Nocturn Kingdom Management


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This is the Evil Kingmaker Rolls thread, so we can do kingdom building online.

Nocturn Kingdom Info

Here is the Main kingdom page

Nocturn


24th Neth-4710ar
Upkeep Phase

Upkeep Phase Rules:

Determine Kingdom’s Stability:
Make a Stability check against the Command DC. If you make the check, reduce the kingdom’s Unrest by 1. If Unrest is at 0, gain 1 BP. If you fail this check by 5 or more, increase Unrest by 2.

Pay Consumption:
Deduct Consumption from the Treasury BP. Every time the kingdom ends an Upkeep phase with negative BP in the Treasury, the kingdom’s Unrest increases by 2.

Fill Vacant Magic Slots:
If there are any vacant magic item slots in any cities, randomly roll new items to fill these slots.

Unrest:
If the kingdom’s Unrest is 11 or higher, it loses one hex chosen by the kingdom’s leaders. Any improvements in that hex (farmlands and roads) are lost and must be rebuilt if the hex is reclaimed. Any settlements in that hex become towns that must be annexed if they are to be reclaimed into the kingdom. If the kingdom employs a Royal Assassin, reduce the total Unrest by 1 at the end of this phase.

First Roll is a Stability Check (1d20+22)

Then you Pay Consumption -1bp

then generate magic Items (I can do, if you cannot access the generator)


Male Human (I think)

Sweet. Let's get moving.

Stability 1d20 + 22 ⇒ (17) + 22 = 39


Stability Check passed, +1 BP

Magic Items Generated:

4 Minor:
potion of resistance 25 gp Potion / Oil
arcane scroll of level 1 spell, endure elements (caster level 1) 25 gp Scroll
arcane scroll of level 2 spell, misdirection (caster level 3) 150 gp Scroll
arcane scroll of level 2 spell, magic mouth (caster level 3) 160 gp Scroll

2 Medium
+3 heavy steel shield 9,170 gp Shield
Helm of telepathy, function indicated by an inscription in orc 27,000 gp Wondrous Item
(magic Items are avab for Purchase w/ Personal gold for 50% of item cost)

No Unrest.

Current BP total: 29


1st Kuthona-4710ar
Improvement Phase

Improvement Phase Rules:

Select Leadership:
Assign vacant leadership roles. Leaders must be PCs or closely allied NPCs. You can change leaders as often as you want.

Claim Hexes:
Each hex on the maps of the Stolen Lands measures 12 miles across, and the kingdom must be built hex by hex. The hex must be adjacent to a hex that is already part of the kingdom. Claim the hex as part of the kingdom by spending 1 BP. Increase your kingdom’s size (and thus its Consumption) by 1 for each hex you claim. You can abandon a hex to reduce your kingdom’s Size. Doing so increases Unrest by 1 (or by 4, if the abandoned hex contained a city).

Establish and Improve Cities:
Prepare land for city districts and then purchase new buildings for your kingdom’s cities. The building’s adjustments to your nation apply immediately. You can also destroy buildings at this time in order to clear a space to build something new (remove its benefits from your kingdom’s statistics!)

Build Roads:
It costs 1 BP to build a road though a hex. This cost increases to 2 BP in forests and to 4 BP in swamps and mountains. If the road crosses a river, a bridge must be built—this doubles the road’s cost.

Establish Farmlands:
Any grassland or hill hex that contains roads can be developed into farmlands to help sustain the kingdom’s Consumption. It costs 2 BP to designate a grassland hex as farmland and 4 BP to designate a hill hex as farmland. A city cannot be built on a farmland hex. Every farmland hex in the kingdom reduces Consumption by 2 BP.

Edicts:
Adjust edict levels as desired.

Look at the Map Here

Tell me which Hex you want to claim.

Dark Hexs are part of your kingdom, thin lines are hexes ready to be claimed.

Then look at the City grid Here and Decide what Building you want to Build, and where. The Files page has a copy pof the building rules, and building types.

Decide if you want to build any roads, or farm lands.


Male Human (I think)

Claim the hex with the rickety bridge (Q).

Also, let's build a Smith. I'd like to save up for a Cathedral to Nocticula.


Male Human (I think)

Let's not build any roads this phase, but let's turn the grasslands due east of the capitol into farmlands.

As for edicts, I'm not sure what we should put there. I'll have to read those rules.


Edicts are like celebrations, Taxation, and kingdom promotion


Male Human (I think)
Evil Ginger DM wrote:
Edicts are like celebrations, Taxation, and kingdom promotion

I say we declare an official orgy day.


Im late to the party but ill start checking. J helped me through getting on this.


Male Human (I think)
Tivilio wrote:

Let's not build any roads this phase, but let's turn the grasslands due east of the capitol into farmlands.

As for edicts, I'm not sure what we should put there. I'll have to read those rules.

Put the smith in quadrant C1 please.


Current BP29

Hex Claimed -1BP

Build Smith -6BP
(+1 Econ, +1 Loyl)

Build Farm -2 BP

Current BP 20


Male Human (I think)
Tivilio wrote:
Evil Ginger DM wrote:
Edicts are like celebrations, Taxation, and kingdom promotion
I say we declare an official orgy day.

"In celebration of the founding of the Kingdom of Nocturn, I the Lady Baroness Malcacia Thess, do officially declare the 30th night of Sarenith to be The Feast of Nocticula, in honor of our glorious lady of passion; during which shall be held celebrations of excessive indulgence in food, drink, power and of course, lust! May our allies revel in the passions of our Lady, and may our enemies cower before her wicked rage!"


8th Kuthona-4710ar
Income Phase
(Current BP: 20)

Income Phase rules:

Deposits:
You can add funds to a kingdom’s treasury by donating. For every full 4,000 gp in value of the deposit, increase your kingdom’s BP by 1. Items that individually cost more than 4,000 gp must be sold as detailed below.

Withdrawals:
Each time you withdraw funds from the Treasury the kingdom’s Unrest increases by 1. In addition, you must make a Loyalty check (DC = Command DC + number of BP being withdrawn); a failure causes the kingdom to gain Unrest equal to the total BP withdrawn. Each BP withdrawn in this manner converts into 2,000 gp.

Sell Valuable Items:
You can attempt to sell items that cost more than 4,000 gp through your city’s markets to bolster your kingdom’s Treasury; these can be items you recover during an adventure or they can be magic items currently held by any of your cities. To sell these items, make an Economy check (DC 20 for minor items, DC 35 for moderate items, and
DC 50 for major items). A failed check indicates the item doesn’t sell. Success indicates that the item sells and you
can increase the kingdom’s treasury by 2 BP (for minor items), 8 BP (for moderate items), or 15 BP (for major items). You can make one Economy check per city district during each Income phase.

Generate Income:
Make an Economy check against your Command DC at the end of your Income phase. If you’re successful, divide
your result by 5 (dropping any fractions) and increase the Treasury’s BP by that amount.

Are there any deposits, or withdrawls?

You can Attempt to sell 1 Magic Item for BP, the rest for Gold, an Econ roll is needed for Each(1d20+26)

then a Econ roll is needed for Taxes (1d20+26)


Male Human (I think)

Economy roll to sell +3 heavy steel shield 9,170 gp Shield: 1d20 + 26 ⇒ (8) + 26 = 34 so that's 8bp.

Total gold for the remaining magic items: 25+25+150+160+27000 = 27360 / 4000= 6bp + 3360gp into the treasury.

Economy roll for taxes: 1d20 + 26 ⇒ (10) + 26 = 36 36/5 = 7.2, so that's 7bp.

Total BP gained (if I am correct)= 21+20 (current bp) for a total of 41bp in at the end of this phase.


Economy Check to sell the Shield Failed (dc35), So the Item will stay around till Next Phase,

Items sold for Gold=3360gp into Treasury, +6bp
Taxes collected 7BP

Total BP Earned 13


15th Kuthona-4710ar
Event Phase

DM only:

Explosive Runes!

1d100 ⇒ 84

I need a Stability check please (1d20+22)


Male Human (I think)
Evil Ginger DM wrote:

15th Kuthona-4710ar

Event Phase

Explosive Runes!

1d100 ⇒ 84

I need a Stability check please (1d20+22)

*burned daffy duck voice* You do realize, this means war!

Stability: 1d20 + 22 ⇒ (8) + 22 = 30


The Last week of the Year, there was a String of Murders in the captial city of Demonfane. The Bodies where all found is the same Manner.. the only Mark on the Body was a Crude outline of This ON there Chest, about the Size of a Fist. While you where unable to Catch the Murder, your Quick thinking came up with a Local Kobold to use as a scape goat, and you pinned the murders on him. Declaring him a heretic, and had him Burned alive

DC 15 religion Check to ID the symbol, Jeff Miller Auto makes this check

DC15:

Iomedae's Holy Symbol


Male Human (I think)
Evil Ginger DM wrote:

The Last week of the Year, there was a String of Murders in the captial city of Demonfane. The Bodies where all found is the same Manner.. the only Mark on the Body was a Crude outline of This ON there Chest, about the Size of a Fist. While you where unable to Catch the Murder, your Quick thinking came up with a Local Kobold to use as a scape goat, and you pinned the murders on him. Declaring him a heretic, and had him Burned alive

DC 15 religion Check to ID the symbol, Jeff Miller Auto makes this check

** spoiler omitted **

But this means we still have a servant of Aroden's whore within our city. We must find this infidel and use them to our advantage.


Game on for looking for the killer in our city. I will hunt down the killer myself and the believer of the worthless god of Iomedae will die by my hands. And J you are doing a wonderful job at rollin and running the city. Josh this is working great (where is everyone else). I think we should look at doing a garrison, waterfront, and city walls, once the cathedral is up. Waterfront gives us a ton of stuff but a 90 point buy.


Male Human (I think)
tanglefut wrote:
Game on for looking for the killer in our city. I will hunt down the killer myself and the believer of the worthless god of Iomedae will die by my hands. And J you are doing a wonderful job at rollin and running the city. Josh this is working great (where is everyone else). I think we should look at doing a garrison, waterfront, and city walls, once the cathedral is up. Waterfront gives us a ton of stuff but a 90 point buy.

Per Josh, I think that's going to be a sub-plot down the road. We can imply an ongoing investigation, but don't need to focus on it.

Take a look at this file with the building plans, specifically the building tiers at the bottom. I suggest we start with one tier and work our way down. If we build a Cathedral, we should then build an academy and a temple, then libraries, magic shops, monuments & shrines. This will build our magic item output, which will in turn give us more BP, so that we can build the arena or the waterfront next, and work down from there. Thoughts?


22nd Kuthona-4710ar
Upkeep Phase
(current BP 33)

First Roll is a Stability Check (1d20+22)

Then you Pay Consumption -2bp

Magic Items Generated:

4 Minor:
potion of hide from animals 50 gp Potion / Oil
arcane scroll of level 2 spell, bull's strength (caster level 3) 150 gp Scroll
potion of spider climb 300 gp Potion / Oil
arcane scroll of level 3 spell, fly (caster level 5) 375 gp Scroll

2 Medium:
3 heavy steel shield 9,170 gp Shield (held over)
pink and green sphere ioun stone 8,000 gp Wondrous Item


Male Human (I think)

Stability check 1d20 + 22 ⇒ (8) + 22 = 30

We're going to sell the 8k ioun stone.


Male Human (I think)
Tivilio wrote:

Stability check 1d20+22

We're going to sell the 8k ioun stone.

That's like three 8s in a row.


Sellign doesn't happen till income Phase.

You make your Stability roll, gaining +1 BP

Current BP=32


Male Human (I think)

So, no unrest then. Improvement phase is next, right?


29th Kuthona-4710ar
Improvement Phase
(current bp 32)

Claim a hex

Establish and Improve cities

Build Roads

Build Farms

Change Edicts


Male Human (I think)
Evil Ginger DM wrote:

29th Kuthona-4710ar

Improvement Phase
(current bp 32)
Claim a hex
Establish and Improve cities
Build Roads
Build Farms
Change Edicts

Claim I1 (-1bp)

Build a house at A2 and a Brothel at B2. We'll call it Night's Caress.
That should fill a block to allow us to sell more magic items and give us +1 Economy & +2 Loyalty. Also, our hordes of evil need to get laid. (-7bp)
No roads or farms.
No changes to edicts.


5th Abadius-4711ar
Income Phase
(current BP 24)

A new Year unfolds!

Are there any deposits, or withdrawls?

You can Attempt to sell 2 Magic Item for BP, the rest for Gold, an Econ roll is needed for Each(1d20+27)

Then a Econ roll is needed for Taxes (1d20+27)


Male Human (I think)
Evil Ginger DM wrote:

5th Abadius-4711ar

Income Phase
(current BP 24)

A new Year unfolds!

Are there any deposits, or withdrawls?

You can Attempt to sell 2 Magic Item for BP, the rest for Gold, an Econ roll is needed for Each(1d20+27)

Then a Econ roll is needed for Taxes (1d20+27)

Sell sheild: 1d20 + 27 ⇒ (4) + 27 = 31

Sell Ioun Stone: 1d20 + 27 ⇒ (19) + 27 = 46

There's 875 in leftover gp.

Taxes: 1d20 + 27 ⇒ (16) + 27 = 43


The Shield Carries over to next Phase

+8 BP for the Ion Stone

3360gp in Treasury, + 875G= 4235GP= +1 BP, 235 left over.

taxes=+8 BP

Total BP earned 17

Total BP in vault: 41
Total Gold in Treasury: 235g


12th Abadius-4711ar
Event Phase

DM only:

25% chance of event

1d100 ⇒ 76

Next event=50%

No events, Kingdom Is peaceful.


19th Abadius-4711ar
Upkeep Phase
(current BP: 41)

First Roll is a Stability Check (1d20+22)

Then you Pay Consumption -3bp

Magic Items Generated:

2 Medium
+3 heavy steel shield 9,170 gp Shield (held over)
ring of improved swimming 10,000 gp Ring

4 Minor
divine scroll of level 2 spell, augury (caster level 3) 175 gp Scroll
potion of fox's cunning 300 gp Potion / Oil
potion of resist energy (Acid) 20 700 gp Potion / Oil
pipes of the sewers, function indicated by a design 1,150 gp Wondrous Item

no unrest.


Male Human (I think)

I don't think "peaceful" is the right term to describe our kingdom.

Stability: 1d20 + 22 ⇒ (4) + 22 = 26


26th Abadius-4711ar
Improvement Phase
(current BP:38)

Claim a hex

Establish and Improve cities

Build Roads

Build Farms

Change Edicts


Male Human (I think)
Evil Ginger DM wrote:

26th Abadius-4711ar

Improvement Phase
(current BP:38)
Claim a hex
Establish and Improve cities
Build Roads
Build Farms
Change Edicts

Claim the hex directly east of I1.

Build a Noble Villa B5 & B6 (-12 bp)

No roads.

Make the hex with Old Sycamore farmland. (-2 bp)

No edicts.


2nd Calistril-4711ar
income
(Current BP: 23)
(Current Treasury:235g)

Are there any deposits, or withdrawls?

You can Attempt to sell 3 Magic Items for BP, the rest for Gold, an Econ roll is needed for Each(1d20+28)

Then a Econ roll is needed for Taxes (1d20+28)


Male Human (I think)
Evil Ginger DM wrote:

2nd Calistril-4711ar

income
(Current BP: 23)
(Current Treasury:235g)

Are there any deposits, or withdrawls?

You can Attempt to sell 3 Magic Items for BP, the rest for Gold, an Econ roll is needed for Each(1d20+28)

Then a Econ roll is needed for Taxes (1d20+28)

Shield: 1d20 + 28 ⇒ (13) + 28 = 41

Ring: 1d20 + 28 ⇒ (4) + 28 = 32
Divine Scroll: 1d20 + 28 ⇒ (19) + 28 = 47

Taxes: 1d20 + 28 ⇒ (1) + 28 = 29

Remaining magic items: 300+700+1150=2150 + (current) 235 = 2385g


Shield Sells, +8BP
Ring carrys over
Scroll sells for 2Bp

Taxes Roll Crit Failed! You DID Collect taxes, but the tax man was Murdered, and the Coins Stolen!

Total BP earned 10
Treasury gains 2385g


9th Calistril - 4711ar
Event Phase
(Current Treasury:2385g)
(Current BP: 33)

DM Only:

50% chance, low

1d100 ⇒ 52

No Event, 75% chance next time.

No Major Events happen.


16th Calistril - 4711ar
Upkeep Phase
(Current Treasury:2385g)
(Current BP: 33)

Stability Check needed (1d20+23)

Pay consumption -3BP

magic Items:

2 Medium
ring of improved swimming 10,000 gp Ring(carried over)
+3 small sized longsword, mighty cleaving 32,315 gp Weapon

4 Minor
potion of reduce person 50 gp Potion / Oil
arcane scroll of level 2 spell, cure moderate wounds (caster level 4) 200 gp Scroll
wand of level 2 spell, resist energy (caster level 3), with 50 charges 4,500 gp Wand
bag of holding type III, function indicated by a design 7,400 gp Wondrous Item

unrest?


Male Human (I think)

Stability: 1d20 + 23 ⇒ (12) + 23 = 35


Kingdom Stable (+1 BP)

no unrest


23rd Calistril - 4711ar
Improvement Phase
(Current Treasury:2385g)
(Current BP: 31)

Claim a hex

Establish and Improve cities

Build Roads

Build Farms

Change Edicts


Male Human (I think)

Claim the hex to the southeast and make it farmland (-3 bp)

Build a house and an Exotic Craftsman in C2 & D2 (-8 bp).

No roads.
No edicts.


2nd Pharast -4711ar
Income Phase
(Current Treasury:2385g)
(Current BP: 20)

You can Attempt to sell 3 Magic Items for BP, the rest for Gold, an Econ roll is needed for Each(1d20+28)

Then a Econ roll is needed for Taxes (1d20+28)


Male Human (I think)

Ring: 1d20 + 28 ⇒ (13) + 28 = 41
Itty-bitty Longsword: 1d20 + 28 ⇒ (12) + 28 = 40
Wand: 1d20 + 28 ⇒ (13) + 28 = 41

Selling remaining items: 50+200+7400=7650+ (current treasury) 2385=10035 = 2bp + 2035gp.

Taxes: 1d20 + 28 ⇒ (18) + 28 = 46

Score!

Ok so we get 8 bp each for the 2 moderate items and 2 bp for the minor, then 2 more for the remainder for a total of 20bp from magic items. Then the taxes succeeded in a major way, so 46/5= 9bp, then add those to the 20bp in the treasury for a total of 49bp. we're almost at our Cathedral!


9th Pharast -4711ar
Event Phase
(Current Treasury:2035g)
(Current BP: 49)

DM only:

75% chance of Event
1d100 ⇒ 70

Please roll a d100.


Male Human (I think)
Evil Ginger DM wrote:

9th Pharast -4711ar

Event Phase
(Current Treasury:2035g)
(Current BP: 49)

** spoiler omitted **

Please roll a d100.

1d100 ⇒ 67

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