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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It's been one game year since Candlemere Island and the Well of Wisdom. In one month, it'll be three game years since the defeat of the Stag Lord and the founding of the Sword Marches.


Things that increase Loyalty:

- Monthly (and weekly!) Holiday Edicts
- Light (and minimal!) Taxation Edicts
- Aqueducts
- Academy (+2)
- Bardic College (+3)
- Bordello (+1)
- Brewery (+1)
- Caster's Tower (+1)
- Castle (+2)
- Cathedral (+4)
- Colossus (+4)
- Courthouse (+2)
- Dance Hall (+2)
- Garrison (+2)
- Granary (+1)
- Guildhall (+2)
- Hanging Garden (+2)
- Herbalist (+1)
- Hospital (+1)
- Inn (+1)
- Jail (+2)
- Library (+1)
- Menagerie (special)
- Military Academy (+2)
- Mint (+3)
- Monument (+1)
- Museum (+1)
- Noble Villa (+1)
- Palace (+6)
- Park (+1)
- Sacred Grove (+1)
- Sewer System (+1)
- Shrine (+1)
- Stable (+1)
- Tavern (+1)
- Temple (+2)
- Town Hall (+1)
- University (+3)

So the absolute hands-down Loyalty champion is the Dance Hall. 2 Loyalty for 4 BP. That, gentlemen, is a steal. Flashdance your way to unity.


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

Kingdom Building:
I want to finish the Cathedral if it has not already been completed. I was thinking we would do a monument to the troll battle as well.

If we want to do a big afternoon build on a Saturday I can skype in or chat in as well, but I am too far to show up.

Treasure Talk

If no one really wants any of the items I think we sell it all. That gives us quite a bit of gold to play with each. Mikhail plans to travel to Brevoy for a bit and can do some shopping for people while he is away.

I also have Craft Arms and Armor and Craft Wondrous if people have something they want made that I am capable of making.


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

It's "Dance Hall" in the current version of the PRD. For the life of me, I don't know how either a Dance Hall or Brothel could have improved Loyalty.

RP-wise, it would be good to build a residence for each of the characters. And, of course, a Palace.

In his role as Chief Accountant, Piotr would also argue for buildings that improved Economy.


I'll point out that once you annex two more hexes, you'll be size 11. At that point you'll be able to build 2 buildings per turn. Also, Alister will be a "baronet".


Piotr Denisov wrote:
It's "Dance Hall" in the current version of the PRD. For the life of me, I don't know how either a Dance Hall or Brothel could have improved Loyalty.

You like the guys what provide you with life's joys, I suppose.


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]

Even with the 50 % discount from the Temple, we can't afford a Cathedral (normally 58 BP) at the moment. Tim had suggested a stable in Leveton earlier, which I would be on board for. And if the High Priest wants a temple, I guess that's a reasonable request, so I'd be good with building a Shrine to Erastil in Stagfell also.

As far as the treasure goes, none of the items appeal to Aristu. I'm good with selling any and all of it that goes unclaimed.

Scott, do we need two successful Loyalty checks in a row to quell the zealots? Or just two total?

The Exchange

Dwarf Paladin 7 | HP 74/74 | AC 25; Tch 12; FF 25 | F +9; R +4; W +7 | CMB+10; CMD 21 | Speed 20 ft | Init +1 | +1 Dorn Dergar: +11 (1d10+5) | Perc +10

Hey all,

Thanks to Tarondor for the invite, and I look forward to getting to know you all better.

I was hoping to have a connection to at least one other character. I posted a basic backstory in Recruitment, but I’m looking for any hooks I could explore from the PCs.

Basically, I think I could have a connection with any of you that:

1. Have a riotous, hard-living youth or past,
2. Have a mercenary military past,
3. Have any ties to dwarves or Torag,
4. Have any ties to Magnamar (I played this character through House on Hook Street in Magnamar and wanted to incorporate the backstory. He’s not from Magnamar, but had a significant adventure there),
5. Enjoy a fine dwarven ale, often to excess.

Any thoughts? I’ll be tweaking the build and backstory, but am open to suggestions.

Also, can you let me know my starting wealth?

Looking forward to this game!

-PW


Aristu Medvyed wrote:
Scott, do we need two successful Loyalty checks in a row to quell the zealots? Or just two total?

Two in a row.


Welcome, Grimnir!

Grimnir, I'm not sure that describes any of the current batch of PC's.

Certainly none of them have ever been so far west as Magnimar. Mikhail seems like your best bet as he's got a lot of experience as a professional soldier, but most of that was in the service of the Church of Abadar in Brevoy.

Check out the Guide to GM Tarondor's Kingmaker Campaign for details on Character Creation. Please pay particular attention to the Questionnaire and the need for a color, full-body image of your character.

You start with half Wealth by Level (WBL), which at 7th level will give you 11,750 gp. No more than half of that can be spent on any one magic item.

Let me suggest that since Grimnir's youth was spent in Varisia and he is now on the far side of the continent, he must have come following a calling. Perhaps he thought Torag was urging him east to the Worldwound, but soon found himself wandering ever eastward until he found Brevoy. There he heard of a new and fragile nation in the River Kingdoms that seemed to be standing for something more than just creating power in a vacuum. Maybe this was where Torag wants him to be. He may have also heard of ancient dwarven ruins somewhere in the Greenbelt and set out to learn the truth of the rumors.

The Exchange

Dwarf Paladin 7 | HP 74/74 | AC 25; Tch 12; FF 25 | F +9; R +4; W +7 | CMB+10; CMD 21 | Speed 20 ft | Init +1 | +1 Dorn Dergar: +11 (1d10+5) | Perc +10

Okay, thanks for the feedback. I'll be sure to take a thorough look at the campaign guide. Maybe there will be some additional hooks I can generate there, and I'll be sure to find an appropriately awesome full-body picture.

Grimnir was a mercenary and wild youth, and that could explain his making his way to the far side of the continent. With dwarven years to work with, he could easily have had time to live nearby in recent years. I'm thinking that his mis-spent youth could have been to the west, he had his 'Come to Torag' moment, and he now wants to distance himself from his past and get closer to his roots.

I really liked the idea of a call to explore ancient dwarven ruins. Perhaps even Torag has an interest in helping a people in decline to build up the places of old.

I'll be working on it...if any of the characters have any thoughts of how we could be acquainted, let me know. Otherwise, this grizzled veteran of a few dozen campaigns may just show up in town...


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

Initial Treasury: 19 BP
Initial Unrest: 0

UPKEEP PHASE

Step 1—Determine Kingdom Stability: (PREVIOUS ROLL) 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 (PREVIOUS ROLL) and leaving your Treasury with 19 BP.

Step 3—Fill Vacant Magic Item Slots:
Slot filled at Temple of Abadar?: 1d100 ⇒ 32 Yes
Slot filled at Temple of Abadar?: 1d100 ⇒ 81 No
Slot filled at Temple of Abadar?: 1d100 ⇒ 55 No

What Item?: 1d12 ⇒ 11 Wrist Slot.
What Item?: 1d2 ⇒ 1 Lesser Minor.
What Item?: 1d100 ⇒ 89 Bracers of Steadiness

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: Build a House in Leveton and a Dance Hall in Stagfell. Cost: 7 BP (leaving 12 remaining). Net Unrest: +0. Economy +1, Loyalty +2, Corruption +1, Crime +1.

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 + 30 - 1 ⇒ (11) + 30 - 1 = 40, divided by 3 is 13 BP, giving you a total of 25 BP. +4 for the Gold Mine and the mines at Sootscale Caverns and 0618 = 29 BP

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE, (Inquisition)
Loyalty Check: 1d20 + 26 - 1 ⇒ (18) + 26 - 1 = 43 Success!

The inquisition ends, but the Lore, Loyalty, Productivity and Stability of the kingdom are badly damaged.

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

Kingdom Statistics at the End of the Turn:

Population: 3945
Economy: 29
Loyalty: 25
Stability: 23
Unrest: 1
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: 1540
Economy: 7
Loyalty: 11
Stability: 9
Corruption: 1
Crime: 3
Law: 5
Lore: 6
Base Value: 1500 gp
Defense: 6
Productivity: 2
Society: 3
Fame: 4
Infamy: 0

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

City at the End of the Turn (Leveton):

Population: 350
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 (5)
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: 29 BP
Final Unrest: 1

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 36 (Arodus (August), 4713)[/color]

GM'S NOTE: Three years since the defeat of the Stag Lord and the founding of the Sword Marches!

Initial Treasury: 29 BP
Initial Unrest: 1

UPKEEP PHASE

Step 1—Determine Kingdom Stability: Stability: 1d20 + 24 - 1 ⇒ (2) + 24 - 1 = 25 Failure! Increase Unrest by 1 to 2.

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 29 BP.

Step 3—Fill Vacant Magic Item Slots:
Slot filled at Temple of Abadar?: 1d100 ⇒ 3 Yes
Which Item?: 1d12 ⇒ 10 Shoulder Slot
Which Item?: 1d2 ⇒ 1 Lesser Minor Item
Which Item?: 1d100 ⇒ 17 Cloak of Resistance +1

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?)


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 be traveling to Brevoy for training before the next adventure. You can meet me then and then return with me. I am pretty sure we cleaned out at least one Dwarven ruin that I can tell you about.

We can afford the Cathedral now. W00t


Is that how you want to spend your dough?


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 vote for the Cathedral. It does quite a bit. If we need to build a Dance Hall this turn and save the rest to do it next turn then it is what it is.


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 Troll-King's lair was a dwarven ruin.


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's AC is lagging badly, so he wants to craft some Bracers of Armor. He is 7th level, so the best Bracers of Armor that he can make are +3 and cost 4500 gp and 5 days to make.

Further item creation depends on the cash value of the loot distribution.

He does want to purchase some scrolls. Specifically, Eagle's Splendor, Fox's Cunning and Owl's Wisdom.


Don't wait for me to divide the treasure. That's on you guys. I've done the math for you and it sounds as though nobody wants any of it, so the division should be easy.

You have the time now to craft, that's for sure. We'll we taking at least four more -years- of game time before proceeding.


[color=red]Turn 36 (Arodus (August), 4713)[/color]

GM'S NOTE: Three years since the defeat of the Stag Lord and the founding of the Sword Marches!

Initial Treasury: 29 BP
Initial Unrest: 1

UPKEEP PHASE

Step 1—Determine Kingdom Stability: (PREVIOUS ROLL) Failure! Increase Unrest by 1 to 2.

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 29 BP.

Step 3—Fill Vacant Magic Item Slots:
(PREVIOUS ROLL) Yes
(PREVIOUS ROLL) Shoulder Slot
(PREVIOUS ROLL) Lesser Minor Item
(PREVIOUS ROLL) Cloak of Resistance +1

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 Shrine of Abadar to a Cathedral. Cost 29 BP, leaving 0 in the Treasury. Economy +2, Stability +2, Unrest -1 (difference between Cathedral and Temple).

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 + 32 ⇒ (11) + 32 = 43, divided by 3 is 14 BP, giving you a total of 14 BP. +4 for the Gold Mine and the mines at Sootscale Caverns and 0618 = 18 BP

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Event Occurs?: 1d100 ⇒ 37 No.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Kingdom Statistics at the End of the Turn:

Population: 4145
Economy: 32
Loyalty: 28
Stability: 28
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: 1740
Economy: 9
Loyalty: 13
Stability: 11
Corruption: 2
Crime: 3
Law: 9
Lore: 6
Base Value: 1500 gp
Defense: 6
Productivity: 2
Society: 3
Fame: 6
Infamy: 0

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

City at the End of the Turn (Leveton):

Population: 350
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 (5)
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: 18 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 37 (Rova (September), 4713)[/color]

Initial Treasury: 29 BP
Initial Unrest: 1

UPKEEP PHASE

Step 1—Determine Kingdom Stability: Stability: 1d20 + 28 ⇒ (15) + 28 = 43 Success! Add 1 BP, bringing total to 19 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 19 BP.

Step 3—Fill Vacant Magic Item Slots:
1st Medium Slot filled at Cathedral of Abadar?: 1d100 ⇒ 16 Yes
Which Item?: 1d12 ⇒ 6 Hand Slot
Which Item?: 1d2 ⇒ 1 Lesser Medium Item
Which Item?: 1d100 ⇒ 10 Shadow Falconer's Gloves

2nd Medium Slot filled at Cathedral of Abadar?: 1d100 ⇒ 96 No

2nd Minor Slot filled at Cathedral of Abadar?: 1d100 ⇒ 93 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?)


Previously mentioned priorities:

- Annexing the hex between you and Tatzlford
- Stable in Leveton
- Shrine/Temple/Cathedral to Erastil
- "residences" for each PC (what would this be? I can see Piotr and Aristu -eventually- wanting their own Caster's Towers, for instance.
- Palace

Don't forget infrastructure. Roads. Paved Streets.


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

Infrastructure - sewers, cistern, paved streets.

Paevd roads between the settlements, at a minimum. Watchtowers, at a minimum, although some forts to support the settlements might be a good idea.

Improving to a Castle in Stagfell would be good, too.


Note that the Temple of the Elk is a temple to Erastil. All you need to do to incorporate it into the Sword Marches is establish a settlement in that hex.


Piotr Denisov wrote:

Infrastructure - sewers, cistern, paved streets.

Paevd roads between the settlements, at a minimum. Watchtowers, at a minimum, although some forts to support the settlements might be a good idea.

Improving to a Castle in Stagfell would be good, too.

But what do you invest in -this- turn?


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

1. Claim hex 0418 (forest hex, but it already has a bridge). Cost 1 BP.

2. Build a road in hex 0719 (hex with Stagfell). Don't know cost.

3. Either Baths (4 BP, 1 Lot, Economy +1, Stability +1) in Stagfell or a Stable (10 BP, 1 Lot, Economy +1, Loyalty +1) in Leveton.


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 still in Texas for Thanksgiving holidays, so my days are unpredictable. I vote for stables in Leveton for this turn.

Once we annex Tatlzford, let's build the shrine to Erastil there. Forest setting makes sense.


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

Since no one is claiming items that means 10K each. That leaves 934.5. I suggest we spend 750 for a CLW wandand save the rest.

Now that I have my Cathedral of Abadar in Stagfell I start pushing for Shrines and Temples to Abadar in all the other cities. :D


Alister Medvyed wrote:

I'm still in Texas for Thanksgiving holidays, so my days are unpredictable. I vote for stables in Leveton for this turn.

Once we annex Tatlzford, let's build the shrine to Erastil there. Forest setting makes sense.

Again, the Temple of the Elk (Erastil) already exists. You just need to claim the hex and start a settlement.


Alister, why did I have you with a 20 Charisma? My mistake?


[color=red]Turn 37 (Rova (September), 4713)[/color]

Initial Treasury: 29 BP
Initial Unrest: 1

UPKEEP PHASE

Step 1—Determine Kingdom Stability: (PREVIOUS ROLL) Success! Add 1 BP, bringing total to 19 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 19 BP.

Step 3—Fill Vacant Magic Item Slots:
(PREVIOUS ROLL) Yes
(PREVIOUS ROLL) Hand Slot
(PREVIOUS ROLL) Lesser Medium Item
(PREVIOUS ROLL) Shadow Falconer's Gloves

(PREVIOUS ROLL) No

(PREVIOUS ROLL) No

Step 4—Modify Unrest: No.

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

EDICT PHASE

Step 1—Assign Leadership: No.

Step 2—Claim and Abandon Hexes: Claim forest hex 0418. Pay 1 BP. 18 BP remaining.

Step 3—Build Terrain Improvements: Build a Road in 0719. Pay 6 BP (hills, rivers). 12 BP remaining.

Step 4—Create and Improve Settlements: Build Stables in Leveton. Pay 10 BP. 2 BP remaining.

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 + 33 ⇒ (2) + 33 = 35, divided by 3 is 11 BP, giving you a total of 13 BP. +4 for the Gold Mine and the mines at Sootscale Caverns and 0618 = 17 BP

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Event Occurs?: 1d100 ⇒ 4 Yes.
Which Event Type?: 1d100 ⇒ 12 Beneficial Kingdom Event.
Which Event?: 1d100 ⇒ 20 Discovery. An artifact of the Taldan Third Army of Exploration is found in the newly-claimed forest hex!
Lore Improvement?: 1d4 ⇒ 4 Fame increases by 1 and Lore increases by 4.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Kingdom Statistics at the End of the Turn:

Population: 4430
Economy: 33
Loyalty: 29
Stability: 28
Unrest: 0
Fame: 9
Infamy: 2
Corruption: 1
Crime: 0
Law: 1
Lore: 1
Productivity: -6
Society: 1
Consumption: 1d3
Control DC: 33

City at the End of the Turn (Stagfell):

Population: 1740
Economy: 9
Loyalty: 13
Stability: 11
Corruption: 2
Crime: 3
Law: 9
Lore: 6
Base Value: 1500 gp
Defense: 6
Productivity: 2
Society: 3
Fame: 6
Infamy: 0

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

City at the End of the Turn (Leveton):

Population: 360
Economy: 4
Loyalty: 3
Stability: 1
Corruption: 1
Crime: 0
Law: 0
Lore: 1
Base Value: 2000 gp
Defense: 1
Productivity: 2
Society: 4
Fame: 1
Infamy: 0

Major Buildings:
Houses (5)
Inn
Noble Villa
Shop
Stable
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: 17 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 37 (Lamashan (October), 4713)[/color]

Initial Treasury: 17 BP
Initial Unrest: 0

UPKEEP PHASE

Step 1—Determine Kingdom Stability: Stability: 1d20 + 28 ⇒ (13) + 28 = 41 Success! Add 1 BP, bringing total to 18 BP.

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

Step 3—Fill Vacant Magic Item Slots:
1st Medium Slot filled at Cathedral of Abadar?: 1d100 ⇒ 94 No.

2nd Minor Slot filled at Cathedral of Abadar?: 1d100 ⇒ 3 Yes
Type?: 1d2 ⇒ 2 Wondrous Item
Slot?: 1d12 ⇒ 10 Shoulder Slot
Lesser or Greater?: 1d2 ⇒ 2 Greater Minor
Item?: 1d100 ⇒ 76 Cloak of the Manta Ray

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?)


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

We rolled something beneficial...stunning!

I think we should put in a Jail this turn. We have a lot of Crime in Stagfell and if we can do a second building we need a Dance hall in Scootscale to liven up the miners lives, and they have the lowest loyalty.


Dancing kobolds. There's an image.


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

We could even sell tickets and increase the economy more. :P


I'm hesitant to offer advice, but... here's some advice.

The two most common rolls you make are Stability and Economy. And only Stability has the chance to create immediate Unrest, which brings all your statistics down. If I were you, I'd be eager to take over places that bring you free or discounted improvements (Tatzlford, Temple of the Elk), but I'd be wary of taking over those hexes and city grids until I could be assured of automatically making the Stability check every time.

Right now you have a Stability of 28 and a Control DC of 33. That means that 1 time in five you're going to fail the Stability check. Add the three hexes and one city grid necessary to seize Tatzlford and the Temple of the Elk and your Control DC will be 37. That means you'll fail the Stability check 40% of the time.

May I suggest getting your Stability higher than your Control DC before annexing anything else?


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

Ok, since Stability is an issue lets build a Windmill in Stagfell next to the Mill. That will add economy, productivity and stability to the area.

If we can build a second building this turn then lets build a Mill in Leveton and we can add the Windmill the following turn next to it to improve the Stability there further as well.


You can still only build one building per turn. The Sword Marches is size 10 and needs to be at least size 11 before constructing two buildings per turn. Come to think of it, that might be an argument for seizing another hex before slowing down.


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 that case I say we build the Mill in Leveton and then claim one more so we can double our buildings and then we can start expanding again after we get that fixed up.

Next turn we can build two Windmills next to both mills and that should be a pretty good bonus for us.


If you check out the rules (above), you’ll see you can rebuild the Stagfell Baths at half cost. That’s an idea worth pursuing (2 BP).

Windmills do nothing for Stability unless they’re next to a cistern or granary.


[color=red]Turn 37 (Lamashan (October), 4713)[/color]

Initial Treasury: 17 BP
Initial Unrest: 0

UPKEEP PHASE

Step 1—Determine Kingdom Stability: (PREVIOUS ROLL) Success! Add 1 BP, bringing total to 18 BP.[/ooc]

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

Step 3—Fill Vacant Magic Item Slots:
(PREVIOUS ROLL) No.

(PREVIOUS ROLL) Cloak of the Manta Ray

Step 4—Modify Unrest: No.

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

EDICT PHASE

Step 1—Assign Leadership: No.

Step 2—Claim and Abandon Hexes: Claim Hex 0417 (The Temple of the Elk) for 1 BP. Leaves 17 BP remaining.

GM’s Note: The Sword Marches is now Size 11. You can claim 2 hexes per turn and can construct 2 buildings per turn (the first house, mansion, noble villa or tenement still doesn’t count). Also, you’re now a Barony!

Step 3—Build Terrain Improvements: Begin site preparation for a settlement at 0417. Costs 4 BP, leaving 13 BP remaining, and will take 2 months. Build a road in 0619. Costs 3 BP because bridges already built. Leaves 10 BP remaining.

Step 4—Create and Improve Settlements: Rebuild the Baths at Stagfell and build a new windmill adjacent to the Granary at Stagfell. Costs 8 BP, leaving 2 BP remaining.

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 + 35 ⇒ (2) + 35 = 37, divided by 3 is 12 BP, giving you a total of 14 BP. +4 for the Gold Mine and the mines at Sootscale Caverns and 0618 = 18 BP

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Event Occurs?: 1d100 ⇒ 43 No.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Kingdom Statistics at the End of the Turn:

Population: 4765
Economy: 35
Loyalty: 29
Stability: 30
Unrest: 0
Fame: 9
Infamy: 2
Corruption: 1
Crime: 0
Law: 1
Lore: 1
Productivity: -6
Society: 1
Consumption: 1d3+1
Control DC: 35

City at the End of the Turn (Stagfell):

Population: 1800
Economy: 11
Loyalty: 13
Stability: 14
Corruption: 2
Crime: 3
Law: 9
Lore: 6
Base Value: 1500 gp
Defense: 6
Productivity: 3
Society: 3
Fame: 6
Infamy: 0

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

City at the End of the Turn (Leveton):

Population: 360
Economy: 4
Loyalty: 3
Stability: 1
Corruption: 1
Crime: 0
Law: 0
Lore: 1
Base Value: 2000 gp
Defense: 1
Productivity: 2
Society: 4
Fame: 1
Infamy: 0

Major Buildings:
Houses (5)
Inn
Noble Villa
Shop
Stable
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: 18 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 Luxembourg).

The Exchange

Dwarf Paladin 7 | HP 74/74 | AC 25; Tch 12; FF 25 | F +9; R +4; W +7 | CMB+10; CMD 21 | Speed 20 ft | Init +1 | +1 Dorn Dergar: +11 (1d10+5) | Perc +10

I'm not here yet, but I vote for the Impenetrable Dwarven Fortress (200 BP). ;p


[color=red]Turn 37 (Neth (November), 4713)[/color]

Initial Treasury: 18 BP
Initial Unrest: 0

UPKEEP PHASE

Step 1—Determine Kingdom Stability: Stability: 1d20 + 30 ⇒ (15) + 30 = 45 Success! Add 1 BP, bringing total to 19 BP.

Step 2—Pay Consumption: Your cities and quarterly holiday edict costs you 1d3+1 Consumption, giving you a total cost of 1d3 + 1 ⇒ (3) + 1 = 4 and leaving your Treasury with 15 BP.

Step 3—Fill Vacant Magic Item Slots:
1st Medium Slot filled at Cathedral of Abadar?: 1d100 ⇒ 41 Yes.
Slot?: 1d12 ⇒ 7 Head Slot
Lesser or Greater?: 1d2 ⇒ 1 Lesser Medium
Item?: 1d100 ⇒ 45 Wow. Mask of a Thousand Tomes. That'd be cool, but it's worth -way- more than Stagfell's base value of 1500 gp, so I have to reroll. There are only two head slot items worth 1500 gp or less, so...

Item?: 1d2 ⇒ 1 Cap of Human Guise

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?)


AN ISSUE WITH THE STAGFELL MAP

Take a look at the map of Stagfell and you'll see that it's quickly filling up. I've noted on the map that you may want to reserve a 4-slot space for a waterfront. Admittedly this is just for my mental image of what the town should look like, so you can ignore that if you wish. In addition, several building types require access to water, so you should reserve some lakeside slots for that.

What I'm getting at is that sooner or later that city grid will fill up. That's not a problem. There is no limit on the number of grids you can have in a single city. However, each city grid adds another size to the kingdom, just as if you'd added a hex.

Adding city grids can be fun. You can create neighborhoods with different personalities. Depending on whether you expand west along the lakeshore or north along the river, you can still have lots of access to water. Canals can bring water to any part of the city, too.

One thought I had was that the intersection of four grids to the north, west and northwest of the Temple of Abadar should each be reserved for large civic buildings in order to form a city center. In Mexico City's famous Zocalo, one side of the enormous square is a cathedral, one side is the government, one side is the courts and the fourth side is the merchants.

Anyway, it's time to start paying attention to -where- things get put.


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]

So, should we be concerned with our Productivity modifier of -6? I can't see anywhere in the rules where it says exactly that modifier modifies. Whatever it is, -6 sounds bad. There are a bunch of buildings (shops, lumberyards, guildhalls, etc) that raise Productivity as well as increasing Economy and often the base GP value of the town (so that we can keep the cool magic items when we roll them).


It's not directly in the Kingmaker rules. It's from the Game Mastery Guide, where it's called Economy. The name was changed for Kingmaker and Ultimate Campaign to avoid confusion with Kingmaker/UC's Economy stat.

GMG, p. 205 wrote:
A settlement’s [Productivity] modifier indicates the health of its trade and the wealth of its successful citizens. A low [Productivity] modifier doesn’t automatically mean the town is beset with poverty—it could merely indicate a town with little trade or one that is relatively self-sufficient. Towns with high [Productivity]modifiers always have large markets and many shops. A settlement’s [Productivity] helps its citizens make money, and thus it applies as a modifier on all Craft, Perform, and Profession checks made to generate income.


Another note about the Cistern+Windmill or Granary+Windmill combo is that for 14 BP, you get Loyalty+1, Stability +2 or Economy+1, Stability+2.

A Jail also costs 14 BP and gets you +2 Economy, +2 Stability. Overall a better deal.


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 cost is the same from scratch, and building Jails will be good in the towns that do not have one, but we have a mill and I think a granary already so it would just be adding the Windmill next to them if we can. And that ups Productivity a bit which seems minor but nice.

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