OGGM's Kingdom Builder

Game Master Jeff Przybylo

This is the Kingdom Builder thread for OGGM's Kingmaker Campaign.

Kingdom Stuff:


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Vosil Comarenza wrote:


So Turn 13 looks like this, adding Grigory's unrest (still zero!)

Does this include BOTH Unrest hits? First hit = his speeches and second hit = execution.


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

Yes - it's all in the spreadsheet

(I've got a little list...)


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:

Yes! Grumpy "I don't want to be part of civilization" Oleg will be all ours soon!

Sounds like a solid plan. What rolls do we need to make?


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

Income phase - roll d20 plus economy (29) against control DC (36). Divide successful result by 3 and add 7 bonus BP.


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:

That was Kaalib that rolled that before, yes? In that case, 1d20 + 29 ⇒ (11) + 29 = 40.

I assume we round down? 20 BP.


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

Yup, round down.

I'll get the spreadsheet updated once I'm back home and rested; short on sleep right now.


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

OK, apparently sleep is for wimps.

Spreadsheet updated, and Turn 13 looks like this:

Economy 31
Loyalty 27
Stability 31
Unrest 0
Consumption 0
Treasury 23 BP (+8 bonus BP/turn)
Control DC 36

The 15 hexes claimed are as follows:

C6, Settlement (Concord), Farm
D5, Quarry
D4, River, Farm
C5, Fangberry resource, Farm
E3, Gold resource, Mine, Road
F3, Farm
E5, Silver resource, River, Mine
E4, Farm
F4, River, Farm
D6, Farm
F2, Farm, Road
F1, Farm, Road
B6, River, Sawmill
F2, Farm, Road
G2, Farm

Concord has:

Castle
House (x2)
Town Hall
Shop
Park
Mill
Brewery
Tavern
Mill
Jail
Walls (x4)
Foundry (x2)
Shrine

On to the Event Phase - OGGM, over to you!


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

My bad - we claimed F1 (Oleg's) and F2 a couple turns back. Let's claim G1 (Bokken's hut) instead.

Correct list of our 15 hexes:

B6, River, Sawmill
C5, Fangberry resource, Farm
C6, Settlement (Concord), Farm
D4, River, Farm
D5, Quarry
D6, Farm
E3, Gold resource, Mine, Road
E4, Farm
E5, Silver resource, River, Mine
F1, Farm, Road, Oleg's
F2, Farm, Road
F3, Farm
F4, River, Farm
G1, Farm, Bokken's hut
G2, Farm


Event?: 1d100 ⇒ 100

Carry on!


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

OK, key question: what do we do with Oleg's? We can pay the BP to repair it into a proper Watchtower (12 BP, +1 Stability, +2 Defence for any garrisoned army); or we can turn it into our second settlement. This will in the long run be profitable, but in the short term it will increase our Consumption and our Control DC.

I favour the longer term benefits, but am open to other options. Someone might also want to consult with Oleg (Vosil won't - he's of the "easier to ask forgiveness than permission" school of thought, as you may have guessed).


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:

Oleg's is tricky. Would he even want a settlement there? If we're going to guide people to a second location, I think we should honor his feelings. He's been a good ally to us.

Though having a border town with Brevoy is appealing.

Silver Crusade

HP: 212/212. 0/16 | AC:30 | F:+23+ R:+17 W+20 | Itm/Med/Perc/Surv +18, Acr/Lore +15, Ath +23 | +23, 3d12+7+8 | Active Conditions:

Asking Oleg is important I think - it's certainly the obvious place to build a border town though...

Have we done the Tomb in Hex B1? I note it's recorded but I can't remember if its been cleared...


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

Fine, I'll leave that decision to wiser heads.

In the meantime we need a stability check for turn 14

1d20 + 31 ⇒ (14) + 31 = 45

Edric: think B1 was explored and cleared before we arrived on the scene.

OK, so the stability check was passed when Unrest is at zero = +1 BP.
Upkeep Phase: Consumption = zero.
So Turn 14 looks like this:
Economy 31
Loyalty 27
Stability 31
Unrest 0
Consumption 0
Treasury 25 BP
Control DC 36
We can claim 2 hexes a turn; I vote for claiming H1 and G3 (both plains) and building farms.

As for Concord, I'm thinking infrastructure: a dump and a cistern would keep the place tidy and give us clean water; and then maybe a stable (needs a house)?

Silver Crusade

HP: 212/212. 0/16 | AC:30 | F:+23+ R:+17 W+20 | Itm/Med/Perc/Surv +18, Acr/Lore +15, Ath +23 | +23, 3d12+7+8 | Active Conditions:

Clean water certainly makes sense. In my capacity as general I'm going to ask, will our defences stand up to an attack? If so then I'm happy with the dump and the stable too.


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

Should do - with walls on all 4 sides and a castle, Concord's defence modifier is +12, which is a really big advantage and should withstand anything short of a siege engine or a monster.

We can add a moat and a couple of watchtowers before our next expedition if you're worried.

In terms of our military forces, the stable will let us equip our army with horses, and a smithy (next on my list) will let us give them missile weapons. Puts consumption up, but worth considering.


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Oleg will grumble but ultimately acquiesce at Svetlana's prodding. "Business ain't never been so good until you lot came around." is what you can imagine him saying.


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:

Oooh, I like both those ideas. We should definitely be upping our defensive capabilities, especially since we know we've got an enemy in Drelev. I'm not sure if they have siege engines, but we shouldn't count on them not having them.

I like the idea of our army having horses and missile weapons.

So, if we build a border town, what should we name it?


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

Leveton?

Silver Crusade

HP: 212/212. 0/16 | AC:30 | F:+23+ R:+17 W+20 | Itm/Med/Perc/Surv +18, Acr/Lore +15, Ath +23 | +23, 3d12+7+8 | Active Conditions:

'Amity' in keeping with our theme of friendship names?

'Welcome'?


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

OK, let's leave building a settlement for this turn - the improvements to Concord (Cistern, Dump, Stable) and the new hex claims and farms have drained our treasury enough.

Onto Income Phase:

Income collection: 1d20 + 32 ⇒ (11) + 32 = 43

Divide by 3 = 14 + 8 bonus BP = 22

Spreadsheet updated, and Turn 14 looks like this:

Economy 32
Loyalty 28
Stability 33
Unrest 0
Consumption 0
Treasury 23 BP (+8 bonus BP/turn)
Control DC 38

The 17 hexes we've claimed so far:

B6, River, Sawmill
C5, Fangberry resource, Farm
C6, Settlement (Concord), Farm
D4, River, Farm
D5, Quarry
D6, Farm
E3, Gold resource, Mine, Road
E4, Farm
E5, Silver resource, River, Mine
F1, Farm, Road, Oleg's
F2, Farm, Road
F3, Farm
F4, River, Farm
G1, Farm, Bokken's hut
G2, Farm
G3, River, Farm
H1, Farm

Concord has:
Castle
House (x3)
Town Hall
Shop
Park
Mill
Brewery
Tavern
Mill
Jail
Walls (x4)
Foundry (x2)
Shrine
Cistern
Dump
Stable

Onto the Event Phase - OGGM, over to you.


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:

Levetowne? Olegtowne? I like Amity...

Oleg's Rest?

Oleg's Welcome?


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Male Human Swashbuckler 5/ Shadowdancer 1[Hp: 41/46; AC: 23 Tch: 18 Flt: 17; Fort: +1 Ref: +9 Will: +2; Panche 4/5]

Amityville anyone?!?! No? We don't want the Leveton's house to get possessed by a demon? Ok!

What about Hart's Rest?

It pays homage to the fact that the trading post was used primarily by hunters initially, as well as a nod to us knocking off the Staglord. Plus it's a bit of a play on words representing Oleg and Svetlana's love.


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HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

Oleg's Welcome?! We want people to stay, not be driven off by his scowls!

Svetlana-ville.

EDIT: Just seen Gav's post. Hart's Rest has my vote.


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:

Hart's Rest works for me!


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

Ok, it looks like Turn 15 will see our second settlement!


Gav, I like it! Best name I've seen yet.

Event?: 1d100 ⇒ 35 Just another boring month in the Stolen Lands, carry on!

Silver Crusade

HP: 212/212. 0/16 | AC:30 | F:+23+ R:+17 W+20 | Itm/Med/Perc/Surv +18, Acr/Lore +15, Ath +23 | +23, 3d12+7+8 | Active Conditions:

Great name Gav! :)


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

OK, Turn 15

Stability check needed, DC 38

Stability: 1d20 + 33 ⇒ (8) + 33 = 41

Stability check passed with Unrest at 0, +1 BP

Pay consumption, zero

Edict Phase: hex claims - gonna suggest we go for E1 (plains) and E2 (forest). We can build a farm (E1) and a lumber mill (E2).

As for construction... just spotted that Oleg's doesn't have access to fresh water. I suggest an aqueduct, running from the hills in G3 all the way across to Oleg's (F1). That will cost a fair few BP, so I'm going to suggest that we do no additional building in Concord, and delay setting up Hart's Rest for another turn to give us more income before we start building.

Thoughts?


Male Human Swashbuckler 5/ Shadowdancer 1[Hp: 41/46; AC: 23 Tch: 18 Flt: 17; Fort: +1 Ref: +9 Will: +2; Panche 4/5]

I like that plan. We'll make sure Oleg's trading post is stable enough to sustain a town then we can worry about setting it up.


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

Ok. I'll update the spreadsheet and the turn summary once I'm back at the computer.


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

OK, spreadsheet updated. I'm guessing that the aqueduct's bonuses (+1 Loyalty, +1 Stability) only apply once per completed aqueduct, and NOT per hex of aqueduct.

Turn 15 so far looks like this, with the new farm and sawmill and nothing built in Concord:

Economy 32
Loyalty 29
Stability 35
Unrest 0
Consumption 0
Treasury 13 BP (+9 bonus BP/turn)
Control DC 40

The 19 hexes we've claimed are as follows:

B6, River, Sawmill
C5, Fangberry resource, Farm
C6, Settlement (Concord), Farm
D4, River, Farm
D5, Quarry
D6, Farm
E1, Farm
E2, Sawmill
E3, Gold resource, Mine, Road
E4, Farm
E5, Silver resource, River, Mine
F1, Farm, Road, Oleg's, Aqueduct
F2, Farm, Road
F3, Farm
F4, River, Farm,
G1, Farm, Bokken's hut, Aqueduct
G2, Farm, Aqueduct
G3, River, Farm, Aqueduct
H1, Farm

Onto the Event Phase - over to OGGM


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

So I'm an idiot - I forgot the income phase!

Income phase: 1d20 + 32 ⇒ (17) + 32 = 49

Divide by 3, add 9 = 16+9 = 25

So our Treasury has 38 BP, enough to construct a settlement!


Event?: 1d100 ⇒ 44 Onward!


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

Turn 16

Stability check: 1d20 + 35 ⇒ (12) + 35 = 47

Stability check passed with Unrest at 0, +1 BP

Pay consumption, zero

Edict Phase: hex claims - we should grab the "half hexes" H2 and G4; they're both plains, so put farms on them and it will keep our consumption down.

Edict Phase: New Settlement: Hart's Rest founded

What to build? 1 house, obviously, but after that I'm not sure - a tavern? Another house and a shop?

Assuming we do that, Turn 15 looks like this:

Economy 34
Loyalty 30
Stability 35
Unrest 0
Consumption 0
Treasury 6 BP (+9 bonus BP/turn)
Control DC 43

The 21 hexes we've claimed are as follows:

B6, River, Sawmill
C5, Fangberry resource, Farm
C6, Settlement (Concord), River, Farm
D4, River, Farm
D5, River, Quarry
D6, Farm
E1, Farm
E2, Sawmill
E3, Gold resource, Mine, Road
E4, Farm
E5, Silver resource, River, Mine
F1, Settlement (Hart's Rest), Farm, Road, Aqueduct
F2, Farm, Road
F3, Farm
F4, River, Farm,
G1, Farm, Bokken's hut, Aqueduct
G2, Farm, Aqueduct
G3, River, Farm, Aqueduct
G4, River, Farm
H1, Farm
H2, Farm

A quick pause to check for input, then I'll move on to the Income Phase.


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:

As a border town, a shop in Hart's Rest seems appropriate. A defensive structure would be good as well, to get a better handle who is coming from the north, and to give the capital a little warning in case the Surtovas come after us.


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

True, although fortifying directly on the border could be construed as provocative :/

OK, income phase

Income: 1d20 + 34 ⇒ (19) + 34 = 53

Divide by 3 = 17, add 9 = 26 BP

Turn 16 looks like this:

Economy 34
Loyalty 30
Stability 35
Unrest 0
Consumption 0
Treasury 32 BP (+9 bonus BP/turn)
Control DC 43

Onto the event phase: OGGM it's all you!


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Event?: 1d100 ⇒ 90 All's Quiet on the Stolen Front.


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

Great, on to Turn 17!

Stability check: 1d20 + 35 ⇒ (4) + 35 = 39

Gah! Failure. Unrest increases by 1 (should still be zero).

I'll take a look at the map when I get to my computer and make some recommendations for hex claims, buildings etc. If anyone wants to make suggestions I'm all ears.


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:
Vosil Comarenza wrote:
True, although fortifying directly on the border could be construed as provocative :/

Not fortifying could be construed as inviting.

I'll be back this afternoon, will offer up some thoughts.


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:

Wow, we've got a pretty big kingdom! I'll update the map when we're done with the kingdom building phase of things. As for further expansion, I see 4 avenues/options.

1) Expand D3 -> C3 and take in the holy site of Erastil. This would be good in that we could (perhaps) build a pilgrimage site there. Maybe even bring in more of his followers. Maybe even build a small settlement here (representing a monastery/pilgrimage site and a few associated industry/peoples).

2) Expand around the lake. Freshwater is always good. More territory for our fishers to work would be nice.

3) Expand A7 -> b7 and take in the elven keep. Much like fortifying Hart's Rest, this could be a bullwark on our western border, and in time perhaps another settlement.

4) Don't expand our borders for now, and explore southwards. Maybe another avenue will make itself apparent.


Male Human Swashbuckler 5/ Shadowdancer 1[Hp: 41/46; AC: 23 Tch: 18 Flt: 17; Fort: +1 Ref: +9 Will: +2; Panche 4/5]

I say we don't expand for now. We don't know enough of what's south of us to justify building there yet and we can focus on building up the treasury to make improvements to both Concord and Hart's Rest.


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

I think Gav's right about not expanding South towards the unknown, but I think going East-West is good - if we build sawmills in the forest, that will boost our treasury, for example.

Plus there's the holy site of Erastil - I'd forgotten about that, well remembered.


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

OK, the statue of Erastil we found is in a4, which is a way off, and that boggard we never went back to talk to is in the way (B4).

We can however reach the old temple of Erastil (C3), in time.

I favour claiming D2 and D3 - they've both got rivers, which boost economy and stability; and they can both have sawmills, which would boost our BP output.

As for building in Hart's Rest/Concord, I think Talia's right - some walls around Hart's Rest would make it more defensible; and then maybe a smithy in Concord?

Agree on trying to build up the treasury.

If we do that, Turn 17 would look like this:

Economy 36
Loyalty 30
Stability 38
Unrest 0
Consumption 0
Treasury 10 BP (+11 bonus BP/turn)
Control DC 45

The 23 hexes we've claimed are as follows:

B6, River, Sawmill
C5, Fangberry resource, Farm
C6, Settlement (Concord), River, Farm
D2, River, Sawmill
D3, River, Sawmill
D4, River, Farm
D5, River, Quarry
D6, Farm
E1, Farm
E2, Sawmill
E3, Gold resource, Mine, Road
E4, Farm
E5, Silver resource, River, Mine
F1, Settlement (Hart's Rest), Farm, Road, Aqueduct
F2, Farm, Road
F3, Farm
F4, River, Farm,
G1, Farm, Bokken's hut, Aqueduct
G2, Farm, Aqueduct
G3, River, Farm, Aqueduct
G4, River, Farm
H1, Farm
H2, Farm

Concord has:

Castle
House (x3)
Town Hall
Shop
Park
Mill
Brewery
Tavern
Mill
Jail
Walls (x4)
Foundry (x2)
Shrine
Cistern
Dump
Stable
Smithy

Hart's Rest has:

House (x2)
Walls (x4)
Tavern
Shop

Pause for input, then on to the Income Phase.


Male Human Swashbuckler 5/ Shadowdancer 1[Hp: 41/46; AC: 23 Tch: 18 Flt: 17; Fort: +1 Ref: +9 Will: +2; Panche 4/5]

Looks good to me!


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

Ok, income phase!

Income: 1d20 + 36 ⇒ (18) + 36 = 54

Divide by 3 = 18, add 11 = 29

Final treasury tally for Turn 17 is 39

Onto the Event phase!


Event?: 1d100 ⇒ 13 For Whom the (Event) Bell Tolls...Fairhaven!

Type and Danger Level: 1d100 ⇒ 39 Kingdom, Dangerous
Dangerous Kingdom Event: 1d100 ⇒ 27 Feud!

Two merchant families are fighting over the rights to control trade down the South Rostland Road. Seeing their opportunity with the creation of Hart's Rest, both families set up shop to try and dominate the newer market. Their bickering has - so far - only consisted of simple vandalism and theft, but minor scuffles have broken out, and things only look like they may escalate.

Attempt a Loyalty Check. Success means the matter is settled but Unrest goes up by +1; failure means Corruption is up +1, Unrest +1d6, and the event continues.


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

This is beyond the remit of a humble spymaster - I think our ruler or our diplomat should make this roll.


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:

Gav can go for it. It seems to be in his wheelhouse.


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Male Human Swashbuckler 5/ Shadowdancer 1[Hp: 41/46; AC: 23 Tch: 18 Flt: 17; Fort: +1 Ref: +9 Will: +2; Panche 4/5]

What?!?! You're making me do work? Ugh...

Loyalty Check: 1d20 + 30 ⇒ (16) + 30 = 46

Gavriil rides north to their newly founded town of Hart's Rest upon hearing of the bickering feud forming between the two merchant families. Once there, he begins long boring days of actually doing his job for once. He meets with each of the families and talks with them for a few days, trying to find a middle ground between them.

After a few days of rubbing elbows, greasing palms, playing music, and burning through the Leveton's stores of vodka (for himself mostly), the two families finally reach an agreement that ends the feud. After spending one more night in their new town to celebrate with the new mad-men of Hart's Rest, Gavriil heads back to Concord to report that all is now clear on the Stolen Front.


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

Good work, Gav!

Just so I understand, that means that we do add +1 unrest; but that this event is then finished, right?

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