Kernithar Flott |
Rest easy.
Mikhail Templeson |
I will be on vacation from tonight through Monday. I am not sure what my internet situation will be through the trip, but I will try and be available to post at least once a day. Bot me as needed if I am taking to long.
Kernithar Flott |
SSSSAaaaaaaaammmmmmmmeeeeeeeee.
It anniversary weekend so we'll be at Cedar Point. If you've never been, it's worth a google search.
I may get one more post in tonight.
Kernithar Flott |
Cedar Point is fantastic if you love roller coasters!
also, whoa. Those last two crits were... critical to our success. hehe.
Yay! Level 10!!
Kernithar Flott |
Leveled up!
STR, CON, WIS, DEX
Blind Fight - Kern no longer relies on sight alone to hunt his prey, he can smell them and their fear.
Cat Fall - Continuing with the animal theme and underwhelmed with Skill Feats in general for Kern.
Kernithar Flott |
For the Loot:
Kern has the Knocker already so this Passwall wand seems an enhanced version of that. He'll take it if no one wants it but is ambivalent.
Uhhhh, the Aeon Stone definitely seems appropriate for Alister so he can send word back to the Kingdom daily.
Whoa! Energy robe is awesome! Mikhail maybe for flight mobility? Isn't he the only one that can't fly? Also, would he be able to wear it under armor?
Staff of fire to ????
Ring of Counterspell - 50/50 chance it has a spell stored in it. GM??? Could benefit any of the casters.
Ring of Wizardry - Kern not interested. Casters would benefit most.
Healer's Gloves - Mikhail? Then Kern can have your old ones? I've got the movement speed to be a decent emergency healer.
Leopard's armor - neat! Probs sell it? Kern can't wear it because metal.
South Wind's Scorch Song -- Seems neat to couple with the staff. Kern would also benefit from the fire damage while under the Longstrider spell since it's a status bonus. Not super about it since Kern has Skybolt so happy to sell or give to someone else or transfer the ruins around to Civility?.
Mikhail Templeson |
I think someone else should have the greater Healers Gloves. Spread it out to people who need it since anyone can use it to heal those in need.
I would be up for a robe that let me fly though. :D
I will try and be leveled up by tomorrow.
Aristu Medvyed |
Aristu doesn't have any strong desire for any of the magical loot. If for some reason no one else wants them, he would make use of the Aeon Stone, the Energy Robe, the Ring of Counterspells, or the Wand of Passwall.
Alister Medvyed |
I'm sorry to have been away. My recovery from COVID is going poorly and leaving me exhausted. If I'm player in your game, please bot me. If I'm the GM - I'll be back in the saddle as soon as I can.
I hope you begin to feel better. Take it easy and give yourself time. This thing is wildly unpredictable. We'll be here.
Kernithar Flott |
BTW, just was texting with Tarondor. He is fine but exhausted with enough energy to work but not much else. Just wanted to relay the message.
Aristu Medvyed |
Aristu has been leveled up to 10th. He gained:
Proficiency +1
Ability boosts: Cha +1 to 20, Con +2 to 16, Int +2 to 14, Wis +2 to 16
HP +18 (level + CON bonus increase)
Saves: F +2, R +1, W +2
AC +1
Perception +2
Skill increases: Arcana +2, Athletics +1, Crafting +1, Deception +2, Diplomacy +1, Intimidation +2, Lore(Genealogy) +2, Medicine +1, Nature +2, Occultism +2, Performance +2, Religion +1, Society +2, Stealth +1, Survival +2
Skill Feat: Influence Nature
Class Feat: Greater Bloodline – Gain Greater Bloodline spell (Fey Glamour) and +1 Focus point
Spell Repertoire: Gain 1 5th level spell - Magic Missile(H+4)
Mikhail Templeson |
I have finished leveling. The only thing of interest is Continual Recovery which lets me do the Medicine checks more quickly.
Mikhail Templeson |
I will be going on vacation from the 23rd through the 30th. I hope to have internet and be able to post over the week at least some, but I won't know until the day of if the area we are in is covered. Feel free to bot me as needed.
GM Tarondor |
[color=red]TURN 62 (Erastus, (July), 4717)[/color]
Note: PC’s away.
Initial Treasury: 51 BP
Initial Unrest: 0
UPKEEP PHASE
Step 1—Determine Kingdom Stability (DC 97): Stability: 1d20 + 91 ⇒ (20) + 91 = 111 Success! Add 1 BP, bringing total to 52 BP.
Step 2—Pay Consumption: Your cities, armies and quarterly holiday edict costs you 1d6+12 Consumption, giving you a total cost of Consumption: 1d6 + 12 ⇒ (5) + 12 = 17 and leaving your Treasury with 35 BP.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EDICT PHASE
Step 1— Change Leadership Assignments? Nope.
Step 2—Claim and Abandon Hexes? Nope.
Step 3—Build Terrain Improvements: ? Nope.
Step 4—Create and Improve Cities: ? Nope.
Step 5—Step 5—Create Army Units: ? Nope.
Step 6—Issue Edicts: ? Nope.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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:
Economy: 1d20 + 71 ⇒ (20) + 71 = 91, divided by 3 is 30 BP, giving you a total of 65 BP. +8 for your mines, foundry and quarries and +12 for the sawmills (and lumberyards) = 85 BP
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Event Occurs? (25% because there was an event last month): 1d100 ⇒ 7 Yes.
Event ?: 1d100 ⇒ 19 Beneficial Kingdom Event.
Event ?: 1d100 ⇒ 60 Good Weather: +2 Economy, Loyalty and Stabililty for next round.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kingdom Statistics at the End of the Turn:
Population: 18615
Size: 67 (67 hexes, 10 Settlement grids) (Control DC: 97)
Economy: 71
Loyalty: 77
Stability: 91
Unrest: 0
Fame: 5
Infamy: 1
Corruption: 0
Crime: 0
Law: 2
Lore: 1
Productivity: 1
Society: 2
Consumption: 1d6+12
Settlement at the End of the Turn (Stagfell):
Population: 2940
Economy: 23
Loyalty: 24
Stability: 29
Corruption: 2
Crime: 2
Law: 15
Lore: 3
Base Value: 10,500 gp
Defense: 11
Productivity: 6
Society: 8
Fame: 3
Infamy: 0
Major Buildings:
Bank
Barracks
Baths
Brewery
Cathedral (to Abadar)
Settlement Walls (2)
Courthouse
Dance Hall
Foundry
Garrison
Granary
Graveyard
Herbalist
House (x9)
Inn
Jail
Library
Lighthouse
Mansions (x4)
Mill
Monument
Noble Villa
Park (x2)
Pier
Shop
Shrine
Smithy
Town Hall
Watchtower
Windmill
Settlement at the End of the Turn (Leveton):
Population: 1400
Economy: 9
Loyalty: 11
Stability: 8
Corruption: 1
Crime: 0
Law: 5
Lore: 1
Base Value: 5000 gp
Defense: 5
Productivity: 4
Society: 4
Fame: 1
Infamy: 0
Major Buildings:
Barracks
Cistern
Settlement Wall (x4)
Courthouse
Dance Hall
Houses (5)
Inn
Jail
Noble Villa
Shop
Stable
Stockyard
Tannery
Temple (Abadar)
Settlement at the End of the Turn (Sootscale Caverns):
Population: 330
Economy: 7
Loyalty: 9
Stability: 8
Corruption: 1
Crime: 0
Law: 4
Lore: 1
Base Value: 5000 gp
Defense: 2
Productivity: 2
Society: 2
Fame: 0
Infamy: 0
Major Buildings:
Barracks
Baths
Courthouse
Dance Hall
Dump
Graveyard
Herbalist
House (x2)
Jail
Mill
Shop
Smithy
Tavern
Tunnels
Settlement Wall (x2)
Settlement at the End of the Turn (Erastil’s Vale):
Population: 490
Economy: 6
Loyalty: 8
Stability: 8
Corruption: 1
Crime: 0
Law: 2
Lore: 1
Base Value: 2000 gp
Defense: 1
Productivity: 2
Society: 1
Fame: 0
Infamy: 1
Major Buildings:
Garrison
Herbalist
House
Lumberyard
Mansion
Shop
Smithy
Tavern
Temple of the Elk (Erastil)
Settlement at the End of the Turn (Tatzlford):
Population: 410
Economy: 8
Loyalty: 6
Stability: 7
Corruption: 1
Crime: -1
Law: 3
Lore: 1
Base Value: 2000 gp
Defense: 11
Productivity: 3
Society: 2
Fame: 1 (from 0 to 1 because of the bees!)
Infamy: 0
Major Buildings:
Baths
Bordello
Houses (x3)
Inn
Jail
Lumberyard
Mill
Shop
Shrine (Erastil)(Economy)
Smithy
Watchtower
Settlement at the End of the Turn (Khavatorov):
Population: 220
Economy: 3
Loyalty: 1
Stability: 1
Corruption: 0
Crime: 0
Law: 2
Lore: 1
Base Value: 1 500 gp
Defense: 1
Productivity: 2
Society: 2
Fame: 0
Infamy: 0
Major Buildings:
House
Inn
Mill
Stockyard
Settlement at the End of the Turn (Hashaask):
Population: 140
Economy: 2
Loyalty: 0
Stability: 4
Corruption: 0
Crime: 0
Law: 2
Lore: 1
Base Value: 4000 gp
Defense: 1
Productivity: 1
Society: 2
Fame: 0
Infamy: 0
Major Buildings:
Cistern
House
Lumberyard
Mansion
Smithy
Settlement at the End of the Turn (Candlemere Island):
Population: 110
Economy: 3
Loyalty: 1
Stability: 2
Corruption: 0
Crime: 1
Law: 2
Lore: 1
Base Value: 1500 gp
Defense: 1
Productivity: 1
Society: 2
Fame: 0
Infamy: 0
Major Buildings:
Barracks
House
Library
Pier
Smithy
You now rule an area slightly larger than the state of Connecticut (or, for our Canadian players, two-and-a-half times the size of Prince Edward Island). It is also roughly the size of East Timor.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Armies:
ARMY OF STAGFELL
Large Army of Human Infantry (200 men)
ACR 4; HP 22; DV 14; OM +4
Morale +0, No special resources or tactics
Consumption: 2 (8 per month)
ARMY OF LEVETON
Large Army of Human Infantry (200 men)
ACR 4; HP 22; DV 14; OM +4
Morale +0, No special resources or tactics
Consumption: 2 (8 per month)
GM Tarondor |
[color=red]TURN 63 (Arodus, (August), 4717)[/color]
Note: PC’s away.
Note:: Bonus in effect:Good Weather: +2 Economy, Loyalty and Stabililty for thisround.
Initial Treasury: 85 BP
Initial Unrest: 0
UPKEEP PHASE
Step 1—Determine Kingdom Stability (DC 97): Stability: 1d20 + 93 ⇒ (7) + 93 = 100 Success! Add 1 BP, bringing total to 86 BP.
Step 2—Pay Consumption: Your cities, armies and quarterly holiday edict costs you 1d6+12 Consumption, giving you a total cost of Consumption: 1d6 + 12 ⇒ (1) + 12 = 13 and leaving your Treasury with 73 BP.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EDICT PHASE
Step 1— Change Leadership Assignments? Nope.
Step 2—Claim and Abandon Hexes? Nope.
Step 3—Build Terrain Improvements: ? Nope.
Step 4—Create and Improve Cities: ? Nope.
Step 5—Step 5—Create Army Units: ? Nope.
Step 6—Issue Edicts: ? Nope.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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:
Economy: 1d20 + 73 ⇒ (18) + 73 = 91, divided by 3 is 30 BP, giving you a total of 103 BP. +8 for your mines, foundry and quarries and +12 for the sawmills (and lumberyards) = 123 BP
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Event Occurs? (25% because event last month): 1d100 ⇒ 51 No.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kingdom Statistics at the End of the Turn:
Population: 18615
Size: 67 (67 hexes, 10 Settlement grids) (Control DC: 97)
Economy: 71
Loyalty: 77
Stability: 91
Unrest: 0
Fame: 5
Infamy: 1
Corruption: 0
Crime: 0
Law: 2
Lore: 1
Productivity: 1
Society: 2
Consumption: 1d6+12
Settlement at the End of the Turn (Stagfell):
Population: 2940
Economy: 23
Loyalty: 24
Stability: 29
Corruption: 2
Crime: 2
Law: 15
Lore: 3
Base Value: 10,500 gp
Defense: 11
Productivity: 6
Society: 8
Fame: 3
Infamy: 0
Major Buildings:
Bank
Barracks
Baths
Brewery
Cathedral (to Abadar)
Settlement Walls (2)
Courthouse
Dance Hall
Foundry
Garrison
Granary
Graveyard
Herbalist
House (x9)
Inn
Jail
Library
Lighthouse
Mansions (x4)
Mill
Monument
Noble Villa
Park (x2)
Pier
Shop
Shrine
Smithy
Town Hall
Watchtower
Windmill
Settlement at the End of the Turn (Leveton):
Population: 1400
Economy: 9
Loyalty: 11
Stability: 8
Corruption: 1
Crime: 0
Law: 5
Lore: 1
Base Value: 5000 gp
Defense: 5
Productivity: 4
Society: 4
Fame: 1
Infamy: 0
Major Buildings:
Barracks
Cistern
Settlement Wall (x4)
Courthouse
Dance Hall
Houses (5)
Inn
Jail
Noble Villa
Shop
Stable
Stockyard
Tannery
Temple (Abadar)
Settlement at the End of the Turn (Sootscale Caverns):
Population: 330
Economy: 7
Loyalty: 9
Stability: 8
Corruption: 1
Crime: 0
Law: 4
Lore: 1
Base Value: 5000 gp
Defense: 2
Productivity: 2
Society: 2
Fame: 0
Infamy: 0
Major Buildings:
Barracks
Baths
Courthouse
Dance Hall
Dump
Graveyard
Herbalist
House (x2)
Jail
Mill
Shop
Smithy
Tavern
Tunnels
Settlement Wall (x2)
Settlement at the End of the Turn (Erastil’s Vale):
Population: 490
Economy: 6
Loyalty: 8
Stability: 8
Corruption: 1
Crime: 0
Law: 2
Lore: 1
Base Value: 2000 gp
Defense: 1
Productivity: 2
Society: 1
Fame: 0
Infamy: 1
Major Buildings:
Garrison
Herbalist
House
Lumberyard
Mansion
Shop
Smithy
Tavern
Temple of the Elk (Erastil)
Settlement at the End of the Turn (Tatzlford):
Population: 410
Economy: 8
Loyalty: 6
Stability: 7
Corruption: 1
Crime: -1
Law: 3
Lore: 1
Base Value: 2000 gp
Defense: 11
Productivity: 3
Society: 2
Fame: 1 (from 0 to 1 because of the bees!)
Infamy: 0
Major Buildings:
Baths
Bordello
Houses (x3)
Inn
Jail
Lumberyard
Mill
Shop
Shrine (Erastil)(Economy)
Smithy
Watchtower
Settlement at the End of the Turn (Khavatorov):
Population: 220
Economy: 3
Loyalty: 1
Stability: 1
Corruption: 0
Crime: 0
Law: 2
Lore: 1
Base Value: 1 500 gp
Defense: 1
Productivity: 2
Society: 2
Fame: 0
Infamy: 0
Major Buildings:
House
Inn
Mill
Stockyard
Settlement at the End of the Turn (Hashaask):
Population: 140
Economy: 2
Loyalty: 0
Stability: 4
Corruption: 0
Crime: 0
Law: 2
Lore: 1
Base Value: 4000 gp
Defense: 1
Productivity: 1
Society: 2
Fame: 0
Infamy: 0
Major Buildings:
Cistern
House
Lumberyard
Mansion
Smithy
Settlement at the End of the Turn (Candlemere Island):
Population: 110
Economy: 3
Loyalty: 1
Stability: 2
Corruption: 0
Crime: 1
Law: 2
Lore: 1
Base Value: 1500 gp
Defense: 1
Productivity: 1
Society: 2
Fame: 0
Infamy: 0
Major Buildings:
Barracks
House
Library
Pier
Smithy
You now rule an area slightly larger than the state of Connecticut (or, for our Canadian players, two-and-a-half times the size of Prince Edward Island). It is also roughly the size of East Timor.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Armies:
ARMY OF STAGFELL
Large Army of Human Infantry (200 men)
ACR 4; HP 22; DV 14; OM +4
Morale +0, No special resources or tactics
Consumption: 2 (8 per month)
ARMY OF LEVETON
Large Army of Human Infantry (200 men)
ACR 4; HP 22; DV 14; OM +4
Morale +0, No special resources or tactics
Consumption: 2 (8 per month)
GM Tarondor |
[color=red]TURN 64 (Rova, (September), 4717)[/color]
Note: PC’s away.
Initial Treasury: 123 BP
Initial Unrest: 0
UPKEEP PHASE
Step 1—Determine Kingdom Stability (DC 97): Stability: 1d20 + 91 ⇒ (13) + 91 = 104 Success! Add 1 BP, bringing total to 124 BP.
Step 2—Pay Consumption: Your cities, armies and quarterly holiday edict costs you 1d6+12 Consumption, giving you a total cost of Consumption: 1d6 + 12 ⇒ (5) + 12 = 17 and leaving your Treasury with 107 BP.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EDICT PHASE
Step 1— Change Leadership Assignments? Nope.
Step 2—Claim and Abandon Hexes? Nope.
Step 3—Build Terrain Improvements: ? Nope.
Step 4—Create and Improve Cities: ? Nope.
Step 5—Step 5—Create Army Units: ? Nope.
Step 6—Issue Edicts: ? Nope.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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:
Economy: 1d20 + 71 ⇒ (20) + 71 = 91, divided by 3 is 30 BP, giving you a total of 137 BP. +8 for your mines, foundry and quarries and +12 for the sawmills (and lumberyards) = 157 BP
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Event Occurs? (75% because no event last month): 1d100 ⇒ 97 No.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kingdom Statistics at the End of the Turn:
Population: 18615
Size: 67 (67 hexes, 10 Settlement grids) (Control DC: 97)
Economy: 71
Loyalty: 77
Stability: 91
Unrest: 0
Fame: 5
Infamy: 1
Corruption: 0
Crime: 0
Law: 2
Lore: 1
Productivity: 1
Society: 2
Consumption: 1d6+12
Settlement at the End of the Turn (Stagfell):
Population: 2940
Economy: 23
Loyalty: 24
Stability: 29
Corruption: 2
Crime: 2
Law: 15
Lore: 3
Base Value: 10,500 gp
Defense: 11
Productivity: 6
Society: 8
Fame: 3
Infamy: 0
Major Buildings:
Bank
Barracks
Baths
Brewery
Cathedral (to Abadar)
Settlement Walls (2)
Courthouse
Dance Hall
Foundry
Garrison
Granary
Graveyard
Herbalist
House (x9)
Inn
Jail
Library
Lighthouse
Mansions (x4)
Mill
Monument
Noble Villa
Park (x2)
Pier
Shop
Shrine
Smithy
Town Hall
Watchtower
Windmill
Settlement at the End of the Turn (Leveton):
Population: 1400
Economy: 9
Loyalty: 11
Stability: 8
Corruption: 1
Crime: 0
Law: 5
Lore: 1
Base Value: 5000 gp
Defense: 5
Productivity: 4
Society: 4
Fame: 1
Infamy: 0
Major Buildings:
Barracks
Cistern
Settlement Wall (x4)
Courthouse
Dance Hall
Houses (5)
Inn
Jail
Noble Villa
Shop
Stable
Stockyard
Tannery
Temple (Abadar)
Settlement at the End of the Turn (Sootscale Caverns):
Population: 330
Economy: 7
Loyalty: 9
Stability: 8
Corruption: 1
Crime: 0
Law: 4
Lore: 1
Base Value: 5000 gp
Defense: 2
Productivity: 2
Society: 2
Fame: 0
Infamy: 0
Major Buildings:
Barracks
Baths
Courthouse
Dance Hall
Dump
Graveyard
Herbalist
House (x2)
Jail
Mill
Shop
Smithy
Tavern
Tunnels
Settlement Wall (x2)
Settlement at the End of the Turn (Erastil’s Vale):
Population: 490
Economy: 6
Loyalty: 8
Stability: 8
Corruption: 1
Crime: 0
Law: 2
Lore: 1
Base Value: 2000 gp
Defense: 1
Productivity: 2
Society: 1
Fame: 0
Infamy: 1
Major Buildings:
Garrison
Herbalist
House
Lumberyard
Mansion
Shop
Smithy
Tavern
Temple of the Elk (Erastil)
Settlement at the End of the Turn (Tatzlford):
Population: 410
Economy: 8
Loyalty: 6
Stability: 7
Corruption: 1
Crime: -1
Law: 3
Lore: 1
Base Value: 2000 gp
Defense: 11
Productivity: 3
Society: 2
Fame: 1 (from 0 to 1 because of the bees!)
Infamy: 0
Major Buildings:
Baths
Bordello
Houses (x3)
Inn
Jail
Lumberyard
Mill
Shop
Shrine (Erastil)(Economy)
Smithy
Watchtower
Settlement at the End of the Turn (Khavatorov):
Population: 220
Economy: 3
Loyalty: 1
Stability: 1
Corruption: 0
Crime: 0
Law: 2
Lore: 1
Base Value: 1 500 gp
Defense: 1
Productivity: 2
Society: 2
Fame: 0
Infamy: 0
Major Buildings:
House
Inn
Mill
Stockyard
Settlement at the End of the Turn (Hashaask):
Population: 140
Economy: 2
Loyalty: 0
Stability: 4
Corruption: 0
Crime: 0
Law: 2
Lore: 1
Base Value: 4000 gp
Defense: 1
Productivity: 1
Society: 2
Fame: 0
Infamy: 0
Major Buildings:
Cistern
House
Lumberyard
Mansion
Smithy
Settlement at the End of the Turn (Candlemere Island):
Population: 110
Economy: 3
Loyalty: 1
Stability: 2
Corruption: 0
Crime: 1
Law: 2
Lore: 1
Base Value: 1500 gp
Defense: 1
Productivity: 1
Society: 2
Fame: 0
Infamy: 0
Major Buildings:
Barracks
House
Library
Pier
Smithy
You now rule an area slightly larger than the state of Connecticut (or, for our Canadian players, two-and-a-half times the size of Prince Edward Island). It is also roughly the size of East Timor.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Armies:
ARMY OF STAGFELL
Large Army of Human Infantry (200 men)
ACR 4; HP 22; DV 14; OM +4
Morale +0, No special resources or tactics
Consumption: 2 (8 per month)
ARMY OF LEVETON
Large Army of Human Infantry (200 men)
ACR 4; HP 22; DV 14; OM +4
Morale +0, No special resources or tactics
Consumption: 2 (8 per month)
GM Tarondor |
Pretty lucky, honestly. Thanks to your council and the Queen Consort, The Sword Marches weathered your absence very well.
And now it's time for another one, with you present!
The Sword Marches has absorbed Varnhold and its surroundings, enlarging the fledgling nation.
See the Map and new statistics below.
GM Tarondor |
CHANGES AFTER ANNEXING VARNHOLD’S TERRITORY
The sudden annexation of Varnhold adds 2 Unrest.
Population: 22285
Size: 80 (80 hexes, 11 Settlement grids) (Control DC: 111)
Economy: 106
Loyalty: 92
Stability: 108
Unrest: 2
Fame: 6
Infamy: 1
Corruption: 0
Crime: 0
Law: 2
Lore: 1
Productivity: 2
Society: 2
Consumption: 1d6+8
____________________________________________
Settlement at the End of the Turn (Varnhold):
Population: 1720
Economy: 11
Loyalty: 11
Stability: 4
Corruption: 1
Crime: 1
Law: 2
Lore: 2
Base Value: 3000 gp
Defense: 9
Productivity: 4
Society: 2
Fame: 0
Infamy: 0
Major Buildings:
Brewery
Caster’s Tower
Garrison
Granary
Graveyard
House (x8)
Inn
Library
Monument
Smithy
Tannery
Temple (Abadar)
Trade Shop (x3)
Watchtower
You now rule an area similar in size to the state of Vermont (or, for our Canadian players, half the size of Nova Scotia). It is also roughly the size of Djibouti.
GM Tarondor |
[color=red]TURN 65 (Lamashan, (October), 4717)[/color]
Note: The Sword Marches has now annexed Varnhold and its territory.
Initial Treasury: 157 BP
Initial Unrest: 2
UPKEEP PHASE
Step 1—Determine Kingdom Stability (DC 111): Stability: 1d20 + 108 ⇒ (1) + 108 = 109 Failure by 4 or less. Add 1 Unrest, coming to 3 (lowers Economy, Loyalty and Stability).
Step 2—Pay Consumption: Your cities, armies and quarterly holiday edict costs you 1d6+8 Consumption, giving you a total cost of Consumption: 1d6 + 8 ⇒ (3) + 8 = 11 and leaving your Treasury with 146 BP.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EDICT PHASE
Step 1— Change Leadership Assignments?
Step 2—Claim and Abandon Hexes?
Step 3—Build Terrain Improvements: ?
Step 4—Create and Improve Cities: ?
Step 5—Step 5—Create Army Units: ?
Step 6—Issue Edicts: ?
You have a lot of BP to spend, but first decide if you will claim or abandon hexes, whether you will build improvements, create cities or armies or issue edicts.
Mikhail Templeson |
We failed the stability test, but would have passed most of the time. But we should fix the unrest since its hurting everything.
Alister Medvyed |
We could do a whole road spree. Connect Varnhold to Sootscale and then Varnhold to Fort Serenko. We're also big enough to build highways for even more effect. Maybe Stagfell to Leveton?
Roads and Highways would add to our Economy and Stability.
Kernithar Flott |
I don't see Varnhold listed with the other cities. I imagine it comes with buildings pre-established?
Concur with the road building spree. If there's anything the Romans taught us, the roads matter.
GM Tarondor |
I don't see Varnhold listed with the other cities. I imagine it comes with buildings pre-established?
Concur with the road building spree. If there's anything the Romans taught us, the roads matter.
I put it below the previous turn. HERE IS THE LINK.
GM Tarondor |
FYI, completing a road from Nettle's Crossing to Varnhold would cost 16 BP. Since there is already a road from Stagfell to Leveton, a highway would cost another 14 BP.
Alister mentioned connecting Varnold to Fort Serenko. I want to point out that it already is, via the road north from Varnhold that runs to Nivatka's Crossing and thence by the South Rostland Road (pre-existing roads).
GM Tarondor |
In looking back, I'm also reminded that there's the Rushlight Tournament in Pitax. It's now probably only a few months away.
Kingmaker, though well regarded by most, was an early Adventure Path and suffers from introducing many elements in later books that were not foreshadowed or introduced earlier. It can make the game feel as though you were just on some strange amusement-park ride rather than inhabiting a real and vital place where things are happening with you or without you. I've been trying to make things a bit more realistic by foreshadowing them (e.g., the Vision of Sir Faisul in the Guide to the Campaign)
So the Rushlight Tournament is a big part of Book 5 - War of the River Kings. I had hoped to have the knights of the Sword Marches attend the Rushlight Tournament earlier in order to give them a taste of what that tournament is like before they attend it during Book 5. It's not a critical part of the story, but it tends to lend life to the Stolen Lands setting.
Alister Medvyed |
So absent any other ideas, I propose the following. (Mikhail, I'm not sure how getting all of the Varnhold land affects your communist 5 year plan.)
*Mounument to Maegar Varn and the original settlement in Varnhold (6BP)
*Road from Nettle's Crossing to Varnhold (roads in 0521, 0522, 0523, 0524) (16 BP)
*Highway from Stagfell to Leveton (highway in 0719, 0619, 0519, 0419, 0320, 0219) (14BP)
*House in Stagfell (representing homes of any Vernhold refugees) (3BP)
We could do more this turn too, but this is at least adding 10 road hexes, plus lowering unrest with the monument and house.
Kernithar Flott |
Kern would suggest more Parks. As many Parks as can be considered.