Kingmaker. The shadows behind the throne.

Game Master DBH

An odd group gathers together. Their purpose to reclaim the Stolen lands. But what secrets do they carry with them into this dangerous land?

Charter

Party loot

KIngdom tracking sheet

Greenbelt map

Terrain costs and improvements

Greenbelt RRR

Notices 4

The Slough;

Stolen lands Overview

Handout One;

Tazlford

Mud bowl

Combat:

Colwyn <========== May act!

Red

Vibenia, Marten & Niadroub <========== May act!


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Female Aasimar (Angel-Blooded) Fighter (Aldori Swordlord) 4 | AC 18 (t 13, ff 15) | F+6, R+5, W+2 | Init +3, Per +4 | HP 5/39

Not really; you all seem to have a better grasp of the kingdom building rules than I do.

I will say that I like the idea of turning the Stag Lord's fort into the castle, though; aside from the central location bonus, I figure it'll save us having to dedicate resources to building a whole new castle from scratch.


Are you sure you want to do that?
Niadroub Kliip wrote:
GM_DBH wrote:
I will still allow the cost of a watchtower or fort to be half at the Stag lords fort.

Sorry, I'm going to pin you down a bit, because I'm unclear about a couple things. If we were to build a city where the Stag Lord's fort is, we would get a +1 to the three kingdom stats due to its "central location" and we'd get a castle at half cost (54/2=27 BP). So, I have two questions:

1) If we build our capital at Hex 30, would we still get the central location bonus?

2) A Fort costs 24 BP, which is very similar to the offered 27 BP. But above you said that if we just claimed 36 as a regular hex, you were only offering a fort at half cost, which would be worth 12 BP. Keeping in mind that the Stag Lord has been using the locale as a fully functional fort, and we didn't destroy it when we took it over... are you only offering the fort at half cost (12 BP) if we claim it as a regular hex, or is it available as a free fort (worth 24 BP), which is similar to the originally offered half castle (27 BP)?

GM_DBH wrote:
Interesting to see someone choosing something different, nearly everybody chooses to set up at the Stag lords fort as the site of their capital.
Agreed that it's an interesting choice, and I like the "being different" aspect of this location. I don't think we'd be gaining or losing a whole lot in either location. Plus, we could incorporate one of the river names or features into the capital city's name (and save Fort Stagfall for hex 36)!

1. Yes you would still get the central location bonus. If you look at the map it's still hill country, so setting up there you would find it easy to have a defensible position. A hill to build fortifications on. Rivers as natural obstacles and trade routes etc.

2. The Stag lords fort was mostly in ruins. The foundations are there which gives you the half cost to rebuild a castle on the site, but for anything more than a bandit gang it's not really usable. If you look at the map for it there was only one intact room above ground. So easy to rebuild, but not usable in it's current shape.

Elena mentioned canals, which is something I used when my live group played Kingmaker. The Thorn river does have the waterfall problem, but basing your city on two rivers lets you transport a lot of things easily. And you have magic to fix any problems, so running canals off the rivers, or around obstacles would mean floating wood from the Narlmarches forest to your city. Running a canal to Olegs would let it become a major trade point between the river kingdoms and Brevoy. As the people sitting on that trade route you would stand to profit.


Cleric 4 | HP 27/27 | AC 21 : TAC 13 : FAC 18 : CMD 13 AC 24 : TAC 17 : FAC 17 : CMD 17 | Fort +5 : Ref +5 : Will +8 | Perc. +13 (DV 60') : S.M. +8 : Initiative +3 | Move 20' | Longbow +7, 1d8 | Wand 28
GM_DBH wrote:
2. The Stag lords fort was mostly in ruins. The foundations are there which gives you the half cost to rebuild a castle on the site, but for anything more than a bandit gang it's not really usable. If you look at the map for it there was...

So from this it sounds like building a fort at 1/2 price (saving 12) instead of a castle at 1/2 price (saving 27) costs us 15 BP in savings. I think we can make that up with the location after a few years of game time, but clearly you get more bang "right now" if you go for the castle site.

What do you guys think?

GM_DBH wrote:
Elena mentioned canals,

Canals in the kingdom building system are very useful.

A lot of people associate railroads with the industrial revolution, but actually in Britain it was the canal network that allowed that first. You can ship a lot more freight by boat than you can by wagon.

In the kingdom building system, rivers are like roads and you get a bonus to your kingdom scores based on how many river hexes you have.

Quote:
River: A River allows water travel through your kingdom, facilitating trade and allowing irrigation. Economy increases by 1 for every 4 River hexes claimed, and Stability increases by 1 for every 8 such hexes claimed.

A canal is an "artificial river" and counts as a river hex. So canals are quite good. They can overlap with other terrain improvements so it adds another layer of things that improve your kingdom.

I am not sure mechanically what the benefit would be building canals that bypass the falls, but doing so so would open a Restov-Us-Mivon river route that we would be very well positioned on. Likewise, if we build a longer canal from the headwaters of the Thorn River to the Sellen River to the west, that opens a route to New Stetven as well, that bypasses the swamp to our west.


Cleric 4 | HP 27/27 | AC 21 : TAC 13 : FAC 18 : CMD 13 AC 24 : TAC 17 : FAC 17 : CMD 17 | Fort +5 : Ref +5 : Will +8 | Perc. +13 (DV 60') : S.M. +8 : Initiative +3 | Move 20' | Longbow +7, 1d8 | Wand 28
Niadroub Kliip wrote:
Colwyn the Toad wrote:
First, I'd like to thank Elena for offering some great party insight to the applicants. Kudos!
Yes, seconded. Well done.

Thanks, guys.

It seems like my post is shaking up the list a lot, and some redesign is going on. So let's wait a bit and see what develops.

I have built STR-based bards before and it is not too hard to do, as long as you stick to a combat style that doesn't take too many feats. Half-orcs are actually really good for this since they get greataxe and falchion proficiency.

I see a druid in the making and druids are another class that I think would be a good fit.

A well-built cavalier is also a possibility.


Male Human Arcanist 10 ~ AC 20* (t 15, ff 15*) *-4 if no mage armor | F+6, R+8, W+11 | Init +9, Per +9 | A.R. pts 7/13 | HP 30/72
Elena Voritzova wrote:

So from this it sounds like building a fort at 1/2 price (saving 12) instead of a castle at 1/2 price (saving 27) costs us 15 BP in savings. I think we can make that up with the location after a few years of game time, but clearly you get more bang "right now" if you go for the castle site.

What do you guys think

I'd like to make a city at the river crossing work.


Are you sure you want to do that?

It's 24 hours to the close off on the recruitment thread.

Have a look through the candidates and send me a PM on the one you think would be best for the team?


Cleric 4 | HP 27/27 | AC 21 : TAC 13 : FAC 18 : CMD 13 AC 24 : TAC 17 : FAC 17 : CMD 17 | Fort +5 : Ref +5 : Will +8 | Perc. +13 (DV 60') : S.M. +8 : Initiative +3 | Move 20' | Longbow +7, 1d8 | Wand 28

FYI Leinathan is a GM in one of my games and it is a pretty RP-heavy game. So if you are looking for a good roleplayer he is a good fit. And a gnome bloodrager is an interesting idea, though I see he hasn't done a stat block or background yet.

His archetype uses psychic magic though and I'm not sure if that's what you want in this game.


Are you sure you want to do that?

After going over the applications and getting your responses I've selected Reknar as the new member, we'll need to sand off the rough bits and get him fitted in with you when he posts here.

As always the recruitment thread attracted a number of good applicants and made selecting one very difficult. None of you are allowed to leave for a least a year now! :)


AC: 18 (FF:15/T:13) CMD:15 HP: 14/19 Saves - FO:4 RE:9 WL:5

Dotting.

Again thanks for selecting me - I know Reknar is not a straightforward fir to Kingmaker, but I'll make my best to guarantee he is worth his spot ;)

Not allowed to leave for a year - check!


Male Human Arcanist 10 ~ AC 20* (t 15, ff 15*) *-4 if no mage armor | F+6, R+8, W+11 | Init +9, Per +9 | A.R. pts 7/13 | HP 30/72

Welcome, Reknar!


Per +16, Init +4, F/R/W +8/+15/+9, AC 20/22 (T 15, FF 15), HP 47/67, CMB +11, CMD 24 Maps: Thornholme Republic of the Kamelands

Welcome aboard!


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Welcome aboard Reknar!

Got your eye on any Kingdom positions? Below was the set up we were considering.

Kingdom Roles:

Variable Roles:
Ruler (CHA) - Colwyn +2
Spymaster (DEX or INT) - Richard +4

Economy Roles (+9):
Magister (INT or CHA) - Niadroub Kliip +4
Marshal (DEX or WIS) - Xantria +3
Treasurer (INT or WIS) - Oleg +2

Loyalty Roles (+11):
Councilor (CHA or WIS) - Jhod +4
Royal Enforcer (DEX or STR) - Kesten +3
Warden (CON or STR) - Akiros +4

Stability Roles (+9):
General (STR or CHA) - Mykhael +4... but gone now
Grand Diplomat (INT or CHA) - Svetlana +2
High Priest (WIS or CHA) - Elena +3


Female Aasimar (Angel-Blooded) Fighter (Aldori Swordlord) 4 | AC 18 (t 13, ff 15) | F+6, R+5, W+2 | Init +3, Per +4 | HP 5/39

Glad to have you along for the ride, Reknar.


Are you sure you want to do that?

@Reknar. You've arrived in the Stolen lands, specifically you have made it to Oleg's trading post, where it seems big things are happening.

1. So why did you return to Brevoy in the first place?
2. How open are you about being a distant relative of the Medvyed?
3. How are you going about offering your services to the party?


AC: 18 (FF:15/T:13) CMD:15 HP: 14/19 Saves - FO:4 RE:9 WL:5

Richard, I'm not gonna lie - the roles I was looking at were Ruler (everyone wants to be the King :D) and Gemeral.

Are you guys planning on setting this from the get go, or maybe check the tasks that need to be carried out, and see who gravitates where?

GM_DBH wrote:

@Reknar. You've arrived in the Stolen lands, specifically you have made it to Oleg's trading post, where it seems big things are happening.

1. So why did you return to Brevoy in the first place?
2. How open are you about being a distant relative of the Medvyed?
3. How are you going about offering your services to the party?

1. After exchanging information and opinions with Elena in the Recruitment thread, I think I am going with the 'Reknar is in the Stolen Lands because he felt a pull to return home, or maybe Lucian nudged him into it - in any case, he feels he has clearly left unfinished business behind, and he hasn't seen his mother in AGES. I guess he is apprehensive at the thought of facing her after what he has done. He's not sure, and I am not sure also' version.

He wants a lot of things at the same time, and yet hesitates in chasing them - he wants to know about his mother, he wants to honor his friendship with Lucian and do something of merit for once in his life, he would never admit it, but he wants to know how the Medvyed family is doing, etc.

2. I'm fine with that - I am going with the Bastard trait if that is ok, and I like the Medvyed family motto, even if for now Reknar would not want anyone to know he has anything to do with those who shunned her mother and himself :D

3. I was thinking - is there a chance Reknar was captive by the bandits, and the group released him? If so, he would offer his services to the party to repay it. This is something I can easily see him doing.

Sounds solid?


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Colwyn 'The Toad'... well originally now we're calling him Colwyn 'The Stag Slayer' a bit though far from optimised for it for RP reasons will be the ruler... it'd be quite odd to have the new guy go straight for head honcho.

General on the other hand just became vacant since the character left. Maybe he has some level of military or command experience.

I believe we were leaning towards a NG Republic so a CG Bard/Ranger fits quite nicely.


AC: 18 (FF:15/T:13) CMD:15 HP: 14/19 Saves - FO:4 RE:9 WL:5
Richard Harmon wrote:
Colwyn 'The Toad'... well originally now we're calling him Colwyn 'The Stag Slayer' a bit though far from optimised for it for RP reasons will be the ruler... it'd be quite odd to have the new guy go straight for head honcho.

Fair enough - that's why I was asking if you guys were assuming these roles from the get go, or if people would organically gravitate toward them as time went by.

Richard Harmon wrote:

General on the other hand just became vacant since the character left. Maybe he has some level of military or command experience.

I believe we were leaning towards a NG Republic so a CG Bard/Ranger fits quite nicely.

I'm doing some final tweaks on Reknar, and have already included some ranks in Profession (Soldier) ;)


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Well we've finished book one so not much left to do. From character deaths and RP the positions might shift later.

So far it looks like.

Alignment: NG
Government Type: Republic
Capital Location: Hex 30

@ All
Holiday edicts. I'm thinking the six per year as it gets us +2 Loyalty for 2 Consumption and seems like a reasonable number.


Cleric 4 | HP 27/27 | AC 21 : TAC 13 : FAC 18 : CMD 13 AC 24 : TAC 17 : FAC 17 : CMD 17 | Fort +5 : Ref +5 : Will +8 | Perc. +13 (DV 60') : S.M. +8 : Initiative +3 | Move 20' | Longbow +7, 1d8 | Wand 28
Richard Harmon wrote:

@ All

Holiday edicts. I'm thinking the six per year as it gets us +2 Loyalty for 2 Consumption and seems like a reasonable number.

Holidays:

We could start with one per year in the first month and then change it to 6 per year in month 3, when the second holiday would come up. So the holidays would be in odd-numbered months. By Month 3 we should have a few farms to support the consumption.


Are you sure you want to do that?

Once Reknar has formally joined it's time to start things moving.

You've got the wagons filled with the material to start building your capital, time to start building it. Get teh wagons to your chosen site and we can start book two.


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Right lets just keep it at the one a year for now.

Promotion level. I'd say token or standard for now?


Are you sure you want to do that?

@Niadroub. Two each for the site of the capital. Looks like you need to cast the decider.


Are you sure you want to do that?

Sorry, heading to bed now as I'm feeling ill.

Update tomorrow.


AC: 18 (FF:15/T:13) CMD:15 HP: 14/19 Saves - FO:4 RE:9 WL:5

Take care of yourself GM_DBH. All the best!


Are you sure you want to do that?

You've been given 50BP to get started on building your new kingdom.

You now need to claim the hex and start clearing it.

Step 1—Acquire funds. You’ll need money and resources in the form of build points (see page 198). Done.

Step 2—Explore and clear a hex. You’ll need to explore the hex where you want to put the settlement. See the Exploration Time column on Table 4–6: Terrain and Terrain Improvements to see how long this takes. Once you have explored the hex, clear it of monsters and dangerous hazards. The time needed to clear it depends on the nature of the threats; this step is usually handled by you completing adventures there to kill or drive out monsters. Done.

Step 3—Claim the hex as yours. Once you have BP and have explored and cleared the hex, you can claim it. Spend 1 BP to do so; this represents setting up very basic infrastructure such as clearing paths, hiring patrols, setting up a tent city, and so on. This establishes the hex as part of your kingdom (or the beginning of your kingdom). Underway.

Step 4—Prepare the site for construction. To put a settlement on a claimed hex, you’ll need to prepare it. Depending on the site, this process may involve clearing trees, moving boulders, digging sanitation trenches, and so on. See the Preparation Cost column on Table 4–6: Terrain and Terrain Improvements for the BP cost.
If your settlement is in a hex containing a canal, lake, ocean, river, or similar large body of water, you must decide which of your settlement’s borders are water (riverbanks, lakeshores, or seashores) or land. Some types of buildings, such as Mills, Piers, and Waterfronts, must be adjacent to water.
A new settlement consists of 1 district, represented by the District Grid map on page 226. Mark the four borders on the District Grid as land or water, as appropriate. To come.

Step 5—Construct your first buildings. Construct 1 building
in your settlement and pay its BP cost. See pages 215–220 for building types. If this is your kingdom’s first settlement, you should start with an Inn, Shrine, Monastery, or Watchtower. In addition, you may also purchase and construct 1 House, Mansion, Noble Villa, or Tenement. If your first building is an Inn, you must construct a House or Tenement next to it, as building an Inn requires an adjacent House or Tenement.
When you complete these steps, you’ve founded your settlement! If this is your first settlement, it’s considered your kingdom’s capital city (see page 207). To be decided?

New link up top. Terrain costs and improvements.


Cleric 4 | HP 27/27 | AC 21 : TAC 13 : FAC 18 : CMD 13 AC 24 : TAC 17 : FAC 17 : CMD 17 | Fort +5 : Ref +5 : Will +8 | Perc. +13 (DV 60') : S.M. +8 : Initiative +3 | Move 20' | Longbow +7, 1d8 | Wand 28

Something about the start of the kingdom:

Firstly, preparing a city site in a hills hex takes 1 month, so normally if you build down in this part of the map you will spend 1 turn where your kingdom has 1 hex and has no towns yet. You still have all your leaders so you can still make kingdom checks in turn 1 even without a town. Unless DBH: do you want to skip ahead and start with the site already cleared?

(BTW this is the advantage with setting up at Oleg's at the beginning... preparing a city site in the plains takes no time at all.)


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Promotion-Token for now?

Taxation-Light or Normal for now?

For our first settlement maybe an Inn and Houses? I know some are eyeing up a watchtower which could be done instead of the Inn.


Are you sure you want to do that?

@Elena. We can say the month has passed, you've spent the BP and the hex is cleared. Best to keep things like that in the background.


AC: 18 (FF:15/T:13) CMD:15 HP: 14/19 Saves - FO:4 RE:9 WL:5

@Richard: Where can I find that information?

How many BP do we have? We could build the Inn, Houses and the Watchtower?


Male Human Arcanist 10 ~ AC 20* (t 15, ff 15*) *-4 if no mage armor | F+6, R+8, W+11 | Init +9, Per +9 | A.R. pts 7/13 | HP 30/72
Reknar Heldergast wrote:
@Richard: Where can I find that information?

Step 4 of the Income phase shows how we can collect taxes based on the level we've set, and this table (scroll down to the table "Taxation Edicts") shows how our taxation level affects our Loyalty checks.

Reknar Heldergast wrote:
How many BP do we have?

50

Also, we still haven't come up with a nation or founding city name. Does anybody feel strongly about either of these? Like, not "here's a suggestion" or "I would be fine with this name," because we have plenty of those. I'm talking about names that you'll be disappointed if we don't use for the nation and/or the founding city. Because I'm at the point where I'm going to back anything someone promotes so that we can get this resolved.


Per +16, Init +4, F/R/W +8/+15/+9, AC 20/22 (T 15, FF 15), HP 47/67, CMB +11, CMD 24 Maps: Thornholme Republic of the Kamelands

Here are my votes:

Capital Name: Thornholme (Makes sense as we chose to settle where the Thorn River meets the Shrike)

Nation Name: Kameland (Full Name: Esteemed Republic of the Kamelands)

Promotions: Token

Taxation: Light

Holidays: 1 per year

First Building: Inn w/ House (Called "The Toad and Stag")

***First Kingdom Turn***

Claim Hex: 23 (Rickety Bridge). This gives us control over two of the three river crossing points and is adjacent to the potential gold mine.

Build Terrain Improvements: Farm on Hex 30 (Around capital)

Improve Settlement: Mill, House

Army Units: None yet

Set Edict Levels: No Change


Are you sure you want to do that?

Any other suggestions, or are we going with this?


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

I think people were happy with the countries alignment as Neutral Good.

I'd like us to add a mine to the terrain improvements in hex, it'll pay for itself within a few turns.


Cleric 4 | HP 27/27 | AC 21 : TAC 13 : FAC 18 : CMD 13 AC 24 : TAC 17 : FAC 17 : CMD 17 | Fort +5 : Ref +5 : Will +8 | Perc. +13 (DV 60') : S.M. +8 : Initiative +3 | Move 20' | Longbow +7, 1d8 | Wand 28
Colwyn the Toad wrote:
Capital Name: Thornholme (Makes sense as we chose to settle where the Thorn River meets the Shrike)

Thornford also works. Or maybe Riverwatch.

Colwyn the Toad wrote:
Nation Name: Kameland (Full Name: Esteemed Republic of the Kamelands)

This works for me.

Colwyn the Toad wrote:

Promotions: Token

Taxation: Light

Holidays: 1 per year

I've no problem with these, though for taxation I'd actually be happy with "None." You still generate revenue from incidental stuff and it is the only tax level that has a net positive stat bonus, though you don't get a + to economy that way.

Colwyn the Toad wrote:

First Building: Inn w/ House (Called "The Toad and Stag")

***First Kingdom Turn***

Actually claiming the initial site and starting the town (with the Inn "& House) is turn 1. We can also build two terrain improvements this turn.

I suggest a farm and a mine. They can be a part of the initial hex; one town district occupies 1 square mile which is less than 1/100th of a hex.


Per +16, Init +4, F/R/W +8/+15/+9, AC 20/22 (T 15, FF 15), HP 47/67, CMB +11, CMD 24 Maps: Thornholme Republic of the Kamelands

Okay, claiming the initial site and building the Toad & Stag will be the first turn. Also, I like Thornford better than Riverwatch.

However, I think Mines can't stack with other improvements. They aren't one of the improvements marked with an asterisk that indicates they can share a hex with others (I'm referencing the Kingdom Turn Sequence page for Ultimate Campaign on the PRD)


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

...you are right... and that oversight explains why my players' Kingdom has had it's economy explode... oh dear.


Cleric 4 | HP 27/27 | AC 21 : TAC 13 : FAC 18 : CMD 13 AC 24 : TAC 17 : FAC 17 : CMD 17 | Fort +5 : Ref +5 : Will +8 | Perc. +13 (DV 60') : S.M. +8 : Initiative +3 | Move 20' | Longbow +7, 1d8 | Wand 28

FYI I'm going out to the country for the weekend (for my brother's wedding) and probably won't have net access. I should be back on track Monday.


Cleric 4 | HP 27/27 | AC 21 : TAC 13 : FAC 18 : CMD 13 AC 24 : TAC 17 : FAC 17 : CMD 17 | Fort +5 : Ref +5 : Will +8 | Perc. +13 (DV 60') : S.M. +8 : Initiative +3 | Move 20' | Longbow +7, 1d8 | Wand 28
Colwyn the Toad wrote:
However, I think Mines can't stack with other improvements. They aren't one of the improvements marked with an asterisk that indicates they can share a hex with others (I'm referencing the Kingdom Turn Sequence page for Ultimate Campaign on the PRD)

The section is poorly worded in that regard, but what it means is that you can only have one improvement in a hex that doesn't have an asterisk. So you can't have a mine and a quarry in the same hex.

Otherwise you could not build a road to your mine.

A farm does have an asterisk so it can share a hex with other things. So you can build a farm and a mine in a hills hex. This was a deliberate design decision because the "heartland" of the kingdom area in this AP is mostly hills.

When I started toying with the idea of house rules I decided that I wouldn't allow it in my house rules, but it is RAW.


Male Human Arcanist 10 ~ AC 20* (t 15, ff 15*) *-4 if no mage armor | F+6, R+8, W+11 | Init +9, Per +9 | A.R. pts 7/13 | HP 30/72
Elena Voritzova wrote:
Colwyn the Toad wrote:
However, I think Mines can't stack with other improvements. They aren't one of the improvements marked with an asterisk that indicates they can share a hex with others (I'm referencing the Kingdom Turn Sequence page for Ultimate Campaign on the PRD)
The section is poorly worded in that regard, but what it means is that you can only have one improvement in a hex that doesn't have an asterisk. So you can't have a mine and a quarry in the same hex.

This is how I understand it, also.


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Foundry doesn't make sense with the road line if it's taken too hard
line as well. So only one of the non asterisk upgrades makes more sense to me in any hex.
"Increase the Economy and BP earned per turn by 1 for 1 Mine connected to this settlement by a river or Road"


AC: 18 (FF:15/T:13) CMD:15 HP: 14/19 Saves - FO:4 RE:9 WL:5

Poolside posting to say my vote goes for Riverwatch, and wouldn't mind zero taxes for now also ;)

I'll have more, later today.


AC: 18 (FF:15/T:13) CMD:15 HP: 14/19 Saves - FO:4 RE:9 WL:5

I agree on the Farm and Mine, but would also like to press for a Watchtower.

It can share the same hex as other improvements, makes sense mechanically and also RP wise, since we would have the core bases covered - Food, Ore, Living Quarters, Barter and Protection.

Also, this because cool - 'A Watchtower flies your flag, is a safe place for your patrols, and establishes your power on the frontier' ;)


Per +16, Init +4, F/R/W +8/+15/+9, AC 20/22 (T 15, FF 15), HP 47/67, CMB +11, CMD 24 Maps: Thornholme Republic of the Kamelands
Elena Voritzova wrote:
Otherwise you could not build a road to your mine.

Very good point, Elena.

Reknar, we would have to wait until Kingdom Turn 2 to build the watchtower because we can only build two terrain improvements per turn right now.
But I agree, that description is cool.

It also makes me wonder what our banner should look like, but considering we are still finalizing capital and kingdom names, I shouldn't get too ahead of myself.


Are you sure you want to do that?

Please people, some decisions are needed.

So could everyone put in a vote for the Name of your country?

The name of your capital?

What taxation rate you're applying?

What holidays you want?

Finally what you are building first?

Lets not get bogged down in a long stall with no one putting their hand up.


Female Aasimar (Angel-Blooded) Fighter (Aldori Swordlord) 4 | AC 18 (t 13, ff 15) | F+6, R+5, W+2 | Init +3, Per +4 | HP 5/39

Well I'm fine with what Colwyn suggested earlier in his post from the 20th (or 19th, depending on which side of the date line you're on).


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Capital Name: Thornholme (Makes sense as we chose to settle where the Thorn River meets the Shrike)

Nation Name: Kameland (Full Name: Republic of the Kamelands-I think the Esteemd bit is a bit much)

Promotions: Token

Taxation: Light

Holidays: 1 per year

Founding Buildings: Inn "The Toad and Stag" and a house

***First Kingdom Turn***

Claim Hex: 23 (Rickety Bridge). This gives us control over tw

Build Terrain Improvements: Farm and Mine on Hex 30 (Around capital)

Improve Settlement: Mill, House

Army Units: None yet

Set Edict Levels: No Change


Male Human Arcanist 10 ~ AC 20* (t 15, ff 15*) *-4 if no mage armor | F+6, R+8, W+11 | Init +9, Per +9 | A.R. pts 7/13 | HP 30/72

I second all of Richard's votes above. This is also most of what Colwyn voted. The only difference between Colwyn's and Richard's is:

1. Nation Name (R wants to drop "Esteemed")
2. Build Terrain Improvements (C said Farm, R said Farm and Mine)


Per +16, Init +4, F/R/W +8/+15/+9, AC 20/22 (T 15, FF 15), HP 47/67, CMB +11, CMD 24 Maps: Thornholme Republic of the Kamelands

If we've established that the Farm and Mine can both be built in the same hex, then I side with Richard on building both.


AC: 18 (FF:15/T:13) CMD:15 HP: 14/19 Saves - FO:4 RE:9 WL:5

Agreed on all accounts except would prefer Riverwatch as capital name and no Taxation.


Cleric 4 | HP 27/27 | AC 21 : TAC 13 : FAC 18 : CMD 13 AC 24 : TAC 17 : FAC 17 : CMD 17 | Fort +5 : Ref +5 : Will +8 | Perc. +13 (DV 60') : S.M. +8 : Initiative +3 | Move 20' | Longbow +7, 1d8 | Wand 28
Reknar Heldergast wrote:
I agree on the Farm and Mine, but would also like to press for a Watchtower.

FYI one thing about a Watchtower is that if you build it in a hex with a town it is part of the town and not the countryside. So it comes out of your budget to build things in the town instead of terrain improvements.

So if we want a watchtower we should build it in a turn where we claim a second hex and build it there. The Stag Lord's fort hex would be good for that, since we get a discount.

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