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SdF's Kingmaker - The Kingdom of Frieland
Game Master Dreaming Warforged

Where the leaders of Frieland coordinate the growth of their kingdom.



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Male Human Ranger 8(Guide)
stats:
AC 21; Hp's (75/75); Perc. +21(+20); Fort: +9, Ref: +8, Will: +4(+3); Int: +8

Turn 12

Upkeep phase

Control DC: 24; Total BP: 34

1. Stability check: 1d20 + 20 ⇒ (15) + 20 = 35 Add 1 BP
2. Pay Consumption: (+4 size, +1 city, +2 Edicts, -6 Farms) +1 BP
3. Fill Magic item slots: NA
4. Unrest: 0

Improvement Phase

1. Select Leadership: NA
2. Claim Hexes: NA
3. Establish and Improve Cities: Build Monument +6 BP
4. Build Roads: NA
5. Establish Farmlands: NA
6. Edicts: No change

Income Phase

1. Deposits: NA
2. Withdrawals: NA
3. Sell Valuable Items: NA
4. Generate Income: 1d20 + 23 + 4 ⇒ (11) + 23 + 4 = 38 Add 7 BP

Events: NA

BP spent 7; BP gained 8; Total BP: 35

After Turn 12
Kingdom Name: Frieland
Alignment: Lawful Good
Size: 4
Control DC: 24
Population: 750
Unrest: 0
Consumption: +1 (+4 size, +1 city, +2 Edicts, -6 Farms)
Treasury: 35
Base Value: 700 gp

Buildings to date:
Farms: x3, -6 to consumption
Roads: x4, +1 Economy
Arena: Stability +4; Halves cost of Garrison or Theater in same city; halves Consumption increase penalty for festival edicts
Monument: Loyalty +3
Smith: Economy +1, Stability +1.
Stable: (must be adjacent to 1 house): City base value +500 gp; Economy +1, Loyalty +1.
Theater: Halves cost of Brothel, Park, and Tavern in same city; Economy +2, Stability +2.
Tannery: Economy +1, Stability +1.

Economy: +23 (+13 leadership, +2 edicts, +5 buildings, +2 alignment, +1 roads, no unrest, events, vacancies or resources)
Loyalty: +16 (+10 leadership, +0 edicts, +4 buildings, +2 alignment, no unrest, events, vacancies or resources)
Stability: +20 (+11 leadership, +1 edicts, +8 buildings, +0 alignment, no unrest, events, vacancies or resources)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

We've got a ton of options people for the next turn. I'm thinking Tavern, Inn, Garrison, Caster's Tower, Library, somewhere along those lines. Those are in no certain order.

If we claim the hex east of Bokken's hut and make it Farmland, that brings our consumption down to 0. That's pretty tempting.

I still think we should head toward the Stag Lord's fort and build a city there in the future.

I think we're to stop at this point anyway, right DW? I think you mentioned 9 to 12 turns somewhere. If not, how many do we need to go?

Osirion

Some dude
Javell DeLeon wrote:
Remember, Cathedral's take up 4 squares. We already have an Arena at 4 squares. We may want a castle here as well. That's also 4 squares. I think we should build the Caster's Tower here and work on a Cathedral in the next city.

I *think* that a city can have multiple districts, so running out of room shouldn't be a problem (although making another city, at the Stag Lord's Fort, or something, might be a good idea for other reasons).

Javell DeLeon wrote:
You only sell 1 magic item over 4000g once per month. But if you get several minor items under 4000g, you can sell those all at once.

I may be misunderstanding, but I *think* that you can only attempt to sell *one* item per month, not one 'bunch of items worth 4000 gp.'

That might be me misreading it, or just missing you suggesting that we buy these minor items with our own cash and then turn them into BP...

Quote:
Plus, if you really plan for a Cathedral, why not go for the Castle first? Amazingly enough, it's actually cheaper.

If the Cathedral is being built, at least in part, to provide magic items, a Castle would just be a huge BP expenditure and kind of completely miss the boat, since it doesn't provide any.

Quote:
How do we determine if a magic weapon is minor/medium/or major? I think we should sell some of our items and turn them into BP.

The charts in the Core book (starting on p 461) break down what items are Minor, Medium or Major.


Storyteller of the Greenbelt

Great job so far!

I'm pretty sure I have just missed it, but how did you handle houses?

And yes, best to pause for now, since we are moving in the 3rd chapter.

Regarding events, I'm fine with you rolling and handling the good ones. I'll work with the bad ones.


Are the event tables somewhere I can look at them? I currently don't own any of the AP modules.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Now, as per the multiple districts. What do you mean by that? From the way I would understand what you're saying is that you can have several of these city grids? If so, how many can we have? Or am I misunderstanding?

As per the selling; reading Step 1 in the Income phase, I didn't read it properly. It states selling stuff that "you've found while adventuring". My bad.

As per the Cathedral: The Caster's Tower does exactly as the Cathedral. And it's far cheaper. A Castle provides better benefits over the long haul than a Cathedral. At least in my opinion.

The charts in the Core don't tell specifically which items are what. Most of them can be generated among all three. Obviously the more powerful ones are major only. But you look at what we have and most of them are minor/medium. How is it determined which it is?

@DW: What do you mean by, "how did you handle houses"?


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I can get you the Event's table.

Hey DW, is it cool with you if I throw the Events out there? Maybe the good ones if not both? Or what's cool with you?

I've only looked at the ones that I rolled in earlier examples. So I only know a few of them. Mostly the fun good ones I remember best. :)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Never mind this question...

Javell DeLeon wrote:
Now, as per the multiple districts. What do you mean by that? From the way I would understand what you're saying is that you can have several of these city grids? If so, how many can we have? Or am I misunderstanding?

I'm still curious about this, though...

Quote:
@DW: What do you mean by, "how did you handle houses"?

Osirion

Some dude
Javell DeLeon wrote:
Now, as per the multiple districts. What do you mean by that? From the way I would understand what you're saying is that you can have several of these city grids? If so, how many can we have? Or am I misunderstanding?
Quote:

James Jacobs wrote:

DM Wellard wrote:
Is there a limit on the number of districts you can have in a city?
Not really. A GM can certainly limit the number of districts a party puts in a single city if he wants, but multiple districts would be the only way you'd ever be able to model a really BIG city, after all. A city the size of Westcrown would take, IIRC, nearly 30 city grid districts.

Of course, your kingdom needs to be able to AFFORD all of those districts!

Found this on a thread about kingdom building a day or three ago.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Yeah, I asked AK and he told me the same thing.

And here are some interesting items of information I've found so far:

James Jacobs wrote:
If you have a low-cost magic item that's "clogging" a magic item slot, and you want to get rid of it but no PC wants to buy it, you can "sell" it during the Income phase by making the Economy check; if you're successful, the kingdom's treasury doesn't increase but you do open up the item slot.
James Jacobs wrote:
As for the second question: Multiple city grids can indeed exist in a single hex, but you have to prepare the land for each grid. Every time you add a city grid to your kingdom, no matter if it's in a hex that has a grid or not, you pay the prep cost and your Consumption goes up by 1.
James Jacobs wrote:
Daniel Ball wrote:

Watchtower vs. Barracks: another typo?

Watchtower (6 BP): +1 Stability; +2 Defense Modifier; Unrest –1.
Barracks (12 BP): Defense Modifier +2; Unrest –1.

Thanks for the link, Set!

Shouldn't the cost of these by swapped? Otherwise, it's pay more, get less (unless I misunderstood something).

Yeah; that's kinda weird. Swapping the BP costs is a good fix.

So every city grid we add to our current city grid increases Consumption by 1. Well at least that keeps you from pouring out city grids. Early on anyway. Plus it cost BP to build another one.

And If it's cool with you, DW, maybe we should drop the Barracks down to 6 BP? It does seem to make sense, seeing how Barracks gives you nothing toward any of your abilities, yet the Watchtower does. The Watchtower is actually correct.

Thanks for the link, Set!

Osirion

Some dude

The eratta I've found suggests the following changes;

Barracks (6 BP) Defense +2, Unrest -1
Graveyard (4 BP) Loyalty +1
Exotic Craftsman (10 BP) 1 minor item, Economy +1, Stability +1
Watchtower (12 BP) Stability +1, Defense +1, Unrest -1


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Outside of the BP cost for Barracks, the Watchtower is the only one with a difference.

If you look at the rules that we're going by, according to the errata you posted, they lowered the Watchtower's Defense from +2 to +1.

Otherwise, all the others are correct.


Storyteller of the Greenbelt

I'm good with all of it.

And I've answered my own question regarding houses!


And I think you'd be fine putting them here. The modules are all on the approved community use list so I don't think it would violate any community rules.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I'm a little lost, markofbane. Putting what, where?


Putting the events on messageboards. The events were published in a Paizo product, right? There are some restrictions on what coyrighted materials you can use on the boards, but they specifically listed their AP modules as okay to use here.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Gotcha. My bad. Wasn't sure if that's what you meant or if you were talking about the errata issues we were talking about.

Will get those up for you.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Got them under Javell's alias. I also gmailed them to you, DW.

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