Hey guys,
This is a new thread I've started to allow us to handle kingdom building without cutting into game time. We will handle rolls, BP decisions, and Events (unless they're really interesting and we want to take the time to handle them when we play).
To roll a check, use the following input in your post [d i c e]1d20[/d i c e] (without the spaces in the word "dice". This will give you a "random" d20 result, like this:
1d20 ⇒ 11
I'll add the appropriate modifier and post whether the result was a success or failure.
We'll give this a try to see if it can handle the kingdom building without cutting drastically into our play time, since the kingdom has gotten so large.
Josh couldn't get logged in to post last night, so he rolled a regular dice and is going to try to log in again tonight. I agreed we can use it this time to keep this moving.
He got a total Stability check of 119, which is not good enough to reduce unrest, but not bad enough to increase unrest. Your kingdom's unrest stays at 6 total.
Next up, Todd please deduct the consumption cost of 27 BP from your kingdom treasury. Ben creates magic items (we can just assume this happens, since there is no check to do it). If you want to hope for a specific item, Ben can roll to see if that comes up.
Then, Sootscale lowers unrest by 1 = 5 unrest total
Improvement Phase:
If there are no leadership changes, next up is claiming/abandoning hexes. You guys are big enough now to claim up to 8 hexes per month. (Remember, each hex claimed raises consumption by 1, each abandoned hex reduces consumption by 1, but raises unrest by 1, or 4 if it contains a city).
So, let's discuss/figure out what you want to do about hexes and then we'll move on to the next step (which is establishing/improving cities, so start thinking about that too).
Can I ask what Josh rolled? If we're only 3 away and he rolled a 3, I would say stick with spending more on farms and maybe saving some... we just have to be careful we don't go into the negative BP with that 27 hit each time.
Josh rolled a 14. The only reason you missed was because you were missing Josh's +3 from his Charisma (not a penalty, just not getting his bonus). The target is a 121 and you guys have a +108 (with Josh present for ruling). In short, you guys currently need a 13 or better for stability checks (you only gain unrest on a roll of 8 or less).
Ouch, ok... yeah, I think something or two to help Stab would be good.
I see:
Jail - 14BP - Loy + 2, Stability + 2, Unrest -2 (my favorite)
- Tim - do we have a city without a jail?
Dump - 4BP - Loy + 1, Stability + 1
Brewery - 6BP - Loy +1 / Stab + 1
Smith - 6BP - Econ + 1 / Stab + 1
Tannery - 6BP - Econ +1 / Stab+1 - Can't be next to a house.
Watchtower: 12BP, Stab+1, +2 Def, -1 Unrest
I would think if we could build two jails in two cities... that would come close to fixing our unrest problem, and help with stability (take the check from a 13 -> 9 (5 or less to cause unrest).
49BP - 28BP = 21BP left... ouch, hope I make the Econ check.
Speaking of - Tim - What are all our current checks / rolls needed?
I think we do somewhere, and I definitely agree that we need to focus hard on farms and other things to reduce consumption. Realistically resolving the consumption issue will help take care of the stability issue faster. So if you want we could just focus on that for now too.
Okay, you currently have 3 cities without jails (Leveton, Tatzlford, and Stoneshorn).
Your Control DC is 121.
Your current checks are as follows---normal (this month only with you 3 vacant)...note they have improved by 1each, since Sootscale lowered unrest by 1:
As a reminder, these function as saves...auto pass and fail on 20 and 1, respectively.
Also, I think the pyramid is on the kingdom website under tools (posting with my phone with no access to the internet currently). I think you guys are currently working the pyramid at Elfheim and/or Varnhold.
Ok, after looking at that... I definitely think 2 jails is the right thing. We can't even hit the Loyalty one right now except on a 20.
So 2 jails will bring that up to +104 where we can at least have a 17+ shot at getting it (and do the checks get easier with reducing unrest by the 4 more too?.)
Looks like there are 6 plains and a bunch of other hills hexes we can make into farmland. so i guess it depends on how many farms we can make per cycle. so if we can make 6 farms then we have the plains space to do it and it would cost us about 12 BP.
Next up is Deposits, Withdrawals, Sell Valuable Items, then Generate Income. Assuming no deposits or withdrawals, I need Ben to roll me the 8 checks to sell items. You have 3 major and 5 mediums to sell.
you're good...as long as you avoid ones you make them...okay Todd, add 66 BP (12 per major and 6 per medium) and then give me an income roll. You'll need a 20 to pass it this month.
A local pickpocketing guild has recently expanded their criminal ways to robbing households throughout the city, as well as lifting valuables off the general populace. The latest string of robberies has been uncharacteristically sensational for the group, garnering much local attention.
Out of character knowledge for everyone, except Phil::
During this recent string of robberies, something of great value (and of a sensitive nature) was stolen from Akiros Ismort, the kingdom's Warden.
Knowing full well that this item needs to be retreived as soon as possible, while remaining completely discreet, Akiros pays a late night visit to the Doofenschmurtz Spymaster, Eli Jaxx. The former paladin requests that Eli bring down this band of vagabonds without bringing further public attention to the matter.
This is a kingdom event specific for Phil, although the public nature of the crime warrants the attention of the rest of the kingdom's rulers as well. We might want to play this out in some fashion (via email or in person) or else Phil can just make a roll if so desired (this ends the event quicker, but then the success/failure hinges on this single skill check).
Okay, first up is the Stability roll from Josh. I'll shoot an email out in the morning as a reminder to start checking this again for the building we breezed over last week.
That's a total Stability check of 122, which is just good enough to reduce unrest. Your kingdom's unrest is now 0.
Next up, Todd please deduct the consumption cost of 21 BP from your kingdom treasury. Ben creates magic items (we can just assume this happens, since there is no check to do it). If you want to hope for a specific item, Ben can roll to see if that comes up.
Then, Sootscale would lower unrest if there was any. There's not, so he doesn't.
Improvement Phase:
If there are no leadership changes, next up is claiming/abandoning hexes. You guys are big enough now to claim up to 8 hexes per month. (Remember, each hex claimed raises consumption by 1, each abandoned hex reduces consumption by 1, but raises unrest by 1, or 4 if it contains a city).
So, let's discuss/figure out what you want to do about hexes and then we'll move on to the next step (which is establishing/improving cities, so start thinking about that too).
I'm for not expanding - continue making farms to reduce consumption and build some more stuff in cities. Feel like we need to catch up a little bit from our recent major expansion.
Then in another month or two, expand out into this new territory.
I agree on not expanding this round. as far as establishing and improving hexes how many farms are we able to build right now. There are currently about 13 hexes we could build farms in. And another 3 or 4 that I could ask Tim about.
build 3 new farms i will mark them on our map Is there a difference between plains and hills for farm cost if so let me know and I will let you know where we can build them.