KACKK |
This is a forum where our in person group pathfinder role-playing group can accomplish the years of kingdom building in the kingmaker campaign that i am currently DMing. this is merely a way for us to knock out 48 months of kingdom building in between sessions so that we can actually play when we meet.
Rabbi Joseph Fankenburg |
next up is to pay the consumption for the kingdom, followed by filling vacant item slots, and then the enforcer can reduce unrest if you choose
DM_Lazer_Beam |
The Dark Hood shoots the unrest in the face!
I think it's only unrest of 1 atm so poof gone!
Taking 3 hexes in the Nomen heights to connect the two regions and southward in a straight line to nab that sweet Resource at "Mary Jane" lake
Building City Wall (x4), Bureau, and Magical Academy in Shrike's Reach. (76 BP) Our unrest is now zero.
Build 3 farms and a fishery on newly acquired land. (10 BP)
Leaves us with 38 BP, 6 consumption and 10 bonus BP/round
Economy Roll: 1d20 + 89 ⇒ (19) + 89 = 108
108/3 = 36 plus 4 from Bp/Rnd (after subtracting consumption)
Removing 1 BP from treasury for 1 Unrest.
End at 78 BP
DM_Lazer_Beam |
Bandits Stability Roll: 1d20 + 94 ⇒ (17) + 94 = 111
forgot 3 bp from claiming hexes last month now at 75 BP
Month 2
Stability Roll: 1d20 + 94 ⇒ (1) + 94 = 95 Increase Unrest by 1
Enforcer takes down the Kingpin! -1 Unrest
Loyalty Roll: 1d20 + 82 ⇒ (16) + 82 = 98
Hex: Add 3 this time angling northeastward along Varnholds border to connect our roads to the Brevoy borderland road and then build three roads and 2 farms (3 + 6 + 6 + 6 + 2 + 2)= 25 BP
Build 1 Wall -2 BP -2 Unrest
Economy: 1d20 + 88 ⇒ (12) + 88 = 100
104/3 = 34; 34 - 8 + 10 = 36 BP this round
Removing 1 BP from treasury for 1 Unrest.
Leaving us with 82 BP left.
Rabbi Joseph Fankenburg |
the success of the marshals routes out the bandits before they could do any serious harm. as for the next month, nothing significant occurs
DM_Lazer_Beam |
Month 3
Stability Roll: 1d20 + 94 ⇒ (11) + 94 = 105
Enforcer takes down the Kingpin! -1 Unrest
Loyalty Roll: 1d20 + 86 ⇒ (13) + 86 = 99
Hex: Add 4 hexes; (-4 BP)
Improvements: Add 5 farms and 2 Fisheries (-28 BP)
No buildings this turn
Economy: 1d20 + 88 ⇒ (15) + 88 = 103
BP gained this round: (103/3)-0+10 = 44 (oops forgot to remove the previous month's BPo withdrawl! another -2 BP)
Removing 1 BP from treasury for 1 Unrest.
Leaving us with 92 BP left.
Rabbi Joseph Fankenburg |
this month while the farms were being built, a piece of skymetal with some ancient writing was discovered. this discovery has spread news of your kingdom around and fame increases by 1 and lore increases by 4 permanently. i rolled well on the lore
DM_Lazer_Beam |
Month 4
Stability Roll: 1d20 + 94 ⇒ (3) + 94 = 97
Enforcer takes down the Kingpin! -1 Unrest
Loyalty Roll: 1d20 + 86 ⇒ (6) + 86 = 92
Hex: Add 4 hexes (-4 BP)
Improvements: x2 Quarry x2 Farm x3 Fishery (-32 BP)
No buildings this turn
Economy: 1d20 + 90 ⇒ (13) + 90 = 103
Removing 1 BP from treasury for 1 Unrest.
BP gained this round: (103/3)-1 +14 =47
Leaving us with 103 BP left.
DM_Lazer_Beam |
Month 5
Stability Roll: 1d20 + 98 ⇒ (10) + 98 = 108
Enforcer takes down the Kingpin! -1 Unrest
Loyalty Roll: 1d20 + 86 ⇒ (12) + 86 = 98 DC 90
Hex: Add 4 hexes (-4 BP) northern plains/hills
Improvements: x4 Farms x3 Fishires (-22 BP)
x4 Apiaries (-24 BP)
Economy: 1d20 + 94 ⇒ (3) + 94 = 97
Removing 1 BP from treasury for 1 Unrest.
BP gained this round: (97/3)-1 +14 = 45
Leaving us with 87 BP left.
Rabbi Joseph Fankenburg |
from rostland, a high official comes and visits your town, bringing with him a boon to the economy. the followers with him increase the fame of the kingdom by 1 and you gain 4 bp
DM_Lazer_Beam |
Month 6
Kael Crescendo is switching his "City Planning" resources towards fostering Loyalty this month. He organizes the opening of a new bakery in Shrike's Reach that sells a new treat: Gummy Owlbears (tm).
Little does the unsuspecting populace know that the store is in reality a front for a pseudo-legal Pesh distributing center that pays a handsome cut (15%) to their wealthy benefactor, Mort Grimmsly (one of my aliases).
Stability Roll: 1d20 + 98 ⇒ (11) + 98 = 109
The Dark Hood takes down Dr. Octagon! -1 Unrest
Loyalty Roll: 1d20 + 97 ⇒ (9) + 97 = 106
Hex Claims: None
New Districts: Begin Clearing new trade district for Shrike's Reach. (2 BP)
Improvements: None
Buildings: Graveyard(4 BP), Bakery(6 BP), Dance Hall(4 BP), x3 House(9 BP), x2 Brothel(8 BP)
Economy Roll: 1d20 + 91 ⇒ (18) + 91 = 109
Removing 1 BP from treasury for 1 Unrest.
Treasury @ Start: 91
BP Spent: 34 BP
BP Gained: 14 from Resources; 36 from Economy
Treasury @ End: 107
DM_Lazer_Beam |
Month 7
Seeing the bakery doing so well Kael turns his gaze back to the economy and a pet project he has had ideas for for awhile now. He builds a center of learning for all with a special library dedicated to housing a branch of the Arcanarium.
Stability Roll: 1d20 + 99 ⇒ (6) + 99 = 105
The Dark Hood takes down XXX! -1 Unrest
Loyalty Roll: 1d20 + 97 ⇒ (3) + 97 = 100
Hex Claims: None
New Districts: None
Improvements: None
Buildings: University (78 BP), Library (6 BP), House (3 BP)
Economy Roll: 1d20 + 102 ⇒ (14) + 102 = 116
Removing 1 BP from treasury for 1 Unrest.
Treasury @ Start: 107
BP Spent: 88 BP
BP Gained: 14 from Resources; 38 from Economy
Treasury @ End: 71
Rabbi Joseph Fankenburg |
As the university was being created, rumors were coming in from Mivan. a band of slavers were planning on capturing some of the kobolds that work for the country, trying to get a cheap mining force. I need you to make both a loyalty and a stability check to stop these slavers, but you take a penalty equal to the number of brothels and waterfronts you own.
DM_Lazer_Beam |
One of my orphans informs me of the disappearance of a number of the scalykind children from the city orphanage. I send Oran to investigate under guise of the Dark Hood.
While he tracks them down, I suggest to General Silverkin that increasing nightly patrols and randomizing their patrol patterns might net a few of these slavers operating within Shrike's Reach.
Control DC: 95
Stability Roll: 1d20 + 99 - 4 ⇒ (5) + 99 - 4 = 100
Loyalty Roll: 1d20 + 101 - 4 ⇒ (19) + 101 - 4 = 116
Once the Dark Hood finds their hideout, General Silverkin and our band confronts them in their hideout.
After a brief, but furious battle we confront the slaver leader.
Your enterprise was flawed from the outset. Had you chosen a different "export" and gone through the appropriate channels we might be in business together instead. Such a waste of raw manpower. You should think on that in any future endeavors. That is...if the justice system spares your pitiful life.
DM_Lazer_Beam |
Month 8
Stability Roll: 1d20 + 99 ⇒ (5) + 99 = 104
The Dark Hood takes down a band of roving monsters! -1 Unrest
Loyalty Roll: 1d20 + 101 ⇒ (19) + 101 = 120
Hex Claims: 4 Hexes (Ghost Stone, Vordakai's Tomb, Valley of the Dead, and Silver Dragons Lair) (4 BP)
New Districts: None
Improvements: 4 Roads (24 BP), 3 Watchtowers (36 BP)
Buildings: None
Economy Roll: 1d20 + 103 ⇒ (5) + 103 = 108
Removing 1 BP from treasury for 1 Unrest.
Treasury @ Start: 71
BP Spent: 64 BP
BP Gained: 14 from Resources; 36 from Economy
Treasury @ End: 57 BP
DM_Lazer_Beam |
Month 9
Stability Roll: 1d20 + 105 ⇒ (8) + 105 = 113
The Dark Hood takes down a Pesh smuggler! -1 Unrest
Loyalty Roll: 1d20 + 106 ⇒ (7) + 106 = 113
Hex Claims: None
New Districts: None
Improvements: x5 Roads(27 BP), x2 Farms (8 BP)
Buildings: None
Economy Roll: 1d20 + 105 ⇒ (19) + 105 = 124
Removing 1 BP from treasury for 1 Unrest.
Treasury @ Start: 57
BP Spent: 36 BP
BP Gained: 14 from Resources; 41 from Economy
Treasury @ End: 76
Rabbi Joseph Fankenburg |
as the autumn month comes to a close, Numaeria has offered you an invitation to their harvest festival. if you choose to go, bringing along 3 BP of tribute to the host nation, for 1 year, your society and fame will increase by 1. in addition, you gain a +2 bonus on any edict checks you make with Numeria for the upcoming year.
DM_Lazer_Beam |
We graciously accept the invitation and attend in our finest regalia in attendance with King Garess. While attending the party I attempt a number of subtle, cordial inquiries into the state of affairs back home in Brevoy.
Just rooting around for any clue that will lead me towards the goal of getting revenge on the cowards that killed off my family line. It'll be something like 6 years now since I fled, nearly 9 when this Kingdom Building is done. Long time to go without any clues.
Diplomacy (Gather Information): 1d20 + 14 ⇒ (3) + 14 = 17
Knowledge(Local): 1d20 + 16 ⇒ (14) + 16 = 30 To aid my Diplomacy check with knowledge of the area with which to praise them.
Knowledge(Nobility): 1d20 + 16 ⇒ (7) + 16 = 23 To recognize any nobles at teh festival of Brevoy or Restov nationality.
So this is the wonderful city of Starfall? Oh but you are too modest. The entire city being built on top a fallen meteor is almost too fantastic to imagine. I can only imagine your neighboring nations jealousy at the notion.
Rabbi Joseph Fankenburg |
yes, many countries envy our incredible wealth. it is due to this magnificent gift from the heavens that my tribe was able to grow from a barbaric nomadic tribe to the rulers of this impressive country. everyone wants our skymetals, from adamantine with all of its uses in war, to harraculum, bending time itself around it. also from this meteorite, an army of automotons, more advanced than any construct even the great azlants ever built. Pitax would like to spread into our lands, and we always have edventurers heading up to mendev to fight the world wound. thankfully our technic league and the automatons have kept the onslaught of the demon horde in check. But you are an off shoot from Brevoy no? it is good to hear that another proposed marriage to king Sartova is being arranged. 6 years from the last one is too long. he should settle down. i can't remember her name, but some royal family. ahh but now i have to go see the ambassador from mendev, asking for adamantine weapons again. good evening.
as you look around the harvest festival you see the king of Pitax, King Iroveti, a high commander in the Mendev crussade whom the king is talking to, a member of the council of daggermark. the Gladiator king from Tymon Ullorth Ungin, and the current swoorldlord of Mivon is talking with some priest of Calistra.
DM_Lazer_Beam |
Month 10
Stability Roll: 1d20 + 106 ⇒ (18) + 106 = 124
The Dark Hood takes down XXX! -1 Unrest
Loyalty Roll: 1d20 + 106 ⇒ (8) + 106 = 114
Hex Claims: None
New Districts: None
Improvements: None
Buildings: Hospital(30 BP), x3 Park(12 BP)
Economy Roll: 1d20 + 105 ⇒ (4) + 105 = 109
Removing 1 BP from treasury for 1 Unrest.
Treasury @ Start: 76
BP Spent: 43 BP
BP Gained: 14 from Resources; 35 from Economy
Treasury @ End: 82
Rabbi Joseph Fankenburg |
as the winter sets in and the rivers develop some icing, the people go about their business as usual with nothing out of the ordinary occurring.
DM_Lazer_Beam |
Month 11
Stability Roll: 1d20 + 108 ⇒ (19) + 108 = 127
The Dark Hood takes down another scumbag! -1 Unrest
Loyalty Roll: 1d20 + 110 ⇒ (5) + 110 = 115
Hex Claims: None
New Districts: None
Improvements: None
Buildings: Black Market (50 BP), Mansion (10 BP)
Economy Roll: 1d20 + 107 ⇒ (17) + 107 = 124
Removing 1 BP from treasury for 1 Unrest.
Treasury @ Start:82
BP Spent: 61 BP
BP Gained: 14 from Resources; 41 from Economy
Treasury @ End: 76
Rabbi Joseph Fankenburg |
As the days are getting shorter and the nights are bitter cold and long, nothing hampers your citizens as they stay warm at home, keeping the frost at bay. no event this month
DM_Lazer_Beam |
Month 12
Stability Roll: 1d20 ⇒ 13
The Dark Hood takes down XXX! -1 Unrest
Loyalty Roll: 1d20 ⇒ 18
Hex Claims: None
New Districts: None
Improvements: None
Buildings: House (3 BP), Alchemist (18 BP)
Economy Roll: 1d20 + 107 ⇒ (20) + 107 = 127
No BP removed from Treasury.
Treasury @ Start: 76
BP Spent: 21 BP
BP Gained: 14 from Resources; 42 from Economy
Treasury @ End: 111
Rabbi Joseph Fankenburg |
as the Solstice arrives, the common folk are building fires to keep the dark tapestry from invading the world, or symbolically so. as these festivals are being set up around the kingdom, some lumberjacks who got into the mead a bit too early, set up the bonfire out of its normal spot, and haphazardly leaning to the east. as it is lit, the fire catches and burns bright, and then crumples. the logs break free of the hastily dug pit and fall near the precious lumber, which catches on fire. the sawmill that is to the left of your capital has caught fire from drunken festivities, a stability check is needed to see how quickly the fires can be quelled, and if the sawmill will remain.