DM Barcas - Kingmaker: Rivers Run Red

Game Master Isaac Duplechain

As Newhaven rises, threats besiege it from all directions. To the north, the news of the last heir of House Rogarvia threatens the start of a new war. To the south, an empire of trolls and monsters grows.


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M Brownin (Half Pale Skin/Half Dark Skin) Healer 8/Merchant 3

(I may make one more IC post, a speech, after Nik and before Jemini. Depending on how things roll ; )


Male
Akiros Ismort wrote:

And, with all of that, I must now make an announcement I'm finding it quite difficult to make. I'm sure some, if not all of you won't be too surprised though as it's been coming on slowly for some time now.

I'm taking an indefinite leave from PbP.

I've been playing these wonderful games online for seven or eight years now, and they have brought me an immense amount of fun, creative challenge, entertainment and inspired flights of fancy. I simply do not have the words to express my deep gratitude for each and every one of my fellow players, and most especially all the hard working GMs I have had the great pleasure and privilege to game with. Thank you all, so incredibly much.

While I still do very much enjoy these games and collaborative creative fiction, upon some deep reflection, over some time now, I feel I need to concentrate my energies in some different directions. Now is the time for it.

It also seems like a perfect time to leave Akiros to your tender mercies. Please do take good care of him. I have honestly loved writing him.

I may be back! I just have no idea when, or if at all. I am sure I'll still skulk around and keep abreast of the game though. So please keep up the stellar writing!

I consider you all friends, and I wish you all the very best. Thanks for putting up with me all these years!

Fare thee well, my boon companions and, as the Elvish saying goes,
"Merry meet, merry part, and merry meet again!"

Well.. snap.

Good luck and good gaming, whatever the game may be :)


Wow. Okay. Good luck. I will keep Akiros safe in the meantime. At least he has a built-in reason to not adventure: manning the defenses.


Best of luck to your future endeavors!

(And consider becoming a professional Dota player. I see the prize pool for The International 2014 is currently at 9.1 million US dollar. And rising.)


They have announced the sergeant's test as July 25th. I've been studying heavily, and will continue to study heavily until then. Expect my posting to be sporadic.


Jemini's profile is updated:

+8 hp
+1 BAB
+1 lay on hands (3d6)
Mercy (diseased)

Bluff, Diplomacy, Intimidate, Knowledge (engineering) +1

Feat: Hands of Valor (Inner Sea Gods)


Introducing; Boyar Myrdal.


Male Human Cleric (Abadar) 7th / Fighter 1st / AC 24/10T/24F / HP 61 / F +10 R +3 W +11 / Init. +0 / Perc. +5 / Sense Motive +14
Boyar Berrin Myrdal wrote:
Introducing; Boyar Myrdal.

Wow! Look at that guy! All spiffed up and no more base-born fighter in him!

EDIT: Only concerns would be that you don't have Bravery or Armor Training 1 as a fighter would, so your Sash isn't helping ya...so your dex doesn't apply in the agile half-plate. Maybe different armor, like an enchanted version of the mithril chainmail hauberk we found in the ruins?


Why? If I treat by zero levels of fighter as four higher I treat them a four, giving me armor training 1 and braver +1, right? Am I missing something?


Male

Oh, right. I don't have zero levels of fighter, I have none. Not the same...


Male

Dropping the sash and the agile half plate would give me 6000gp wiggle room toward wbl if I drop the mwk handaxe (a memento from Kressle) I can pick up a +2 mithral breastplate.

4000 for mithral + 2000 for the +2 (brought to you by Verik) and +200 for the base price of the breast plate.

Edit; Actually if I'm dropping the sash I think I'd rather pick up a magiked full-plate, to hell with movement speed. I can get a +2 full-plate for 3650 if Verik magiks it for me, giving me 2350 wiggle room. Would Verik put a +1 on my bow for me as well?


Male Human Cleric (Abadar) 7th / Fighter 1st / AC 24/10T/24F / HP 61 / F +10 R +3 W +11 / Init. +0 / Perc. +5 / Sense Motive +14
Sigz wrote:
Actually if I'm dropping the sash I think I'd rather pick up a magiked full-plate, to hell with movement speed. I can get a +2 full-plate for 3650 if Verik magiks it for me, giving me 2350 wiggle room. Would Verik put a +1 on my bow for me as well?

Sure! I'll get it all put into my crafting spoiler.


Going over Berrin's equipment I'm dropping off some mundane stuff, giving me more wiggle room, here's a list of what I'm dropping, what I'm picking up instead and what I'd like Verik to craft for me.

Dropping:
Sash of the War Champion
+1 agile half-plate
mwk. handaxe
longbow
studded leather

Picking up:
military saddle
saddle bags
mwk. lance
cold-iron arrows (20)

Crafting list for Verik, if you please.:
+2 full-plate
+1 on mwk. composite longbow (+4 str)
+1 on Berrin's longsword
+1 arrow (10)
flaming arrow (10)


Can I assume that Jemini has her armor and shield enchanted now? I'd go for +2 mithril chainshirt (previous 0), +2 mithril (heavy) shield (previous 0), and +2 cloak of resistance (previous 1).


Jemini is still very much above the wealth cap. Maybe if she sold some of the stuff off.

Silver Crusade

Male Human 8th Lvl Expert

What about the notion of having some of these items "on the shelf" or "in the castle vault" and not utilized by the PC, but available to use at a later level when WBL allows for it. That way we're not giving away items that functionally and story-wise we'd really keep. It gets tagged/reserved for certain characters but it's off of their PC list and not accessible to them. Story-wise it's easy enough to hand-wave as to why a character isn't using something.

We're in a strange situation right now with WBL and loot and all that, as we don't run a true "you have cash/loot/treasure and use what you have" kind of system, but at the same point we're not on a rigorous WBL-only system (like Zeitgeist for example).

Scarab Sages RPG Superstar 2013

Tony makes a great suggestion. As we grow in levels, we'll all have more actual wealth than wbl permits: gold for retirement, estates, etc. Having access to items that don't regularly go on our character sheet is a great way to allow us to level up in wealth, without getting rid of precious things we acquired along the way. We can even check that growth by having redundant items, like multiple helms or shields. We can only carry one at a time, and the one we have on our cs when we're in a dungeon or away from home is the only one we have.


That's true, but is there a reason why some of it wouldn't be in use? Perhaps loaned out to city defenders or some other reason?

Grand Lodge

Male Elf Wizard (Forsight) 7 AC 13(21)/13(21)/13(21) / HP 38/38 / F +4 R +6 W +7 (+2 vs. ench) / Init. +10 / Perc. +20)

Hey guys.. In Colorado today.. Hurt my hand in Salt Lake two days ago, got some stitches, but still trucking along... I like the item reserve idea.. We could
Put some of the historical magic items on display in a city museum if you guys liked that idea and added it to the library, wizards tower, magical academy perhaps?

I'm a bit split on level 7.. I can qualify for two prestige classes, lore master or arcane savant.. Savant can be borderline op depending on what spells you select... Level 2 haste is pretty sweet...

Feats are also up in the air. Im considering improved familiar or another crafting feat. Isaac, how am I sitting as far as WPL goes ? I'm without a computer but I have plans for my personal growth / story involvement.. It's written up on paper
But the lack of a computer and time due to the move is putting a hamper on things..


Elsir is 2,300 under WBL.

Silver Crusade

Male Human 8th Lvl Expert
DM Barcas wrote:
That's true, but is there a reason why some of it wouldn't be in use? Perhaps loaned out to city defenders or some other reason?
Elsir Tel’ran wrote:

... I like the item reserve idea.. We could

Put some of the historical magic items on display in a city museum if you guys liked that idea and added it to the library, wizards tower, magical academy perhaps?

Yeah that's a fine idea and to expand on this concept a bit, there could be several kinds of "explainable" options as to why something goes into "storage" until later levels when it can be used with WBL room. Some examples in my head are:

Trophy: As Celeador noted above, or perhaps for example Tahngruun's greataxe, Hargulka's armor, the "extra" red dragon platemail we never dispensed with, etc. are displayed in the Founder's Hall (with appropriate glyph/sigil/alarm protections by Elsir and Verik of course).

Vault: Some of the elven bows, blades and armor are stored in a special secured castle vault or Bank vault under the key of Jemini. In other words it's valuable, but the characters don't want to use it for now. This could work for Borodin for example, who wanted one of the elven mithril chainmail hauberks, but can't really use it until 9th level (7th Magus).

Cursed?: Similar to the vault concept, but could be that Elsir and Verik cannot fully determine the safety of the items or their aura, and so they are locked away until a later time their knowledge grows (i.e. level up). The rings and amulets could be explained this way...maybe a fear that the Winter Queen dweomered the items for her champions and no one should take them for now, that sort of idea.

Family/Friends Loan: An item goes to a close family member or friend as an aid or protection, but at the right time it can "come back" to the character to use in the story. An example could be if Jemini wants to dispense with one of her items to clear WBL room - she "gives" it to her sister to better protect her, and some time later (when WBL permits) it comes back to Jemini in the story.

Of course, these are really all just story ideas to hand-wave why a character isn't claiming or using a desired item, due to the WBL issue. The loot from the elven armory and the battle are both awesome and story-appropriate, but players don't want to touch some of it because they can't balance it with a hybrid system. I think we fundamentally are facing a dilemma stemming from which system to use - WBL or Wealth-on-Hand. Both systems have pros and cons, but we're kinda in this middle-ground situation where we used one system, switched to the other, some characters benefited from one and not the other, etc.


Male Human Cleric (Abadar) 7th / Fighter 1st / AC 24/10T/24F / HP 61 / F +10 R +3 W +11 / Init. +0 / Perc. +5 / Sense Motive +14
Boyar Berrin Myrdal wrote:
Going over Berrin's equipment I'm dropping off some mundane stuff, giving me more wiggle room, here's a list of what I'm dropping, what I'm picking up instead and what I'd like Verik to craft for me.

Verik's crafting spoiler updated if you want to check it out. I made an assumption that the 10 flaming arrows were +1 flaming arrows (as per the requirements), and put the cost in there for ten of them - Elsir would have to help craft them with Verik (as he has the Fireball spell). the list also includes the Thundering enhancement to Berrin's Boast.

EDIT: After talking with Cromlich he's going for a +1 Resistance Cloak in lieu of enchanting the elven chainmail, plus the Keening of his blade.


Male

I like the idea of a treasury/reserve. I'd actualy rather not have to let Kressle's axe go nor the studded leather, I've kept them more as keepsakes and for rp more than for any practical reasons, they're trophies more that anything else.

As for the arrows, Berrin can't afford 10 +2 arrows, he only has 522gp wiggle room, that's enough for 6 +1 flaming arrows. I'd rather keep with enchanting the sword and bow as backup weapons than pile up magic arrows that he'll most likely never use so let's keep with 6 arrows if it possible please.

Scarab Sages RPG Superstar 2013

Nikolai takes a level of ranger:

+8 hp
+1 BAB
+1 base Will

Feats: Endurance, tbd

Skills: Intimidate +1, Linguistics +1 (Sylvan), Perception +1, +2 Ride, +1 Sense Motive, Stealth +1, Survival +1

I'm a little torn on this feat. I could take Leadership and create a bard. Or maybe Red Eyes. I could take Furious Focus which I once really considered and missed these last few combats. I also think Nikolai qualifies for the unrequited love, back from the dead, or big bad nemesis story feats (whatever their actual names are).

Thoughts?


If you take Leadership, keep in mind that I don't go for in-combat cohorts (except maybe mounts/animal companions). We already have a huge party.

Scarab Sages RPG Superstar 2013

So not even a bard to buff everyone?

Well...harumph. Taking a combat feat then. I was thinking....Epic Strength.....


Not the first time I've mentioned it.

Silver Crusade

Male Human 8th Lvl Expert
Steven T. Helt wrote:

Well...harumph. Taking a combat feat then. I was thinking....Epic Strength.....

Yeah Furious Focus is hard to beat with Nikolai and Power Attack, given that it works for standard attack actions and not just full-round attacks. But since you asked for other options, I'll throw out:

* Opening Volley - could be fun and flavorful if Nikolai picked up a spear or throwing axe for short range and opened up with it.
* Improved Iron Will - since you already have Iron Will this would help to ensure Nikolai doesn't go down with a save-or-suck will-based spell at the wrong time.
* Vital Strike - I know Nikolai is more of a full-attack-action guy and you can't use Vital Strike with Charge, but a Vital Strike+Power Attack+Rage attack after a move action is always fun to see.

I looked at Ultimate Campaign and while some of the Story Feats are cool, I didn't see anything that jumped out as a "wow" for you.

The Exchange

Male Elf Fighter 3

Death or Glory might work, and it stacks with the vital strike line.

Meta-wise, charge of the righteous is good since I expect us to face a lot of undead.

Btw, I made it to Houston! My home goods are being unpacked on Tuesday.


Kingdom building rules

Here is the kingdom as it currently stands:
--------------------
KINGDOM OF NEWHAVEN
--------------------
NEWHAVEN
NG Size 21 Kingdom
Control DC 43
--------------------
STATISTICS
--------------------
Economy 63 (27 to 31 BP/turn); Loyalty 32; Stability 45
Consumption 1; Income Modifier 10; Unrest 0; Unrest/Turn 0
Fame 5; Infamy 0
Population 12,250 (4750 rural, 7500 urban)
--------------------
LEADERSHIP
--------------------
Ruler Jemini Lebeda, Human Female (22)
Councilor Svetlana Leveton, Human Female (31)
General Berrin Myrdal, Human Male (25)
Grand Dipolmat Kesten Garess, Human Male (32)
High Priest Verik Jarrow, Human Male (24)
Magister Jhod Kavken, Human Male
Marshal Akiros Ismort, Human Male (30)
Royal Enforcer Nikolai Rogarvia, Human Male (28)
Spymaster Halorouth Callmanov, Human Male (25)
Treasurer Oleg Leveton, Human Male (41)
Warden Zander Whitestag, Human Male (22)
Taisper Stosz, Human Male (21)
--------------------
HEXES
--------------------
Sanctuary (05/4708) (Along Tuskwater Lake, Forest/River/Coast)
>>Improvements Road with Bridges, Settlement
Farmland (06/4708) (12 mi. NE of Sanctuary, Plains/River)
>>Improvements Irrigated Farm, Road with Bridges
Farmland (07/4708) (24 mi. NE of Sanctuary, Plains/River)
>>Improvements Irrigated Farm, Road with Bridges
Farmland (08/4708) (36 mi. NE of Sanctuary, Plains/River)
>>Improvements Irrigated Farm, Road with Bridges
Farmland (03/4709) (24 mi. SE of Olegsgrav, Plains)
>>Improvements Farm, Road
Sawmill (04/4709) (12 mi. SE of Olegsgrav, Forest)
>>Improvements Road, Lair, Mill
Olegsgrav (05/4709) (Along Brevoy's Border, Plains)
>>Improvements Road, Settlement
Farmland (06/4709) (12 mi. NW of Sanctuary, Plains/River/Coast)
>>Improvements Irrigated Farm, Road with Bridges
Sawmill (07/5709) (12 mi. SW of Olegsgrav, Forest)
>>Improvements Road, Mill
Gold Mine (08/4709) (24 mi. S/SW of Olegsgrav, Mountains)
>>Improvements Mine, Road
Farmland (09/4709) (24 mi. N of Sanctuary, Plains/River)
>>Improvements Irrigated Farm, Road with Bridges
Fishery (09/4709) (12 mi. SE of Sanctuary, Plains/River/Coast)
>>Improvements Fishery, Road with Bridges
Mine (03/4710) (36 mi. N/NE of Sanctuary, Hill/River)
>>Improvements Mine
Sawmill (03/4710) (24 mi. S of Olegsgrav)
>>Improvements Road, Sawmill
Mine (04/4710) (24 mi. SW of Olegsgrav, Hill/River)
>>Improvements Mine
Sawmill (04/4710) (36 mi. N/NW of Sanctuary, Forest/River)
>>Improvements Road with Bridges, Sawmill
Farmland (06/4710) (24 mi. E/NE of Sanctuary, Plains/River)
>>Improvements Irrigated Farm, Road with Bridges
Farmland (06/4710) (24 mi. E of Sanctuary, Plains/River)
>>Improvements Irrigated Farm
Sawmill (07/4710) (12 mi. E of Sanctuary, Forest)
>>Improvements Sawmill
Quarry (07/4710) (12 mi. E/SE of Sanctuary, Hills/River)
>>Improvements Quarry
Farmland (08/4710) (24 mi. SE of Sanctuary, Plains/River)
>>Improvements Irrigated Farm, Road with Bridges[/list]
--------------------
SETTLEMENTS
--------------------
Sanctuary (05/4708)
NG Large Town
Corruption +0; Crime +1; Law +1; Lore +3; Productivity +3; Society +1
Qualities Prosperous
Danger +0
Demographics 90% human, 2% gnome, 3% dwarf, 5% other
Population 5250
Marketplace
Base Value
2000 gp; Purchase Limit 10000 gp; Spellcasting 5th
Minor Items 1 potion, scroll, or wondrous item; 2 items; Medium Items —; Major Items
Buildings: Castle, Garrison, House, House, Library, Mill, Noble Villa, Pier, Shop, Shrine (Lawful), Tannery, Temple (Lawful Neutral), Town Hall, Trade Shop

Olegsgrav (05/4709)
NG Small Town
Corruption +0; Crime +0; Law +0; Lore +1; Productivity +1; Society +2
Qualities Prosperous
Danger +0
Demographics 95% human, 5% other
Population 2250
Marketplace
Base Value
1300 gp; Purchase Limit 7500 gp; Spellcasting 4th
Minor Items 2 wondrous items; Medium Items —; Major Items
Buildings: Brewery, House, House, Inn, Market, Mint, Stable, Trade Shop
--------------------
DIPLOMACY
--------------------
Varnhold Alliance +2 (Balanced), Embassy, Treaty +3 (Balanced)
--------------------
ARMIES
--------------------
First Army of Sanctuary XP 2400
NG Huge army of Human (500 Warrior 4, Sanctuary's Garrison)
hp 33/33; ACR 6; Morale +1 (+5 to change tactics during battle.)
DV 16; OM +6
Tactics Cautious Combat
Speed 2 Hex; Consumption 3 BP
Commander Berrin Myrdal
Charisma Modifier 1
Leadership 7
Profession (soldier) ranks 3
Commander Boons Bonus Tactic: Cautious Combat, Flexible Tactics

First Mounted of Sanctuary XP 600
LG Medium army of Human (100 Cavalier 3, Sanctuary's Castle)
hp 11/11; ACR 2; Morale +2
DV 13; OM +3
Tactics Charge (1/battle, +6 OM one attack), Cavalry Experts (+2 OM vs. non-mounted)
Special Challenge (1/battle; +2 OM/+1 DV vs. army, -1 DV to others), Mounts, Order, Tactician (Cavalry Experts)
Speed 2 Hex; Consumption 1 BP
Commander Kesten Garess
Charisma Modifier 2
Leadership 5
Profession (soldier) ranks 3
Commander Boons Bonus Tactic: Charge (Dirty Fighters)


Here's the example of a turn:

Starting Treasury: 25

Upkeep
1. Stability (Control DC 43) 1d20 + 45 ⇒ (7) + 45 = 52 (+1 BP: 26)
2. Pay Consumption (-1 BP: 25)

Edict
1. Leadership - No change
2. Claim hex - 1 hex (-1 BP: 24)
3. Build terrain improvements - 1 road, 1 farm (-3 BP: 21)
4. Create/improve settlements - 1 inn (-10 BP; 11)
5. Create/improve army - no change
6. Change Holiday/Promotions/Taxation

Income
1. Withdrawals - none
2. Deposits - none
3. Sell items - none
4. Collect taxes - Economy 1d20 + 63 ⇒ (11) + 63 = 74 (+24 BP, +10 BP: 45)

Events
1. Check (1-75% chance) 1d100 ⇒ 89
> No event


09/4710
Starting Treasury: 25

Upkeep
1. Stability (Control DC 43) 1d20 + 45 ⇒ (1) + 45 = 46 (+1 unrest)
2. Pay Consumption (-1 BP: 25)

Edict
1. Leadership - No change
2. Claim hex - 2 hexes (-2 BP: 22, 5.6 & 9.8)
3. Build terrain improvements - 1 roads w. bridges(5.6), 1 preparation for settlement -hills (White Hart) (-6 BP: 16)
4. Create/improve settlements - 1 house (sanctuary), 1 orphanage (sanctuary), 1 graveyard(sanctuary) (-13 BP; 3)
5. Create/improve army - no change
6. Change Holiday/Promotions/Taxation -No changes

Income
1. Withdrawals - none
2. Deposits - Battle at Hydra Bridge loot +24 BP
3. Sell items - none
4. Collect taxes - Economy 1d20 + 63 ⇒ (6) + 63 = 69 (+23 BP, +10 BP: 60)

Events
1. pre-determined
New Subjects: A small group of indigenous intelligent creatures joins your kingdom and submits to your rule (kobolts). Society and Stability increase by 1, Unrest decreases by 1, and your Treasury increases by 1d6 ⇒ 3 BP (each time you roll a 6, add the result to the total and roll again). (63 BP)


Kingdom building rules

Here is the kingdom as it currently stands:
--------------------
KINGDOM OF NEWHAVEN
--------------------
NEWHAVEN
NG Size 23 Kingdom
Control DC 45
--------------------
STATISTICS
--------------------
Economy 63 (27 to 31 BP/turn); Loyalty 33; Stability 46
Consumption 3; Income Modifier 10; Unrest 0; Unrest/Turn 0
Fame 5; Infamy 0
Population 13,000 (4750 rural, 8250 urban)
--------------------
LEADERSHIP
--------------------
No Changes
--------------------
HEXES
--------------------
36 miles SW of Olegs
->claimed, road w bridges and prepped for settling
36 miles E, NE of Sanctuary
->claimed
--------------------
SETTLEMENTS
--------------------
Sanctuary (05/4708)
NG Small City
Corruption +0; Crime +1; Law +1; Lore +3; Productivity +3; Society +1
Qualities Prosperous
Danger +0
Demographics 90% human, 2% gnome, 3% dwarf, 5% other
Population 6000
Marketplace
Base Value 4000 gp; Purchase Limit 10000 gp; Spellcasting 5th
Minor Items 1 potion, scroll, or wondrous item; 2 items; Medium Items —; Major Items —
Buildings: Castle, Garrison, House, House, Library, Mill, Noble Villa, Pier, Shop, Shrine (Lawful), Tannery, Temple (Lawful Neutral), Town Hall, Trade Shop, house, orphanage, graveyard

Olegsgrav (05/4709)
NG Small Town
Corruption +0; Crime +0; Law +0; Lore +1; Productivity +1; Society +2
Qualities Prosperous
Danger +0
Demographics 95% human, 5% other
Population 2250
Marketplace
Base Value 1300 gp; Purchase Limit 7500 gp; Spellcasting 4th
Minor Items 2 wondrous items; Medium Items —; Major Items —
Buildings: Brewery, House, House, Inn, Market, Mint, Stable, Trade Shop
--------------------
DIPLOMACY
--------------------
Varnhold Alliance +2 (Balanced), Embassy, Treaty +3 (Balanced)
--------------------

Silver Crusade

Male Human 8th Lvl Expert

Here's a reference to the City Map Toolkit topic that I found on these boards last year, in case you want to play around with the code.

While we're doing the turns, I'll see about keeping up the city maps on Jabber's profile page here. The hex map is the original one that Barcas also has on his profile page link to the skydrive docs.


09/4710
Starting Treasury: 63

Upkeep
1. Stability (Control DC 45) 1d20 + 46 ⇒ (5) + 46 = 51 (+1 BP: 64)
2. Pay Consumption (-3 BP: 61)

Edict
1. Leadership - Jhod steps down to take over the Temple of Erastil in White Hart, Elsir Tel'ran takes his place (Economy +3).
2. Claim hex - 2 hexes (-2 BP: 59, 8.7 & 9.7)
3. Build terrain improvements - roads and farm at 9.8, farm at 8.7 (-6 BP: 53)
4. Create/improve settlements - 1 settlement founded with Temple of Erastil (White Hart), 1 house (White Hart), 1 foundry (Sanctuary) (-36 BP; 17)
5. Create/improve army - no change
6. Change Holiday/Promotions/Taxation -No changes

Income
1. Withdrawals - none
2. Deposits - none
3. Sell items - none
4. Collect taxes - Economy 1d20 + 66 ⇒ (1) + 66 = 67 (+22 BP, +10 BP: 49)

Events
1. 1d100 ⇒ 8 ->Event
2. 1d100 ⇒ 27 ->Dangerous Kingdom Event
->1d100 ⇒ 34
-> Feud (Settlement, Continuous): Nobles (or other influential rival groups) are bickering. Attempt a Loyalty check. If you succeed, you end the event but Unrest increases by 1. If you fail, Corruption increases by 1, Unrest increases by 1d6, and the event is continuous.
-> Loyalty Check DC 45 1d20 + 35 ⇒ (4) + 35 = 39 ->Failed (Corruption +1, unrest +1d6 ⇒ 6, event is continuous.


Kingdom building rules

Here is the kingdom as it currently stands:
--------------------
KINGDOM OF NEWHAVEN
--------------------
NEWHAVEN
NG Size 25 Kingdom
Control DC 47
--------------------
STATISTICS
--------------------
Economy 65 (27 to 31 BP/turn); Loyalty 33; Stability 47
Consumption 0; Income Modifier 10; Unrest 7; Unrest/Turn +1d6 until loyalty check is made.
Fame 5; Infamy 0
Population 13,750 (4750 rural, 9000 urban)
--------------------
LEADERSHIP
--------------------
Jhod leaves, Elsir steps in.
--------------------
HEXES
--------------------
36 miles SW of Olegs
->settlement founded White Hart
36 miles E, NE of Sanctuary
->roaded, farmed
8.7
->claimed, farmed
9.7
->claimed
--------------------
SETTLEMENTS
--------------------
Sanctuary (05/4708)
NG Small City
Corruption +0; Crime +1; Law +1; Lore +3; Productivity +4; Society +1
Qualities Prosperous
Danger +0
Demographics 90% human, 2% gnome, 3% dwarf, 5% other
Population 6250
Marketplace
Base Value 4000 gp; Purchase Limit 10000 gp; Spellcasting 5th
Minor Items 1 potion, scroll, or wondrous item; 2 items; Medium Items —; Major Items —
Buildings: Castle, Garrison, House, House, Library, Mill, Noble Villa, Pier, Shop, Shrine (Lawful), Tannery, Temple (Lawful Neutral), Town Hall, Trade Shop, house, orphanage, graveyard, foundry

Olegsgrav (05/4709)
NG Large Town
Corruption +0; Crime +0; Law +0; Lore +1; Productivity +1; Society +2
Qualities Prosperous
Danger +0
Demographics 95% human, 5% other
Population 2250
Marketplace
Base Value 1300 gp; Purchase Limit 7500 gp; Spellcasting 4th
Minor Items 2 wondrous items; Medium Items —; Major Items —
Buildings: Brewery, House, House, Inn, Market, Mint, Stable, Trade Shop

White Hart (10/4710)
LG Small Town
Corruption +0, Crime +0, Lore +0, Productivity +0, Society +0
Qualities ?
Danger +0
Demographics ?
Population 750
Marketplace
Base Value 1000 gp, Purchase Limit ? gp; Spellcasting ?th
Minor Items 2; Medium Items —; Major Items —
Buildings: Temple (Lawful Good), House
--------------------
DIPLOMACY
--------------------
Varnhold Alliance +2 (Balanced), Embassy, Treaty +3 (Balanced)


Male

Hex-Map can be found here.


Male

Next up for 2 kingdom turns:
Nicolai
Elsir
Verik
Berrin

Silver Crusade

Male Human 8th Lvl Expert

After a brief discussion, due to the negative event of the last turn (10/4710 Lamashan), I'll take the 11-12/4710 (Neth and Kuthona) turns next to end the 4710 year.


Male

So the roster is;
Verik
Nikolai
Elsir
Berrin


Male Human Cleric (Abadar) 7th / Fighter 1st / AC 24/10T/24F / HP 61 / F +10 R +3 W +11 / Init. +0 / Perc. +5 / Sense Motive +14
Sigz wrote:
As for the arrows, Berrin can't afford 10 +2 arrows, he only has 522gp wiggle room, that's enough for 6 +1 flaming arrows. I'd rather keep with enchanting the sword and bow as backup weapons than pile up magic arrows that he'll most likely never use so let's keep with 6 arrows if it possible please.

Updated!


Male
Vorduvai wrote:
Here's a reference to the City Map Toolkit topic that I found on these boards last year, in case you want to play around with the code.

Wow. Cool!

Did you add the UC image packet from kwiqsilver?

Silver Crusade

Male Human 8th Lvl Expert
Sigz wrote:
Vorduvai wrote:
Here's a reference to the City Map Toolkit topic that I found on these boards last year, in case you want to play around with the code.

Wow. Cool!

Did you add the UC image packet from kwiqsilver?

I did yeah -- the houses look better and now the Foundry and other UC buildings are represented. It's a two-step process to get it to a jpg file but not too bad.

Silver Crusade

Male Human 8th Lvl Expert

My apologies for holding up these kingdom turns, but I should be close to getting going on them. I needed a tracking sheet so that I understand how the mechanics work and what affects what so I can follow along - it's not matching up exactly, but it's close and I'm just putting in some adjustment numbers to make it match the baseline before Sigz started the most recent turns.

So the questions I have before I dive into months 11-12 of 4710 are:
1) Is Jemini's Ruler bonus to Economy currently? (I believe it was set that way last July, but may have changed)
2) Is Hal's Spymaster bonus (+3?) to Loyalty currently? (I believe it was set that way last July when Hal took on the role, but may have changed)
3) Are the Edicts set to: Token Promotion, Light Taxation and 1 Holiday per year? If not, what are they set to? (at one point we had an Aggressive Promotion and Normal Taxation, but that was last July before the UC conversion)
4) Does the net Consumption +1 reflect the monthly consumption of the two armies (in an inactive or garrisoned state)?


From the top of my head:
1) Yes
2) Yes
3) Yes
4) Yes (garrisoned)

Silver Crusade

Male Human 8th Lvl Expert

Okies thx -- I've made adjustments to my sheet to get the numbers to match and am putting in the last two turns from Sigz, and then I'll roll with my two turns. I plan on making some reasonable adjustments to the taxation and holiday edicts as part of my turn to get us out of the unrest and Feud situation, as well as what the Leadership bonus focuses on (though I think she's close to having two scores affected here).


Male

That's right. At size 26 she can add to a second score.

Silver Crusade

Male Human 8th Lvl Expert

Okay got my sheet updated and worked out to current. There were a couple of discrepancies discovered for the turns that Sigz just ran through, so noting them here for his review. Added a few lines to show the edicts and the main hex improvements that can affect the stats.

Calculations:
The Rova 9/4710 turn had one slight change when run through the sheet. The 'New Subjects' event added a permanent +1 to Stability, bringing Stability to 47 instead of 46.

The Lamashan 10/4710 turn was very tricky, with some adds to stats due to the buildings selected and the rise of the third settlement. I found the following changes after the 09/4710 turn as:
70 Economy (+2 from LG Temple, +1 Foundry, +1 Foundry bonus to mine, +3 Elsir Magister change)
35 Loyalty (+2 from LG Temple)
48 Stability (+1 Foundry)
11 Income Modifier (+1 Foundry bonus to mine)
6 Unrest (Foundry unrest offset from Temple, all Unrest from Feud Event)
48 Control DC (2 hexes claimed, 1 new district from White Hart)
2 Consumption (+2 for hexes claimed but -4 for farms, +1 for new district)

--------------------
KINGDOM OF NEWHAVEN (thru Lamashan – 10/4710)
--------------------

NEWHAVEN
NG Size 25 Kingdom
Control DC 48
--------------------
STATISTICS
--------------------

Economy 70; Loyalty 35; Stability 48
Treasury 49; Consumption 2; Income Modifier +11; Unrest 6; Unrest/Turn +1d6 until loyalty check is made.
Fame 5; Infamy 0
Promotion Token; Taxation Light; Holidays 1/year
Population 15,750 (6250 rural, 9500 urban)
Improvements Roads x18, Irrigated Farms x8, Farms x3, Fishery x1, Quality Mines x1, Mines x2 (1 w/ Foundry bonus), Quarry x1, Sawmills x5, Lair x1
--------------------
LEADERSHIP
--------------------

Jhod leaves, Elsir steps in.
--------------------
HEXES
--------------------

5.6 - 36 miles SW of Olegs
->settlement founded White Hart
9.8 - 36 miles E, NE of Sanctuary
->roaded, farmed
8.7
->claimed, farmed
9.7
->claimed
--------------------
SETTLEMENTS
--------------------

Sanctuary (05/4708):

NG Small City; Districts 1
Economy +14; Loyalty +9; Stability +14; Defense +8
Corruption +0; Crime +1; Law +1; Lore +3; Productivity +4; Society +2
Qualities Prosperous, +1 to Economy/Loyalty/Stability
Danger +0
Demographics 90% human, 2% gnome, 3% dwarf, 5% other
Population 6500
Marketplace
Base Value 4000 gp; Purchase Limit 10000 gp; Spellcasting 5th
Minor Items 1 potion, scroll, or wondrous item; 2 items; Medium Items —; Major Items —
Buildings: Castle, Garrison, House, House, Library, Mill, Noble Villa, Pier, Shop, Shrine (Lawful), Tannery, Temple (Lawful Neutral), Town Hall, Trade Shop, House, Orphanage, Graveyard, Goundry

Olegsgrav (05/4709) :

NG Large Town; Districts 1
Economy +8; Loyalty +6; Stability +5; Defense +0
Corruption +0; Crime +0; Law +0; Lore +1; Productivity +1; Society +2
Qualities Prosperous, Free Stables
Danger +0
Demographics 95% human, 5% other
Population 2250
Marketplace
Base Value 1300 gp; Purchase Limit 7500 gp; Spellcasting 4th
Minor Items 2 wondrous items; Medium Items —; Major Items —
Buildings: Brewery, House, House, Inn, Market, Mint, Stable, Trade Shop

White Hart (10/4710) :

LG Small Town; Districts 1
Economy +2; Loyalty +2; Stability +0; Defense +0
Corruption +0, Crime +0, Lore +1, Productivity +0, Society +2
Qualities 1/2 price Temple
Danger +0
Demographics ?
Population 750
Marketplace
Base Value 1000 gp, Purchase Limit ? gp; Spellcasting ?th
Minor Items 2; Medium Items —; Major Items —
Buildings: Temple (Lawful Good), House

--------------------
DIPLOMACY
--------------------

Varnhold Alliance +2 (Balanced), Embassy, Treaty +3 (Balanced)
--------------------
ARMIES
--------------------

First Army of Sanctuary XP 2400:

NG Huge army of Human (500 Warrior 4, Sanctuary's Garrison)
hp 33/33; ACR 6; Morale +1 (+5 to change tactics during battle.)
DV 16; OM +6
Tactics Cautious Combat
Speed 2 Hex; Consumption 3 BP
Commander Berrin Myrdal
Charisma Modifier 1
Leadership 7
Profession (soldier) ranks 3
Commander Boons Bonus Tactic: Cautious Combat, Flexible Tactics

First Mounted of Sanctuary XP 600:

LG Medium army of Human (100 Cavalier 3, Sanctuary's Castle)
hp 11/11; ACR 2; Morale +2
DV 13; OM +3
Tactics Charge (1/battle, +6 OM one attack), Cavalry Experts (+2 OM vs. non-mounted)
Special Challenge (1/battle; +2 OM/+1 DV vs. army, -1 DV to others), Mounts, Order, Tactician (Cavalry Experts)
Speed 2 Hex; Consumption 1 BP
Commander Kesten Garess
Charisma Modifier 2
Leadership 5
Profession (soldier) ranks 3
Commander Boons Bonus Tactic: Charge (Dirty Fighters)


Male Human Cleric (Abadar) 7th / Fighter 1st / AC 24/10T/24F / HP 61 / F +10 R +3 W +11 / Init. +0 / Perc. +5 / Sense Motive +14

11/4710
Starting Treasury: 49
Upkeep Phase
1. Stability (Control DC 48) 1d20 + 48 - 6 ⇒ (10) + 48 - 6 = 52 -1 Unrest to 5
2. Pay Consumption (-2 BP: 47)
3. Fill Vacant Magic Item Slots N/A
4. Modify Unrest N/A

Edict Phase
1. Leadership - Jemini changes attribute to Loyalty will add 2nd Economy attribute next turn
2. Claim hex - 1 hex 06.11/K16 (-1 BP: 46) 26 hexes total
3. Build terrain improvements - farm, roads w/ bridges at 06.11(-4 BP: 42)
4. Create/improve settlements - 1 House (Olegsgrav), 1 Barracks (Olegsgrav), 1 Monument (White Hart), 1 Park (White Hart), 1 Jail (Sanctuary), 1 Watchtower (Sanctuary) (-29 BP; 13) Unrest cleared
5. Create/improve army - no change
6. Change Holiday/Promotions/Taxation - Taxation to None, Holidays to 6 per year. short-term taxation "holiday", holidays are long-term change

Income Phase
1. Withdrawals - none
2. Deposits - none
3. Sell items - none
4. Collect taxes - Economy 1d20 + 63 - 0 ⇒ (2) + 63 - 0 = 65 (+21 BP, +11 BP: 45)

Event Phase
Feud (Settlement, Continuous): Erastil-Abadar Feud in its 2nd month. Attempt a Loyalty check. If you succeed, you end the event but Unrest increases by 1. If you fail, Corruption increases by 1, Unrest increases by 1d6, and the event is continuous.
Loyalty Check (Control DC49) 1d20 + 48 - 0 ⇒ (9) + 48 - 0 = 57 Success, feud ended. 1 Unrest for next turn.


Male Human Cleric (Abadar) 7th / Fighter 1st / AC 24/10T/24F / HP 61 / F +10 R +3 W +11 / Init. +0 / Perc. +5 / Sense Motive +14

--------------------
KINGDOM OF NEWHAVEN (thru Neth – 11/4710)
--------------------

NEWHAVEN
NG Size 26 Kingdom
Control DC 49
--------------------
STATISTICS
--------------------

Economy 63; Loyalty 48; Stability 51
Treasury 45; Consumption 2; Income Modifier +11; Unrest 1; Unrest/Turn 0
Fame 5; Infamy 0
Promotion Token; Taxation None; Holidays 6/year
Population 17,500
Improvements Roads x19, Rivers x11, Irrigated Farms x8, Farms x4, Fishery x1, Quality Mines x1, Mines x2 (1 w/ Foundry bonus), Quarry x1, Sawmills x5, Lair x1
--------------------
LEADERSHIP
--------------------

Jemini focuses her efforts on securing loyalty to the realm. A tax holiday is declared before deep winter sets in, and additional festivals are set in recognized celebration.
--------------------
HEXES
--------------------

6.11 or K16
->claimed, farmed, road w/ bridge built
--------------------
SETTLEMENTS
--------------------

Sanctuary (05/4708):

NG Small City; Districts 1
Economy +14; Loyalty +11; Stability +17; Defense +10
Corruption +0; Crime +0; Law +2; Lore +3; Productivity +4; Society +2
Qualities Prosperous, +1 to Economy/Loyalty/Stability
Danger +0
Demographics 90% human, 2% gnome, 3% dwarf, 5% other
Population 7000
Marketplace
Base Value 4000 gp; Purchase Limit 10000 gp; Spellcasting 5th
Minor Items 1 potion, scroll, or wondrous item; 2 items; Medium Items —; Major Items —
Buildings: Castle, Garrison, House, House, Library, Mill, Noble Villa, Pier, Shop, Shrine (Lawful), Tannery, Temple (Lawful Neutral), Town Hall, Trade Shop, House, Orphanage, Graveyard, Foundry, Jail, Watchtower

Olegsgrav (05/4709) :

NG Large Town; Districts 1
Economy +8; Loyalty +6; Stability +5; Defense +2
Corruption +0; Crime +0; Law +1; Lore +1; Productivity +1; Society +3
Qualities Prosperous, Free Stables
Danger +0
Demographics 95% human, 5% other
Population 2750
Marketplace
Base Value 1300 gp; Purchase Limit 7500 gp; Spellcasting 4th
Minor Items 2 wondrous items; Medium Items —; Major Items —
Buildings: Brewery, House, House, Inn, Market, Mint, Stable, Trade Shop, House, Barracks

White Hart (10/4710) :

LG Small Town; Districts 1
Economy +2; Loyalty +4; Stability +0; Defense +0
Corruption +0, Crime +0, Lore +1, Productivity +0, Society +2
Qualities ½ price Temple
Danger +0
Demographics ?
Population 1250
Marketplace
Base Value 1000 gp, Purchase Limit ? gp; Spellcasting ?th
Minor Items 2; Medium Items —; Major Items —
Buildings: Temple (Lawful Good), House, Park, Monument

--------------------
DIPLOMACY
--------------------

Varnhold Alliance +2 (Balanced), Embassy, Treaty +3 (Balanced)
--------------------
ARMIES
--------------------

First Army of Sanctuary XP 2400:

NG Huge army of Human (500 Warrior 4, Sanctuary's Garrison)
hp 33/33; ACR 6; Morale +1 (+5 to change tactics during battle.)
DV 16; OM +6
Tactics Cautious Combat
Speed 2 Hex; Consumption 3 BP
Commander Berrin Myrdal
Charisma Modifier 1
Leadership 7
Profession (soldier) ranks 3
Commander Boons Bonus Tactic: Cautious Combat, Flexible Tactics

First Mounted of Sanctuary XP 600:

LG Medium army of Human (100 Cavalier 3, Sanctuary's Castle)
hp 11/11; ACR 2; Morale +2
DV 13; OM +3
Tactics Charge (1/battle, +6 OM one attack), Cavalry Experts (+2 OM vs. non-mounted)
Special Challenge (1/battle; +2 OM/+1 DV vs. army, -1 DV to others), Mounts, Order, Tactician (Cavalry Experts)
Speed 2 Hex; Consumption 1 BP
Commander Kesten Garess
Charisma Modifier 2
Leadership 5
Profession (soldier) ranks 3
Commander Boons Bonus Tactic: Charge (Dirty Fighters)

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