
DM Carbide |

Before getting to the kingdom turn, I wanted to pick up one of the loose ends from this post.
After returning, Katya finds herself thinking of the locket, and the picture inside of it. The sense of familiarity nags at her for a couple of days before she decides to do a more thorough analysis of the potions the man had--she's trying to learn if Bokken made the potions, and maybe check with him if he did. And that's when it clicks...the woman in the picture actually looks a little like Bokken. Minus the facial hair, of course.
The markings on the piece of cloth also look like they might be some sort of map, though it'll take a bit more study and Knowledge checks to figure out.

Katya Volkv |

Super sorry, this post completely passed my mind during this busy week of mine.
Katya rubs her eyes after spending some time pouring over the cloth markings and comparing them with the latest maps handed to her by the local scouts and hunters. Her mind clicking through possibilities...
Know: Geo: 1d20 + 13 ⇒ (6) + 13 = 19
Know: Local: 1d20 + 13 ⇒ (18) + 13 = 31
Know: Nature: 1d20 + 13 ⇒ (2) + 13 = 15
I figure one of those three are what you're looking for. :)

DM Carbide |

With time and a bit of effort, Katya is able to decipher the scrawls and faded shapes on the piece of fabric. It appears to be a map to a cairn south and east of Nadezhda, between the Shrike and Gurdin Rivers. The person who made the map seems to have been writing to someone else telling them of the cairn, which (they claim) holds a magical greatsword. The writer cautions of traps, as well as a tale of how someone else stole the sword and was taken by some sort of guardian that came out after the thief.

DM Carbide |

Turn 4
Upkeep Phase, Turn 4
Step 1--Determine kingdom stability.
Stability check: 1d20 + 20 ⇒ (15) + 20 = 35
Once again, that easily beats the Control DC; Unrest is still 0, so you get another BP. Treasury is now at 17 BP.
Step 2--pay consumption. 2 BP for now (Size 4, 1 City, 3 Edicts, 3 Farms; 4 + 1 + 3 - 6). Treasury is at 15 BP.
Step 3--fill vacant magic item slots. None at present.
Step 4--modify Unrest. Not needed at present.
Edict Phase, Turn 4
Step 1--assign leadership.
Stopping here. Any changes to be made?
Step 2--claim hexes.
Step 3--city improvements.
Step 4--build terrain improvements.
Step 5--create and improve settlements.
Step 6--create army units.
Step 7--issue edicts.
Income Phase, Turn 4
Step 1--make withdrawals from the treasury.
Step 2--make deposits to the treasury.
Step 3--sell expensive items for BP.
Step 4--collect taxes.
Event Phase, Turn 4

Katya Volkv |

As a player I agree, though Katya would probably have some reservations, mostly because Katya and the Fitcher haven't talked to each other much, maybe you'd like to do a quick side thing while we pour through these kingdom turns?

DM Carbide |

Turn 4
Upkeep Phase, Turn 4
Step 1--Determine kingdom stability.
[dice=Stability check]1d20 + 20
Once again, that easily beats the Control DC; Unrest is still 0, so you get another BP. Treasury is now at 17 BP.
Step 2--pay consumption. 2 BP for now (Size 4, 1 City, 3 Edicts, 3 Farms; 4 + 1 + 3 - 6). Treasury is at 15 BP.
Step 3--fill vacant magic item slots. None at present.
Step 4--modify Unrest. Not needed at present.
Edict Phase, Turn 4
Step 1--assign leadership.
The Fitcher replaces Svetlana as councilor.
Step 2--claim hexes. You claim the hex with the empty spider's nest.
Step 3--city improvements. Any? You have 15 BP to play with, although a Mine will cost 6 BP and a road in your newest acquisition will cost another BP.
Step 4--build terrain improvements.
Step 5--create and improve settlements.
Step 6--create army units.
Step 7--issue edicts.
Income Phase, Turn 4
Step 1--make withdrawals from the treasury.
Step 2--make deposits to the treasury.
Step 3--sell expensive items for BP.
Step 4--collect taxes.
Event Phase, Turn 4

The Fitcher |

Hmm. Good point. To show that he deserves the role of Councilor, The Fitcher should probably display some good judgement. What would be a good scenario to jump off from and do a bit of side role-play? Anything going on upon our return?

DM Carbide |

How about some recommendations for what to do about the lizardfolk? Digging into the recent history of human/lizardfolk interactions in the area, maybe finding people who've traded with them in the past few years, like that.

The Fitcher |

I'm good with a mine and a road.
As for the lizardfolk, The Fitcher seems to have no hard feelings even though relations are clearly strained. He is leaning toward recommending opening up an official relationship with those he calls the "mud people". Maybe send an ambassador of some sort, mostly for trade purposes. The idea would be to determine what the mud people have in abundance, and what they need, as opposed to trading trinkets back and forth. The Fitcher would work with Katya, seeing her as smart and capable. A few things he does, hoping to get "aid another" help from Katya.
The Fitcher has no plan. He just wanders the town, talking to basically everyone he meets who'll listen,trying to determine what the good folk know about the history of human-lizardfolk relations in the area - diplomacy - 1d20 + 1 ⇒ (4) + 1 = 5
Kn (local) 1d20 + 4 ⇒ (17) + 4 = 21 and Kn (nature) 1d20 + 9 ⇒ (9) + 9 = 18 to learn more about lizardfolk in general, and whether there are more tribes / settlements around.

DM Carbide |

Turn 4
Upkeep Phase, Turn 4
Step 1--Determine kingdom stability.
Stability check=35
Once again, that easily beats the Control DC; Unrest is still 0, so you get another BP. Treasury is now at 17 BP.
Step 2--pay consumption. 2 BP for now (Size 4, 1 City, 3 Edicts, 3 Farms; 4 + 1 + 3 - 6). Treasury is at 15 BP.
Step 3--fill vacant magic item slots. None at present.
Step 4--modify Unrest. Not needed at present.
Edict Phase, Turn 4
Step 1--assign leadership.
The Fitcher replaces Svetlana as councilor.
Step 2--claim hexes. You claim the hex with the empty spider's nest.
Step 3--city improvements. None.
Step 4--build terrain improvements. You construct a Mine in the gold hex, and a road in the newest annex; total cost is 7 BP, leaving you with 8 BP.
Step 5--create and improve settlements. None.
Step 6--create army units. None.
Step 7--issue edicts. Sticking with the current trio, I take it? If not, let me know.
Income Phase, Turn 4
Step 1--make withdrawals from the treasury. None.
Step 2--make deposits to the treasury. None.
Step 3--sell expensive items for BP. None.
Step 4--collect taxes.
Economy check: 1d20 + 17 ⇒ (14) + 17 = 31
You add 10 BP to the treasury, for a total of 18 BP.
Event Phase, Turn 4
Event type: 1d100 ⇒ 41
Event: 1d100 ⇒ 34
Stability check: 1d20 + 20 ⇒ (15) + 20 = 35
An infestation of rats has rendered much of your stored grain and other foodstuffs useless, leading to food shortages. However, your able leadership has minimized the long-term impact of the shortfall. Upkeep costs next turn will be increased by 50%.
End of turn!

Katya Volkv |

After spending the day talking with people, the Fitcher and Katya probably retire to some quieter area of the main city where we can lay out ideas. Katya always carries papers and ink with her now a days, since she has settled into running the logistics of our new home. And aid another on knowledge checks can just be assumed from Katya, as its impossible for her to not meet a DC 10 check in Knowledge, Linguistics, or Spellcraft.
"Given our last encounters with the lizardfolk, whoever we pick as our ambassador to them will need a guard detail, small enough to not be threatening but enough to give pause from rash action. They'll also need to understand being firm with the lizardfolk, as we cannot tolerate any more abductions of our children. Though... ultimately... healthy respect and tall fences might be best."

DM Carbide |

The Fitcher is unable to find anyone who's willing to talk about their own interactions with lizardfolk, but he's able to gather a lot of secondhand information. They don't tend to buy much, since they don't have a lot of resources to trade beyond the occasional rare plant or animal, or any treasure taken on foraging trips. It's not like the kobolds and their silver mine.

DM Carbide |

I'll get a post up for the next turn, if no one wants to do anything special. Annex Oleg's trading post?

The Fitcher |

From what I have learned, I am rethinking the idea of trade with the mud people. It does not seem likely to be profitable. An ambassador, maybe, to keep relations calm, and keep an eye on their activities?
If annexing is not seen as an aggressive act by Oleg and the populace, The Fitcher is for annexation.

DM Carbide |

Oleg is currently one of your ministers, so he's presumably OK with being part of the kingdom.

The Fitcher |

The Fitcher will take full advantage of the rat infestation, casting Speak with Animals, Charm Animal, and Control Vermin every day that the group is in town. Primarily, he'll try to use Control Vermin to convince the rats to go away. (handle animal 1d20 + 0 ⇒ (3) + 0 = 3 for 3 HD of rats/day), and to entertain himself, he'll build a group of friendly/charmed rats that follow him around and do simple tricks to entertain the common folk.

Vasily Lyesnayevich |

Always annex Oleg's Trading Post, yep. For turn 4 I'd like to build a Mill in Nadzheda. For the other turn, a Smithy. That's both of the 6 BP +1 Econ/Stab buildings that don't give a corresponding penalty.

DM Carbide |

Fitcher, give me a Diplomacy check.

DM Carbide |

Editing the turn to incorporate Vasily's instructions:
Turn 4
Upkeep Phase, Turn 4
<...>
Edict Phase, Turn 4
Step 1--assign leadership.
The Fitcher replaces Svetlana as councilor.
Step 2--claim hexes. You claim the hex with the empty spider's nest.
Step 3--city improvements. None.
Step 4--build terrain improvements. You construct a Mine in the gold hex, and a road in the newest annex; total cost is 7 BP, leaving you with 8 BP.
Step 5--create and improve settlements. None. Buying a Mill for Nadezhda; cost is 6 BP, leaving the treasury at 2 BP.
Step 6--create army units. None.
Step 7--issue edicts. Sticking with the current trio, I take it? If not, let me know.
Income Phase, Turn 4
Step 1--make withdrawals from the treasury. None.
Step 2--make deposits to the treasury. None.
Step 3--sell expensive items for BP. None.
Step 4--collect taxes.
[dice=Economy check]1d20 + 17
You add 10 BP to the treasury, for a total of
1812 BP.Event Phase, Turn 4
** spoiler omitted **
An infestation of rats has rendered much of your stored grain and other foodstuffs useless, leading to food shortages. However, your able leadership has minimized the long-term impact of the shortfall. Upkeep costs next turn will be increased by 50%.
End of turn!

DM Carbide |

Turn 5
Upkeep Phase, Turn 5
Step 1--Determine kingdom stability.
Stability check: 1d20 + 21 ⇒ (13) + 21 = 34 That beats the DC and Unrest is still 0, so you get another BP. Treasury is at 13 BP.
Step 2--pay consumption. Normally this would be 6 BP +50% = 9 BP, but The Fitcher's machinations keep that down to 8 BP. (Would have been more with a better roll.) Treasury is at 5 BP.
Step 3--fill vacant magic item slots. None at present.
Step 4--modify Unrest. Not needed at present.
Edict Phase, Turn 5
Step 1--assign leadership. Kept the same.
Step 2--claim hexes. Annexing Oleg's Trading Post.
Step 3--city improvements. Can't afford the Smithy this turn.
Step 4--build roads. Putting a road in the new hex for 1 BP; treasury is at 4 BP.
Step 5--establish farmlands. None at present.
Step 6--create army units. None at present.
Step 7--issue edicts. I assume you're going with the current 3.
Income Phase, Turn 5
Step 1--make withdrawals from the treasury. None at present.
Step 2--make deposits to the treasury. None at present.
Step 3--sell expensive items for BP. None to sell.
Step 4--collect taxes.
Economy check: 1d20 + 19 ⇒ (20) + 19 = 39
Another excellent turn! You add 13 BP to the treasury, bringing it to 17 BP.
Event Phase, Turn 5
Event check, lo=event: 1d4 ⇒ 3
After the previous food difficulties, things are quiet.
End of turn! What now?

DM Carbide |

Incidentally, if you decide to make a second city where Oleg's is now, you can make his trading post a Stable, Watchtower, or Shop at no cost.
Also, I've updated the Kingdom Map link at the top of the page and the Exploration Map link in the Campaign Info tab.

DM Carbide |

More like WNW, since north is 30° off of vertical.

DM Carbide |

There's a compass rose in the top left corner of the Kingdom Map, linked at the top of this page.

DM Carbide |

Bea, Katya--you good with the exploration?

DM Carbide |

Congratulations! Hope it's good busy.

DM Carbide |

Leaving your backups in charge for a few days, you set out to the northwest. You follow the Skunk River into forest from the Tuskwater, a familiar sight after the many months you've spent in the area. The weather is as close to perfect as you've seen for a month or more. This is particularly welcome after a rather impressive rainstorm the previous couple of days.
The river is somewhat swollen by the rains, so you're taking care not to get too close. Suddenly you hear from up ahead a sound of somewhat high-pitched voices. They sound angry, but you're not immediately able to pick out the words.
What do you do?
Miscellaneous roll W: 1d100 ⇒ 97
Miscellaneous roll A: 1d100 ⇒ 48

Katya Volkv |

Katya shifts on her horse as she turns to the rest of the group, "Always excitement in the woods eh?" before she nudges her horse forward at a much faster pace, heading towards the loud yelling.

The Fitcher |

The Fitcher's eyes take on a yellow-green reflective quality as he wrinkles his nose in curiosity. He makes a soft grunting noise as he guides his horse along with Katya and Bea.
Does The Fitcher smell anything? Perception 1d20 + 11 ⇒ (4) + 11 = 15 Hunter's Senses (Ex): Standard action, gain scent special ability and improved vision. Dismiss as free action.

Vasily Lyesnayevich |

Perc check to try to pick out words: 1d20 + 12 ⇒ (15) + 12 = 27 +2 if Humans, +4 if Magical Beasts, +2 if in Forest terrain
Out in front as usual, Vasily urges Sev forward and whistles for Strelka to stay close by and hidden.

DM Carbide |

Vasily, you can pick out a few different voices; they don't sound human, though--too high-pitched. "...back away from the bank, fool!" "I'm fine, get the...." "NO! Not going in...."
Fitcher, the wind is in the wrong direction for you to get much in the way of scents; the dominant odor is of mud and wet grass.
To be continued!

DM Carbide |

Gaah, what a week....
Your advance through the trees is punctuated by unhappy-edging-towards-panicking neighing. In the middle of the river is a small wagon, apparently thoroughly stuck and slowly sinking--the waters threaten to overwhelm its sides. Two ponies hitched to the wagon flounder in the swirling waters. Another pair of wagons sit safely on the far bank, well away from the water's edge, surrounded by a group of gnomes (all of whom show signs of wounds). There are a few kobold bodies on the ground as well.
On a hillock next to the water stands a rather flamboyantly-dressed gnome, his helmet askew and one eye blackened. He's shouting out conflicting orders, and is probably further along towards full panic than the ponies. He's ignoring you, although a couple of the other gnomes have noticed you.

Katya Volkv |

Katya comes up along side The Fitcher seeing the scene and looking back and forth between the wagon and the horse, "I could summon more horses and we could tie them to the wagon... or I can make one of you larger and stronger and you could try to lift the wagon out of the river... what do you think?"

Katya Volkv |

Katya nods, "That I can also do."
Katya raises her staff, pointing at the water and chanting, "Confn ekess ve
de wer pab
jennu jaw."
Going to summon a Celestial Crocodile and order it to cut the ropes and leather straps holding the horse to the wagon.

DM Carbide |

The wagon isn't too far from shore, but with the speed of the water it would be hard to wade. DC 10 Swim check to get there, or DC 15 Ride check to ride out. The horses will take some handling once they've been cut free as well, and the wagon is well stuck.

The Fitcher |

The Fitcher nods his agreement to Katya's idea, then begins to ford the river. He'll take 10 if he can, otherwise: ride 1d20 + 7 ⇒ (12) + 7 = 19. As he does so, he calls out, Little men! Do you have any items in cart that can not be replaced?

DM Carbide |

One of the gnomes shouts, "YES! That's where all of our maps are! Weeks of work!"

DM Carbide |

Bea, Vasily--what are you doing?

DM Carbide |

Not sure what happened to Bea and Vasily; neither of them have been on the boards for the past three weeks.
The Fitcher is able to reach the mired cart without any particular difficulty. The horses are panicking--you can see that untying them from the harness would be easy enough, but handling them may be challenging. Fortunately, Katya's summoned crocodile is a celestial creature, and won't be as terrifying as a normal croc would.
Wild Empathy or Handle Animal check to calm them down.