| Kyras Lylaras-Orlovsky |
Total BP cost 40 less Income of 6 BP current BP=24
Month 2
Control DC 22
Economy 15
Loyalty 10
Stability 21
Consumption 1
Income +1BP
Unrest 0
Unrest/Turn 0
Upkeep: Stability: DC23: 1d20 + 21 ⇒ (14) + 21 = 35 No increase In unrest
Consumption : Consume (1BP)
Fill Vacant Magic Item Slots: No Slots
Modify Unrest: Unrest is zero
Edicts: Assign Leadership: See Bjelich/Danna post
Claim and Abandon Hexes: Claim Hex F5 (cost 1bp)
Has a river
Build Terrain Improvements: Build Farm F5(cost 4 bp)
Build Road with Bridges G5 (cost 6 bp)
Create/maintain Settlement: Build House (3BP)
Build Mill (6BP)
Create Army: None
Issue Edicts: Declare National Holiday Of Founding of Silvania (1 holiday/year)
Taxation Rate: Light Taxation
Promotion: Token
Income: Withdrawal From Treasury: None
Deposit To Treasury: none
Sell Expensive Items: None
Collect Taxes: 1d20 + 15 ⇒ (12) + 15 = 27 Total/3+1= 10 BP
Events Phase: 75% chance- Chad rolled that we had a sensational crime and we failed to prevent it. Increase 2 unrest.
| Kyras Lylaras-Orlovsky |
Month 3
Control DC 23
Economy 16
Loyalty 10
Stability 22
Consumption 1
Income +1 BP
Unrest 2
Unrest/Turn 0
Upkeep: Stability: DC23: 1d20 + 22 ⇒ (8) + 22 = 30 No increase In unrest
Consumption : Consume (0 BP)
Fill Vacant Magic Item Slots: No Slots
Modify Unrest: Unrest is zero
Edicts: Assign Leadership: See Bjelich/Danna post
Claim and Abandon Hexes: Claim Hex E5 (cost 1bp)
Has a river
Build Terrain Improvements: Build Farm F5(cost 4 bp)
Build Road with Bridges F5 (cost 6 bp)
Create/maintain Settlement: Build Library (6BP)
Create Army: None
Issue Edicts: Declare National Holiday Of Founding of Silvanus (1 holiday/year)
Taxation Rate: Light Taxation
Promotion: Token
Income: Withdrawal From Treasury: None
Deposit To Treasury: none
Sell Expensive Items: None
Collect Taxes: 1d20 + 16 ⇒ (20) + 16 = 36 Total/3+1= 13 BP
Events Phase: Continuous Event Sensational Crime Stability Check 1d20 + 1 + 0 + 22 ⇒ (2) + 1 + 0 + 22 = 251d20 + 1 + 0 + 22 ⇒ (8) + 1 + 0 + 22 = 31 Criminals caught!!
25% chance-1d100 ⇒ 49 No Event!
3 month Summary to come...
| Kyras Lylaras-Orlovsky |
The chronicles of the kingdom of Silvania as written by scribe of the realm , Tyr
On the first day of the 8th month in the year, 4711 of our lord Erastil the great country of Silvania was founded. Let this day be remembered throughout the realm as the day our great leaders founded this free kingdom with the aid of the lords of Rostland.
The first three months of the new realm have been busy. With the aid of the swordlords to the north ou kingdom has established a foothold in these wild lands. Lord Kyras has named this new realm Silvania and it's capital will be the great city of Orlov to honor his mothers name.
With the defeat of the Staglord by the heroes of Silvania, the vile bandits former home was converted to a castle to form the seat of power in the realm. With the establishment of such a bastion of security and safety people have begun to flock to our fledgling kingdom.
The lords of the realm realizing the need for building have established a quarry in the hills near to Castle Orlov. The workers have quickly used the materials produced here to start to build housing for the new citizenry. Meanwhile in the city proper they have raised houses for it's new citizens and library's for learning and the place where this history currently resides.
Citizens have moved into the lands annexed by the kingdom building farms to begin to feed the growing population. The food has been plentiful in the lands, and all the people are fed and happy. The taxes are low and prosperity exists throughout the realm.
Like all good things they draw out the darkest events. There was a murder, a body was found tied to the walls of castle Olov. It was marked with strange runes that none could recognize. Many feared the return of the cult of Gyrona that had once called the castle depths home. The culprit was finally found. However, she took her own life before the authorities could apprehend her. Although the calm has returned to the land of Sylvania. The event has put fear into the people that maybe the heroes of Sylvania are not able to protect them...
Feel free to suggest where the Kingdom should go next. Kyras intends to spread north to Olegs and annex the fort then to annex the temple of Erastil. He will incorporate important sites along the way such as the mine. Please remember i am not planing to game the system but try to build an empire organically the way i think it would need to be done. To that end Chad if you wanted to add snippets from the eople about what they might be demanding that would be cool.
| Bjelich Dalibor |
It might have been fun to play the murders out in the game play section. Bjelich probably needed to do a knowledge religion check to put to rest the rumors of Gyrona. Course, knowing my luck he'd confirm the city's worst fears :/
How much BP is remaining at the end of month 3? Is it 20? 20 is a lot, but lets not bleed this away. Cathedrals, docks and arenas are expensive items to save up for. I'd also like to see the nation have a cushion to fall back on at the end of each month. Like an emergency fund.
Are all the claimed hexes now connected by roadway? We'd discussed not needing roads just yet but I see you've built roads in the last two months. Does the city of Orlov hex not need roads connecting it to the other hexes?
For terrain improvements, perhaps we should add fisheries in all the hexes claimed so far. There is extra BP potential here too.
GRANARY 12 BP, 1 LOT
Kingdom Loyalty +1, Stability +1
Special If Farms reduce Consumption below 0, store up to 5 BP of excess production for use on a later turn when Consumption exceeds the Treasury
I like the idea of creating a militia. The Heroes of Silvania will not always be around and these lands are still pretty wild. There is an owlbear on the loose (feel free to thank the druid), an evil druid lurking, a dragon, not to mention all the giant centipedes... And won't there be a need for armies down the road? Why is the high priest of Erastil advocating for the creation of armies? So he doesn't have to get his hands dirty doing something that an army can :))
All this could be yours for just 6BP and a bump in consumption!
MILITIA (HUGE) XP 800
N Huge army of humans (warrior 1)
hp 16; ACR 3 DV 13; OM +3
Speed 2; Consumption 1
BARRACKS 6 BP, 1 LOT
Kingdom Unrest –1
Upgrade To Garrison
Special Defense +2
Settlement Law +1
A building to house conscripts, guards, militia, soldiers, or similar military forces.
| Danna Laverton |
I like Orlov as well. It sounds like a city name.
I too thought we were waiting on the roads. In fact I thought Kyras was quite adamant about that. Anyway. I think an Inn would make sense to have in the capitol.
I understand the desire to get to Oleg's but making a straight line runs the risk of dividing the kingdom if we manage to lose a hex. I think that organically we would annex the hexes immediately adjacent to us first, increasing our hold in the area, not make a skinny little line running north. Otherwise I think it would be more natural to follow the river. Just my thoughts as you said you were thinking organically and I can't imagine any new country creating itself as 12miles wide and 100 miles long.
I like your bard recount.
| Grigor |
Nice work Kyras. I like the names and the build choices. I, too, am confused about the roads, but am willing to bet that there is some sense to them.
I have a suggestion for the group name: the Sliver Guardians of the Greenbelt, or Silverguard for short. Perhaps we're overloading the name "Silv[...]" though....
I'm happy with a straight line to the gold vein, and then the one or two squares more to Oleg's, and then "fattening out" from there. It would be nice to connect ourselves back to our sponsors, even if that leaves us a little stringy for a couple of turns. Frankly, it is probably an essential route that many of our citizens are taking right now, whether we officially claim it or not. Following rivers is also good.
Could you maybe add an extra line at the end of each kingdom post that tallies the final BP count? And personally, at this point I'm happy to spend any BP that have a six month return, down almost to the last, although I could be convinced otherwise, for example by being shown some scary events....
| Kyras Lylaras-Orlovsky |
We have 15 BP at the end of turn 3. We will always have a cushion as the turn order means taxes are collected last.
After thinking about it I realized that there are alot of benefits to developing a road way at least to Olegs. The biggest being that our City is really in the middle of nowhere. Meaning we are isolated and hard to find. A city like that would make a roadway a priority.
As for the claiming of hexes. I would say that all we have explored is part of our kingdom. When we annex a hex we are really just preparing that hex for usage by our people. so building thin lines to connect important points is fine. Then we can bulk up areas later.
I like the Silver guardians. As long as the others agree.
| Kyras Lylaras-Orlovsky |
Month 4
Control DC 24
Economy 17
Loyalty 11
Stability 22
Consumption 0
Income +1 BP
Unrest 2
Unrest/Turn 0
Upkeep: Stability: DC24: 1d20 + 22 ⇒ (5) + 22 = 27 Decrease Unrest by 1
Consumption : Consume (0 BP)
Fill Vacant Magic Item Slots: No Slots
Modify Unrest: Unrest is zero
Edicts: Assign Leadership: See Bjelich/Danna post
Claim and Abandon Hexes: Claim Hex D5 (cost 1bp)
Has a Mine
Build Terrain Improvements: Build Farm D5(cost 4 bp)
Build Mine D5 (cost 6 bp)
Create/maintain Settlement: Build House (3BP)
Create Army: None
Issue Edicts: Declare National Holiday Of Founding of Silvanus (1 holiday/year)
Taxation Rate: Light Taxation
Promotion: Token
Income: Withdrawal From Treasury: None
Deposit To Treasury: none
Sell Expensive Items: None
Collect Taxes: 1d20 + 20 ⇒ (14) + 20 = 34 Total/3+3= 14 BP
Events Phase: 75% chance 1d100 ⇒ 27
Event Type 1d100 ⇒ 88
Dangerous Settlement Event 1d100 ⇒ 3 The people Demand a building be 1d100 ⇒ 72 built 1d67 ⇒ 6 for barracks is what they demand.
End of month BP 15
| Kyras Lylaras-Orlovsky |
Month 5
Control DC 25
Economy 20
Loyalty 11
Stability 22
Consumption 0
Income +3 BP
Unrest 0
Unrest/Turn 0
Upkeep: Stability: DC25: 1d20 + 22 ⇒ (8) + 22 = 30 No increase In unrest add 1 BP
Consumption : Consume (0 BP)
Fill Vacant Magic Item Slots: No Slots
Modify Unrest: Unrest is zero
Edicts: Assign Leadership: See Bjelich/Danna post
Claim and Abandon Hexes: Claim Hex C5 (cost 1bp)
Has a Raddish patch
Build Terrain Improvements: Build
Build Sawmill C5 (cost 6 bp)
Create/maintain Settlement: Build Barracks (6 BP)
Create Army: None
Issue Edicts: Declare National Holiday Of Founding of Silvanus (1 holiday/year)
Taxation Rate: Light Taxation
Promotion: Token
Income: Withdrawal From Treasury: None
Deposit To Treasury: none
Sell Expensive Items: None
Collect Taxes: 1d20 + 21 ⇒ (20) + 21 = 41 Total/3+3= 16 BP
Events Phase: 25% chance 1d100 ⇒ 30 no Event Barracks Built people are satisfied
End of month BP
| Kyras Lylaras-Orlovsky |
Month 6
Control DC 26
Economy 21
Loyalty 11
Stability 24
Consumption 0
Income +5 BP
Unrest 0
Unrest/Turn 0
Upkeep: Stability: DC26: 1d20 + 24 ⇒ (1) + 24 = 25 Unrest increases by 1
Consumption : Consume (0 BP)
Fill Vacant Magic Item Slots: No Slots
Modify Unrest: Unrest is zero
Edicts: Assign Leadership: See Bjelich/Danna post
Claim and Abandon Hexes: Claim Hex C5 (cost 1bp)
Has olegs which can be a stable, shop, watchtower
Build Terrain Improvements: Build Farm B5 (2 BP)
Build Roadl B5 (cost 1 bp)
Create/maintain Settlement: Establish Town of Oleg Town (1 BP)
Build House Olegs (3 BP)
Build Stable Olegs (free)
Create Army: None
Issue Edicts: Declare National Holiday Of Founding of Silvanus (1 holiday/year)
Taxation Rate: Light Taxation
Promotion: Token
Income: Withdrawal From Treasury: None
Deposit To Treasury: none
Sell Expensive Items: None
Collect Taxes: 1d20 + 21 ⇒ (20) + 21 = 41 Total/3+5= 18 BP
Events Phase: 75% chance 1d100 ⇒ 42 Event
Event 1d100 ⇒ 23 Beneficial Kingdom Event 1d100 ⇒ 95
Political Calm Unrest decreases by 1d6 ⇒ 2 unrest is zero
End of month 38 BP
| Finwik Narthropple |
Good job on picking the names. I like Silvania, Orlov and the Silver Guardians - they are all winners! Wow things are certainly progressing quickly. Thanks for keeping track of all of this Kyras.
Personally I'd like to see Inns and breweries!
Looking back at the 4000 gold for 1 bp tradeoff, I feel like we made a horrible mistake dividing the loot from the staglord's cellar. I think 1000 extra gold per person would have went much farther spent on personal equipment vs the benefit from 1 extra bp. Is there any way to cash in bp?
| Danna Laverton |
I also think we need an inn. It just makes sense. Cashing in BP costs double and decreases loyalty or something. Not a good idea. We will get lots more treasure soon enough. We also got an excellent deal on those BP points, they are normally 4000 gp each to buy.
I am confused by some of your unrest scores Pierre. It was at 2, went down by one and then was at zero. Was there another modifier later in the turns that dropped it to zero that I missed?
Also Oleg Town as a name sounds lame. The Town of Oleg, called Oleg, like the City of Edmonton, called Edmonton is better. Otherwise do Olegstown or Olegsburg or something.
Also why did you chose stable for Oleg's as opposed to the other options? Just wondering the reasoning.
Thanks for taking care of these turns.
| DM oKOyA |
I am watching... :)
Oleg-anything is a lame name. Assume Oleg says as much to you. :P
As for Finwik's BP question... Danna is correct in that the conversion to BP was preferable. You got full value for the items at a one time fantastic exchange rate. If you had sold the loot for personal gain you would have gotten only half value in gold pieces.
Naming a city (Orlov) after a Brevic noble family could have unintended political consequences...
Silvania and Silver Guardians work for me...
I would say that all we have explored is part of our kingdom.
No.
I will commence the second chapter later today... I can't put some events on hold for 2 years (in game time). Most notably Than/Kressle.
| Bjelich Dalibor |
Ok, six months in and what has everyone in the party done? Nothing? I'd like to propose using some of the downtime rules to be 'productive'. I'm not exactly sure how to go about it but here is what I've found so far...
Suppose Bjelich wants to construct a brewery. There are some rules for doing so, but how to interpret them is a little confusing to me. The spoiler has some tidbits of information from the downtime rules. Does anyone have any suggestions on how to interpret them so Bjelich can achieve his ambitious goal?
Starting off with an example: Suppose you want to spend downtime constructing a friendly traveler’s Inn. It needs a Bar so it can sell drinks, and a Kitchen so it can serve food. Guests need a place to eat and rooms to sleep in, so it must include a Common Room and a Lodging. To keep your guests’ horses safe, it must include a Stall. By adding up all the Goods, Influence, Labor, and Magic values in the Create and Time entries of the rooms’ stat blocks, you get a total of 33 points of Goods, 3 points of Influence, 32 points of Labor, and 90 days. By spending that capital, after 90 days of construction time your inn is finished.
BREWERY
Earnings gp or Influence +10
Create 9 Goods, 2 Influence, 7 Labor (380 gp); Time 24 days
Size 12–24 squares
A Brewery allows you to ferment or distill ingredients such as fruits and grain to create potent beverages.
This is the route Bjelich would want to take. But the question I have not been able to find the answer to is how much? I can see it will take 24 days, but there are 18 points of goods and influence and labor to account for...
(From Pg. 107) This section presents many standard buildings and organizations. Each example lists exactly what rooms or teams are used to construct it, a total of each type of capital required if you want to construct one of your own, and a gp total if you want to purchase a completed building of this type. The listed gp value assumes you are purchasing the building instead of constructing it by spending earned capital (see Purchased Cost values from Table 2– 1: Capital Values).
BREWERY
Create 36 Goods, 3 Influence, 32 Labor (1,450 gp)
Rooms 1 Bar, 1 Brewery, 1 Kitchen, 1 Office, 2 Storages, 1 Workstation
A building for beer and ale brewing, wine making, distilling, or some similar use.
This is from another table. This one is much easier to interpret as far as getting brewery is concerned; simply pay the 1,450gp. Problem is finding someone to sell the brewery to you...
(From pg.84)CONSTRUCT BUILDINGS
You can use your downtime capital to create a building that suit your needs, such as a temple, guildhall, or mage tower. You construct a building out of component rooms that allow you to configure the building exactly how you want it (see Rooms and Teams on page 90).
How much capital you can spend per day is limited by the size of the settlement you’re in (see Spending Limits on page 80). Once you’ve spent the total capital and time needed to finish your building, it’s complete and you can use it immediately.
This suggests that Bjelich needs to provide the capital and the time need to construct his brewery. So, 24 days and 1,450gp? I think I'm missing something...
Another activity Bjelich would like to consider to:
The Core Rulebook allows you to perform spell research, either to create a new spell or learn an existing spell from another source. In the downtime system, the steps for spell research each day are as follows.
1. Pay 100 gp × the spell’s level for research costs and rare ingredients. You may spend Goods or Magic toward this cost.
2. Determine the total days of progress required to complete the research, which is 7 × the spell level.
3. Determine the spell research DC, which is 10 + twice the spell’s level.
4. Attempt a Spellcraft check and a Knowledge check (arcana for an arcane spell, religion for a divine spell) against the spell research DC. You can’t take 10 on these checks. You may spend Magic to modify a check result, with 1 point of Magic adding 2 to your total (maximum +10). If both checks succeed, you make 1 day’s progress toward
completing the spell. When your days of progress equal the total number of days needed, the spell is completed and added to your spellbook or list of spells known. If either or both spell research checks fail by 4 or less, you make no progress. For each check that fails by 5 or more, your research has led to poor results and you lose a day of progress toward completing the spell.
If you’re an alchemist, you can use this downtime option to research a new extract formula. Instead of a Spellcraft check, attempt a Craft (alchemy) check. For Knowledge (arcana) checks, you may attempt a Knowledge (nature) check instead.
| Bjelich Dalibor |
The nation building rules put limits, not downtime. But I can see it won't work out.
Pg.77 The downtime system is a middle ground between personal projects (like crafting a new set of armor) and large-scale tasks (like ruling a kingdom). These rules interface with both ends of that scale, and aren’t intended to completely replace them. In many cases, they might slightly contradict what is presented in the kingdom-building rules in Chapter 4. For example, the kingdom-building rules allow you to construct any type of building in 1 month, even a grand palace, which would take much longer using the downtime system. That is because the leader of a kingdom can spend build points to muster incredible amounts of resources and make things happen, far beyond what even a popular hero can do by spending gold and calling in favors. If your GM is using both the downtime system and the kingdom-building rules and there are conflicts over how to handle a situation, the GM decides which method is used, but should lean toward whichever rules seem most appropriate and efficient for the task.
My motivation for this is simple. Bjelich likes his ale and wants to express this part of his character by owning or being involved in a brewery. oKOyA willing, Bjelich would like to invest his own coinage in the upcoming brewery in order to gain part ownership in Silvania's first brewery. He's not in it for the money, although it would be nice to one day recoup his investment :)
Arisen (Story)
Escaping death strengthened your bond to life, but fills you with a need for answers.
Prerequisite: You must have been slain and brought back from the dead, or have the Left to Die or Cursed Birth background.
Benefit: You don’t die until your negative hit point total is equal to or greater than 4 + your Constitution score. Once per day as a standard action, you can force yourself to carry on by strength of will alone, gaining 1 temporary hit point per hit die. These temporary hit points last for 10 minutes.
Normal: You die when your negative hit point total is equal to or greater than your Constitution score.
Goal: You meet in person and hear the words of your deity or your deity’s chosen herald. If you worship a pantheon of deities, you must meet and hear a member of that pantheon—a herald does not suffice in this case. If you worship no specific deity, you must hear the words of an appropriate entity of the GM’s choice.
Completion Benefit: You gain a +2 bonus on saving throws against death effects and fear effects. In addition,the caster level of any conjuration (healing) spell that is cast on you increases by 1 for the purposes of its effects on you alone.
He'd be swapping out Craft Wonderous Objects...
| Tyr the Scholar |
The journal of Tyr the schoalr
The record of the 11th month of the year 4711 in the year of our lord Aroden. The winter is cold this year and I write this as the winds howl through the hills. Although the weather is cold, the people are satisfied. The people had petitioned lord Kyras for a barracks to be built in the town of Orlov. They were frightened by the sensational murder from the month previous. Lord Kyras is a most beneficent leader. He listened to the peoples pleas and ordered the building of a barracks to train more guards for the security of the people.
The Silverguard revealed another secret to the people this chilly month. They had in their explorations they had come across a secret goldmine. Marking the spot for the future of the kingdom they chose to reveal it to the people. With miners unleashed on the golden deposits the wealth of our new kingdom continues to grow.
The people are happy and the kingdom is prosperous
The 12th month of the year 4711 in the year of our lord Aroden. The kingdom is enwrapped in the cold and chill of winter. Our lord Kyras continues to move northward annexing lands to a plan only he knows. Quiet reigns in our little land only broken by the sounds of falling trees in the forest. The woodsman attracted to the newly claimed forest of our lands. The lumber is brought to Orlov where the lumber mill works steadily producing building materials for our ever growing kingdom. Thus ends the year 4711, let all rejoice and remember this year as the birth of Silvania, free nation under the leadership of Lord Kyras and the Silverguard.
The 1st month of the year 4712 in the year of our lord Aroden. Our kingdom celebrated the dawn of a new year with a most momentous event. Lord Kyras ordered that the land occupied by Oleg's fort be annexed and that a new settlement be forged upon the spot. Olegs fort will form the backbone of this new community. The large stables that the Silverguard had used there shall remain in-tacked and be used as way to store and sell the many horses they had accumulated through the exploration of the green belt. Lord Kyras annouced that this new settlement be call ed Greengate. As it is truly the gateway to the opening of the greenbelt. Lord Kyras has said he will find a Viceroy For this new settlement and it will be announced in the future. Thus ends the dawning of the great year 4712.
| DM oKOyA |
Six months haven't actually passed. The kingdom building turns are just a backdrop to the game. We will continue the timeline, but accelerate things a bit to sync things for chapter 2. Don't get all in a panic the game is speeding ahead.
Regarding downtime, I am not particularly interested in adding another rule set right at the moment. If you want to try and make it work that is up to you. If I find it troublesome, or unbalancing, I reserve the right to quash it. Research Spell is a definite no at this point. If you want ownership in a brewery, and truly aren't interesting in making coin, then fluff up the brewery when it is built however you wish...
The feat swap is fine Chris.
"Lord Kyras this and Lord Kyras that. Lord Kyras is a most beneficent leader." *gag* :P
There will be no Viceroy... Oleg's is not a colony or vassal state...
| Danna Laverton |
I think there would just be a mayor of the town or what-have-you.
I presume the "scholar" knows who pays him ;) Assuming his payment is coming out of Kyras' personal stash.
Glad to know we will not be doing nothing during all these turns. I am especially concerned about Than. Maybe the Silverguard could put out a personal appeal for his safe return or information on his whereabouts. I assume Danna is wandering the claimed areas making sure everything is okay.
Danna will also have been evaluating Crix and Jex. Does our true lord (okoya) have information as to what they might be best suited for, skill and personality wise?
Kyras- A good point is made about political ramifications of the name. I like it but perhaps it would be best suited for a settlement other than the capitol. Maybe Silverguard itself is a good capitol name. I love the name Greengate for Oleg's. I will refer to it as nothing else now.
| Kyras Lylaras-Orlovsky |
Month 7 01/02/4712
Control DC 28
Economy 22
Loyalty 12
Stability 24
Consumption 0
Income +5 BP
Unrest 0
Unrest/Turn 0
Fame 2
Infamy 0
Upkeep: Stability: DC28: 1d20 + 24 ⇒ (4) + 24 = 28 No increase In unrest
Consumption : Consume (0 BP)
Fill Vacant Magic Item Slots: No Slots
Modify Unrest: Unrest is zero
Edicts: Assign Leadership: See Bjelich/Danna post
Claim and Abandon Hexes: Claim Hex G4 (cost 1bp)
Has River and Forest
Build Terrain Improvements: Build Sawmill (3 BP)
Build Roadl with bridges F5 (cost 6 bp)
Create/maintain Settlement:
Build House Orlov (3 BP)
Build Inn Orlov (10 BP)
Create Army: None
Issue Edicts: Declare National Holiday Of Founding of Silvanus (1 holiday/year)
Taxation Rate: Light Taxation
Promotion: Token
Income: Withdrawal From Treasury: None
Deposit To Treasury: none
Sell Expensive Items: None
Collect Taxes: 1d20 + 24 ⇒ (5) + 24 = 29 Total/3+6= 15 BP
Events Phase: 7No Roll chad has event
End of month BP 30
| DM oKOyA |
I think there would just be a mayor of the town or what-have-you.
I'm pretty sure Oleg would like to function as mayor.
Glad to know we will not be doing nothing during all these turns. I am especially concerned about Than. Maybe the Silverguard could put out a personal appeal for his safe return or information on his whereabouts. I assume Danna is wandering the claimed areas making sure everything is okay.
I have plans to resolve this next.
Danna will also have been evaluating Crix and Jex. Does our true lord (okoya) have information as to what they might be best suited for, skill and personality wise?
Jex will be of limited/no use. Crix has potential... perhaps a squire, or an apprentice cleric/druid.
Kyras- A good point is made about political ramifications of the name. I like it but perhaps it would be best suited for a settlement other than the capitol. Maybe Silverguard itself is a good capitol name. I love the name Greengate for Oleg's. I will refer to it as nothing else now.
and
Kyras would be somewhat adamant about the name as it does honor his dead mother. That said if the entire group is against the idea he will capitulate.
Kyras would risk bringing potenial woe upon the citizens of Silvania to honor his mother? Sounds pretty tyrannical to me. :P
How about honoring her using her first name instead? :)
| Kyras Lylaras-Orlovsky |
Month 8 01/03/4712
Control DC 29
Economy 24
Loyalty 13
Stability 25
Consumption 0
Income +6 BP
Unrest 0
Unrest/Turn 0
Fame 2
Infamy 0
Upkeep: Stability: DC29: 1d20 + 25 ⇒ (19) + 25 = 44 No increase In unrest
Consumption : Consume (0 BP)
Fill Vacant Magic Item Slots: No Slots
Modify Unrest: Unrest is zero
Edicts: Assign Leadership: See Bjelich/Danna post
Claim and Abandon Hexes: Claim Hex F3 (cost 1bp)
Has Forest
Build Terrain Improvements: Build Road (3 BP)
Build Roadl with bridges E5 (cost 6 bp)
Create/maintain Settlement:
Build Cistern Orlov (3 BP)
Build
Create Army: None
Issue Edicts: Declare National Holiday Of Founding of Silvanus (1 holiday/year)
Taxation Rate: Light Taxation
Promotion: Token
Income: Withdrawal From Treasury: None
Deposit To Treasury: none
Sell Expensive Items: None
Collect Taxes: 1d20 + 25 ⇒ (17) + 25 = 42 Total/3+6= 20 BP
Events Phase: 75% 1d100 ⇒ 20 Event!! 1d100 ⇒ 40 Dangerous Kingdom Event 1d100 ⇒ 9 Bandit Activity Stability Check DC 30: 1d20 + 26 ⇒ (18) + 26 = 44 Bandits apprehended before harm done!!
End of month BP 34
| Kyras Lylaras-Orlovsky |
Month 9 01/04/4712
Control DC 30
Economy 25
Loyalty 13
Stability 26
Consumption 0
Income +6 BP
Unrest 0
Unrest/Turn 0
Fame 2
Infamy 0
Upkeep: Stability: DC30: 1d20 + 26 ⇒ (10) + 26 = 36 No increase In unrest
Consumption : Consume (0 BP)
Fill Vacant Magic Item Slots: No Slots
Modify Unrest: Unrest is zero
Edicts: Assign Leadership: See Bjelich/Danna post
Claim and Abandon Hexes: Claim Hex E4 (cost 1bp)
Has Forest
Build Terrain Improvements: Build Road C5 (2 BP) Connection Complete
Build Fishery G5 (cost 4 bp)
Create/maintain Settlement:
Build Trade Shop Silerguard (10 BP)
Build House Silverguard (3BP)
Create Army: None
Issue Edicts: Declare National Holiday Of Founding of Silvanus (1 holiday/year)
Taxation Rate: Light Taxation
Promotion: Token
Income: Withdrawal From Treasury: None
Deposit To Treasury: none
Sell Expensive Items: None
Collect Taxes: 1d20 + 26 ⇒ (8) + 26 = 34 Total/3+6= 17 BP
Events Phase: 25% 1d100 ⇒ 91 No Event
End of month BP
| Grigor |
I have done quite a bit of reading of the kingdom building rules, and I have to say that I don't understand them yet. I'm glad that someone else is running this for now. However, I have some comments; the TL;DR version is that we should always, always build a sawmill in all newly claimed forest hexes. (Sorry Danna :D ) Please disabuse me of any errors in this.
It appears to me that we should both claim a new hex every turn, and as well also (except with plains) generate at least one significant terrain improvement each turn. I'm using the term "significant", but what I mean is specifically one of the non-starred improvements, which are Mine, Quarry, and Sawmill. Basically, we should always claim a new hex, and then if it is a forest we should always put a sawmill on it, if it is a hill we should always put a quarry or mine on it, and if it is a plains we should always put a farm on it. We should probably also suck up the cost and always put a farm on new hill terrain too. (Before, in general, building fisheries.)
Here's how I see this. Let's look at each hex type in turn, starting with forest. If you claim a forest hex and build a sawmill, that costs 4BP, and your control DC increases by one, your consumption increases by one, and you get +1 Stability and +1BP income a turn. So on net, control vs Stability is a wash, consumption increases by one, you fall one behind on loyalty/econ control checks, and you get an extra BP a turn. Note that in terms of BP, this pays for itself in 4 turns! If we claim a forest hex, we should always build a sawmill. We're left with a terrain improvement left over to build a road somewhere.
Hills are relatively expensive, but very sustainable. I'll presume we add a quarry and also a farm, which I think should be the default, but which costs 11BP for the new hex in total. The control DC increases by one but is a wash vs Stability, net consumption goes down by one, and income gets +1BP. Payoff is 11 turns.
Plains are different; they have no significant improvement available. However, they are super cheap consumption-droppers. The claim and a farm costs only 3BP (and always building a road only makes this 4BP). Here, control DC increases by one and is unmitigated, net consumption decreases by one, and no income is generated, so there is no BP payoff.
Here's all this as a simple (broken..) table:
- Terrain Cost Stability Consumption BP-Income Payoff
- Forest 4 0 1 1 4
- Hills 11 0 -1 1 11
- Plains 3 -1 -1 0 n/a
From a metagaming standpoint, we should stoke our income by grabbing forests, and balance out the consumption with plains and hills. One forest + one plains nets out 7 cost, neg 1 stability, and +1BP/turn, so other than Loyalty/Econ checks, you have sustainable payoff in 7 turns plus however much it costs to buy +1 stability in a settlement. One forest + one hills nets out 15 cost and +2BP/turn, so sustainable payoff is in only 7.5 turns.
I contend that we should always build up a hex like this every turn, and use only the left-over BP for settlement improvements. BP payoff in 7 or 7.5 turns looks to me to be optimal growth; one Econ is worth only 1/3 a BP per turn in income, so I think all other options are relatively expensive. Naturally, we'll be building some roads just to connect our kingdom, but the +1 Econ for every four of those is miniscule (with a 12 turn payoff in the cheapest terrain, plains). Note that the metagame analysis suggests claiming as many forests as all other hexes combined; that may not fit with other interests, but we should probably keep it in mind.
In terms of settlement builds, I'll note as an example that a smithy is +1Stability/+1Econ for a cheap 6BP, giving an 18 turn payoff. I don't know of a faster building payoff than that. Presumably we'll be mitigating any net stability losses from plains hexes through settlement builds, and looking for gravy of all other kinds by building using the BP left over from terrain expansion. Basically, in early turns, it looks like Loyalty is a dump stat, but if we grow BP income quickly we can pull that up fast later. But we have to always build sawmills/quarries!
A final point. Are we going to be using optional trade rules? If so, we should plan ahead for which settlement will be which type of trade origin. Probably "Stagfort" gets mills and docks and goods, while "Olegfort" gets granary and stockyard and foodstuffs.
| Bjelich Dalibor |
As this is the first time we are using these, I don't think we will be using too many of the extra rules. Plan on sticking with the basics for now;)
Don't forget, Kyras is not building the kingdom to max out efficiency. He is in it for the way he sees it should be; so the kingdom will expand & flow like water, or something like that.
Sorry Kyras, hope you're feeling better.
| Grigor |
Sigh... as usual, I need to clarify. I am definitely not suggesting that we game the kingdom building rules. I am not suggesting that we min/max our kingdom; I am suggesting ways to make sure that we don't make our kingdom into something equivalent to a gimped character. I am not saying that we must claim half of our hexes as forest hexes, or that we must always build a sawmill in every forest hex, or that we should fill our settlement with ten smithies. Instead, I'm saying that if we claim forest hexes and don't build a sawmill, we should understand what we're giving up, and that we shouldn't overlook eventually building one of each of some small, simple buildings like smithies, tanneries, libraries, mills, breweries, etc.
In particular, I am pointing out that buildings in settlements are Shiny, but are nearly unlimited in placement, whereas some terrain improvements are very powerful but starkly limited by the kingdom size, so that the rules are likely to assume you are filling them out liberally or you're going to get creamed by the first contender that pops over the hex map horizon.
| Grigor |
Buh... rereading, I very clearly said at first that we should always build sawmills in forests, without any qualifications. Which was wrong. Sorry, my bad.
What I am truly guessing is going to happen, is that the first time we build a sawmill in the forests of the Greenbelt, we receive a visit from some Fey, who would like to have a conversation with us... :-)
| Bjelich Dalibor |
Pleasantries are over rated anyways... :)
Thinking back, Bjelich has been burned every time he has tried to use Diplomacy. Can anyone think of a time his skill proved useful? Why does he have it?!? Can I move the ranks he has in diplomacy to a profession? Like Brewing? :))
| Bjelich Dalibor |
Rather than clog up the campaign thread with this I'm dumping it here.
To begin, it would seem Bjelich needs to change his name to Gerard Kemkers... Moving on, hehe, moving. Get it? :)
You can only couple drawing a weapon with a regular move (as in you move from A to B) not with any old move equivalent action (like dismounting)
Now I know this is flogging a dead horse, but I need to get this straight, because apparently I thought I did, but don't. The problem I think, stems from this:
Action: An action is a discrete measurement of time during a round of combat. Using abilities, casting spells, and making attacks all require actions to perform. There are a number of different kinds of actions, such as a standard action, move action, swift action, free action, and full-round action (see Chapter 8). There are six types of actions: standard actions, move actions, full-round actions, swift actions, immediate actions, and free actions. In a normal round, you can perform a standard action and a move action, or you can perform a full-round action. You can also perform one swift action and one or more free actions. You can always take a move action in place of a standard action.
OK. So 2 actions in a round, Standard + a move or other variations of such - just don't do anything more than two unless you have a feat or it's a freebie. That's the easy part. But defining a regular action or a move equivalent was were I was getting tripped up. There are all sorts of examples of move actions throughout the Core Rule Book:
Perception Action: Most Perception checks are reactive, made in response to observable stimulus. Intentionally searching for stimulus is a move action.
ClimbingAction: Climbing is part of movement, so it’s generally part of a move action (and may be combined with other types of movement in a move action). Each move action that includes any climbing requires a separate Climb check. Catching yourself or another falling character doesn’t take an action.
They're all under Table 8-2
If you do a search on Regular moves a few references to it can be found. One is a note at the bottom of table 8-2:
3 If you have a base attack bonus of +1 or higher, you can combine one of these actions with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.
The others are found under Draw or Sheathe a weapon and Ready or drop a Shield. Neither reference actually gives a definition. And like I said, all actions are listed in 8-2 under move actions. But if its somehow not a move action, then what? I don't get it. And this is why I erroneously posted and am forced into changing Bjelich's name :) Now, if I missed the other references, PLEASE, I beg, do tell because a separate definition would help :)
Move Equivalent is similar. There is a reference to it here:
Prone: The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks. Standing up is a move-equivalent action that provokes an attack of opportunity.
But it's just a reference. Standing from Prone is listed in 8-2 under Move Actions and there's no separate definition to suggest a move equivalent action is anything more than just move action All I get from this is all other actions listed as move actions on table 8-2 are also move equivalent actions.
Equivalent is defined as: 1. equal in value, amount, function, meaning, etc. "one unit is equivalent to one glass of wine" synonyms: equal, identical, same;
Sorry, but I'm not seeing anything in the good book to differentiate a move action from a move equivalent action. And as there is no separate definition to show what a regular move means either, then all actions listed under 8-2 are either move equivalent actions/regular actions/move actions. Moving from A to B is no different from opening or closing a door or drawing a weapon. In short, I'm still confused about it all.
BUT I HAVE NOT GIVEN UP! There is a hint given on pg. 186:
Move
The simplest move action is moving your speed. If you take this kind of move action during your turn, you can’t also take a 5-foot step.
Many nonstandard modes of movement are covered under this category, including climbing (up to one quarter of your speed) and swimming (up to one-quarter of your speed).
I also found a discussion thread that helped to define a regular move action. But don't look at this one, unless you scroll down to Howie23. The rest base their answers on opinion and presumptions :) Try this one . Dennis Baker is a bit more helpful. Warning: you may have to look past a couple assumptions and TriOmegaZero says that you can draw a weapon while climbing or swimming. Please say its not true! :( Never-the-less! I did see some sort of light at the end of the tunnel. Reading in between the lines has revealed that you not only have to stick to RAW, but also make some inferences to RAW's interpretation. You can couple drawing a weapon with a move action, but that move action can't involve using your hands, because you are already using them to get the pointy stick out.
Without this little bit of common sense, it is easy to see how I might have been seduced into thinking a move/move equivalent/regular action like dismounting was allowed.
Now if you will excuse me, I have a certificate of name changing to fill out and a dead horse to cut up into tasty morsels for the three Tatzlywrms to enjoy.
Skip this if you know it backwards and forwards and don't you dare suggest that is it possible to dismount from a horse without using your hands! Oh, googled horse+D&D and then took the first entry. Who'd have thought that one fantasy horse was so different from another? I'll get around to changing it after we resurrect Mokos.
| Danna Laverton |
I stopped reading about 3/4 in. A move equivalent action is an action that takes the same amount of time as a move action but does not necessarily involve actually moving. A move is your pc's movement - usually 30' but maybe more or less. Moving your allotted amount is a MOVE ACTION. A move equivalent action is something that takes the same amount of time as moving that distance but is not your actual move 30' movement. I'm not sure how this is confusing and now you are confusing me because you are making it more complicated than it seems and I'm wondering if I've missed something.
Finished reading. Still not sure of controversy.
| Danna Laverton |
btw, it is pretty easy to dismount a horse using only one hand, (but that is without any armour) speaking from experience. No hands would be trickier but it would depend on the type of gear you and the horse hand as to wether it was impossible. But as we know real world mechanics don't apply to fantasy in more ways than one.
| DM oKOyA |
I am confused by your confusion. :/
I don't have the time nor the inclination to explain this in detail. A phone call would have proven a better use of your time methinks. :P
Ask yourself this.... does it make sense that you can couple drawing a sword with everything else on the move actions list? Cause that is what you are suggesting.
And you googled?! for your horse stats?! What?! So many questions... but I'll start with... the stats listed in your HeroLab file for Mokos weren't obvious enough? :P
| Bjelich Dalibor |
I counted both as 10ft of movement; two squares for 20ft. of movement. I didn't want to target the one you're grappled with in case there is a chance to hit you by mistake.
Hopefully Danna can rid herself of the one she's grappling with and send Striker to dispatch the other.
Disclaimer:That's just a hope though and by no means constitutes a suggestion or piece of advice.
| Bjelich Dalibor |
I'm no expert, but I have to ask if Gladius gets an attack as well? Gladius attacked after Grigor in round 1 but not afterwards, what is the difference between that round and subsequent?
Kyras is not able to do much. 8+11+10=29; if that's right, that's all the straining he can handle. He can't attack, he can't try to break free, nor can he cast without taking 1 point of damage and becoming food for the wyrms...yup, good luck with that. Perhaps delay until after Bjelich? Disclaimer:That's just a hope though and by no means constitutes a suggestion or piece of advice.
Finwik, ummm he's in the same boat. Good luck to you as well. :)
Guess I'll post then :)
| DM oKOyA |
I erred in the 1st round. Grigor should not have attacked as the wyrm was too close to use the lance against. He missed so nothing to correct. In the following rounds, being difficult terrain, Gladius can't move and make a full attack, so Gladius can only take a single attack. Gladius and Grigor cannot both attack in the same round using lance and hoof, so Grigor is making the attacks.
And Dave is not posting... so you get what you get. :P
| Bjelich Dalibor |
I've added eMP to Bjelich's stat block. I'm just presuming this is the extra horse taken along to carry extra supplies. Feel free to correct this, but he came prepacked with supplies from our map-making days. Only problem I see is eMP is equipped with a pack saddle to carry everything - which can't be used to ride him. Palm's saddle can easy replace this, but now items have to be distributed to the other horses. For convenience, I think we should leave supplies listed, on eMP's profile but mysteriouly move them around as things happen :P