Rivers Run Red

Game Master fictionfan

Gona Build a kingdom
BattleMap


1,851 to 1,900 of 2,632 << first < prev | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | next > last >>

Edict Phase

The Edict phase is when you make proclamations on expansion, improvements, taxation, holidays, and so on.

Step 1—Assign Leadership: Assign PCs or NPCs to any vacant leadership roles or change the roles being filled by particular PCs or closely allied NPCs (see Leadership Roles).

Step 2—Claim and Abandon Hexes: For your kingdom to grow, you must claim additional hexes. You can only claim a hex that is adjacent to at least 1 other hex in your kingdom. Before you can claim it, the hex must first be explored, then cleared of monsters and dangerous hazards (see Steps 2 and 3 of Founding a Settlement for more details). Then, to claim the hex, spend 1 BP; this establishes the hex as part of your kingdom and increases your kingdom's Size by 1. Table: Improvement Edicts tells you the maximum number of hexes you can claim per turn.

You may abandon any number of hexes to reduce your kingdom's Size (which you may wish to do to manage Consumption). Doing so increases Unrest by 1 for each hex abandoned (or by 4 if the hex contained a settlement). This otherwise functions like losing a hex due to unrest (see Step 4 of the Upkeep Phase).

Step 4—Build Terrain Improvements: You may spend BP to build terrain improvements like Farms, Forts, Roads, Mines, and Quarries (see Terrain Improvements).

You may also prepare a hex for constructing a settlement. Depending on the site, this may involve clearing trees, moving boulders, digging sanitation trenches, and so on. See the Preparation Cost column on Table: Terrain and Terrain Improvements to determine how many BP this requires.

Table: Improvement Edicts tells you the maximum number of terrain improvements you can make per turn.

Step 5—Create and Improve Settlements: You may create a settlement in a claimed hex (see Founding a Settlement). Table: Improvement Edicts tells you the maximum number of settlements you can establish per turn.

You may a building in any settlement in your kingdom. The list of available building types begins. When a building is completed, apply its modifiers to your kingdom sheet. Table: Improvement Edicts tells you the maximum number of buildings you can construct in your kingdom per turn. The first House, Mansion, Noble Villa, or Tenement your kingdom builds each turn does not count against that limit.

Step 6—Create Army Units: You may create, expand, equip, or repair army units (see Mass Combat).

Step 7—Issue Edicts: Select or adjust your edict levels


Female Tower Elf Arcanist 8

Unless one of our players wants to buy one of the magic items, please attempt to clear out the scroll of communal delay poison.

I think we will claim Candlemere as our new hex this turn, and start building farms, fisheries and roads on it in the coming turns. However, we will keep people off the island until we can find a way to pacify the dark energies there.

Terrain improvements will be a new farm in G35 and a fishery in H36. That will leave us with 17 BP with which to construct new building in Allania or Vandoran.

I think we should build a house and an exotic artisan (the former allows the latter). It will not only help fill up our grid and get us closer to more XP, but the new housing can be used for the incoming refugees. The exotic artisan will increase the turn around on magical items and will bolster our kingdom's stability and economy.

Building an herbalist rather than an exotic artisan is also a great option. Then we can put Toran's "Healing Herbs and Poultices" on the map.

Additionally, Riva will be withdrawing 2 BP from the treasury for her downtime endeavors during the Income Phase. She is laying out plans to build a jail next month, which will counteract the consequences of doing so and which will also work in conjunction with the men of the garrison and her mercenaries to better protect her new bank from ne'er do wells.

This will leave us with 7 BP for the next go around.


economy: 1d20 + 40 ⇒ (11) + 40 = 51 not looking right now, but I know you only fail on a 1

It is replaced by a scroll of
2nd Oppressive Boredom CL: 5; cost 250gp (ultmag)


I'm going to assume you all agree, do tell if you have other ideas.
Income Phase

During the Income phase, you may add to or withdraw from the Treasury as well as collect taxes.

Step 1—Make Withdrawals from the Treasury: The kingdom-building rules allow you to expend BP on things related to running the kingdom. If you want to spend some of the kingdom's resources on something for your own personal benefit (such as a new magic item), you may withdraw BP from the Treasury and convert it into gp once per turn, but there is a penalty for doing so.

Withdraw 2 Bp and adding 2 unrest

Each time you withdraw BP for your personal use, Unrest increases by the number of BP withdrawn. Each BP you withdraw this way converts to 2,000 gp of personal funds.

Step 2—Make Deposits to the Treasury: You can add funds to a kingdom's Treasury by donating your personal wealth to the kingdom—coins, gems, jewelry, weapons, armor, magic items, and other valuables you find while adventuring, as long as they are individually worth 4,000 gp or less. For every full 4,000 gp in value of the deposit, increase your kingdom's BP by 1.

If you want to donate an item that is worth more than 4,000 gp, refer to Step 3 instead.

Step 3—Sell Expensive Items for BP: You can attempt to sell expensive personal items (that is, items worth more than 4,000 gp each) through your kingdom's markets to add to your Treasury. You may sell one item per settlement district per turn. You must choose the settlement where you want to sell the item, and the item cannot be worth more than the base value of that settlement.

To sell an item, divide its price by half (as if selling it to an NPC for gp), divide the result by 4,000 (rounded down), and add that many BP to your Treasury.

You cannot use this step to sell magic items held or created by buildings in your settlements; those items are the property of the owners of those businesses. (See Magic Items in Settlements for more information on this topic.)

Step 4—Collect Taxes: Attempt an Economy check, divide the result by 3 (round down), and add a number of BP to your Treasury equal to the result.

[economy]20+45-2 =63 I am including the exotic artisan and unrest and your auto crit

You gain 21 Bp +5 Bp =26


Event

Population Boom x2

With Sootscale becoming a dragon all the kobolds that were leaving the kingdom to Greengrass stopped in fact the flow has even reversed a bit.

Society and Stability increase by 1, Unrest decreases by 1, and your Treasury increases by 1d6 BP (each time you roll a 6, add the result to the total and roll again).

Also groups of refugees have started to come trickling into the kingdom.

Society and Stability increase by 1, Unrest decreases by 1, and your Treasury increases by 1d6 BP (each time you roll a 6, add the result to the total and roll again).
The same event is happening twice this month it really is a boom

koblod Population Boom: 1d6 ⇒ 6

koblod Population Boom: 1d6 ⇒ 2

So 8 Bp gained from incoming koblods both born and coming back. The 6 is born the 2 is coming back.

refugees Population Boom: 1d6 ⇒ 2

So 2 Bp gained from incoming refugees.

Also unrest is back down to 0 and Society and Stability have increased by 2 a very happy mouth.


The inner voice within your ear

I'm suddenly very glad for having built those new houses.

This is the realization of what was actually Riva's plan all along: use the surrounding kingdoms' troubles to bolster Cawrulus' own economy; it's all finally coming together. :D


The inner voice within your ear
Ravingdork wrote:
Rory Ward wrote:
Don't we also have the 4 lots of buildings bit too? Castle alone if four lots, then there's three homes, a shrine, and a smithy that's completed, that's 8 lots all together and another 400 xp each i believe.

I was wondering that myself, but I suspect that the entire grid is a lot. To start a second lot, I would have to get a whole new image uploaded.

I have not yet bothered to confirm which one is actually the case, however.

I've confirmed that the little squares on the district grids are in fact considered lots. That means we're only 6 lots away from getting 12,800 XP! :D

Did we miss any of the other milestones? We've been advancing pretty fast as of late!

Spoiler:
As the kingdom grows, the party gains experience points the first time it reaches each of the following milestones.

Found a Kingdom: 2,400 XP
Establish a Capital City: 1,200 XP
Reach a Kingdom Size of 11: 2,400 XP
Reach a Kingdom Size of 26: 4,800 XP
Reach a Kingdom Size of 51: 9,600 XP
Reach a Kingdom Size of 101: 12,800 XP
Reach a Kingdom Size of 151: 25,600 XP
Reach a Kingdom Size of 201: 76,800 XP
Fill a Settlement with 4 Lots of Buildings: 1,600 XP
Fill a Settlement with 16 Lots of Buildings: 4,800 XP
Fill a Settlement with 36 Lots of Buildings: 12,800 XP


Powergaming DM wrote:

I just looked at the adventure path and I should have given you exp for some of your kingdom building Consider them achievements.

Founding a kingdom: 2,400 XP Check
Establishing a capital city: 1,200 XP Check
Reaching a kingdom size of 5: 1,600 XP Check
Reaching a kingdom size of 10: 2,400 XP Not yet
Filling a square with four blocks of buildings: 1,600 XP Check
Filling three city squares with buildings: 4,800 Check
XP Filling an entire city grid with buildings: 12,800 XP

So No. Not yet.

I think however that I will add in other achievements that are not mensioned.

For instance

The Crown Jewels 700 xp Have a magic item that belongs to the office and not any person. [check]
Homebody 2000 xp A PC gets married [not yet]

All hands on deck 1500 xp Fill all the rulership position in the kingdom [not yet]

One Party Army 4000 xp Win against an amry without an army of your own. [not yet]

Talk softly, but carry a big stick 1000 xp Set up an embassy agreement with another kingdom [not yet]

Nice Deal 2000 Set up a balanced treaty with another kingdom [not yet]

Hard Deal 2000 Set up an unbalanced treaty with another kingdom. [not yet]

So take 175 xp and I will add these achievements to the info.


The inner voice within your ear

HAPPY EASTER EVERYONE!!!


Female Tower Elf Arcanist 8

I will be crafting the following items this month using a combination of the magic capital I already had, and magic capital I purchased using the funds from the kingdom's treasury:


  • blessed book (a backup copy of the one I already have)
  • bookmarks of deception (2)
  • bookplates of recall (2)
  • dusty rose prism ioun stone
  • gaudy earrings of good fortune (reflavored jingasa of the fortunate soldier)

Due to my high skill checks, I only risk failing the final item listed:
gaudy earrings of good fortune, DC 30: 1d20 + 23 ⇒ (11) + 23 = 34

Knowing that this is one of the most difficult projects she has ever attempted, Riva will also cast identify and thoroughly inspect the item after its completion, to ensure that they are safe to wear.

Ensure earrings aren't cursed, DC 40: 1d20 + 33 ⇒ (9) + 33 = 42


Do you guys want to go exploring or move to the next month?


Female Tower Elf Arcanist 8

I am quite happy with the two months of downtime we've had so far, so I think I'll leave this decision up to Toran and Mal, Elhedril too if she feels well enough to post again soon. I think I will have fun either way, just so long as things keep moving.

Hopefully everyone will be able to get their calendar entries filled out up to the start of Desnus soon too.


Male Undine Dual-Cursed Battle Oracle 8 AC 21 (touch 12, FF 20); Hp: 59/59; Saves: +13,+12,+14; CMD 21; Perception +14; Init +5(X2)

Personally, I think that I'd prefer to have another month of downtime before we embark on another expedition, but I'd be fine with exploring if that's what you guys want to do.


The inner voice within your ear

Some thoughts for the long run:

Now that we've taken the Tuskwater and Candlemere, I'm thinking we should expand our kingdom to fill out more of the Kamelands to the South and East.

Once we've incorporated that into our territory, I think maybe we should start claiming both the forest territory between Skunk River and Thorn River to the North, as well as the Old Sycamore and the two bridges that flank it in the Northeast. Those rivers make for a natural, defensive border for our nation and the Temple of the Elk and the Old Sycamore should make for natural fortified outposts.

This will ultimately increase out kingdom's size from 10 hexes to ~25 hexes.


Male Undine Dual-Cursed Battle Oracle 8 AC 21 (touch 12, FF 20); Hp: 59/59; Saves: +13,+12,+14; CMD 21; Perception +14; Init +5(X2)

That definitely sounds like a solid plan


DESNUS 4708 AR Upkeep Phase

During the Upkeep Phase, you adjust your kingdom's scores based on what's happened in the past month, how happy the people are, how much they've consumed and are taxed, and so on.

Step 1—Determine Kingdom Stability: Attempt a Stability check. If you succeed, Unrest decreases by 1 (if this would reduce Unrest below 0, add 1 BP to your Treasury instead). If you fail by 4 or less, Unrest increases by 1; if you fail by 5 or more, Unrest increases by 1d4.

stability: 1d20 + 39 ⇒ (6) + 39 = 45

Take a Bp you are up to 43

Step 2—Pay Consumption: Subtract your kingdom's Consumption from the kingdom's Treasury. If your Treasury is negative after paying Consumption, Unrest increases by 2.

Now you are back down to 42

Step 3—Fill Vacant Magic Item Slots: If any of your settlement districts have buildings that produce magic items (such as a Caster's Tower or Herbalist) with vacant magic item slots, there is a chance of those slots filling with new items (see the Magic Items in Settlements section).

Do you want to replace a magic item?

Step 4—Modify Unrest: Unrest increases by 1 for each kingdom attribute (Economy, Loyalty, or Stability) that is a negative number.

The Royal Enforcer may attempt to reduce Unrest during this step.


Edict Phase

The Edict phase is when you make proclamations on expansion, improvements, taxation, holidays, and so on.

Step 1—Assign Leadership: Assign PCs or NPCs to any vacant leadership roles or change the roles being filled by particular PCs or closely allied NPCs (see Leadership Roles).

Step 2—Claim and Abandon Hexes: For your kingdom to grow, you must claim additional hexes. You can only claim a hex that is adjacent to at least 1 other hex in your kingdom. Before you can claim it, the hex must first be explored, then cleared of monsters and dangerous hazards (see Steps 2 and 3 of Founding a Settlement for more details). Then, to claim the hex, spend 1 BP; this establishes the hex as part of your kingdom and increases your kingdom's Size by 1. Table: Improvement Edicts tells you the maximum number of hexes you can claim per turn.

You may abandon any number of hexes to reduce your kingdom's Size (which you may wish to do to manage Consumption). Doing so increases Unrest by 1 for each hex abandoned (or by 4 if the hex contained a settlement). This otherwise functions like losing a hex due to unrest (see Step 4 of the Upkeep Phase).

Step 4—Build Terrain Improvements: You may spend BP to build terrain improvements like Farms, Forts, Roads, Mines, and Quarries (see Terrain Improvements).

You may also prepare a hex for constructing a settlement. Depending on the site, this may involve clearing trees, moving boulders, digging sanitation trenches, and so on. See the Preparation Cost column on Table: Terrain and Terrain Improvements to determine how many BP this requires.

Table: Improvement Edicts tells you the maximum number of terrain improvements you can make per turn.

Step 5—Create and Improve Settlements: You may create a settlement in a claimed hex (see Founding a Settlement). Table: Improvement Edicts tells you the maximum number of settlements you can establish per turn.

You may a building in any settlement in your kingdom. The list of available building types begins. When a building is completed, apply its modifiers to your kingdom sheet. Table: Improvement Edicts tells you the maximum number of buildings you can construct in your kingdom per turn. The first House, Mansion, Noble Villa, or Tenement your kingdom builds each turn does not count against that limit.

Step 6—Create Army Units: You may create, expand, equip, or repair army units (see Mass Combat).

Step 7—Issue Edicts: Select or adjust your edict levels (see Edicts).


Female Tower Elf Arcanist 8

I'm going to think about it over lunch before making a proposal. For now, replace the scroll of oppressive boredom and roll for a new item from the exotic artisan we built last month (we should have three slots now: 2 minor items plus 1 minor ring, wand, or wondrous item).

Also, my notes are showing me that we started with 43 BP this month, not 42.


The inner voice within your ear

We are now a size 11 kingdom this month everyone! That means we can claim more hexes, build more terrain improvements, and construct more buildings each turn! :D

I'm thinking we should claim hex J36 and J38 as part of our goal to cover the Kamelands. Starting with the river hexes first will be good for the kingdom's economy and stability. Those hexes will also allow us to construct more farms and fisheries to keep the costs of our growing nation down.

We will also be starting up two more farms and a fishery around Candlemere and Vandoran this month if no one disagrees.

I say we use that to build the jail and herbalist, both of which are discounted buildings. The jail is a place to put drunken brawlers from the inn as well as a place to put thieves and other criminals captured by Riva's mercenary group. The herbalist will be the kingdom-level extension of Toran's herbalist shop.

That should cost us 26 BP, leaving us with 17 BP left over.

Net bonuses:
+1 Economy
+3 Loyalty
+4 Stability
No more consumption
4th magic item slot for a minor potion or wondrous item

Fills up the entire grid except for the bottom right four lots (where the waterfront will one day be).

Should we continue expanding in the next few months (more hexes, farms, and fisheries; more buildings for Vandoran), or start saving up for that waterfront? Personally, I'm keen to build roads around the Tuskwater soon.


I thought you could build only one building a turn? Edit: Never mind found it

Reaching a kingdom size of 10: 2,400 XP ding

So you each get 600 xp.

economy: 1d20 + 45 ⇒ (17) + 45 = 62

Replace the scroll of scroll of oppressive boredom with Potion of Cloak of Shade.

The other slot gets a Ring of Powerful Blood Magic.


Female Tower Elf Arcanist 8

The nation continues to grow in its stability, remaining in excellent fiscal standing all the while. Riva, growing in confidence as a result, boldly siphons off off another 4 BP from the treasury this month in order to craft items for the nations' leaders.


Income Phase

During the Income phase, you may add to or withdraw from the Treasury as well as collect taxes.

Step 1—Make Withdrawals from the Treasury: The kingdom-building rules allow you to expend BP on things related to running the kingdom. If you want to spend some of the kingdom's resources on something for your own personal benefit (such as a new magic item), you may withdraw BP from the Treasury and convert it into gp once per turn, but there is a penalty for doing so.

Each time you withdraw BP for your personal use, Unrest increases by the number of BP withdrawn. Each BP you withdraw this way converts to 2,000 gp of personal funds.

Withdrawing 4 Bp creating 4 unreast

Step 2—Make Deposits to the Treasury: You can add funds to a kingdom's Treasury by donating your personal wealth to the kingdom—coins, gems, jewelry, weapons, armor, magic items, and other valuables you find while adventuring, as long as they are individually worth 4,000 gp or less. For every full 4,000 gp in value of the deposit, increase your kingdom's BP by 1.

If you want to donate an item that is worth more than 4,000 gp, refer to Step 3 instead.

Step 3—Sell Expensive Items for BP: You can attempt to sell expensive personal items (that is, items worth more than 4,000 gp each) through your kingdom's markets to add to your Treasury. You may sell one item per settlement district per turn. You must choose the settlement where you want to sell the item, and the item cannot be worth more than the base value of that settlement.

To sell an item, divide its price by half (as if selling it to an NPC for gp), divide the result by 4,000 (rounded down), and add that many BP to your Treasury.

You cannot use this step to sell magic items held or created by buildings in your settlements; those items are the property of the owners of those businesses. (See Magic Items in Settlements for more information on this topic.)

Step 4—Collect Taxes: Attempt an Economy check, divide the result by 3 (round down), and add a number of BP to your Treasury equal to the result.

economy: 1d20 + 45 - 4 ⇒ (14) + 45 - 4 = 55

You gain 18 Bp


Event
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 ss, 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.

The plague hits ALLANIA. I need to calculate the check

- 1 for Inn
- 1 for Stockyard
- 1 for road
=-3

+1 for herblist
+1 for tempe
=+2

Stability: 1d20 + 39 - 4 - 3 + 2 ⇒ (3) + 39 - 4 - 3 + 2 = 37
Stability: 1d20 + 39 - 4 - 3 + 2 ⇒ (9) + 39 - 4 - 3 + 2 = 43

It seems you pass both checks so the event ends, but Stability decreases by 2 and Treasury by 1d3 BP.

Bp lost: 1d3 ⇒ 1


The inner voice within your ear

Can't keep a good kingdom down. :D


So do you want to adventure now?


Female Tower Elf Arcanist 8
Powergaming DM wrote:
So do you want to adventure now?

Let us figure out what I'm crafting for everybody during Desnus first.

What do you guys want? Belts? Amulets? Any wondrous item(s) of 30k or less. If I don't hear back from you guys soon, I'm going to go ahead and start on Madam Verniex's broom of flying, which will only leave 13,000gp and a bunch of potions for the rest of you.


Female Tower Elf Arcanist 8

I was already considering it, but if there's something they feel they need more, I will do that first.


Male Undine Dual-Cursed Battle Oracle 8 AC 21 (touch 12, FF 20); Hp: 59/59; Saves: +13,+12,+14; CMD 21; Perception +14; Init +5(X2)

Torano would love a belt of strength, since he doesn't have one yet.


Female Tower Elf Arcanist 8

Alright, I've updated both Toran and Mal's character sheets with brand new belts of strength +4. Mal, yours bears the mark of your office. Toran, you already have a badge of office, so your belt is more nondescript. Enjoy!

Let's do some adventuring in Erastus. Where do you guys want to go? I say we check out that troll fort; working our way through I33, J34, J32, and J30; and see what's left there. What do you guys think? Ready to kill some more monsters?


Barbarian 7 AC:19, HP:66/66 (46/78), Fire Resist 2, DR 3/-, Reach

IT just occured to MAl that his badge of office is now worth more than the sum total of his desk, the jail cells he looks after, and the yearly wages of the current prisoners.


Male Undine Dual-Cursed Battle Oracle 8 AC 21 (touch 12, FF 20); Hp: 59/59; Saves: +13,+12,+14; CMD 21; Perception +14; Init +5(X2)

Wow, well that's awesome. Toran's definitely good to go now!


Female Tower Elf Arcanist 8
Mallichatti Cervagio wrote:
IT just occured to MAl that his badge of office is now worth more than the sum total of his desk, the jail cells he looks after, and the yearly wages of the current prisoners.

That's why we pass it on to the next guy when you die or retire, rather than making a new one. :P

In any case, you brand new jail can cost the kingdom as much as 14 BP, or 56,000gp. Riva managed to construct the building for half that. Still cost the kingdom more than your new belt did. In fact, the building ultimately took 7 BP from the kingdom while both of your belts only took 4.

Hurrah for government efficiency. XD


Well Bp does not directly translate to Gp. Or at least it's not suppose to.


The inner voice within your ear
Powergaming DM wrote:
Well Bp does not directly translate to Gp. Or at least it's not suppose to.

Perhaps not, but it is a decent measure of resource expenditure.


So you are going to I33 right?


Female Tower Elf Arcanist 8

If no one has a better idea, yes, I think that's where we should go. On light horses it will take us roughly an eight hour day to get there. Once there, it will take us about two days to explore each forest hex.

I'll mark day one of our travels on the calendar.


The kingdom buildings are not just the building it is the entire neighborhood. Otherwise the lots sizes don't make sense!


Here is the map will put on campaign notes.
map

You are at N1


The inner voice within your ear

Very cool map. Only thing missing are grid coordinates.


It should be free for anyone with the link to edit.

If anyone else is watching this game don't be a jerk!


The inner voice within your ear

Huh? Was someone messing with it?


No just being preemptive.


Any chance of Elhedril coming back?


The inner voice within your ear

Last I heard she was in the hospital. I've contacted her several times over the last two weeks, but she appears to have more important concerns at the moment.


I don't know what to bot her to do.


The inner voice within your ear

Have her magic missile the s#%$ out of that damned wisp.


By the way convincing people of the truth of your words (when they are in fact true) tends to fall under diplomacy.


Barbarian 7 AC:19, HP:66/66 (46/78), Fire Resist 2, DR 3/-, Reach

If someone can control the garbage I can probably beeline straight to the wisp in the fake Morte cosplay.


You know I was so surprised when you came introducing yourselves are messengers from the god when they already had something running that con on them.

1 to 50 of 2,632 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Rivers Run Red Discussion All Messageboards

Want to post a reply? Sign in.