in Leveton into a Temple, reasoning is that not only does it gives us some bonuses in plague it also boosts stability and fits thematically as Leveton slowly becomes an economic hotspot for the stolen lands. (-24 BP, +2 Eco +2 Stability)
Treasury 3 BP

Issue Edicts
Nah, nothing here I want to do.
Income Phase
Render unto Abadar what is Abadar's.
Economy: 1d20 + 60 ⇒ (11) + 60 = 71 It'll do I guess. +23 BP +9 Income = +32 BP next turn.

Event Check
Event check 75%: 1d100 ⇒ 69 yes
Event type: 1d100 ⇒ 45 Dangerous kingdom event
Dangerous kingdom event: 1d100 ⇒ 23 Feud

Feud (Settlement, Continuous): Nobles (or other influential rival groups) are bickering. Attempt a Loyalty check. If you succeed, you end the event but Unrest increases by 1. If you fail, Corruption increases by 1, Unrest increases by 1d6, and the event is continuous.

Alright lets see whos bickering and where.
Location 1-NH 2-Lvt 3-SN: 1d3 ⇒ 3 Our newest settlement Sanctuary, awesome.

Loyalty check DC 46: 1d20 + 42 ⇒ (13) + 42 = 55 Okay +1 Unrest, event ends.

Here's my spin on it:

Desnus spins and dances through the fledgling nation, it's people still weathering the storm of sickness and misfortune quietly go about their business. To most the month was simply another quiet reprieve from the dark fortunes of late, families went about the day in relative peace. Though many knew that Baron Connor way away, visiting his neighbour to the east according to criers in the town square, his nation continued to flourish. Celebrations ran throughout the kingdom as a grand new temple to Abadar was erected in a joint venture of state and faithful, the growing Abadarian flock in the region nodding that it was only wise to honor the lord of civilisation. New sources of food from the growing agricultural ventures in the south east providing even more prosperity for the growing nation, even as the storm to the west loomed the people were content.

Or so many thought, when as the month drew to a close news began to trickle up the roads from the south. Apparently Sanctuary, the newest settlement erected by a group of scholarly minded folk and their families was caught in a bitter feud. The local arcane researcher, a wizard and his apprentices who had set up shop there had gotten into very heated argument with the local Erastil priest and his devoted flock over how best to go about treating the recurrent plague.

The wizard argued that only through extensive state funded industry and research would the plague be finally slain. The priest, offended by the notion, countered by saying it was piety and faith that would deliver the kingdom. The argument quickly became heated, insults flying hard and fast. The row ended when two men were torn away from each other by their subordinates, the local state official breaking the up the argument. Though the petty debacle was quickly resolved event soon spread like all bad gossip. Erastils faith was strong in the kingdom and many of the settlers who left the cities of Brevoy or came from the smaller villages from around the region baulked at the idea of destroying the natural beauty of the land. But the growing power the mercantile class, supported by the influx of Abadarians and other learned classes supported the idea of expanding the nation's industry further. And so across the nation heated debates were held in taverns and inns, behind closed doors or even on the street corners.


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

Erastil clergy backs Federalist rag. Halfling-run tabloid turns into the Anti-Federalist.

Or visa-versa, whatever...


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F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Sarenith 4714
Upkeep Phase

Treasury 35 BP
Stability DC 46: 1d20 + 47 ⇒ (13) + 47 = 60 Auto succeed removing that one point of unrest.
Consumption -8 BP
Treasury 27 BP

Edict Phase
Claim Hex

Holding off for now, want to increase our settlements and loyalty for now.
Terrain Improvements
Holding off here as well.
Create and Improve Settlements
Let's give Sanctuary some love. Honestly this is long overdue, as a water locked settlement it's high time we built a Pier (-16 BP, +1 Eco +1 Stability, +1000 Base value, +1 crime) so now they have a base value of... 1000!!! Meaning the good people of sanctuary can now buy things! Capitalism noises intensify
And a second Library as well to further it's status as the center of learning. (-6 BP, +1 Eco +1 Loyalty)
Treasury 5 BP

Issue Edicts
We're good for now.
Income Phase
Let the trade flow!
Economy: 1d20 + 62 ⇒ (1) + 62 = 63 Oof, +21 BP +9 Income = +30 BP

Event Check
Event 25%: 1d100 ⇒ 19 Well let's see what's in the cards.
Event Type: 1d100 ⇒ 100 Vandals and roll again...huh, looks like that argument boiled over.

Event reroll: 1d100 ⇒ 61Beneficial settlement event, well it's not all bad.

Vandals (Settlement): Thugs and dissidents riot and destroy property. Attempt a Loyalty check and a Stability check. If you succeed at both, the vandals are stopped before your kingdom takes any penalties. If you fail at one check, Society decreases by 1 and one random building in the settlement is damaged. If you fail at both, one random building is destroyed (Unrest increases by 1 for each lot of the destroyed building), and 1d3 other random buildings are damaged. A damaged building provides no benefits until half its cost is spent repairing it.

Settlement 1-NH, 2-LVT, 3-SNT: 1d3 ⇒ 3
Stability DC 46: 1d20 + 49 ⇒ (11) + 49 = 60
Loyalty DC 46: 1d20 + 46 ⇒ (6) + 46 = 52

Beneficial settlement event: 1d100 ⇒ 25 Discovery

Discovery (Settlement): Scholars unearth a bit of ancient lore or devise important new research of their own. Fame increases by 1 and Lore increases by 1d4.
Settlement 1-NH, 2-LVT, 3-SNT: 1d3 ⇒ 2 Leveton makes a breakthrough, capitalism wins again!
Lore: 1d4 ⇒ 4

Okay, so here's my interpretation of how this turn went.

Sarenith opens on a nation in heated debate with itself, the implacable march of progress running aground on the weathered spirit of the communities who were pioneering the nation. Under urging from the mercantile class and the demand for luxuries from Sanctuaries wealthy demographic the nations first Pier was erected. Not soon after an influx of goods from New Hope began to trickle into the settlement and with it new arguments over the urbanisation of the outpost erupted.

Only this time rioters from both factions took to the streets, staunch traditionalists of Erastil nicknamed Brown threads for their plain woven clothes clashing with the Gutter wizards, hedge magicians attracted to the settlement for it's magical presence. However the state official had anticipated the violence in a moment of foresight and soon the town militia had the rowdy elements under control before any damage to the town could happen. The quick response soothed the ruffled feathers of the public as most simply brushed off the conflict as the actions of hot blooded rabble.

As the south was mired in squabbling factions, amazing news came blazing through the kingdom from the north as the artificers and faithful of Abadar reported making an archeological discovery in the region of ruins that predated the oldest known settlements. The strange, massive structure almost cyclopean in nature, inscrutable to the learned of the city but providing a treasure trove of relics and texts that drew acclaim from all over Brevoy as scholars came from afar to study them.


INACTIVE - GAME DIED

BTW, since it hasn't been said in a while, I really like all the flavor that goes along with heading up the work of managing the kingdom building.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

I like giving our domain a bit of character for the DM to work with if they desire.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Erastus 4714
Upkeep Phase

Treasury 35 BP
Stability DC46: 1d20 + 50 ⇒ (2) + 50 = 52 Auto win, +1BP
Treasury 36 BP
Consumption -8 BP
Treasury 28 BP

Edict Phase
Claim Hex

Claiming the River fork to the south and the river tile below it. -2 BP
Treasury 26 BP
Terrain Improvements
And getting our industry onto it for the sweet Consumption reduction.
Building two farms (-4 BP) and a Fishery (-4BP)
Treasury 18 BP
Create and Improve Settelments
Time to hook up New Hope with the river network proper, building a Pier (-16 BP, +1 Eco, +1 Stab, +1000 Base GP, +1 Crime)
Treasury 2 BP

Issue Edicts
We're good here.
Income Phase
Well let's get that bread.
Economy: 1d20 + 65 ⇒ (16) + 65 = 81 Nice, +27 BP, +9 Income = +36 BP next turn

Event Check
Event: 1d100 ⇒ 91 Dangerous settlement event

Dangerous settlement event: 1d100 ⇒ 55 Monster attack
Settelment 1-NH 2-Lvt 3-Snt: 1d3 ⇒ 3
Well, bugger. We're galavanting around the countryside, poor Sanctuary between this and the riot last turn looks like that name's ironic.

Monster Attack (Settlement, Continuous): A monster (or group of monsters) attacks the kingdom. The GM picks a claimed hex in the kingdom in which the monster is active. The CR of the monster encounter is equal to the party's APL + 1d4 — 1. You can personally deal with the monster (earning XP and treasure normally for your efforts) or succeed at a Stability check to eliminate it (which doesn't affect you or the kingdom's statistics). If the monster is not defeated this turn, Unrest increases by 4. If the kingdom's Unrest is 5 or higher, the monster's hex becomes unclaimed—this is in addition to losing control of hexes in the Upkeep phase because of the kingdom's high Unrest score.
CR: 1d4 - 1 ⇒ (3) - 1 = 2
Okay so Sanctuary is attacked by a CR 10 Creature, that's not nothing.
Stability DC 48: 1d20 + 51 ⇒ (12) + 51 = 63 Well our Kindgom kills it.

So here's my rundown of what happens, if the DM will forgive my hijacking of the narrative.

As Erastus begins the people of the Lake Barony still chewing over the debates of the previous month turn their attention outwards, committing that passionate energy to the frontier. Across the Kamelands signs of human occupation spread as a plethora of farming communities appear, made up of Erastil's faithful who disagreed with the industrialization of the kingdom. The sounds of furious construction and the establishment of a long awaited pier lightens the heart of many mercantile interests in New Hope as the new pier quickly becomes a welcome edition to the burgeoning city's economy.

But just as the lords of the Barony breath a sigh of relief, startling news comes up from Sanctuary. Apparently late in the night a hideous howl emanated from the refurbished Caster's Tower, a pulse of dark magic washing out from the stone itself. Fortunately due to the high tensions in the area the local garrison was available at moments notice, as were faithful of Erastil. Together they came to the aid of the embattled Arcane scholars within the tower who were holding back an invisible beast that was wreaking havoc on them. In a display of comradery the three factions join forces and after a frantic fight slew the monster, Erastil's grace saving many lives despite grievous wounds being suffered by many all around.

In the aftermath the town seemed to put aside differences as the Arcane scholars sent a message to the capital, hoping it would get passed onto the Magister. The wizard incharge of their research into the magic of Candelmere identified the creature as a Spawn of Yog-Sothoth, but more disturbingly was that it shouldn't have been able to cross over into the prime after Candelmere had been hallowed. His report contained many theories, the preeminent being that the Theocracy had somehow sent an infiltrator to Candelmere to open the way for the monster. Either way, he finished his report with a request for more aid and a bolstering of local forces incase of a more substantial breach.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Arodus 4714
Upkeep Phase

Treasury 38 BP
Stability D48: 1d20 + 51 ⇒ (4) + 51 = 55 We win, +1 BP
Treasury 39 BP
Consumption -5 BP
Treasury 34 BP

Edict Phase
Claim Hex

Claiming the next stretch of river east of the fork. (-1 BP)
Treasury 33 BP
Terrain Improvements
Building more agriculture! One Farm (-2 BP), Two Fisheries (-8 BP)
Treasury 23 BP
Create and Improve Settlements
Alrighty so we're going to found a new army and hideous bloat our Consumption again ;-;
So everyone give the Faithful Sentinels a warm welcome, a medium army of level 4 Paladins of Erastile based out of Sanctuary. And yes, I did spend a tidy sum giving them ranged weapons and equipping our Knights with proper mounts instead of relying on class features so I guess we purchased proper war horses for our dudes? (-2 BP Ranged Weapons, -3 BP Mounts)
The Faithful Sentinels are also placed on reserve, housed in the Sanctuary Barracks.
Treasury 18 BP
Issue Edicts
Nope.
Income Phase
;-; Military is expensive.
Economy: 1d20 + 65 ⇒ (20) + 65 = 85 Yesssss! +28 BP, +9 Income = +37 BP

Event Check
Event 25%: 1d100 ⇒ 90 Not today.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Rova 4714
Upkeep Phase

Treasury 55 BP
Stability DC49: 1d20 + 51 ⇒ (16) + 51 = 67 Another win, +1 BP
Treasury 56 BP
Consumption -6 BP, this would be much higher if those paladins were out patrolling.
Treasury 50 BP

Edict Phase
Claim Hex

We're good for now.
Terrain Improvements
Roads for the Road god! Three Roads, (-6 BP, +3 Roads)
Treasury 44 BP
Create and Improve Settlements
Let's do some building, we could use more economy and more stability so let's build a couple of trade shops in New Hope, establish some more commerce for the middle class and what not. (-20 BP, +2 Eco, +2 Stab, +1000 GP Base value, +2 Productivity
Treasury 24 BP

Issue Edicts
None
Income Phase
We can always use more money!
Economy: 1d20 + 67 ⇒ (7) + 67 = 74 +24 BP, +9 Income = +33 BP next turn.

Event Check
Event 75%: 1d100 ⇒ 17 Yes
Event type: 1d100 ⇒ 50 Dangerous kingdom event
Dangerous kingdom event : 1d100 ⇒ 86 Public scandal, oooooh

Public Scandal: One of your leaders is implicated in a crime or an embarrassing situation, such as an affair with another leader's spouse. Infamy increases by 1. Attempt a Loyalty check. If you fail, Unrest increases by 2 and you take a —4 penalty on all Loyalty checks until the next Event phase.
Loyalty DC49: 1d20 + 43 ⇒ (6) + 43 = 49 Oh man, by the skin of our teeth, phew.

Well, DM who screws the pooch on this one?

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