Emerald Kingdoms

Game Master Kevin O'Rourke 440

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***The Greenbelt***
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I'd suggest 0306... Tatzylford doesn't have a road in it's hex!


Female CN Elf Witch 7 | HP: 44/44 | AC: 17 (15 Tch, 12 Fl) | CMB: +2, CMD: 15 | F +4, R +7, W +7 | Init: +10 | Per +11, SM +8, Stl +14, Darkvision 60ft | Speed 30ft | Spells: 1st 5/6, 2nd 5/5, 3rd 3/3, 4th 1/2 | Active conditions: mage armour if combat obviously near

It doesn't!

So I'll say 0306 instead.

Cheers Kevin.


Magus (7) CD (+14) W (0) HP (58) AC (26/21/16) Saves (8/8/7) Lvl 1 (2/5) Lvl 2 (3/3) Lvl 3 (1/1) WF (1/1) AP (6/7) BAP (2/2) Initiative (+20) Dipl (+4) Perception, Sense Motive (+10) Intimidate, K-Arcana, K-Planes, Spellcraft (+13)

And with that, we are one step closer to regional domination.


Female CN Elf Witch 7 | HP: 44/44 | AC: 17 (15 Tch, 12 Fl) | CMB: +2, CMD: 15 | F +4, R +7, W +7 | Init: +10 | Per +11, SM +8, Stl +14, Darkvision 60ft | Speed 30ft | Spells: 1st 5/6, 2nd 5/5, 3rd 3/3, 4th 1/2 | Active conditions: mage armour if combat obviously near

That day draws ever closer. :D


...so I went to put in your magical academy... you've already got one. Ye built it in November 2018!

Ye could build another one in Tatzylford or make some other big project?


Female CN Elf Witch 7 | HP: 44/44 | AC: 17 (15 Tch, 12 Fl) | CMB: +2, CMD: 15 | F +4, R +7, W +7 | Init: +10 | Per +11, SM +8, Stl +14, Darkvision 60ft | Speed 30ft | Spells: 1st 5/6, 2nd 5/5, 3rd 3/3, 4th 1/2 | Active conditions: mage armour if combat obviously near

Wait, what?

....

Oh. So we did!

Maybe they've been doing a project on Eluvias' behalf in the intervening time?

Also, I say we get that Military Academy next instead of a second Magical Academy.


HP 37/58 | AC (27) 22 T 14 FF (23) 19 | F +8 R+6 W+8 | CMB +10 CMD 24 | Init +3 Perc +2 | Blessings 5/6 | Fervor 2/5 (2d6) | Sacred Armor 6/7 (+1) | Sacred Weapon 5/7 (+1) | [Crest]

Yes! Train the young whelps to fight. Johund might know something about the fighting, but not the discipline.


Magus (7) CD (+14) W (0) HP (58) AC (26/21/16) Saves (8/8/7) Lvl 1 (2/5) Lvl 2 (3/3) Lvl 3 (1/1) WF (1/1) AP (6/7) BAP (2/2) Initiative (+20) Dipl (+4) Perception, Sense Motive (+10) Intimidate, K-Arcana, K-Planes, Spellcraft (+13)

Oh. Wow missed that. Military academy. Train some Maguses!


A road in Tatzylford is 6BP as it needs to include a bridge.
Claim "0107, 0207, and 0307" 3BP
Military Academy 36BP
...thats 45BP.

16BPs left to spend. Build some more sawmills in the new hexes? Mines, Roads, Buildings?


Female CN Elf Witch 7 | HP: 44/44 | AC: 17 (15 Tch, 12 Fl) | CMB: +2, CMD: 15 | F +4, R +7, W +7 | Init: +10 | Per +11, SM +8, Stl +14, Darkvision 60ft | Speed 30ft | Spells: 1st 5/6, 2nd 5/5, 3rd 3/3, 4th 1/2 | Active conditions: mage armour if combat obviously near

I'm enjoying these sawmills tbh.


Three sawmills would be 9BP so 7BP left, ye could build a mine or another road? Or bank the last seven.


Female CN Elf Witch 7 | HP: 44/44 | AC: 17 (15 Tch, 12 Fl) | CMB: +2, CMD: 15 | F +4, R +7, W +7 | Init: +10 | Per +11, SM +8, Stl +14, Darkvision 60ft | Speed 30ft | Spells: 1st 5/6, 2nd 5/5, 3rd 3/3, 4th 1/2 | Active conditions: mage armour if combat obviously near

Cool. Say a road in 0503.


Right I'm currently in the process of moving so go nuts on botting. Compounding that paizo wont let me log in on my phone so I can't even do quick posts when out and about currently.

I might be able to do something tomorrow but today is unlikely.


HP 37/58 | AC (27) 22 T 14 FF (23) 19 | F +8 R+6 W+8 | CMB +10 CMD 24 | Init +3 Perc +2 | Blessings 5/6 | Fervor 2/5 (2d6) | Sacred Armor 6/7 (+1) | Sacred Weapon 5/7 (+1) | [Crest]

Best wishes for the move. Don't worry, we're patient!


HP 37/58 | AC (27) 22 T 14 FF (23) 19 | F +8 R+6 W+8 | CMB +10 CMD 24 | Init +3 Perc +2 | Blessings 5/6 | Fervor 2/5 (2d6) | Sacred Armor 6/7 (+1) | Sacred Weapon 5/7 (+1) | [Crest]

Is that a Fort, Reflex, or Will save?


Reflex


Month 28

A road in Tatzylford is 6BP as it needs to include a bridge.
Claim "0107, 0207, and 0307" 3BP +3 Consumption
Military Academy 36BP +2 Stability, +2 Loyalty, +1 Fame, +1 Law, +1 Lore
Three sawmills +3 Stability, +3BP per turn.
Two roads

Treasury 1BP

Total Modifiers +3 Consumption, +3 Kingdom DC. +5 Stability, +2 Loyalty, +1 Fame. +1 Law, +1 Lore, +3BP per Turn

Event Phase: 1d100 ⇒ 38
Event Type: 1d100 ⇒ 89
Dangerous Settlement Event: 1d100 ⇒ 35
Food Shortage
Spoilage, treachery, or bad luck has caused a food shortage this turn. Attempt a Stability check. If you succeed, Consumption in the next Upkeep Phase increases by 50%. If you fail, Consumption in the next Upkeep Phase increases by 100%.

...it doesn't matter if you pass or fail the check since you've got a consumption of 0 and have your granary full. Basically prudence and infrastructure save you guys from shortages! On a different turn with a different set up this could have been a big problem!

Month 29
Stability: 1d20 + 60 ⇒ (9) + 60 = 69
Economy: 1d20 + 45 ⇒ (17) + 45 = 62
Treasury: 2+20+25... 47BP!


Magus (7) CD (+14) W (0) HP (58) AC (26/21/16) Saves (8/8/7) Lvl 1 (2/5) Lvl 2 (3/3) Lvl 3 (1/1) WF (1/1) AP (6/7) BAP (2/2) Initiative (+20) Dipl (+4) Perception, Sense Motive (+10) Intimidate, K-Arcana, K-Planes, Spellcraft (+13)

Military academy time!


Female CN Elf Witch 7 | HP: 44/44 | AC: 17 (15 Tch, 12 Fl) | CMB: +2, CMD: 15 | F +4, R +7, W +7 | Init: +10 | Per +11, SM +8, Stl +14, Darkvision 60ft | Speed 30ft | Spells: 1st 5/6, 2nd 5/5, 3rd 3/3, 4th 1/2 | Active conditions: mage armour if combat obviously near

Academy for the military!

Also, yay prudence and infrastructure!


Female CN Elf Witch 7 | HP: 44/44 | AC: 17 (15 Tch, 12 Fl) | CMB: +2, CMD: 15 | F +4, R +7, W +7 | Init: +10 | Per +11, SM +8, Stl +14, Darkvision 60ft | Speed 30ft | Spells: 1st 5/6, 2nd 5/5, 3rd 3/3, 4th 1/2 | Active conditions: mage armour if combat obviously near

*looks again*

We got the academy last month didn't we?

So that's 47 BP to spend! :D

I'm thinking expansion again.

Will the Sootscales raise issues if we absorb hex 0706? Or the Lizardmen if we take 0309?


Magus (7) CD (+14) W (0) HP (58) AC (26/21/16) Saves (8/8/7) Lvl 1 (2/5) Lvl 2 (3/3) Lvl 3 (1/1) WF (1/1) AP (6/7) BAP (2/2) Initiative (+20) Dipl (+4) Perception, Sense Motive (+10) Intimidate, K-Arcana, K-Planes, Spellcraft (+13)

They better be too scared to object. They’re our vassals now.


The Sootscales are ok with it... the Lizardmen you'll end up with a bunch of unrest currently as neither they nor your citizens will be happy with it, you can but more time will help bring down the hit you'd take.


Female CN Elf Witch 7 | HP: 44/44 | AC: 17 (15 Tch, 12 Fl) | CMB: +2, CMD: 15 | F +4, R +7, W +7 | Init: +10 | Per +11, SM +8, Stl +14, Darkvision 60ft | Speed 30ft | Spells: 1st 5/6, 2nd 5/5, 3rd 3/3, 4th 1/2 | Active conditions: mage armour if combat obviously near

I suggest taking hexes 0706, 0607, and 0608 for now.

Three sawmills if we can put them down.

What does that leave us with?


You're all filled up on the sawmills but those new locations could have mines or quarries. You have a few other hill areas that could also have mines or quarries.

Mine
A Mine extracts metal, coal, salt, or other useful materials from the earth.
Terrain: Cavern, desert, hill, or mountain.
Effect: Economy +1, earn +1 BP per turn when collecting taxes during the Income Phase.
Cost: 6 BP.

Quarry
A Quarry extracts workable stone from the ground.
Terrain: Cavern, hill, or mountain.
Effect: Stability +1, earn +1 BP per turn when collecting taxes during the Income Phase.
Cost: 6 BP.


Female CN Elf Witch 7 | HP: 44/44 | AC: 17 (15 Tch, 12 Fl) | CMB: +2, CMD: 15 | F +4, R +7, W +7 | Init: +10 | Per +11, SM +8, Stl +14, Darkvision 60ft | Speed 30ft | Spells: 1st 5/6, 2nd 5/5, 3rd 3/3, 4th 1/2 | Active conditions: mage armour if combat obviously near

We have loads of stability.

Three quarries please!


Magus (7) CD (+14) W (0) HP (58) AC (26/21/16) Saves (8/8/7) Lvl 1 (2/5) Lvl 2 (3/3) Lvl 3 (1/1) WF (1/1) AP (6/7) BAP (2/2) Initiative (+20) Dipl (+4) Perception, Sense Motive (+10) Intimidate, K-Arcana, K-Planes, Spellcraft (+13)

Just realized that I should have a lvl3 spell!

So he should know Dispel Magic and Versatile Weapon. To keep it simple, he will have Dispel Magic prepared for now.

Two spells which wouldn’t have come up yet and wouldn’t need to be used.


Female CN Elf Witch 7 | HP: 44/44 | AC: 17 (15 Tch, 12 Fl) | CMB: +2, CMD: 15 | F +4, R +7, W +7 | Init: +10 | Per +11, SM +8, Stl +14, Darkvision 60ft | Speed 30ft | Spells: 1st 5/6, 2nd 5/5, 3rd 3/3, 4th 1/2 | Active conditions: mage armour if combat obviously near

A handy realisation!

Edit: I just moved Eluvias' token to the troll.


Month 29
Claim hexes 0706, 0607, and 0608 for now. 3BP, +3 Consumption, +3 Kingdom Size, +2 Rivers, +1 Stability, +1 Economy
+5 Quarries. 30BP, +5 Stability, +5BP per turn.
Totals: +6 Stability, +1 Economy, +5 BP per turn, +3 Consumption, +3 Size, +2 Rivers
BP left over:11.

Event Chance 25%: 1d100 ⇒ 66

Month 30
Stability: 1d20 + 66 ⇒ (4) + 66 = 70
Economy: 1d20 + 46 ⇒ (12) + 46 = 58
Current Treasury: 54


Female CN Elf Witch 7 | HP: 44/44 | AC: 17 (15 Tch, 12 Fl) | CMB: +2, CMD: 15 | F +4, R +7, W +7 | Init: +10 | Per +11, SM +8, Stl +14, Darkvision 60ft | Speed 30ft | Spells: 1st 5/6, 2nd 5/5, 3rd 3/3, 4th 1/2 | Active conditions: mage armour if combat obviously near

Do we have room for any more quarries or roads?

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