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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Whoops! We passed in posting. One of these turns can take me 30-40 minutes (with editing and maps).

Hopefully players in my home game (Tim and Andrew) get a little smile from our event this turn. Those are two of Andrew's characters from the Shattered Star and Legacy of Fire AP's. We joke about how they teleport around the world trying sandwiches and giving people free teleport lifts because Iacob was a socialist and Tain just liked sandwiches.


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

So below is going to be a general plan which the five year plan will be structured around.

Rule 1: Every turn should see an Economic boost of at least +1. Homes for PCs should all be built within the first year and may slow this portion down. Please let me know your ideal home and I will aim for that or you get a noble villa. Mikhail plans to live in the Cathedral as the High Priest.

Rule 2: 75% of the turns should see a stability increase so we can continue to expand. Stability should stay at 1 point higher then is needed to hold the nation together in case a bad event damages or destroys a source of stability.

Rule 3: Defensive structures should be built 25% of the turns. As a general build rule by the time the 10th building is built we should have a wall. By the 20th building we should have a garrison to guard the investment and time we put into it.

Rule 4: For expansion our first goal is to take all of the Greenbelt and then to expand towards existing villages and structures. I believe we should claim the island and fortify it as soon as possible as well. It posses a danger if portals can regularly come from there and we should know if it is happening.

Rule 5: For regional builds our goals priorities should be: A-Mines, B- Farms, C- Roads between settlements, D-Roads from relatively unused areas without settlements to Stagfell. All road networks should come together in Stagfell as the heart of the kingdom.

Rule 6: When we can build more then two buildings per turn we should start interspersing buildings that stop Crime/Corruption, Improve Loyalty, Improve Prosperity, etc. with more defensive buildings.

Rule 7: The last build in Year 5 is a palace for Alister. w00t!!!

Feel free to let me know if you want to alter the rate for defensive buildings, stability, etc. Let me know if you want to aim towards a particular set of buildings in the near future (IE mage academy, etc.) I will use the ones named up to now, but since I want to give a pretty built up outline let me know what you want long term.

I will be making rough estimates on how much BP we have each month. Somethings within the build will need to move around or pushed back if we have bad months or potentially added if we have great months.


PRIORITIES

GM Tarondor wrote:

I’m thinking that you’ve seized everything you have to seize for now. You could finish the road into Tatzlford and the concentrate I getting a mine in every hill hex, sawmills in every forest hex and fisheries in every river hex.

Alongside that, you’ll want a fairly even buildup of buildings that grant Economy, Loyalty and Stability. I was kind of thinking “two buildings in Stagfell, one building in each other settlement, repeat.”

Alister Medvyed wrote:

I think we should build a pier in Stagfell to later be upgraded to a waterfront. I don't know why anyone would build a waterfront from scratch. 90BP! But if you build a pier first, you get half off, plus discount the cost of the pier itself (16BP), meaning the upgrade only costs 29BP.

Other goals:
Roads connecting all settlements
Tannery and stockyards in Leveton
Shop in settlements without one
Herbalist in the Vale and Tatzlford
Trade shop in Leveton and Sootscale

Aristu Medvyed wrote:

I agree with Alister's list of goals, and to it I would add:

-building more farms/fisheries (our consumption is growing)
-building a foundry in Stagfell or Tatzlford (for 16 BP it gives +1 to Economy and Stability, and it makes a road connected Mine give an extra +1 to Economy and +1 BP per turn)
Mikhail Templeson wrote:

I think we need to work on defending some of the new settlements. One troll army has shown up. We might face others. This will come up in my plan. I think we should add at least three defensive items per year. Putting all of this in and watching it get burned down later would be poor.

I think the other priority should be building up our waterfront to add in fishing and give us the ability to have naval forces to control the river and lake.

Alister Medvyed wrote:

Still without internet, so doing all this on mobile. Verizon is supposed to come today.

So, how about barracks in Leveton, Tatlzford, and Sootscale. Finish the wall in Leveton. Maybe a watchtower as well in Leveton and Tatlzford.

I'd like to add a brewery in Stagfell for Grimmir, and a sacred Grove in the Vale for RP purposes.

Trade shops can increase econ and add to base value. Let's make sure to build the pier in Stagfell so we can upgrade to a waterfront later. Stockyards in Leveton too.

Piotr Denisov wrote:
Let's throw up some watchtowers, too, as hex improvements after we get the road between settlements completed.


I'll be following these priorities until the team approves a version of Mikhail's 5-year plan or some other plan.

I was going to pause around Turn 60, but only because I wanted to get things moving on the role playing front. There will be more kingdom turns during the latter 4 books of the game, after all. I'm happy to implement any approved plan, but may intersperse parts of the AP prior to reaching the end.


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 posted a rough outline for the 5 year plan above. Please comment so I know if I am heading in the right direction.


I like it, Thomas.

re: Rule 4 - The Greenbelt is the whole map (1/4 of the Stolen Lands). The Greenbelt has three areas - the northern plains, the southern hills (called the Kamelands, but still part of the Greenbelt) and the Narlmarches forest (also still part of the Greenbelt).

Thoughts on defensive buildings: a wall protects one side of one grid. Now that Stagfell has two grids, that new western grid is unprotected. The Old Quarter (what I'm calling Stagfell's oldest grid) is protected on two sides by walls and two sides by water. An enemy afloat could easily get in unless you protect those two sides with walls, too.

Leveton has one wall. It needs three more.

Specific buildings: Mikhail touched on this, but I'd like to expand on it. There are two ideas we've talked about that might inform this. The first is that certain settlements have unique characteristics. Alister has been pushing for Leveton to concentrate on industry and transport, for instance. The second idea is that maybe each PC wants to curate a specific settlement which could then be their fief? Or maybe that's an easier idea to implement around a table than around a computer?

At some point folks other than Alister will be getting noble titles. Ultimately, that point is up to Alister, I suppose, but I suggest you look at Table 4 in the campaign guide (above). It seems to me that when you hit size 51 and Alister becomes a Count, that would be a great time for his companions to become landed knights. Then each time he moves up, so does everyone else, moving up one rung. By the time he's a king, you're all Counts. Just an idea.


[color=red]Turn 47 (Arodus, (August), 4714)[/color]

Initial Treasury: 42 BP
Initial Unrest: 0

UPKEEP PHASE

Step 1—Determine Kingdom Stability: Stability: 1d20 + 45 ⇒ (19) + 45 = 64 Success! Add 1 BP, bringing total to 43 BP.

Step 2—Pay Consumption: Your cities and quarterly holiday edict costs you 1d3+3 Consumption, giving you a total cost of 1d3 + 3 ⇒ (3) + 3 = 6 and leaving your Treasury with 37 BP.

Step 3—Fill Vacant Magic Item Slots:

2nd Medium Item in Stagfell: 1d100 ⇒ 85 No.
3rd Minor Item in Leveton?: 1d100 ⇒ 93 No.
2nd Minor Item in Tatzlford's Vale?: 1d100 ⇒ 21 Yes.

Tatzlford Item: 1d3 ⇒ 1 Wondrous Item.
Slot?: 1d12 ⇒ 2 Body Slot.
Lesser or Greater?: 1d2 ⇒ 2 Greater Minor Item
Scroll:: 1d100 ⇒ 47 Sorcerer's Robes

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

EDICT PHASE

Step 1—Assign Leadership: No.

Step 2—Claim and Abandon Hexes: No.

Step 3—Build Terrain Improvements: Build a Watchtower in hex 0720. Cost 12 BP. 25 BP remaining.

Step 4—Create and Improve Settlements: Build a Pier in Stagfell and Barracks in Leveton. Cost 22 BP. 3 remaining. Not enough for a Trade Shop or Sacred Grove.

Step 5—Step 5—Create Army Units: No. I’ll let you guys read up on recruitment edicts.

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 + 54 ⇒ (14) + 54 = 68, divided by 3 is 22 BP, giving you a total of 25 BP. +6 for your mines and +3 for the sawmills = 34 BP

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Event Occurs: 1d100 ⇒ 44 No.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Kingdom Statistics at the End of the Turn:

Population: 7845
Size: 22 (16 hexes, 6 city grids)
Economy: 54
Loyalty: 43
Stability: 45
Unrest: 0
Fame: 9
Infamy: 3
Corruption: 1
Crime: 0
Law: 1
Lore: 1
Productivity: -5
Society: 1
Consumption: 1d3+4
Control DC: 42

City at the End of the Turn (Stagfell):

Population: 2080
Economy: 14
Loyalty: 16
Stability: 18
Corruption: 3
Crime: 2
Law: 10
Lore: 7
Base Value: 2000 gp
Defense: 6
Productivity: 6
Society: 3
Fame: 6
Infamy: 0

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

City at the End of the Turn (Leveton):

Population: 470
Economy: 6
Loyalty: 6
Stability:5
Corruption: 1
Crime: 0
Law: 0
Lore: 1
Base Value: 2000 gp
Defense: 3
Productivity: 2
Society: 3
Fame: 1
Infamy: 0

Major Buildings:
Barracks
Cistern
Houses (5)
Jail
Inn
Noble Villa
Shop
Shrine (Abadar)(Economy)
Stable
Tannery
Wall (1)

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

Population: 180
Economy: 4
Loyalty: 3
Stability: 4
Corruption: 1
Crime: 2
Law: 0
Lore: 1
Base Value: 1000 gp
Defense: 0
Productivity: 1
Society: 1
Fame: 0
Infamy: 0

Major Buildings:
Dance Hall
Dump
Herbalist
House (x2)
Shop
Smithy
Tunnels

City at the End of the Turn (Erastil’s Vale):

Population: 170
Economy: 3
Loyalty: 4
Stability: 2
Corruption: 1
Crime: 0
Law: 0
Lore: 1
Base Value: 1000 gp
Defense: 0
Productivity: 1
Society: 1
Fame: 0
Infamy: 1

Major Buildings:
House
Shop
Temple of the Elk (Erastil)

City at the End of the Turn (Tatzlford):

Population: 220
Economy: 4
Loyalty: 2
Stability: 1
Corruption: 1
Crime: 0
Law: 0
Lore: 1
Base Value: 1500 gp
Defense: 0
Productivity: 2
Society: 1
Fame: 0
Infamy: 0

Major Buildings:
Houses (x2)
Inn
Lumberyard
Shop
Shrine (Erastil)(Economy)

Final Treasury: 34 BP
Final Unrest: 0

You now rule an area 93% the size of Rhode Island (or, for our Canadian players, about two-thirds the size of Prince Edward Island) (roughly the size of South Georgia and the South Sandwich Islands).


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 think we have 1 more BP coming to us. You gave us +6 BP for our mines, but I think you missed the +1 BP for the mine/foundry combo. (Either that or you gave us an extra 1 BP last turn)

So do the magic items that have been filling the slots sit there forever if we dont buy them? Or will they eventually cycle to different items?

We still need to boost our food production if we are ever going to get a surplus to fill the granary.


Aristu Medvyed wrote:
I think we have 1 more BP coming to us. You gave us +6 BP for our mines, but I think you missed the +1 BP for the mine/foundry combo. (Either that or you gave us an extra 1 BP last turn)

You’re right. I’ll fix it later.

Aristu Medvyed wrote:
So do the magic items that have been filling the slots sit there forever if we dont buy them? Or will they eventually cycle to different items?

They stay forever. There are three ways to get rid of them, explained in the guide.

Frankly I’m thinking of doing away with that part of the process altogether.

Aristu Medvyed wrote:
We still need to boost our food production if we are ever going to get a surplus to fill the granary.

Plains, ho! Plains make the cheapest farms. But maybe build some more hill farms, too.

Also, you can fit another Fishery in Tatzlford’s hex.


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 would prefer a Caster's Tower for his residence.

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'll wait to weigh in too much on what to build (including a residence since we're just getting acquainted), but I'd second the idea of a tavern and focus on military.


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
GM Tarondor wrote:


Hopefully players in my home game (Tim and Andrew) get a little smile from our event this turn. Those are two of Andrew's characters from the Shattered Star and Legacy of Fire AP's. We joke about how they teleport around the world trying sandwiches and giving people free teleport lifts because Iacob was a socialist and Tain just liked sandwiches.

Aww thanks! I love and miss these guys!


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

Grimnir, for a little more on the "dwarves as an allegory for the Jewish diaspora" scroll to the "The Hobbit" section of this article: https://en.wikipedia.org/wiki/Dwarf_(Middle-earth) It goes into some stereotypes that both are often portrayed with. I guess all fantasy cultures are inspired by real-world ones, with varying levels of nuance, and it's interesting to see how different writers write them and different readers interpret.

Being Scottish I do find it a little odd that dwarves are often portrayed that way in fantasy fiction (similar to how elves are often from southern England, and Orcs are also often written as lower-class British) - but I have got used to it, and I like the way you're writing Grimnir's speech, so please continue! :)


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

Tain came to see us!!! When we build a trade shop next, I vote for it to be a bakery to make bread for his sandwiches. The meat will come from our stockyards in Leveton.


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

YESSSS.


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 would be fine with each of us taking a city and setting individual priorities. I realize this might be more difficult in PbP than face-to-face, but you could probably be as detailed or general as you want as long as Scott knows where your thinking is. Now, we can't all build in each of our cities every turn and it may be hard for someone to save up for an expensive building if the rest of us are building other things, but I'm sure we can figure something out. I generally like the idea of individual cities developing their own flavor.

And yes, I would be happy to take Leveton, which I see as a market city. It can be my Frankfurt.

We don't have to do this, but I just like the idea.

*****************

In general, I like Mikhail's ideas, especially the stability and defense split. I don't really know that Alister would live in a palace though. Maybe the Inn or an Academy. Mansion would probably ok too.


ON THE NEGATION OF ENCHANTED OBJECTS

Right! I'm making an executive decision and abandoning the whole magic item thing. It makes sense if I'm limiting you to buying what's there, but we've already established that you can send to Restov or New Stetven for goods you can't buy in the Sword Marches (albeit at a price increase.) It's a pain to do and I don't see that there is any benefit to the players or PC's so I'm stopping now.


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

Verizon says our fiber cable was broken, likely by the fence a neighbor is building. Unknown when it will get fixed. I'll probably limit my posting to save my mobile data.


[color=red]Turn 47 (Rova, (September), 4714)[/color]

GM’s NOTE: It has been four years since the defeat of the Stag Lord and the founding of the Sword Marches.

Initial Treasury: 35 BP (Note: I forgot to add the effect of the Stagfell foundry last turn)
Initial Unrest: 0

UPKEEP PHASE

Step 1—Determine Kingdom Stability: Stability: 1d20 + 45 ⇒ (5) + 45 = 50 Success! Add 1 BP, bringing total to 36 BP.

Step 2—Pay Consumption: Your cities and quarterly holiday edict costs you 1d3+4 Consumption, giving you a total cost of 1d3 + 4 ⇒ (3) + 4 = 7 and leaving your Treasury with 29 BP.

Step 3 - THERE IS.... No Step 3.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

EDICT PHASE

Step 1—Assign Leadership: No. Ah, the stuck-up bastards’ll never change, will they? Too good for the likes of you and me, ain’t they? Put a sheep farmer in charge of the Magical Academy? Never! Not them high and mighty lords! Can’t find their own ...shhh! They’re coming back.

Step 2—Claim and Abandon Hexes: Claim Hexes 0120 and 0220. Cost 2 BP. 27 BP remain.

Note: If you build a settlement in 0220, it will come with a free Herbalist.

Step 3—Build Terrain Improvements: Build a farm in each of the new hexes. Cost 4 BP. 23 BP remain.

Step 4—Create and Improve Settlements: Build a Mansion (10 BP) and a Tavern (12 BP) in Erastil’s Vale. Cost: 22 BP. 1 BP remain.

Step 5—Step 5—Create Army Units: No. I’ll let you guys read up on recruitment edicts.

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 + 54 ⇒ (11) + 54 = 65, divided by 3 is 21 BP, giving you a total of 22 BP. +7 for your mines and foundry and +3 for the sawmills = 32 BP

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Event Occurs: 1d100 ⇒ 71 No.

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

Kingdom Statistics at the End of the Turn:

Population: 8145
Size: 22 (18 hexes, 6 city grids)
Economy: 55
Loyalty: 44
Stability: 46
Unrest: 0
Fame: 9
Infamy: 3
Corruption: 1
Crime: 0
Law: 1
Lore: 1
Productivity: -5
Society: 1
Consumption: 1d3+2
Control DC: 42

City at the End of the Turn (Stagfell):

Population: 2080
Economy: 14
Loyalty: 16
Stability: 18
Corruption: 3
Crime: 2
Law: 10
Lore: 7
Base Value: 2000 gp
Defense: 6
Productivity: 6
Society: 3
Fame: 6
Infamy: 0

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

City at the End of the Turn (Leveton):

Population: 470
Economy: 6
Loyalty: 6
Stability:5
Corruption: 1
Crime: 0
Law: 0
Lore: 1
Base Value: 2000 gp
Defense: 3
Productivity: 2
Society: 3
Fame: 1
Infamy: 0

Major Buildings:
Barracks
Cistern
Houses (5)
Jail
Inn
Noble Villa
Shop
Shrine (Abadar)(Economy)
Stable
Tannery
Wall (1)

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

Population: 180
Economy: 4
Loyalty: 3
Stability: 4
Corruption: 1
Crime: 2
Law: 1
Lore: 1
Base Value: 1000 gp
Defense: 0
Productivity: 1
Society: 1
Fame: 0
Infamy: 0

Major Buildings:
Dance Hall
Dump
Herbalist
House (x2)
Shop
Smithy
Tunnels

City at the End of the Turn (Erastil’s Vale):

Population: 220
Economy: 4
Loyalty: 5
Stability: 3
Corruption: 1
Crime: 0
Law: 1
Lore: 1
Base Value: 1500 gp
Defense: 0
Productivity: 1
Society: 1
Fame: 0
Infamy: 1

Major Buildings:
House
Mansion
Shop
Tavern
Temple of the Elk (Erastil)

City at the End of the Turn (Tatzlford):

Population: 220
Economy: 4
Loyalty: 2
Stability: 1
Corruption: 1
Crime: 0
Law: 0
Lore: 1
Base Value: 1500 gp
Defense: 0
Productivity: 2
Society: 1
Fame: 0
Infamy: 0

Major Buildings:
Houses (x2)
Inn
Lumberyard
Shop
Shrine (Erastil)(Economy)

Final Treasury: 32 BP
Final Unrest: 0

You now rule an area larger than the state of Rhode Island (or, for our Canadian players, about three-quarters the size of Prince Edward Island) (roughly the size of French Polynesia).

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
Galen Malkash wrote:

Grimnir, for a little more on the "dwarves as an allegory for the Jewish diaspora" scroll to the "The Hobbit" section of this article: https://en.wikipedia.org/wiki/Dwarf_(Middle-earth) It goes into some stereotypes that both are often portrayed with. I guess all fantasy cultures are inspired by real-world ones, with varying levels of nuance, and it's interesting to see how different writers write them and different readers interpret.

Being Scottish I do find it a little odd that dwarves are often portrayed that way in fantasy fiction (similar to how elves are often from southern England, and Orcs are also often written as lower-class British) - but I have got used to it, and I like the way you're writing Grimnir's speech, so please continue! :)

Wow...that is very interesting. Though not Jewish, I am somewhat of a student of Jewish history, and for some reason it had never occurred to me. That is interesting how much of their history seems tied to the Jews...I'll forever see dwarves as different now!

I do think my thoughts on their accept likely come from movies, where as you said, they generally have a Scottish accent. That said, to my American ear, my favorite accents are 1) Scottish and 2) Australian. So for me to have my dwarves speak with a Scottish accent is, to me, my way of making my dwarf a really cool guy. :P

I'm self-conscious of my dwarf accent now that I know I have a genuine Scottish observer! I hope I'm not massacring it too much!

Hopefully your absence is temporary and we can see some of these other players come back eventually.

On another note, I will most usually not be posting on Sunday. FYI

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
Alister Medvyed wrote:

I would be fine with each of us taking a city and setting individual priorities. I realize this might be more difficult in PbP than face-to-face, but you could probably be as detailed or general as you want as long as Scott knows where your thinking is. Now, we can't all build in each of our cities every turn and it may be hard for someone to save up for an expensive building if the rest of us are building other things, but I'm sure we can figure something out. I generally like the idea of individual cities developing their own flavor.

And yes, I would be happy to take Leveton, which I see as a market city. It can be my Frankfurt.

We don't have to do this, but I just like the idea.

*****************

In general, I like Mikhail's ideas, especially the stability and defense split. I don't really know that Alister would live in a palace though. Maybe the Inn or an Academy. Mansion would probably ok too.

One idea we might consider that would perhaps involve more role-playing and less mechanical optimization of the realm would be to allocate a pro-rata share of the economy (at least in non-emergency turns) toward each advisor's area. For example, if 15-20% of the economy went to military output, the general might say where we ought to build our defenses. Or if 30% went to reinvest in the economy, perhaps the commerce person could recommend how to prioritize spending.

Then if we had specialized cities, perhaps those would receive the most reinvestment in that area.


The turn-around time for that would be unacceptable because it envisions everyone posting before I get bored. :-p


Grimnir Hammerhand wrote:
I'm self-conscious of my dwarf accent now that I know I have a genuine Scottish observer! I hope I'm not massacring it too much!

Don't worry. -I- sound about as Scottish as Andy does. He's from London.

Given their origins in Norse mythology, I propose that all dwarves sound like the Swedish Chef.

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 thought it was gnomes that all sounded Swedish? ;P


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

For some reason, I always considered Tolkien's races to have been derived from Norse / Germanic mythology. But, I confess, I never thought about it too much.


They were. Very much so. The names of the dwarves in The Hobbit are straight from the Elder Eddas of Iceland and the elvish language Sindarin has some relationship to Finnish. And so much more.

Believe me, I -have- thought about it too much!


NOTE: Last turn was turn 48, not turn 47.


[color=red]Turn 49 (Lamashan, (October), 4714)[/color]

Initial Treasury: 32 BP
Initial Unrest: 0

UPKEEP PHASE

Step 1—Determine Kingdom Stability: Stability: 1d20 + 46 ⇒ (3) + 46 = 49 Success! Add 1 BP, bringing total to 33 BP.

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 30 BP.

Step 3 - THERE IS.... No Step 3.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

EDICT PHASE

Step 1—Assign Leadership: No.

Step 2—Claim and Abandon Hexes: Annex hexes 0718 and 0819. Costs 2 BP. 28 BP remaining.

Step 3—Build Terrain Improvements: Build a farm in hex 0819. Costs 4 BP. 24 BP remaining.

Step 4—Create and Improve Settlements: Build a City Wall in Leveton (needs 2 more). Cost: 2 BP. Build a House and Watchtower in Tatzlford. Cost 15 BP. 7 BP remaining.

Step 5—Step 5—Create Army Units: No. I’ll let you guys read up on recruitment edicts.

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 + 55 ⇒ (14) + 55 = 69, divided by 3 is 23 BP, giving you a total of 30 BP. +7 for your mines and foundry and +3 for the sawmills = 40 BP

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Event Occurs?: 1d100 ⇒ 90 No.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Kingdom Statistics at the End of the Turn:

Population: 8565
Size: 26 (20 hexes, 6 city grids)
Economy: 55
Loyalty: 44
Stability: 47
Unrest: 0
Fame: 9
Infamy: 3
Corruption: 1
Crime: 0
Law: 1
Lore: 1
Productivity: -5
Society: 1
Consumption: 1d3+2
Control DC: 42

City at the End of the Turn (Stagfell):

Population: 2080
Economy: 14
Loyalty: 16
Stability: 18
Corruption: 3
Crime: 2
Law: 10
Lore: 7
Base Value: 2000 gp
Defense: 6
Productivity: 6
Society: 3
Fame: 6
Infamy: 0

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

City at the End of the Turn (Leveton):

Population: 470
Economy: 6
Loyalty: 6
Stability:5
Corruption: 1
Crime: 0
Law: 2
Lore: 1
Base Value: 2000 gp
Defense: 4
Productivity: 2
Society: 3
Fame: 1
Infamy: 0

Major Buildings:
Barracks
Cistern
City Wall (x2)
Houses (5)
Jail
Inn
Noble Villa
Shop
Shrine (Abadar)(Economy)
Stable
Tannery
Wall (1)

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

Population: 180
Economy: 4
Loyalty: 3
Stability: 4
Corruption: 1
Crime: 2
Law: 1
Lore: 1
Base Value: 1000 gp
Defense: 0
Productivity: 1
Society: 1
Fame: 0
Infamy: 0

Major Buildings:
Dance Hall
Dump
Herbalist
House (x2)
Shop
Smithy
Tunnels

City at the End of the Turn (Erastil’s Vale):

Population: 220
Economy: 4
Loyalty: 5
Stability: 3
Corruption: 1
Crime: 0
Law: 1
Lore: 1
Base Value: 1500 gp
Defense: 0
Productivity: 1
Society: 1
Fame: 0
Infamy: 1

Major Buildings:
House
Mansion
Shop
Tavern
Temple of the Elk (Erastil)

City at the End of the Turn (Tatzlford):

Population: 290
Economy: 4
Loyalty: 2
Stability: 1
Corruption: 1
Crime: 0
Law: 1
Lore: 1
Base Value: 1500 gp
Defense: 2
Productivity: 2
Society: 1
Fame: 0
Infamy: 0

Major Buildings:
Houses (x3)
Inn
Lumberyard
Shop
Shrine (Erastil)(Economy)
Watchtower

Final Treasury: 40 BP
Final Unrest: 0

You now rule an area larger than the state of Rhode Island (or, for our Canadian players, more than three-quarters the size of Prince Edward Island) (larger than the size of French Polynesia).


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

What is the alignment of our nation? I am not saying that the church of Abadar is trying to make it LN/LG but I am wondering how close we might or might not be to such an alignment. I am looking over the sheets for the nation and I am not seeing it listed but its a lot of info and I may have just missed it.


Check out the spreadsheet, on the “Overall” tab. You’ll see it’s Neutral Good.


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 are apparently set to Cautious Expansion. If you do a turn before I finish the plan I would like to see us set to Standard Expansion. Cautious Expansion is a poor setting to be on as it acts as a drag on the economy and limits our claims.

In the rules you have it as -1 Hex claim and -1 Economy. But it looks like we are not being docked the Hex Claim and are gaining +1 stability. Was there a change to this?


Agreed. Do I hear a second?


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

Also, for what its worth I believe we are size 20, not 16, based on the number of hexes we currently control. Unless there are some modifiers for Size I am missing. Which means we are less stable then we might have thought. This can be fixed though.

If we want to change an existing Hex Improvement that cannot share a hex with something else [Mine to Quarry as an example] is there a process for doing this?


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

So here is a finalized first month of the plan for people to look over and see how it looks. I am listing the slots for buildings to take so we can save room for the buildings we build later that benefit from adjacency bonuses.

To be able to do this over a long span of time will require some estimates on rolls. I have assumed the worst for consumption and a 7 on the economy checks. I can assume the worst for Economy as well to ensure we live within our means and occasionally we can get an extra building in, but I think the 7 will do this generally well enough. But let me know what you think.

Year 1- Month 1
1- Estimated Initial Treasury: 40
2- Size: 20 [So you have it at 20 above, but 16 still on the spreadsheet which is why I posted this above]
3- Stability Estimate: 47/46
4- Consumption Estimate: d3+2 [Assuming Max 5]
40BP -5BP = 35 BP
5- Buildings
a. Build 1: Jail [Slot D5] in Scootscale 35-14 BP= 21 BP
b. Build 2: Lumberyard [Slots A1/A2] in Erastil’s Vale
21 BP-12 BP= 9 BP
6- Hex Improvement
a. Hex Improvement 1: Farm in 0420 9 BP-4 BP= 5 BP
b. Hex Improvement 2: Farm in 0419 5 BP-4 BP= 1 BP
c. Hex Improvement 3: None
7- Hex Claims
a. Hex Claim 1: None
b. Hex Claim 2: None
8- Settlement/Army Builds
a. Settlement/Army Build 1: None
9- Gained: Size: 0/Stability: +3/Economy: +1/Consumption: -4/Loyalty: +2/Crime: -1 Scootscale, /Corruption: 0 /Productivity: +1 [Erastil’s Vale] /Unrest: -2 /Law: +1 Scootscale
10- Economy Estimate (Assumes 7 on Roll): 56+7=63/3=21+7 for
Mines and Foundry+3
for Sawmills=31
11- Estimated Final Treasury:32

So looking this over posting 60+ of these here might be alot. So I am considering doing this as a Google Doc that I can share out. Does that sounds good to everyone?

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

Sounds good to me...


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 am posting a lot. :P

What buildings exist in the Lizardmen's village. I thought you put it somewhere but I have looked back and I am not seeing it. I plan to take it the turn after this and need to add in whatever buildings there are for future planning purposes.


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
GM Tarondor wrote:
Grimnir Hammerhand wrote:
I'm self-conscious of my dwarf accent now that I know I have a genuine Scottish observer! I hope I'm not massacring it too much!

Don't worry. -I- sound about as Scottish as Andy does. He's from London.

[/url]

Nope, I'm from Scotland - Aberdeen! Although I did live in various places near London for a long time, which is why I mostly lost the accent.


Mikhail Templeson wrote:
In the rules you have it as -1 Hex claim and -1 Economy. But it looks like we are not being docked the Hex Claim and are gaining +1 stability. Was there a change to this?

I think I've just been letting you get away with it without realizing the limitation.

Mikhail Templeson wrote:
Also, for what its worth I believe we are size 20, not 16, based on the number of hexes we currently control. Unless there are some modifiers for Size I am missing. Which means we are less stable then we might have thought. This can be fixed though.

Who said we were Size 20? Check out the last turn. It says Size 26.

Mikhail Templeson wrote:
If we want to change an existing Hex Improvement that cannot share a hex with something else [Mine to Quarry as an example] is there a process for doing this?

No. But I'm willing to say that you can abandon the one and build the other.

Mikhail Templeson wrote:

So looking this over posting 60+ of these here might be alot. So I am considering doing this as a Google Doc that I can share out. Does that sounds good to everyone?

Please don't post 60 of those here. Google Docs sounds good. Again, be advised that we'll only to go to about Turn 60 before proceeding to the next adventure.

I advise you to not look so far downstream. Events out of your control will change the Sword Marches before then. So give me a year's worth at most.

Mikhail Templeson wrote:
What buildings exist in the Lizardmen's village. I thought you put it somewhere but I have looked back and I am not seeing it. I plan to take it the turn after this and need to add in whatever buildings there are for future planning purposes.

I never said. It's not much. But it is a Settlement. I'll get back to you on this.

Galen Malkash wrote:
Nope, I'm from Scotland - Aberdeen! Although I did live in various places near London for a long time, which is why I mostly lost the accent.

<Looks suspiciously at Andy...>


For the primitive Lizardfolk village, claiming the hex simply keeps you from having to pay to prepare a settlement. Furthermore, the first house and pier you build there are half-cost. Finally, the whole thing is surrounded by a moat (there are four "moat" buildings).

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

What's the name of the dwarven ruin? Is it being rebuilt at all?


Mikhail Templeson wrote:
Size: 20 [So you have it at 20 above, but 16 still on the spreadsheet which is why I posted this above]

You're not looking at the Turn 49 spreadsheet because I haven't posted it. The Turn 49 spreadsheet says "Size 20".


First: Please list your purchases and other decisions in the order that I have to address them in the Kingdom Turn.

Mikhail Templeson wrote:


b. Hex Improvement 2: Farm in 0419 5 BP-4 BP= 1 BP

Second, I don't think you meant to do this. 0419 is not just a mine. It's a gold mine. A Resource. Building a Farm here means destroying the mine.

And if you didn't mean to do that, perhaps you also didn't mean to do this?

Mikhail Templeson wrote:
a. Hex Improvement 1: Farm in 0420 9 BP-4 BP= 5 BP


Grimnir Hammerhand wrote:
What's the name of the dwarven ruin? Is it being rebuilt at all?

No name is given in the adventure and no one has named it. We've just been calling it "Hargulka's Lair" for the troll king who lived there.

No one is rebuilding it.


[color=red]Turn 50 (Neth, (November), 4714)[/color]

Initial Treasury: 40 BP
Initial Unrest: 0

UPKEEP PHASE

Step 1—Determine Kingdom Stability: Stability: 1d20 + 47 ⇒ (18) + 47 = 65 Success! Add 1 BP, bringing total to 41 BP.

Step 2—Pay Consumption: Your cities and quarterly holiday edict costs you 1d3+4 Consumption, giving you a total cost of 1d3 + 4 ⇒ (2) + 4 = 6 and leaving your Treasury with 34
BP.

(NOTE: I previously reported the Consumption was 1d3+2. I just forgot to update. It is in fact 1d3+4.)

Step 3 - THERE IS.... No Step 3.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

EDICT PHASE

Step 1—Assign Leadership: No.

Step 2—Claim and Abandon Hexes: No.

Step 3—Build Terrain Improvements: No. (I’m holding off on tearing down mines at 0419 and 0420 until I receive clarification from the players).

Step 4—Create and Improve Settlements: Build a Jail in Sootscale Caverns and a Lumberyard in Erastil’s Vale. Cost 24 BP. 10 BP remaining.

GM’s Warning: Be careful where you put those sawmills, kids! There’s fairies about.

Step 5—Step 5—Create Army Units: No. I’ll let you guys read up on recruitment edicts.

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 + 55 ⇒ (1) + 55 = 56, divided by 3 is 18 BP, giving you a total of 28 BP. +7 for your mines and foundry and +3 for the sawmills = 38 BP

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Event Occurs?: 1d100 ⇒ 43 Yes.
Event Type?: 1d100 ⇒ 89 Dangerous Settlement Event.
Which Event?: 1d100 ⇒ 19 Cult Activity!

Automatic Success on both Loyalty and Stability checks means...

The Cult of Gyronna crops up again, kidnapping and converting several of the tiny nation's disgruntled citizens. The local citizens quickly hang the perpetrators and everyone returns to normal.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Kingdom Statistics at the End of the Turn:

Population: 8315
Size: 26 (20 hexes, 6 city grids)
Economy: 56
Loyalty: 46
Stability: 50
Unrest: 0
Fame: 9
Infamy: 3
Corruption: 1
Crime: 0
Law: 1
Lore: 1
Productivity: -5
Society: 1
Consumption: 1d3+2
Control DC: 42

City at the End of the Turn (Stagfell):

Population: 2080
Economy: 14
Loyalty: 16
Stability: 18
Corruption: 3
Crime: 2
Law: 10
Lore: 7
Base Value: 2000 gp
Defense: 6
Productivity: 6
Society: 3
Fame: 6
Infamy: 0

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

City at the End of the Turn (Leveton):

Population: 470
Economy: 6
Loyalty: 6
Stability:5
Corruption: 1
Crime: 0
Law: 2
Lore: 1
Base Value: 2000 gp
Defense: 4
Productivity: 2
Society: 3
Fame: 1
Infamy: 0

Major Buildings:
Barracks
Cistern
City Wall (x2)
Houses (5)
Jail
Inn
Noble Villa
Shop
Shrine (Abadar)(Economy)
Stable
Tannery
Wall (1)

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

Population: 230
Economy: 4
Loyalty: 5
Stability: 6
Corruption: 1
Crime: 2
Law: 1
Lore: 1
Base Value: 1000 gp
Defense: 0
Productivity: 1
Society: 1
Fame: 0
Infamy: 0

Major Buildings:
Dance Hall
Dump
Herbalist
House (x2)
Jail
Shop
Smithy
Tunnels

City at the End of the Turn (Erastil’s Vale):

Population: 270
Economy: 5
Loyalty: 5
Stability: 4
Corruption: 1
Crime: 0
Law: 1
Lore: 1
Base Value: 1500 gp
Defense: 0
Productivity: 2
Society: 1
Fame: 0
Infamy: 1

Major Buildings:
House
Lumberyard
Mansion
Shop
Tavern
Temple of the Elk (Erastil)

City at the End of the Turn (Tatzlford):

Population: 290
Economy: 4
Loyalty: 2
Stability: 1
Corruption: 1
Crime: 0
Law: 1
Lore: 1
Base Value: 1500 gp
Defense: 2
Productivity: 2
Society: 1
Fame: 0
Infamy: 0

Major Buildings:
Houses (x3)
Inn
Lumberyard
Shop
Shrine (Erastil)(Economy)
Watchtower

Final Treasury: 38 BP
Final Unrest: 0

You now rule an area larger than the state of Rhode Island (or, for our Canadian players, more than three-quarters the size of Prince Edward Island) (larger than the size of French Polynesia).

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 would propose beginning to think of some kind of militia. Is our current Militarism Normal, Peaceful, or Pacifist?

Recruitment Edicts:

A Recruitment Edict represents your kingdom’s commitment to militarism, whether for aggression or for defense. The published rules allow you to substitute the creation of armies for the founding of settlements as part of your monthly Improvement Edict. A Recruitment Edict does not replace this rule; instead, it supplements it. It represents another way to build up your military forces, but it also helps define your kingdom’s attitude about its military and the face it presents to the world.

A Recruitment Edict requires a Loyalty check to successfully create an army in any Fort (terrain improvement) or in a settlement with a Barracks (Medium or smaller armies only), Castle, or Garrison. You can create more than one army with a single Recruitment Edict, but each army requires a separate Loyalty check to create, and the DC increases by 5 for each army after the first, and each additional army you raise in a kingdom turn generates 1 point of Unrest.


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

Farms are listed with an asterisks which the rules say means they can share hexes with other improvements. Is that not correct?

While I am asking about hex improvements how does building a road work? Specifically, what I am wondering is if I am building a road between two hexes does it take 1 build to go from one to the other or does one road build go from the central point/city to the edge of the hex? If one build gets the road from one hex to the next how do pay the higher of the two costs if the areas are different types of terrain?

I did not mean to take down any Hex Improvements yet. I was just curious if we could and I am under the impression farms can share zones as long as they are correct terrain type.

I am trying to avoid sawmills in the hexes that mention fey. We will see how well that goes.

Grimnir, I was going to recruit the first unit at the end of the year. But we can do it sooner if you want.


Normal.

Also consider Mikhail's proposed change to the Expansion Edict (which I will start to enforce this turn unless changed.)

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 fine waiting until the end of the year.


Mikhail Templeson wrote:
Farms are listed with an asterisks which the rules say means they can share hexes with other improvements. Is that not correct?

Yes, but mines don't have the asterisk. They can't share the hex.

Mikhail Templeson wrote:
While I am asking about hex improvements how does building a road work? Specifically, what I am wondering is if I am building a road between two hexes does it take 1 build to go from one to the other or does one road build go from the central point/city to the edge of the hex? If one build gets the road from one hex to the next how do pay the higher of the two costs if the areas are different types of terrain?

When you build a road in a hex it technically goes to all borders of the hex. That being fugly, I did not portray that on the map.

Mikhail Templeson wrote:
I did not mean to take down any Hex Improvements yet. I was just curious if we could and I am under the impression farms can share zones as long as they are correct terrain type.

Any two improvements with asterisks can share a hex.


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, I will need to alter some stuff. I should have 11 turns (for a full year) worth of builds finished by tonight. I will share it with people I have emails for and leave it to you to share with people I am missing. I am a few hours behind you so you may not see it until the morning.

I can move up at least one unit of troops for Grimnir to command as well and we can figure out how that gets supported.

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