
DM Carbide |

Kiradia--great! You posted since your trip, though, or I would have been worried that the bears had gotten you while you were camping.

Vasily Lyesnayevich |

I've looked over the kingdom sheet a couple of times but it just now sunk in that Vasily is the Royal Enforcer. I know we already have a Marshal, but I think I might approach the job as a pseudo-Wild West lawman.
And happy holidays, everyone.

DM Carbide |

Thanks! Spouse and I spent the majority of the past two days on our feet in the kitchen, and I only screwed up two things. Well, actually the same thing twice, and both times it's been salvageable. And now we have a whole pile of leftovers for the next several days--salmon cooked in white wine with garlic, ginger, lemon, and onions; Slovenian dumplings stuffed with scrambled egg; onion/paprika gravy for the dumplings; potato-corn chowder; pork roast; shortbread; toffee bars; brownies; Russian tea cakes; homemade bread; and Slovenian sweet nut bread. I didn't get on the computer today until just a few minutes ago. Hope you're all having a great Christmas, or whatever holiday(s) you celebrate.

DM Carbide |

So far, so good, although I haven't been outside all year.

PbemDM |

I have to admit that I'm lost with respect to the kingdom building. I look at the map, and I don't know where we are, or what's been built so far. I guess I'm up for roads and farms, generally.
I know I've aired my ignorance in the past, and been brought up to speed, but now I can't even find the old conversations. So, still lost.
So, just wanted to show that I'm interested in contributing, but I can't figure out how.

DM Carbide |

It would probably help if I updated the kingdom map; will try to get that done ASAP.
ETA: Hmm, nothing there to update. Make that "It would probably help if I *created* a kingdom map; will try to get that done ASAP."

DM Carbide |

OK, just uploaded the map from Stolen Land with your current kingdom hexes marked w/black inset lines. The turtle pond was the one south of the Stag Lord's fort. Please note that you haven't yet explored any of the horizontal line of hexes containing the fort except for the fort hex itself.
Some other useful bits of stuff: you can build roads in hexes, although it costs extra to build them in a hex containing a river unless there's already a bridge there. As noted in my gameplay post, you can turn plains hexes with roads in them into farmland, which drops the maintenance cost for the hex. You can also build improvements in cities and other areas, which offer other kingdom benefits. It can get kind of involved pretty quickly--the logistics game is somewhat orthogonal to the main game and the character creation/maintenance game, but like the latter can have a strong influence on how the main game is played.

DM Carbide |

The directions on the map are a little off standard--your three kingdom hexes are on a North-South line.

Vasily Lyesnayevich |

We should definitely build Roads in every hex we claim because we don't get the Economy bonus until we hit a minimum of 4 hexes with Roads in them. Roads are +1 Economy per 4 Hexes and +1 Stability per 8.
We can also improve our city hex instead of improving other hexes. Anything marked with an asterisk here in this list of terrain improvements can be stacked. And that includes stacking with each other or with a settlement.
Don't forget that at this stage of our kingdom we can do 1 new settlement/army unit, 1 new building, 2 terrain improvements, AND 1 hex claim per kingdom building turn.

DM Carbide |

And you've got the BP to invest at the moment...might as well use it now.

Katya Volkv |

I'd say we should start building a road back towards Oleg's Trading Post. It makes a lot of sense to give ourselves a lifeline back towards civilization rather than deeper anywhere else at the moment. As for a building... perhaps something that will start us generating some items? We could build a House and a Herbalist shop and maybe try to bring down that old man who lived near Oleg's?

Vasily Lyesnayevich |

I believe we can only make terrain improvements in hexes we've claimed, so if we want to make a road all the way up to Oleg's we'll have to claim all that territory. I could be wrong about that, though. I do agree that from an IC/RP perspective that makes a lot of sense.
And since we can stack them with other things, there's not really any reason to not build Farms in most of our hexes. Basically anywhere we don't want to build a Mine, Quarry, or Sawmill. They pay down Consumption to help us expand and they're really cheap. They just need to be next to water or 2 other farms, which shouldn't be hard to do if we Claim hexes from the Fort up to Oleg's. I assume those hexes are all explored by now, so it's just a matter of Claiming them and building roads and farms in them.
I think we already have a House in the city, so we can just build the Herbalist. After that we should think about buildings that give us Economy points. Cheap ones (around 10 BP or less) are the Bridge, Bureau (basically a central government building), Dance Hall (I believe this used to be called the brothel, but they changed the name with the upgrade to Ultimate Campaign), Exotic Artisan, Inn, Mill, Shop (a general store), Smithy, Stable, Tannery, Tavern, and Trade Shop (a shop more focused on one type of goods). I bolded the ones I think make sense from an RP standpoint; they're the ones you'd expect to find in a small settlement.

DM Carbide |

I'm working on an update to the kingdom post now.

DM Carbide |

The hex you just claimed is the one with a vein of gold, but the kingdom rules in the AP don't say anything about how to develop it into a mine. Ultimate Campaign has the Mine terrain improvement, but nothing about any mechanical advantage for mining where you know there's something worth digging up. Have I missed something here?

Vasily Lyesnayevich |

It's here, down under Special Terrain. I can't manage a direct link to the section, sorry.
Some hexes contain features or resources that impact a kingdom's Economy, Loyalty, Stability, and other game statistics. These terrain resources are placed by the GM—not by player characters—for you to discover while exploring or adventuring, and may modify terrain improvements or cities.
Resource: A Resource is a ready supply of some kind of valuable commodity that offers a great economic boon to your kingdom, such as exotic lumber, precious metal, gems, rare herbs, incense, silk, ivory, furs, salt, dyes, and the like. If you claim a hex with a Resource, Economy increases by 1. If you construct a Mine, Quarry, or Sawmill in a hex with a Resource, all of its benefits increase by 1. If you construct a Farm or Fishery in a hex with a Resource, those improvements decrease Consumption by an additional 1 BP.
Italics added by me. So claiming the gold hex adds 1 to Econ all by itself and constructing a Mine there would add Econ +2 and BP +2 during the Income phase.

DM Carbide |

Work has been taking up a lot of time, so I haven't been able to get a map together for the fight yet. Hopefully tonight.

DM Carbide |

I spent a lot of yesterday driving, a lot of today wrestling with IKEA furniture (see HERE for accurate commentary), and will be spending a lot of tomorrow driving and visiting family. Will try to get a post up tomorrow evening.

DM Carbide |

I have an ISO audit this afternoon, and it's been soaking up a lot of my attention. Will try to get something significant up about Candlemere tonight; if not then, probably won't be until Sunday. We'll be having people over most of the weekend.

Katya Volkv |

Hey guys, sorry I haven't posted recently, its been a hectic week getting ready for Kublacon (WOOHOO!!) and moving to a new position in my work, I'll be back late Monday though, hope things are going smoothly without me!

DM Carbide |

Have fun! Incidentally, is anyone going to Paizocon?

DM Carbide |

The one reason that Bea might let herself be convinced to turn back now is that although the Candlemere Lights are potentially extremely dangerous (yeah, swarms of hostile CR 6 monsters...bad business, that), they don't present an immediate threat to the kingdom. The island has been like this for as long as the people here can remember; they avoid it, and the wisps don't come after them. There's no reason to resolve the issue right away.

DM Carbide |

I was thinking more that you'd walk away for the night and come back tomorrow morning, actually. I thought you were for making Bea and company stay the night on the island.

DM Carbide |

Now, would I do that to you? Don't answer that.
-Posted with Wayfinder

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Ok, I hope Carbide will forgive me for doing this, but that was a nasty bugger so I did some OOC research for how we can better handle them. And while they are immune to a lot of spells, they're only immune to spells that allow spell-resistance. So even Magic Missile will work against it, if you prepare it. I guess just go through your spell book and try to pick out a few more that don't allow for SR, and hopefully you won't feel excluded if we have to fight another one.

DM Carbide |

I'm going to be on vacation for the next couple of weeks, and for at least part of that time will be in a part of the country with inconsistent cell service. I'll try to keep things moving, but it might be chancy.

DM Carbide |

And I'm back; will get something up soon.

DM Carbide |

Lots of catching up to do at work and at home; nothing individually major, but it's like the death of a thousand cuts. Thanks for the reminder.