GM Tarondor's Kingmaker Campaign

Game Master Tarondor

Perception Rolls:

[dice=Alister]1d20+15[/dice]
[dice=Aristu]1d20+15[/dice]
[dice=Esteban]1d20+12[/dice]
[dice=Evindyl]1d20+16[/dice]
[dice=Fizz]1d20+16[/dice]
[dice=Mikhail]1d20+21[/dice]
[dice=Piotr]1d20+15[/dice]

Blood for Blood Maps and Images

Exploration Activities

The Sword Marches Kingdom Spreadsheet, Turn 74
Maps of the Sword Marches
Guide to GM Tarondor's Kingmaker Campaign

HERO POINTS
Alister: 2
Aristu: 3
Kernithar: 2
Mikhail: 2
Piotr: 3


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Have a great time, John!

It's John, right? It's been so long!

Well, have a good time!


FYI - a combination of pneumonia and moving house means I'll be offline for most the week. And the week after that (if alive) I'll be at GenCon.


M Human Fighter (7); - HP 60/60 ,- AC 24/T: 10/FF: 24 - F: +7 R: +4/ W: +6 (+8 vs. fear) - CMB: +9 - CMD: 21, Speed: 30, Init. +4, - Perception +12

Pneumonia and moving, ouch! (Do I assume correctly we're not doing Iron Gods this Sunday?) Hope you recover your strength in plenty of time for GenCon!


Human Bard (Sorcerer) 10 [hp 128/128 | F+18, R+19, W+18 (+2 vs Sleep) | AC 28 | Perception +15 | Focus Points: 3/3]

Nope, no Iron Gods. Scott is moving and it's the weekend before Gen Con. Next game is 12 Aug.


Male Human Wizard [Herbalist] 10 - HP 108/108 - AC 26 (27 with Mage Armor) - F: +19 R: +18 W: +18 - Speed: 30, - Perception +15; Exploration - Investigate

Back.

Enjoy Gen Con!


I’m somewhat recovered, but have no Internet connectivity. Expect sporadic contact for the next 10 days.


I am back from Gen Con, but have no Internet at home ( the house I just bought wasn’t wired for it) until Friday the 10th at the earliest and can’t access it at work. I’ll do my best with my iPad until then, but it’s going to be slow.


Male Human Wizard [Herbalist] 10 - HP 108/108 - AC 26 (27 with Mage Armor) - F: +19 R: +18 W: +18 - Speed: 30, - Perception +15; Exploration - Investigate

Congratulations on the new house!


Oy vey.

Let me tell you what's going on with me. First, I'm not dead nor fading away. However, after a week of illness and a week of reasonably ill vacationing, I'm now stranded without access to the Internet (I'm writing this from my mother's house, which is definitely not a long-term solution).

Then, the team of electricians who were going to wire my house were in an automobile accident and several were injured. So still no Internet.

Other electricians are coming to wire my house for the Internet and -hope- they can do it by next Friday.

Trying to stay connected by iPad has proved too difficult when I can summon at most 1 or 2 bars at my house. Thus, I'm just going to be offline for a bit. I'm sorry, but now you know why.


M Human Fighter (7); - HP 60/60 ,- AC 24/T: 10/FF: 24 - F: +7 R: +4/ W: +6 (+8 vs. fear) - CMB: +9 - CMD: 21, Speed: 30, Init. +4, - Perception +12

Sorry for all the setbacks! Fingers crossed that it all comes together soon.


Male Human Wizard [Herbalist] 10 - HP 108/108 - AC 26 (27 with Mage Armor) - F: +19 R: +18 W: +18 - Speed: 30, - Perception +15; Exploration - Investigate

Have you discovered if your new home is built on a former cemetery / native burial ground / gate to a Elfland / etc?


Here is an update on my situation:

GOOD NEWS:
At long last my house has been wired for Internet and my service is on.

BAD NEWS:
My computer seems to have suffered total failure in the move, possibly from static discharge. So I now have no computer. If it weren’t for bad luck I’d have had no luck at all lately.

THE PLAN:
I have ordered a new motherboard and CPU from NewEgg. They should arrive tomorrow. I built the computer myself and so should be able to rebuild it. I hope to be up and running by the Monday the 27th, but see my previous comments on luck...

NOTE:
If this is a game I play in, I’m sorry for my absence. If this is a game I GM, I’m very sorry. If this is a game I’m supposed to be GMing but have not yet begun... it gets better.


Okee-dokee. I think we're ready to roll.

After more than a month, I've finally gotten Internet access again. Seems as though the site's been down most of that time, so not much loss there.

On the other hand, I'm leaving on Monday the 3rd for a week at the beach with my kids and won't have any access out there, either. I'll try to catch up this weekend at the least.


FYI - all of Candlemere is just me making stuff up. It's not in the adventure. Nothing about Shyka or the House of Eternity.


Male UPP: 446C7C

I recently read all of Martha Wells' Raksura novels / stories ... so that is what I immeediately thought of when presented with the trees.


M Human Fighter (7); - HP 60/60 ,- AC 24/T: 10/FF: 24 - F: +7 R: +4/ W: +6 (+8 vs. fear) - CMB: +9 - CMD: 21, Speed: 30, Init. +4, - Perception +12

I love Corb!


Male Human Wizard [Herbalist] 10 - HP 108/108 - AC 26 (27 with Mage Armor) - F: +19 R: +18 W: +18 - Speed: 30, - Perception +15; Exploration - Investigate

Here in Sudbury, red squirrels are the native diurnal squirrel. Ounce for ounce, the most aggressive and angry animals in the forest.

The gray squirrel (particularly the melanistic form that is more common in eastern Canada) is present in the southern part of Sudbury where I live. In comparison, the gray (or black) squirrels are big, dumb loafers that can barely be bothered to raid a bird feeder and get pushed around by even chipmunks, not to mention the red squirrels.

We also have nocturnal flying squirrels. People sometimes see them on bird feeders at night.


Most people don't know how common nocturnal flying squirrels are here in suburban Virginia, but they're everywhere.

I don't think red squirrels are common here, but the gray squirrels are very common.


M Human Fighter (7); - HP 60/60 ,- AC 24/T: 10/FF: 24 - F: +7 R: +4/ W: +6 (+8 vs. fear) - CMB: +9 - CMD: 21, Speed: 30, Init. +4, - Perception +12

I think it dates from before the game, so: is there something special about Alister's sword that we know in character? Or is it just a family heirloom?


Human Bard (Sorcerer) 10 [hp 128/128 | F+18, R+19, W+18 (+2 vs Sleep) | AC 28 | Perception +15 | Focus Points: 3/3]

Thorn was originally Faisul's sword. It was found in the Lonely Barrow, buried with an ancient warrior. I think we've seen it actually get more powerful as we've leveled up. There's also some connect to the fey world other than it being fey-bane (or that's why). Daria was very interested in it too.


So, there's no right answer here. This whole scene arises from two bits of mythology - one Norse and one Arthurian-by-way-of-the-movies. Odin had to sacrifice his eye in order to gain a drink from the Well of Mimir (thought, memory) and became the wisest being in the Nine Worlds. The other element I'm trying to bring in is Percival's vision from "Excalibur" - "You and the land are one."

As to Thorn, yeah! It's valuable. Kinda like Odin's eye.


Human Fighter [Cleric & Alchemist Devotion] 10- HP 136/136 - AC 30 - F: +19 R: +18 W: +18 - Speed: 30, Init: +5 - Perception +21: Hero Points- 0: Exploration Activity=Investigate

I don't trust the fey in this. I recommend no, but hey, its you that has to drink it and find a new sword if you want.


Human Bard (Sorcerer) 10 [hp 128/128 | F+18, R+19, W+18 (+2 vs Sleep) | AC 28 | Perception +15 | Focus Points: 3/3]

I'm wary of this. I think Thorn has a part to play in the plot that I don't think Alister should give it up so easily. King Arthur's legend is quite different if he gives up Excalibur, the symbol of his rulership.

I do want Alister to get healed, but the heroism spell actually offsets the penalties, so it's not horrible. Could Alister be much better with the spell and no sickness? In D&D terms, absolutely. In RP terms, is he giving up the right to defend his kingdom?

Let me think on this a bit.


But... Is this Excalibur? or the Sword from the Stone (which he did give up)?


ALISTER AND THE WELL OF WISDOM

Okay, Alister, several things have resulted from your drinking from the Well:

1) Thorn is no more.
2) You are no longer permanently sickened.
3) You have had a vision which may or may not make more sense in the future and which may or may not help you make some decisions in the future. (I'd also urge to you pay close heed to the words of Shyka).
4) You gain a permanent +4 to your Wisdom score.
5) You have gained an uncanny insight to the workings of the world and have become generally more clever. This means that the Sword Marches gains a +1 to Stability and Loyalty for as long as you are the ruler.


Just a heads-up. I think everyone is waiting for Tim/Alister to respond in Gameplay. Once he does and this scene is over, that'll be the end of Book Two: Rivers Run Red.

Everyone will level up to level 7!

Then, we'll do an extended period of Kingdom-building. Potentially this could cover several years of consolidation and expansion. I have a fun vignette I really feel like playing out, but I'm also concerned to get things moving, so maybe not.

Finally, we'll move on to "Queen of the Fellnight Realm". This is a stand-alone Pathfinder module which I've situated between Books 2 and 3. The titular queen has strong resonance with the backstory of Kingmaker, so I've included her in most of the foreshadowing I've been doing.

Andrew (Galen) has decided to leave us after "Fellnight Realm" because he's already in another Kingmaker game, so I think this might be an appropriate time to recruit a new player.

Anyway, this is a good time to start leveling up your character. I hope to wrap up this book as early as tonight (assuming we hear from Tim).


Human Fighter [Cleric & Alchemist Devotion] 10- HP 136/136 - AC 30 - F: +19 R: +18 W: +18 - Speed: 30, Init: +5 - Perception +21: Hero Points- 0: Exploration Activity=Investigate

I will start leveling then. We should discuss Leadership. I plan to take it and was considering taking an actual cleric but if people with higher Charisma want to also take it they may be better at getting a clerical follower then I am.

So I guess the first question is how many people are thinking of taking Leadership?

I think Scott said a max of two cohorts could come adventuring with us.


I’m sorta leaning against adventuring cohorts. Stay tuned.


Human Bard (Sorcerer) 10 [hp 128/128 | F+18, R+19, W+18 (+2 vs Sleep) | AC 28 | Perception +15 | Focus Points: 3/3]

I was thinking of taking Leadership, both for the cohort as well as for the kingdom bonus.

There is another feat, Natural Ruler, that's better than Leadership if we can't have cohorts.


Human Fighter [Cleric & Alchemist Devotion] 10- HP 136/136 - AC 30 - F: +19 R: +18 W: +18 - Speed: 30, Init: +5 - Perception +21: Hero Points- 0: Exploration Activity=Investigate

If we cannot have an adventuring cohort we need to consider some serious investments in consumables like wands. I am not going to be able to keep us all healed up in a few levels.


Wow, that's a cool feat!

But I'm not against Leadership or cohorts - I'm just thinking (strongly) of banning their use in adventuring. In other words, you can pad out the roster of leaders with Leadership, but not make the GM's life hell with a lot of extra characters on the battle map.


Male Human Wizard [Herbalist] 10 - HP 108/108 - AC 26 (27 with Mage Armor) - F: +19 R: +18 W: +18 - Speed: 30, - Perception +15; Exploration - Investigate

I am fine with limiting cohorts to non-adventuring. Until we get high enough level that the cohorts would be better suited for the adventure.


END OF BOOK TWO!

Okay, gang, as I mentioned in the Discussion Thread, it is time to go level up. For those considering Leadership as a feat, I'm going to allow it, but none of your cohorts may come adventuring. If that seems like a serious nerf, you're right. However, it can give you characters to help run the kingdom.

BTW, everyone gets a Hero Point (up to a maximum of 3).

I'd like to immediately run several many kingdom-building turns. Maybe even a few years' worth if we can knock them out in a reasonable time frame.

FYI, it is my intention to stop tracking the Kingdom building -after- Book Three, but for now I want to see you get this floundering ship on the right track. I'm going to start that immediately.

Immediately after dinner anyway.


[color=red]Turn 23 (Erastus (July), 4712)[/color]

Spoiler:
3d20 ⇒ (6, 15, 7) = 28

Initial Treasury: 1 BP
Initial Unrest: 8

GM Note: With so little BP, I’m going to make some assumptions to get things rolling. So sue me!

UPKEEP PHASE
GM Note: Loyalty and Stability each gain a permanent +1 so long as Alister is the Ruler.

Step 1—Determine Kingdom Stability: Stability Check (DC 28): 1d20 + 25 - 8 ⇒ (18) + 25 - 8 = 35 Success! Unrest decreases by 1 to 7

Step 2—Pay Consumption: Your quarterly holiday edict costs you 1d3+2 Consumption, giving you a total cost of 1d3 + 2 ⇒ (2) + 2 = 4 and leaving your Treasury with 0 BP. Since you are unable to pay for the holidays, Unrest increases by 2 to 9.

Step 3—Fill Vacant Magic Item Slots: n/a

Step 4—Modify Unrest: With Loyalty fragile, the rulers decide not to mess with modifying unrest.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

EDICT PHASE

Step 1—Assign Leadership: No changes

Step 2—Claim and Abandon Hexes: No

Step 3—Build Terrain Improvements: No

Step 4—Create and Improve Settlements: No

Step 5—Step 5—Create Army Units: No

Step 6—Issue Edicts: No

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
INCOME PHASE

Step 1—Make Withdrawals from the Treasury: Can't. No emergency.

Step 2—Make Deposits into the Treasury: Can't. No emergency.

Step 3—Sell Expensive Items for BP: Can't. No emergency.

Step 4—Collect Taxes: Piotr, the Treasurer, collects light taxes: Economy: 1d20 + 23 - 9 ⇒ (12) + 23 - 9 = 26, divided by 4 is 6 BP.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE 1
By the grace of Erastil, whose month this is, the plague ends!

EVENT PHASE 2
Event Occurs?: 1d100 ⇒ 93 No Event.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Kingdom Statistics at the End of the Turn:

Population: 2575
Economy: 14 (includes Unrest)
Loyalty: 8 (includes Unrest)
Stability: 17 (includes Unrest)
Unrest: 9
Fame: 6
Infamy: 1
Corruption: 1
Crime: 0
Law: 0
Lore: 1
Productivity: 0
Society: 1
Consumption: 0
Control DC: 28

City at the End of the Turn (Stagfell):

Population: 1000
Economy: 4
Loyalty: 5
Stability: 4
Corruption: 0
Crime: 2
Law: 3
Lore: 6
Base Value: 1500 gp
Defense: 4
Productivity: 2
Society: 3
Fame: 4
Infamy: 0
Major Buildings:
Bath
City Walls (2)
House (x7)
Inn
Library
Mansion
Mill
Monument
Park (x2)
Smithy
Watchtower

City at the End of the Turn (Leveton):

Population: 200
Economy: 3
Loyalty: 2
Stability: 1
Corruption: 1
Crime: 0
Law: 0
Lore: 1
Base Value: 1500 gp
Defense: 1
Productivity: 2
Society: 4
Fame: 1
Infamy: 0
Major Buildings:
Houses (2)
Inn
Noble Villa
Shop
Wall (1)

Final Treasury: 6 BP

You now rule an area larger than Phoenix, Arizona (or, for our Canadian players, larger than Leaf Rapids, Manitoba) (slightly larger than the Faroe Islands)

__________________________________________________________

The alliance with Tiressia the dryad grants a +2 bonus to Stability.

and

The alliance with Melianse the nixie grants a further +2 bonus to Stability.

Alister's encounter with the Well of Wisdom grants a +1 bonus to Stability and Loyalty.


Not necessarily suggesting it, but I note that by cutting loose all of the Sword Marches except Stagfell and its hex you could lower your Control DC to 22.


[color=red]Turn 24 (Arodus (August), 4712)[/color]

Spoiler:
1d20 ⇒ 3

Initial Treasury: 6 BP
Initial Unrest: 9

UPKEEP PHASE

Step 1—Determine Kingdom Stability: Stability Check (DC 28): 1d20 + 26 - 9 ⇒ (20) + 26 - 9 = 37 Success! Unrest decreases by 1 to 8

Step 2—Pay Consumption: Your cities and quarterly holiday edict costs you 1d3+2 Consumption, giving you a total cost of 1d3 + 2 ⇒ (2) + 2 = 4 and leaving your Treasury with 2 BP.

Step 3—Fill Vacant Magic Item Slots: n/a

Step 4—Modify Unrest: With Loyalty fragile, the rulers decide not to mess with modifying unrest.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

EDICT PHASE

Step 1—Assign Leadership: No changes

Step 2—Claim and Abandon Hexes: No

Step 3—Build Terrain Improvements: No

Step 4—Create and Improve Settlements: No

Step 5—Step 5—Create Army Units: No

Step 6—Issue Edicts: No

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
INCOME PHASE

Step 1—Make Withdrawals from the Treasury: Can't. No emergency.

Step 2—Make Deposits into the Treasury: Can't. No emergency.

Step 3—Sell Expensive Items for BP: Can't. No emergency.

Step 4—Collect Taxes: Piotr, the Treasurer, collects light taxes: Economy: 1d20 + 23 - 8 ⇒ (19) + 23 - 8 = 34, divided by 4 is 8 BP, giving you a total of 10.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Event Occurs?: 1d100 ⇒ 7 Event!
Which Event?: 1d100 ⇒ 6 Beneficial Kingdom Event
Which Event?: 1d100 ⇒ 49

Food Surplus! In the next Upkeep Phase, the Kingdom's Consumption is halved.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Kingdom Statistics at the End of the Turn:

Population: 2575
Economy: 16 (includes Unrest)
Loyalty: 9 (includes Unrest)
Stability: 18 (includes Unrest)
Unrest: 8
Fame: 6
Infamy: 1
Corruption: 1
Crime: 0
Law: 0
Lore: 2
Productivity: 0
Society: 1
Consumption: 0
Control DC: 28

City at the End of the Turn (Stagfell):

Population: 1000
Economy: 4
Loyalty: 5
Stability: 4
Corruption: 0
Crime: 2
Law: 3
Lore: 6
Base Value: 1500 gp
Defense: 4
Productivity: 2
Society: 3
Fame: 4
Infamy: 0
Major Buildings:
Bath
City Walls (2)
House (x7)
Inn
Library
Mansion
Mill
Monument
Park (x2)
Smithy
Watchtower

City at the End of the Turn (Leveton):

Population: 200
Economy: 3
Loyalty: 2
Stability: 1
Corruption: 1
Crime: 0
Law: 0
Lore: 1
Base Value: 1500 gp
Defense: 1
Productivity: 2
Society: 4
Fame: 1
Infamy: 0
Major Buildings:
Houses (2)
Inn
Noble Villa
Shop
Wall (1)

Final Treasury: 10 BP

You now rule an area larger than Phoenix, Arizona (or, for our Canadian players, larger than Leaf Rapids, Manitoba) (slightly larger than the Faroe Islands)

__________________________________________________________

The alliance with Tiressia the dryad grants a +2 bonus to Stability.

and

The alliance with Melianse the nixie grants a further +2 bonus to Stability.

Alister's encounter with the Well of Wisdom grants a +1 bonus to Stability and Loyalty.


[color=red]Turn 25 (Rova (September), 4712)[/color]

Initial Treasury: 10 BP
Initial Unrest: 8

UPKEEP PHASE

Step 1—Determine Kingdom Stability: Stability Check (DC 28): 1d20 + 26 - 8 ⇒ (13) + 26 - 8 = 31 Success! Unrest decreases by 1 to 7

Step 2—Pay Consumption: Your cities and quarterly holiday edict costs you 1d3+2 Consumption, giving you a total cost of 1d3 + 2 ⇒ (3) + 2 = 5 (halved for last turn's Food Surplus) and leaving your Treasury with 8 BP.

Step 3—Fill Vacant Magic Item Slots: n/a

Step 4—Modify Unrest: With Loyalty fragile, the rulers decide not to mess with modifying unrest.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

EDICT PHASE

Step 1—Assign Leadership: ???

Step 2—Claim and Abandon Hexes: ???
???
Step 3—Build Terrain Improvements: No

Step 4—Create and Improve Settlements: ???

Step 5—Step 5—Create Army Units: ???

Step 6—Issue Edicts: ??? (maybe stiffer taxes?)

You've got a little BP finally. Let me know!


Hello?


Human Bard (Sorcerer) 10 [hp 128/128 | F+18, R+19, W+18 (+2 vs Sleep) | AC 28 | Perception +15 | Focus Points: 3/3]

I think we ought to build a house to help the unrest.


Male Human Sorcerer(Fey) (Bard) 10 - [HP 98/98 | F+18, R+17, W+18 | AC 25 | Perception +15 | Focus Points: 2/3] [Exploration Mode = Search]

I was going to suggest building 2 houses - 1 in each city - but that would cost 6 BP, leaving us with 4, and that would mean we would be at risk of not having enough money for consumption next turn (which could cost up to 5).

So yeah, I agree, let's build 1 house.


Rule of two. Good enough for me!

Any edicts?


Male Human Sorcerer(Fey) (Bard) 10 - [HP 98/98 | F+18, R+17, W+18 | AC 25 | Perception +15 | Focus Points: 2/3] [Exploration Mode = Search]

I'd say no to edicts. Also, although we need to find a replacement for Spymaster (Oleg is just holding the post down and not really helping anything), I don't think we have any good candidates at the moment, so no Leadership changes either.

When we level up, should we just edit our character profiles, or should we post the changes to our characters here?


You can just level up your profile. PM me if anything's important for me to take a look at or know in advance.


M Human Fighter (7); - HP 60/60 ,- AC 24/T: 10/FF: 24 - F: +7 R: +4/ W: +6 (+8 vs. fear) - CMB: +9 - CMD: 21, Speed: 30, Init. +4, - Perception +12

Sounds good to me! I will try to get the level up done this weekend, although I'm out a lot and early next week is a bit crazy here before the holiday break.

Galen's level up won't involve anything crazy. I'll email you the sheet when done as well.


[color=red]Turn 25 (Rova (September), 4712)[/color]

Initial Treasury: 10 BP
Initial Unrest: 8

UPKEEP PHASE

Step 1—Determine Kingdom Stability: (PREVIOUS ROLLS) Success! Unrest decreases by 1 to 7

Step 2—Pay Consumption: Your cities and quarterly holiday edict costs you 1d3+2 Consumption, giving you a total cost of (PREVIOUS ROLLS) (halved for last turn's Food Surplus) and leaving your Treasury with 8 BP.

Step 3—Fill Vacant Magic Item Slots: n/a

Step 4—Modify Unrest: With Loyalty fragile, the rulers decide not to mess with modifying unrest.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

EDICT PHASE

Step 1—Assign Leadership: No

Step 2—Claim and Abandon Hexes: No
???
Step 3—Build Terrain Improvements: No

Step 4—Create and Improve Settlements: Build a house in Stagfell. Costs 3 BP (leaving you with 5 BP) and lowers Unrest by 1 to 6

Step 5—Step 5—Create Army Units: No

Step 6—Issue Edicts: No

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
INCOME PHASE

Step 1—Make Withdrawals from the Treasury: Can't. No emergency.

Step 2—Make Deposits into the Treasury: Can't. No emergency.

Step 3—Sell Expensive Items for BP: Can't. No emergency.

Step 4—Collect Taxes: Piotr, the Treasurer, collects light taxes: Economy: 1d20 + 23 - 7 ⇒ (12) + 23 - 7 = 28, divided by 4 is 7 BP, giving you a total of 12 BP.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Event Occurs?: 1d100 ⇒ 14 Event!
Which Event?: 1d100 ⇒ 44 Dangerous Kingdom Event
Which Event?: 1d100 ⇒ 76 Monster Attack!
Which Monster?: 1d4 ⇒ 2 A very young black dragon has taken up residence around the New Bridge (hex 0519) and is terrorizing the population.

Stability Check: 1d20 + 26 - 6 ⇒ (10) + 26 - 6 = 30 Success! Heroes rally around and drive out the dragon!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Kingdom Statistics at the End of the Turn:

Population: 2675
Economy: 17 (includes Unrest)
Loyalty: 11 (includes Unrest)
Stability: 20 (includes Unrest)
Unrest: 6
Fame: 6
Infamy: 1
Corruption: 1
Crime: 0
Law: 0
Lore: 2
Productivity: 0
Society: 1
Consumption: 0
Control DC: 28

City at the End of the Turn (Stagfell):

Population: 1100
Economy: 4
Loyalty: 5
Stability: 4
Corruption: 1
Crime: 2
Law: 3
Lore: 6
Base Value: 1500 gp
Defense: 4
Productivity: 2
Society: 3
Fame: 4
Infamy: 0
Major Buildings:
Bath
City Walls (2)
House (x8)
Inn
Library
Mansion
Mill
Monument
Park (x2)
Smithy
Watchtower

City at the End of the Turn (Leveton):

Population: 200
Economy: 3
Loyalty: 2
Stability: 1
Corruption: 1
Crime: 0
Law: 0
Lore: 1
Base Value: 1500 gp
Defense: 1
Productivity: 2
Society: 4
Fame: 1
Infamy: 0
Major Buildings:
Houses (2)
Inn
Noble Villa
Shop
Wall (1)

Final Treasury: 12 BP

You now rule an area larger than Phoenix, Arizona (or, for our Canadian players, larger than Leaf Rapids, Manitoba) (slightly larger than the Faroe Islands)

__________________________________________________________

The alliance with Tiressia the dryad grants a +2 bonus to Stability.

and

The alliance with Melianse the nixie grants a further +2 bonus to Stability.

Alister's encounter with the Well of Wisdom grants a +1 bonus to Stability and Loyalty.


[color=red]Turn 26 (Lamashan (October), 4712)[/color]

Initial Treasury: 12 BP + 6 BP for gold mine on previous turns = 18 BP
Initial Unrest: 6

UPKEEP PHASE

Step 1—Determine Kingdom Stability: Stability Check (DC 28): 1d20 + 26 - 6 ⇒ (7) + 26 - 6 = 27 Success! Unrest decreases by 1 to 7

Step 2—Pay Consumption: Your cities and quarterly holiday edict costs you 1d3+2 Consumption, giving you a total cost of 1d3 + 2 ⇒ (1) + 2 = 3 and leaving your Treasury with 15 BP.

Step 3—Fill Vacant Magic Item Slots: n/a

Step 4—Modify Unrest: Unrest seems to be going down on its own.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

EDICT PHASE

Step 1—Assign Leadership: ???

Step 2—Claim and Abandon Hexes: ???
???
Step 3—Build Terrain Improvements: ???

Step 4—Create and Improve Settlements: ???

Step 5—Step 5—Create Army Units: ???

Step 6—Issue Edicts: ???

What'll it be? More buildings? What kind? Where?

I'm glad we're moving through this at a good clip! Let's try for 1-2 a day!

The Sootscale caverns are right there to annex...


Okee-dokee. I just remembered that you have a gold mine. The mine's effect on Economy is built into my spreadsheet, but the BP you gain does not. I have to add that. A mine on a resource provides +2 BP per turn. So I'm going to give you that backlog of BP now, stretching back four turns. See above.


Male Human Wizard [Herbalist] 10 - HP 108/108 - AC 26 (27 with Mage Armor) - F: +19 R: +18 W: +18 - Speed: 30, - Perception +15; Exploration - Investigate

Note - I think Unrest should be at 5 instead of 7 after the Upkeep Phase.

I cannot rememberwhat it costs to annex a hex.


Piotr Denisov wrote:
Note - I think Unrest should be at 5 instead of 7 after the Upkeep Phase.

No, because I was wrong above. The Turn 26 Stability roll failed, so Unrest rose to 7.

Piotr Denisov wrote:
I cannot remember what it costs to annex a hex.

"Then, to claim the hex, spend 1 BP; this establishes the hex as part of your kingdom and increases your kingdom’s Size by 1."

I need to recreate our House Rules on Kingdom-building as a Google doc.


Hey, look! I already did! I'll give this a fine going-over before posting it at the top links. I seem to remember being unsatisfied with it.

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