Annexing Tatzlford early?


Kingmaker


My group is still in the beginnings of RRR, but they're almost 2 years into their Kingdom building.

They've had some rough goes with inopportune events, and a near TPK at the hands of the Dancing Lady so it's been somewhat slow going getting them back out into the world to explore.

With the continued rumors/threats of Trolls to the South, they want to expand their kingdom's borders to include Tatzlford. I read up on the stats for TF in the beginning of BfB, but that seems like kind of a lot to just "hand" to my PC's, especially considering that's what TF would look like in a module a half.

Anyone have anything similar happen with their group, and have any suggestions on a toned down version of TF to let them annex? Loy will certainly demand a position on their council, but that isnt too difficult considering they lost one of their members in the near TPK and that player decided it was a good time to stop playing in general. I'll likely come up with some other conditions, but nothing over the top to make annexation unattractive overall.


Maybe some type of treaty with Tatzlford along with a hearty dose of NPCs who will expect resources, protection, etc from your PCs. Then let the events of BfB unfold as written.... Plus your PCs pay for it.


I would go with an alliance sort of pact, instead of a true annexion. This way you could keep TF as it is in B4B. My players actually kinda forgot about rezbin asking for help and when they did remember i told them that Loy would rather develop the city on his own, and only later ask for annexion, as a proof of good will.


Or just let them annex the place and re-work the later attack.

Or have some negotiations to get them in (e.g., a treaty with obligations.)

Real-life kingdoms often had lots of Interesting Differences with regards to various cities, their charters, how they got into things, and so on.

Sandbox games have the potential to go in many directions if the players do things their way -- this is part of the fun, though rewriting stuff can be a big part of the GM's workload.


I believe the main point of the founding of Tatzlford in RRR is to simply have a settlement that far west in the PCs' barony, for the events in BfB.

In RRR it says that "Loy and Latricia's skill and exuberance halve the cost of the first castle, temple, market, tavern or inn built in the new village." I interpret this as a carrot to encourage the players to expand and absorb the village into their realm so they can get that bonus half-price building - they're expected to annex the village "early".

The start of BfB also has lots of discussion about this:

Blood for Blood page 9 wrote:

Before you begin "Blood for Blood" take a moment to examine the PCs' kingdom. If they've managed to claim several hexes in the Narlmarches (including the one containing Tatzlford), everything's already set up for you.

...

The Taztlford presented here may conflict with the village as it might have grown in your game - if this is the case, you should adjust elements on the map of Tatzlford and among its inhabitants as necessary so it makes sense for your game.

Frankly, the PCs are 10th level at the start of BfB, and can probably ride out and take on Trask's rather pitiful forces as written without even getting the village involved.


Yeah, from what I remember Tatzylford joins the kingdom if the PC kingdom claims the hex. It's basically a Free City, a special terrain feature.

Free City


tonyz wrote:

Or just let them annex the place and re-work the later attack.

Or have some negotiations to get them in (e.g., a treaty with obligations.)

Sandbox games have the potential to go in many directions if the players do things their way -- this is part of the fun, though rewriting stuff can be a big part of the GM's workload.

This is what I did. Rezbin IMC was a retainer of the Lodovka family, sent out as part of the 50 BP start-up fund, and intended to merge with the PCs' kingdom all along.


Ya, I don't plan to not let them annex it, it seems completely reasonable with some concessions given on both sides parts.

It's more that TF wouldn't be as advanced as the example given in BfB and I'm trying to get a sense of how developed the city should be.

As written, TF gives +8 Econ, +9 Stab, and +6 Stab. I'm curious what increase to my groups Control DC would be adding it as it's written.


The easiest way to deal with that is to adjust those numbers until the normal course of events catches up.

Maybe annex TF as +6, +7, and +4 and let it grow to match as written later on.


I took my current sheet and added TF as it exists in BfB and the Command DC went from 36 to 38, while the other stats went up a lot more than intended:

Econ 44 > 52
Loy 35 > 44
Stab 39 > 45

This is definitely too much of an influx.

In addition to Loy negotiating a spot on the Council, I think a required investment into TF of a certain number of BP per "turn" for a certain period of time to support their existing development plans would be reasonable.

The TF in my game has focused a lot more on making their city defensible at some expense of their productivity/sustainability.

Here's what I'm thinking I'll present to my players:

Quote:


When you next return to your kingdom, Loy Rezbin will arrive shortly after (assuming you send for him as previously discussed). With him will be his wife Latricia.

He will proudly present an accounting of Tatzlford's current state, it's development plans, and a proposal for TF to be included in the nation of Verterra.

Tatzlford, Small Town (1 District), 1 Hex
Population: 350 (much smaller than the infrastructure could support)
Base Value: 500
House x1
Shop x1 (adjacent to House)
Watchtower
Smithy
Shrine (Erastil, Latricia currently acting as High Priestess)
City Wall x4
Sawmill
Fishery
Bridge

Adding TF would change your Kingdom stats as shown below (assuming no other actions taken than adding the hex/city):
Control DC 36 > 38
Economy 44 > 46
Loyalty 35 > 36
Stability 39 > 42
Consumption -1 > 0
Income +12> +13

Annexing TF would require Loy to be added to your council for a term of at least 1 year (he would like to assume the role of Treasurer).

In addition to the council role, TF asks that 5BP per "turn" be dedicated to their development plan for a period of 1 year (60BP in total). They are flexible in the order in which things are done, and have provided some options to help TF fit into your kingdom.

Shrine upgraded to Temple (24BP)
Construction of Town Hall (22BP)
Construction of Inn or Tavern (10/12BP respectively)
Contruction of Brewery or Dance Hall (6/4 BP respectively)
Construction of any required House(s) to support development (3BP per)

Thoughts?


That seems reasonable from here.


I like the added conditions, tough it's maybe too much for such little gain?


That's just their initial offer. It's certainly a little TF-friendly, so there's room for negotiating.

It's actually pretty close for a straight value proposition. The buildings/hex/terrain improvements are worth ~57 if my math is right.

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