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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[color=red]Turn 31 (Pharast (March), 4713)[/color]

Initial Treasury: 24 BP
Initial Unrest: 2

UPKEEP PHASE

Step 1—Determine Kingdom Stability: Stability Check (DC 30): 1d20 + 33 - 3 ⇒ (9) + 33 - 3 = 39 Success! Unrest decreases by 1 to 1.

Step 2—Pay Consumption: Your cities and quarterly holiday edict costs you 1d3+1 Consumption, giving you a total cost of 1d3 + 1 ⇒ (1) + 1 = 2 and leaving your Treasury with 22 BP.

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

Step 4—Modify Unrest: No.

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

EDICT PHASE

Step 1—Assign Leadership: ???

Step 2—Claim and Abandon Hexes: ??? (Come on, look at all that Stability you've got!)

Step 3—Build Terrain Improvements: If you claim a new hex, why not build a farm? Roads are nice, too!

Step 4—Create and Improve Settlements: There's a Damaged house in Stagfell that could be repaired. and a Tenement in Sootscale Caverns that could be upgraded to a house.

Step 5—Step 5—Create Army Units: ???

Step 6—Issue Edicts: ??? (Maybe look at holiday and/or expansion edicts?)


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

Shouldn't the herbalist in Sootscale Caverns create a magic item? And the consumption didn't go up?

I'm not opposed to claiming 0720 to build a farm to keep our consumption down. Our stability is good now, so we can expand a bit. I'm also thinking a smithy in Sootscale Caverns. Seems to fit the mining theme. Can we repair the house in Stagfell at the same time?

Claim new hex: 1BP
Farm in grassland: 2BP
Smithy: 6BP
Repair House: 2BP

Total: 11BP

Things are looking up!


Hmmm. Acutally, the reverse. It's now 1d3-1. Remember those boxes I forgot to click in the spreadsheet? So you actually have 24 BP, not 22. I'm afraid I've been inadvertently cheating you for some time. Sorry!

BTW, the consumption is 7 hexes + 3 city grids=10. Quarterly holidays =1d3. And five farms and one fishery is -11 Consumption. So 1d3+10-11 is your actual consumption.


[color=red]Turn 31 (CORRECTED) (Pharast (March), 4713)[/color]

Initial Treasury: 24 BP
Initial Unrest: 2

UPKEEP PHASE

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

Step 2—Pay Consumption: Your cities and quarterly holiday edict costs you 1d311 Consumption, giving you a total cost of (PREVIOUS ROLL) and leaving your Treasury with 24 BP.

Step 3—Fill Vacant Magic Item Slots: Magic Item at Herbalist?: 1d100 ⇒ 47 Nope!

Step 4—Modify Unrest: No.

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

EDICT PHASE

Step 1—Assign Leadership: ???

Step 2—Claim and Abandon Hexes: ??? (Come on, look at all that Stability you've got!)

Step 3—Build Terrain Improvements: If you claim a new hex, why not build a farm? Roads are nice, too!

Step 4—Create and Improve Settlements: There's a Damaged house in Stagfell that could be repaired. and a Tenement in Sootscale Caverns that could be upgraded to a house.

Step 5—Step 5—Create Army Units: ???

Step 6—Issue Edicts: ??? (Maybe look at holiday and/or expansion 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 like the Smithy in Sootscale Caverns. Claiming a neighboring hex and putting a farm in it also sounds good. How does repairing work? Can we also repair the Baths, or were they completely destroyed rather than damaged?

As for future expansion - we'll want to claim the rest of the hexes around Stagfell (0618,0718,0818,and 0819), claim hexes out towards Tatzlford (0617,0616), and (since Alister swore to protect it) claim Candlemere (0918). Probably the Lizardfolk village too (0917). Are we limited to claiming 1 hex a turn, or can we claim as many as we can pay for and maintain?

WHile I'm thinking about future expenditures, a bridge across the Skunk in 0719 seems very practical.


Aristu Medvyed wrote:
I like the Smithy in Sootscale Caverns. Claiming a neighboring hex and putting a farm in it also sounds good. How does repairing work?

Just pay 1/2 (rounded up) the cost for a new one. So for a damaged House, the cost is 2 BP.

Aristu Medvyed wrote:
Can we also repair the Baths, or were they completely destroyed rather than damaged?

The Baths were completely destroyed. You can rebuild it or not.

Aristu Medvyed wrote:
Are we limited to claiming 1 hex a turn, or can we claim as many as we can pay for and maintain?

Until the size (number of hexes) of the Kingdom is 51+, you're limited to annexing no more than 1 hex per turn.

In addition, until the Kingdom size is 11-25, you're limited to no more than 1 new building per turn. The first House, Mansion, Noble Villa, or Tenement your kingdom builds each turn does not count against this number.


If the GM squints and shuts out his conscience, he can sort of call that the Rule of Two.

[color=red]Turn 31 (Pharast (March), 4713)[/color]

Initial Treasury: 24 BP
Initial Unrest: 2

UPKEEP PHASE

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

Step 2—Pay Consumption: Your cities and quarterly holiday edict costs you 1d3-1 Consumption, giving you a total cost of (PREVIOUS ROLL) and leaving your Treasury with 24 BP.

Step 3—Fill Vacant Magic Item Slots: (PREVIOUS ROLL) Nope!

Step 4—Modify Unrest: No.

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

EDICT PHASE

Step 1—Assign Leadership: No

Step 2—Claim and Abandon Hexes: Claim Hex 0720. Spend 1 BP. New total 23 BP.

Step 3—Build Terrain Improvements: Build a farm in 0720. Spend 2 BP. New total 21 BP

Step 4—Create and Improve Settlements: Build Smithy in Sootscale Caverns (6 BP) and repair House in Stagfell (2 BP). New total 13 BP. Unrest down to 0.

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 + 26 ⇒ (3) + 26 = 29, divided by 3 is 9 BP, giving you a total of 21 BP. +3 for the Gold Mine and the mine at Sootscale Caverns = 24 BP

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Event Occurs?: 1d100 ⇒ 70 Event
Which Event Occurs?: 1d100 ⇒ 80 Dangerous Kingdom Event
Event Occurs?: 1d100 ⇒ 56 Inquisition
Loyalty Check: 1d20 + 18 ⇒ (1) + 18 = 19 Failure

Green Faith zealots run rampant, demanding an immediate end to the barbaric assault on the open spaces of the Greenbelt! Infamy and Law increase by 1. Lore, Loyalty, Productivity and Stability decrease by 2!

(Two successful Loyalty checks are required to end this ongoing Inquisition.)

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

Kingdom Statistics at the End of the Turn:

Population: 3610
Economy: 26
Loyalty: 16
Stability: 32
Unrest: 0
Fame: 6
Infamy: 2
Corruption: 1
Crime: 0
Law: 1
Lore: -1
Productivity: -2
Society: 1
Consumption: 1d3-2
Control DC: 31

City at the End of the Turn (Stagfell):

Population: 1280
Economy: 4
Loyalty: 6
Stability: 4
Corruption: 1
Crime: 2
Law: 5
Lore: 6
Base Value: 1500 gp
Defense: 6
Productivity: 2
Society: 3
Fame: 4
Infamy: 0

Major Buildings:
Barracks
City Walls (2)
House (x9)
Inn
Library
Mansion
Mill
Monument
Park (x2)
Smithy
Town Hall
Watchtower

City at the End of the Turn (Leveton):

Population: 300
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 (4)
Inn
Noble Villa
Shop
Wall (1)

City at the End of the Turn (Sootscale Caverns):

Population: 180
Economy: 2
Loyalty: 1
Stability: 4
Corruption: 1
Crime: 1
Law: 0
Lore: 1
Base Value: 500 gp
Defense: 0
Productivity: 0
Society: 1
Fame: 0
Infamy: 0

Major Buildings:
Dump
Herbalist
House
Smithy
Tenement (can be upgraded to House)
Tunnels

Final Treasury: 24 BP
Final Unrest: 0

You now rule an area more than half the size of Rhode Island (or, for our Canadian players, about a quarter the size of Prince Edward Island) (roughly the size of the Comoros Islands).


[color=red]Turn 32 (Gozran (April), 4713)[/color]

Initial Treasury: 24 BP
Initial Unrest: 0

UPKEEP PHASE

Step 1—Determine Kingdom Stability: Stability Check: 1d20 + 32 ⇒ (14) + 32 = 46 Success! In the absence of Unrest, BP increases by 1 to 25.

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 = 1 and leaving your Treasury with 24 BP.

Step 3—Fill Vacant Magic Item Slots: Magic Item at Herbalist?: 1d100 ⇒ 15 Yes
Which Potion?: 1d100 ⇒ 33 1st Level
Which Potion?: 1d45 ⇒ 38 Sanctify Corpse

Step 4—Modify Unrest: No.

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

EDICT PHASE

Step 1—Assign Leadership: ??? (Loyalty's going to be real important to combat this Inquisition.)

Step 2—Claim and Abandon Hexes: ??? (Come on, look at all that Stability you've got!)

Step 3—Build Terrain Improvements: If you claim a new hex, why not build a farm? Roads are nice, too!

Step 4—Create and Improve Settlements: ??? There's a Tenement in Sootscale Caverns that could be upgraded to a house.

Step 5—Step 5—Create Army Units: ???

Step 6—Issue Edicts: ??? (Maybe look at holiday edicts?)


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

Are there any actual good Kingdom events? So far it all seems to be rampaging monsters and bandits, feuds, zealots and destroyed buildings.

On a different note. I vote we spend nothing this turn. I think we should save up for a Cathedral to Abadar.

It would be very good for role playing reasons and would provide +4 Economy, +4 Stability, +1 Fame and -4 Unrest.

It costs 58 BP and 4 lots. Its a lot of investment but it would produce a lot of good for us and might get us aid from the church of Abadar later who would appreciate the mighty citadel to their faith.


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

Damn, did not expect the Green Faith Inquisition...

Looks like Alister should shift his bonus to Loyalty. It would also help to build something that bumps up Loyalty.

Prime Candidates:
Granary: +1 Loyalty, +1 Stability; Allows us to bank BP from negative consumption (which we have a 1 in 3 chance of having now)
Shrine: +1 Loyalty, -1 Unrest; makes magic items
Stables: +1 Loyalty, +1 Econ; leads to some other buildings
Jail: +2 Loyalty; +2 Stability; -2 Unrest

We can also upgrade that tenement.

Long term, it'd be nice to do a stables, stockyard, and tannery in Leveton. I like my cities specialized or at least have a theme. :)


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

Ninja'ed by Mikhail.

If we're saving for a cathedral, I recommend building a shrine in the interim. Not only does it give us bonuses now, but we can upgrade it to a temple, then to a cathedral later.


Mikhail Templeson wrote:
Are there any actual good Kingdom events? So far it all seems to be rampaging monsters and bandits, feuds, zealots and destroyed buildings.

Tell me about it! Yes, the chance is exactly even. Obviously, you guys have angered the dice gods.

Alister Medvyed wrote:
Damn, did not expect the Green Faith Inquisition...

I see what you did there.

Alister Medvyed wrote:

Looks like Alister should shift his bonus to Loyalty. It would also help to build something that bumps up Loyalty.

Prime Candidates:
Granary: +1 Loyalty, +1 Stability; Allows us to bank BP from negative consumption (which we have a 1 in 3 chance of having now)
Shrine: +1 Loyalty, -1 Unrest; makes magic items
Stables: +1 Loyalty, +1 Econ; leads to some other buildings
Jail: +2 Loyalty; +2 Stability; -2 Unrest

We can also upgrade that tenement.

Mikhail Templeson wrote:
On a different note. I vote we spend nothing this turn. I think we should save up for a Cathedral to Abadar.
Alister Medvyed wrote:

Ninja'ed by Mikhail.

If we're saving for a cathedral, I recommend building a shrine in the interim. Not only does it give us bonuses now, but we can upgrade it to a temple, then to a cathedral later.

So, I'm hearing you want to shift Alister's support to Loyalty, upgrade the Tenement and build a Shrine to Abadar?

What about claiming hexes and building terrain improvements?

Given any thoughts to changing the holiday edict to improve Loyalty? Right now you have a Quarterly holiday edict that costs you 1d3 BP per turn, giving you no bonuses or penalties. Bumping it up to a monthly holiday would cost you 1d6 BP per month, but would give you +1 Economy and +2 Loyalty. There is also the "weekly" schedule, which costs you 1d12 BP and gains you +2 Economy and +4 Loyalty.


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 did not look over the whole tree before as I just wanted to ramp up to the Cathedral, but if we build a shrine this turn for 8. Then it looks like it would halve the cost of the temple down to 16 which would in turn halve the cost of the Cathedral to 29.

This would give us a final cost of 53 to get to the Cathedral making it cheaper and giving us some bennies along the way.

At the current 24 BP or so per turn it would take 3 turns to just save up for the Cathedral so we should definitely do the build up process. I would like to make sure we leave enough over each turn to grab the next tier on the following turn. But at least for turn or the next we can consider building something small.

We could build another house this turn maybe somewhere else in the kingdom since its cheap and doesn't count against the one new building.

Scott, if we are upgrading a building by changing a Shrine to Temple to Cathedral does that count as our one new building per turn or not? If it doesn't is there any upgrades that people think might be cheap and useful?


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

Galen is also now up to 7th.

I'll be away from late tomorrow until late Sunday. Happy Thanksgiving to those who mark it!


Mikhail Templeson wrote:
We could build another house this turn maybe somewhere else in the kingdom since its cheap and doesn't count against the one new building.

Upgrading the Tenament has the same effect and is cheaper.

Mikhail Templeson wrote:

Scott, if we are upgrading a building by changing a Shrine to Temple to Cathedral does that count as our one new building per turn or not? If it doesn't is there any upgrades that people think might be cheap and useful?

It does. Only one upgrade or build (after the first dwelling) per turn.


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'm on board with upgrading the tenement and switching Alister's efforts to Loyalty. I also think we should claim a hex, maybe 0618 to continue claiming the land around Stagfell?

As for building, I like the idea of the Granary - the +1s to Loyalty and Stability are better than the Shrine's +1 to Loyalty and -1 to Unrest (which would be wasted with our current Unrest of 0), and I like it's special ability to bank excess farm production.


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

The plans sound good. We want storehouses full of grain for the inevitable famine that the Dice Gods will deliver.


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

Granary is good to me too. And upgrade that tenement. And switch Alister to Loyalty.

I'm all for building something to Abadar. A bit hefty to go all the way to Cathedral though. Let's do a Shrine next turn (unless something really pressing is needed). Hopefully we are done with the Loyalty checks by then. After a few more turns, we can go to Temple.


Okay, back up. We been doin' it wrong.

It costs 1 BP to annex a "Plains" hex. But most of the Sword Marches is
"Hills" terrain. Moreover, a Farm in Plains costs 2 BP, but a farm in Hills costs 4. See page 110 of the Guide (link above). Finally, you can't immediately build anything on hills - you have to prepare the site for a month.

So, I'm going to charge an extra 2 BP for the farm on hex 0720 and you can't build anything on hex 0618 this turn.


[color=red]Turn 32 (Gozran (April), 4713)[/color]

GM’s Note - Adjusting BP for farm in hills on hex 0720 - 2 BP

Initial Treasury: 22 BP
Initial Unrest: 0

UPKEEP PHASE

Step 1—Determine Kingdom Stability:(PREVIOUS ROLL) Success! In the absence of Unrest, BP increases by 1 to 23.

Step 2—Pay Consumption: Your cities and quarterly holiday edict costs you 1d3-2 Consumption, giving you a total cost of (PREVIOUS ROLL) and leaving your Treasury with 22 BP.

Step 3—Fill Vacant Magic Item Slots: (PREVIOUS ROLL) Yes
(PREVIOUS ROLL) 1st Level
(PREVIOUS ROLL) 1d45 Sanctify Corpse

Step 4—Modify Unrest: No.

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

EDICT PHASE

Step 1—Assign Leadership: Alister changes to influence Loyalty

Step 2—Claim and Abandon Hexes: Claim Hex 0618 - costs 2 BP, leaving 21 BP remaining.

Step 3—Build Terrain Improvements: It will take a month to prepare the hex. You can build something there next turn.

Step 4—Create and Improve Settlements: Upgrade Sootscale Caverns Tenement to House; build Granary in Stagfell. Cost: 14 BP, leaving the Treasury with 7 BP.

Step 5—Step 5—Create Army Units: No. (I’m sure they’re unnecessary!)

Step 6—Issue Edicts: Still 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 + 26 ⇒ (16) + 26 = 42, divided by 3 is 14 BP, giving you a total of 21 BP. +3 for the Gold Mine and the mine at Sootscale Caverns = 24 BP

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE, PART I (Inquisition)
Loyalty Check: 1d20 + 26 ⇒ (11) + 26 = 37 Success

Green Faith zealots continue to create trouble. Lore, Loyalty, Productivity and Stability decrease by 1!

(Two successful Loyalty checks are required to end this ongoing Inquisition.)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE, PART II
Event Occurs?: 1d100 ⇒ 57 No Event

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

Kingdom Statistics at the End of the Turn:

Population: 3560
Economy: 26
Loyalty: 25
Stability: 23
Unrest: 0
Fame: 6
Infamy: 2
Corruption: 1
Crime: 0
Law: 1
Lore: -2
Productivity: -3
Society: 1
Consumption: 1d3-1
Control DC: 32

City at the End of the Turn (Stagfell):

Population: 1280
Economy: 4
Loyalty: 7
Stability: 5
Corruption: 1
Crime: 2
Law: 5
Lore: 6
Base Value: 1500 gp
Defense: 6
Productivity: 2
Society: 3
Fame: 4
Infamy: 0

Major Buildings:
Barracks
City Walls (2)
Granary
House (x9)
Inn
Library
Mansion
Mill
Monument
Park (x2)
Smithy
Town Hall
Watchtower

City at the End of the Turn (Leveton):

Population: 300
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 (4)
Inn
Noble Villa
Shop
Wall (1)

City at the End of the Turn (Sootscale Caverns):

Population: 130
Economy: 2
Loyalty: 1
Stability: 4
Corruption: 1
Crime: 1
Law: 0
Lore: 1
Base Value: 500 gp
Defense: 0
Productivity: 0
Society: 1
Fame: 0
Infamy: 0

Major Buildings:
Dump
Herbalist
House (x2)
Smithy
Tunnels

Final Treasury: 24 BP
Final Unrest: 0

You now rule an area more than half the size of Rhode Island (or, for our Canadian players, about a quarter the size of Prince Edward Island) (roughly the size of Mauritius).


[color=red]Turn 32 (Desnus (May), 4713)[/color]

Initial Treasury: 24 BP
Initial Unrest: 0

UPKEEP PHASE

Step 1—Determine Kingdom Stability: Stability Check: 1d20 + 23 ⇒ (1) + 23 = 24 Failure! Unrest increases to 1.

Step 2—Pay Consumption: Your cities and quarterly holiday edict costs you 1d3-1 Consumption, giving you a total cost of 1d3 - 1 ⇒ (2) - 1 = 1 and leaving your Treasury with 23 BP.

Step 3—Fill Vacant Magic Item Slots: No.

Step 4—Modify Unrest: No.

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

EDICT PHASE

Step 1—Assign Leadership: ???

Step 2—Claim and Abandon Hexes: ???

Step 3—Build Terrain Improvements: You can build a farm in 0618, but maybe a mine instead?

Step 4—Create and Improve Settlements: ??? (Shrine?)

Step 5—Step 5—Create Army Units: ???

Step 6—Issue Edicts: ??? (Maybe look at holiday edicts?)


Oops. Desnus will be Turn 33, not 32.


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

Build a farm in the new hex, then build a shrine to Abadar in Stagfell.


You sure you want a farm and not a mine? Farms are easier to build in Plains than Hills.

And since you can only claim one hex per turn, would you like to claim one now? Possibly 0617 as a bridge towards annexing Tatzlford?


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 can absorb another hex I think we do. If it leads towards an existing settlement then that is even better. So I say yes to 0617.

I am not sure if we need more food over the mine. If we are doing ok on food then a mine would be a good purchase.


Okay. Taking a look at the rules (linked above), it now appears to me that the Preparation cost and time are only for creating a settlement in that hex, not for putting in Terrain Improvements. So... good to know.

There may be some sense in not being able to build an entire aqueduct or mine in a single month, but the whole thing is an abstraction anyway, or we wouldn't be worrying about the harvest in Winter months.

Looks like you could have built that mine last turn. By the power vested in me by me, I'm going to declare that you did, in fact, build the mine last turn.

Retcon, coming up!


[color=red]Turn 32 (Gozran (April), 4713) (RETCON)[/color]

GM’s Note: Retconning the building of the mine.

Initial Treasury: 22 BP
Initial Unrest: 0

UPKEEP PHASE

Step 1—Determine Kingdom Stability: (PREVIOUS ROLL) Success! In the absence of Unrest, BP increases by 1 to 23.

Step 2—Pay Consumption: Your cities and quarterly holiday edict costs you 1d3-2 Consumption, giving you a total cost of (PREVIOUS ROLL) and leaving your Treasury with 22 BP.

Step 3—Fill Vacant Magic Item Slots: (PREVIOUS ROLL) Yes
(PREVIOUS ROLL) 1st Level
(PREVIOUS ROLL) 1d45 Sanctify Corpse

Step 4—Modify Unrest: No.

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

EDICT PHASE

Step 1—Assign Leadership: Alister changes to influence Loyalty

Step 2—Claim and Abandon Hexes: Claim Hex 0618 - costs 2 BP, leaving 21 BP remaining.

Step 3—Build Terrain Improvements: Build a mine at 0618. Cost 6 BP, leaving 15 BP remaining

Step 4—Create and Improve Settlements: Upgrade Sootscale Caverns Tenement to House; build Granary in Stagfell. Cost: 14 BP, leaving the Treasury with 1 BP.

Step 5—Step 5—Create Army Units: No. (I’m sure they’re unnecessary!)

Step 6—Issue Edicts: Still 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: (PREVIOUS ROLL) , divided by 3 is 14 BP, giving you a total of 15 BP. +4 for the Gold Mine and the mine at Sootscale Caverns and 0618 = 19 BP

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE, PART I (Inquisition)
Loyalty Check: (PREVIOUS ROLL) Success

Green Faith zealots continue to create trouble. Lore, Loyalty, Productivity and Stability decrease by 1!

(Two successful Loyalty checks are required to end this ongoing Inquisition.)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE, PART II
Event Occurs?: (PREVIOUS ROLL) No Event

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

Kingdom Statistics at the End of the Turn:

Population: 3635
Economy: 27
Loyalty: 25
Stability: 23
Unrest: 0
Fame: 6
Infamy: 2
Corruption: 1
Crime: 0
Law: 1
Lore: -2
Productivity: -3
Society: 1
Consumption: 1d3-1
Control DC: 32

City at the End of the Turn (Stagfell):

Population: 1280
Economy: 4
Loyalty: 7
Stability: 5
Corruption: 1
Crime: 2
Law: 5
Lore: 6
Base Value: 1500 gp
Defense: 6
Productivity: 2
Society: 3
Fame: 4
Infamy: 0

Major Buildings:
Barracks
City Walls (2)
Granary
House (x9)
Inn
Library
Mansion
Mill
Monument
Park (x2)
Smithy
Town Hall
Watchtower

City at the End of the Turn (Leveton):

Population: 300
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 (4)
Inn
Noble Villa
Shop
Wall (1)

City at the End of the Turn (Sootscale Caverns):

Population: 130
Economy: 2
Loyalty: 1
Stability: 4
Corruption: 1
Crime: 1
Law: 0
Lore: 1
Base Value: 500 gp
Defense: 0
Productivity: 0
Society: 1
Fame: 0
Infamy: 0

Major Buildings:
Dump
Herbalist
House (x2)
Smithy
Tunnels

Final Treasury: 19 BP
Final Unrest: 0

You now rule an area more than half the size of Rhode Island (or, for our Canadian players, about a quarter the size of Prince Edward Island) (roughly the size of Mauritius).


[color=red]Turn 33 (Desnus (May), 4713) (RETCON)[/color]

Initial Treasury: 19 BP
Initial Unrest: 0

UPKEEP PHASE

Step 1—Determine Kingdom Stability: (PREVIOUS ROLL) Failure! Unrest increases to 1.

Step 2—Pay Consumption: Your cities and quarterly holiday edict costs you 1d3-1 Consumption, giving you a total cost of (PREVIOUS ROLL) and leaving your Treasury with 18 BP.

Step 3—Fill Vacant Magic Item Slots: No.

Step 4—Modify Unrest: No.

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

EDICT PHASE

Step 1—Assign Leadership: ???

Step 2—Claim and Abandon Hexes: ???

Step 3—Build Terrain Improvements: ???

Step 4—Create and Improve Settlements: ??? (Shrine?)

Step 5—Step 5—Create Army Units: ???

Step 6—Issue Edicts: ??? (Maybe look at holiday edicts?)


So, an interesting question: Continue to annex land around Stagfell or annex your first forest hex en route to annexing Tatzlford?

Forest hexes don't do much for you in terms of mines or farms, but you can put in roads and settlements.

...or watchtowers.

Or possibly it's time to slow down the expansion and build up your infrastructure in your three existing settlements until you can once again auto-succeed on the Stability roll?

_______________________________________________________________________

Alternately, if you find the kingdom-building aspect of the game boring, we can stop that and just move on to the story. I'm okay with either answer.

I intend to end the "hexploration" aspect of the game after Book Three, but as far as I'm concerned we could continue Kingdom-building until we mutually get tired of it.


Hey! The weekend is a great time to pursue this. I’ve actually got a bit of free time!


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

Let's take a pause on hexes for the moment and build the shrine.


Want to also build a House?


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. We only have 1 unrest and the shrine gives -1 to unrest.


Okay. You need to decide whether your shrine to Abadar provides +1 Stability or +1 Economy.


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 think we will be ok on Stability even if its not a sure thing, so lets go for more economy so we can afford more toys.


[color=red]Turn 33 (Desnus (May), 4713)[/color]

Initial Treasury: 19 BP
Initial Unrest: 0

UPKEEP PHASE

Step 1—Determine Kingdom Stability: (PREVIOUS ROLL) Failure! Unrest increases to 1.

Step 2—Pay Consumption: Your cities and quarterly holiday edict costs you 1d3-1 Consumption, giving you a total cost of (PREVIOUS ROLL) and leaving your Treasury with 18 BP.

Step 3—Fill Vacant Magic Item Slots: No.

Step 4—Modify Unrest: No.

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

EDICT PHASE

Step 1—Assign Leadership: No.

Step 2—Claim and Abandon Hexes: Nope!

Step 3—Build Terrain Improvements: Eh, who needs ‘em?

Step 4—Create and Improve Settlements: Build a Shrine to Abadar in Stagfell. +1 Economy, -1 Unrest (down to 0). Cost is 8 BP, leaving the Treasury with 10 BP.

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: Economy: 1d20 + 28 ⇒ (2) + 28 = 30, divided by 3 is 10 BP, giving you a total of 20 BP. +4 for the Gold Mine and the mines at Sootscale Caverns and 0618 = 24 BP

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE, (Inquisition)
Loyalty Check: 1d20 + 26 ⇒ (4) + 26 = 30 Failure!

Green Faith zealots continue to create trouble. Lore, Loyalty, Productivity and Stability decrease by 2!

(Two successful Loyalty checks are required to end this ongoing Inquisition.)

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

Kingdom Statistics at the End of the Turn:

Population: 3675
Economy: 28
Loyalty: 24
Stability: 21
Unrest: 0
Fame: 6
Infamy: 2
Corruption: 1
Crime: 0
Law: 1
Lore: -2
Productivity: -5
Society: 1
Consumption: 1d3-1
Control DC: 32

City at the End of the Turn (Stagfell):

Population: 1320
Economy: 4
Loyalty: 7
Stability: 5
Corruption: 1
Crime: 2
Law: 5
Lore: 6
Base Value: 1500 gp
Defense: 6
Productivity: 2
Society: 3
Fame: 4
Infamy: 0

Major Buildings:
Barracks
City Walls (2)
Granary
House (x9)
Inn
Library
Mansion
Mill
Monument
Park (x2)
Shrine (to Abadar)(Economy)
Smithy
Town Hall
Watchtower

City at the End of the Turn (Leveton):

Population: 300
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 (4)
Inn
Noble Villa
Shop
Wall (1)

City at the End of the Turn (Sootscale Caverns):

Population: 130
Economy: 2
Loyalty: 1
Stability: 4
Corruption: 1
Crime: 1
Law: 0
Lore: 1
Base Value: 500 gp
Defense: 0
Productivity: 0
Society: 1
Fame: 0
Infamy: 0

Major Buildings:
Dump
Herbalist
House (x2)
Smithy
Tunnels

Final Treasury: 24 BP
Final Unrest: 0

You now rule an area more than half the size of Rhode Island (or, for our Canadian players, about a quarter the size of Prince Edward Island) (roughly the size of Mauritius).


[color=red]Turn 34 (Sarenith (June), 4713)[/color]

Initial Treasury: 24 BP
Initial Unrest: 0

UPKEEP PHASE

Step 1—Determine Kingdom Stability: Stability: 1d20 + 21 ⇒ (14) + 21 = 35 Success! BP increases by 1 to 25 BP.

Step 2—Pay Consumption: Your cities and quarterly holiday edict costs you 1d3-1 Consumption, giving you a total cost of 1d3 - 1 ⇒ (1) - 1 = 0 and leaving your Treasury with 25 BP.

Step 3—Fill Vacant Magic Item Slots: No.

Step 4—Modify Unrest: No.

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

EDICT PHASE

Step 1—Assign Leadership: ???

Step 2—Claim and Abandon Hexes: ???

Step 3—Build Terrain Improvements: ???

Step 4—Create and Improve Settlements: ??? (Temple?)

Step 5—Step 5—Create Army Units: ???

Step 6—Issue Edicts: ??? (Maybe look at holiday edicts?)


[color=green]The Treasure of Candlemere[/color]

After Alister gave his oath to the elven spirit of Candlemere, the orb faded and the Treasure of Candlemere was revealed:

- 593 pp, 7483 gp, 1290 sp, 4100 cp
- A Beast Talisman* in the shape of a bird's feather.

Beast Talisman:
Beast Talisman price 17,000 gp
Slot neck CL 7th Weight 1 lb.
Aura moderate transmutation
Beast talismans are tools that druids can use to form a
greater connection with animals of a certain kind, such as
bird, canine, feline, fish, or reptile. Each beast
talisman is made from an iconic body part
of its associated type of animal, such a bird’s
feather or a feline’s claw, hung from a leather
cord. The wearer of a beast talisman may use
beast shape II once per day to transform into
an animal of the appropriate type. The wearer
also gains a +4 competence bonus on wild empathy
checks to influence animals of that type. When
the wearer uses a beast shape spell or wild shape
to transform into an animal of that type, she gains
its racial bonuses on skill checks, up to a maximum
combined bonus of +12 on all skill checks (maximum
of +8 on any one skill).
CONSTRUCTION REQUIREMENTS COST 8,500 gp
Craft Wondrous Item, beast shape II or wild shape
class feature

- +1 mirrored breastplate
- Caster's shield
- Mistmail
- +2 elven curved blade
- Ring of Tactical Precision
- Wand of Invisibility (17 charges)
- Wand of Spiritual Weapon (21charges)


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

The Mistmail is kind of interesting if you wear light armor and fear rogues.

Would the Ring of Tactical Precision's competence bonus improve my leadership rank as General? If not then there is nothing that Mikhail would use in the list.


Sure.


What's next for our kingdom?


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

Upgrade the Shrine to a Temple.


Folks, I have no idea when you last divided treasure. Did you every divide stuff up from Hargulka's lair? The owlbear lair? The Forest Drake?

I'm going to assume you have.

However, in an effort to help you keep track, I'm going to create a "Loot" Page and link it to the top. Everyone will be able to edit it, so get in there and start keeping track if you haven't already.


Mikhail Templeson wrote:
Upgrade the Shrine to a Temple.

Do you claim any hexes? Build any roads? Change your holiday edicts?


GM Tarondor wrote:

[color=green]The Treasure of Candlemere, UPDATED[/color]

After Alister gave his oath to the elven spirit of Candlemere, the orb faded and the Treasure of Candlemere was revealed:

- 593 pp, 7483 gp, 1290 sp, 4100 cp
- Assorted gems (14,000 gp)
- A Beast Talisman* in the shape of a bird's feather.
** spoiler omitted **
- +1 mirrored breastplate
- Caster's shield
- Mistmail
- +2 elven curved blade
- Ring of Tactical Precision
- Wand of Invisibility (17 charges)
- Wand of Spiritual Weapon (21charges)

I wanted this to be worth more, so it now includes assorted gems worth 14,000 gp.


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

Piotr will take his portion in cash and - eventually - use it to make something. Or buy spell scrolls.


Guys, so we can get on to the next part of the story, I'm going to do a few things:

1) I'm going to produce 1-2 kingdom turns per day, with you or without you. I'd love your input. I'd love for this to be -your- kingdom, but I think the game needs us to get a move on. To the extent possible, I will move on your orders.

2) For those of you that don't check in very often, think about a wish list or some organizing principles you'd like me to follow.

3) I'm going to invite the players that live near me (Tim/Alister and Galen/Andrew) (well, any of you, really, but it'll be a lot easier for them!) to come over and spend a weekend afternoon knocking out some Kingdom turns.


[color=red]Turn 34 (Sarenith (June), 4713)[/color]

GM Stuff:
10d20 ⇒ (10, 1, 8, 7, 1, 4, 16, 14, 10, 3) = 74

Initial Treasury: 24 BP
Initial Unrest: 0

UPKEEP PHASE

Step 1—Determine Kingdom Stability: (PREVIOUS ROLL) Success! BP increases by 1 to 25 BP.

Step 2—Pay Consumption: Your cities and quarterly holiday edict costs you 1d3-1 Consumption, giving you a total cost of (PREVIOUS ROLL) and leaving your Treasury with 25 BP.

Step 3—Fill Vacant Magic Item Slots: No.

Step 4—Modify Unrest: No.

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

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: Upgrade Stagfell’s Shrine of Abadar to a Temple of Abadar. Economy+1, Stability+2, Unrest -1 (difference between Shrine and Temple). Cost: 24 BP, leaving Treasury with 1.

GM’s NOTE: Given that Jhod Khavken is the High Priest of the Sword Marches -and- a priest of Erastil, he asks that you build a temple to that deity as soon as possible.

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: Economy: 1d20 + 28 ⇒ (16) + 28 = 44, divided by 3 is 14 BP, giving you a total of 15 BP. +4 for the Gold Mine and the mines at Sootscale Caverns and 0618 = 19 BP

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE, (Inquisition)
Loyalty Check: 1d20 + 25 ⇒ (18) + 25 = 43 Success!

Green Faith zealots continue to create trouble. Lore, Loyalty, Productivity and Stability decrease by 1!

(Two successful Loyalty checks are required to end this ongoing Inquisition.)

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

Kingdom Statistics at the End of the Turn:

Population: 3835
Economy: 29
Loyalty: 24
Stability: 24
Unrest: 0
Fame: 6
Infamy: 2
Corruption: 1
Crime: 0
Law: 1
Lore: -3
Productivity: -6
Society: 1
Consumption: 1d3-1
Control DC: 32

City at the End of the Turn (Stagfell):

Population: 1320
Economy: 4
Loyalty: 7
Stability: 5
Corruption: 1
Crime: 2
Law: 5
Lore: 6
Base Value: 1500 gp
Defense: 6
Productivity: 2
Society: 3
Fame: 4
Infamy: 0

Major Buildings:
Barracks
City Walls (2)
Granary
House (x9)
Inn
Library
Mansion
Mill
Monument
Park (x2)
Shrine (to Abadar)(Economy)
Smithy
Town Hall
Watchtower

City at the End of the Turn (Leveton):

Population: 300
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 (4)
Inn
Noble Villa
Shop
Wall (1)

City at the End of the Turn (Sootscale Caverns):

Population: 130
Economy: 2
Loyalty: 1
Stability: 4
Corruption: 1
Crime: 1
Law: 0
Lore: 1
Base Value: 500 gp
Defense: 0
Productivity: 0
Society: 1
Fame: 0
Infamy: 0

Major Buildings:
Dump
Herbalist
House (x2)
Smithy
Tunnels

Final Treasury: 24 BP
Final Unrest: 0

You now rule an area more than half the size of Rhode Island (or, for our Canadian players, about a quarter the size of Prince Edward Island) (roughly the size of Mauritius).


[color=red]Turn 35 (Erastus (July), 4713)[/color]

Initial Treasury: 19 BP
Initial Unrest: 0

UPKEEP PHASE

Step 1—Determine Kingdom Stability: Stability: 1d20 + 24 ⇒ (3) + 24 = 27 Failure! Increase Unrest by 1 to 1.

Step 2—Pay Consumption: Your cities and quarterly holiday edict costs you 1d3-1 Consumption, giving you a total cost of 1d3 - 1 ⇒ (1) - 1 = 0 and leaving your Treasury with 19 BP.

Step 3—Fill Vacant Magic Item Slots: No.

Step 4—Modify Unrest: No.

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

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: ??? (Maybe look at holiday edicts?)

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