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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Somebody give me the final tally!


So I can see that this matter is just hot on your list of priorities!

I'm going to go with Alister's June 26th list of suggestions and move on.

Plus Parks in Leveton and Stagfell.


GM Tarondor wrote:
PIOTR: Please level up your character and update your header.

Piotr, I still need you to level up your character, please.


The Herbalist's Shop may be repaired for half cost.


[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): 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 11 and leaving your Treasury with 146 BP.

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

EDICT PHASE

Step 1— Change Leadership Assignments No

Step 2—Claim and Abandon Hexes No

Step 3—Build Terrain Improvements: Add 3 Hill Roads and 1 Mountain road between Nettle's Crossing and Varnhold and a Highway from Stagfell to Leveton. 30 BP (116 BP left)

Step 4—Create and Improve Cities: Market, House and Park in Stagfell. Park and Guildhall in Leveton. Monument to Maegar Varn in Varnhold. 99 BP. (17 BP Left)

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:
Economy: 1d20 + 114 ⇒ (13) + 114 = 127, divided by 3 is 42 BP, giving you a total of 59 BP. +8 for your mines, foundry and quarries and +12 for the sawmills (and lumberyards) = 79 BP

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Event Occurs? (75% because no event last month): 1d100 ⇒ 37 Yes.
Event: 1d100 ⇒ 85 Dangerous Settlement Event.
Which Settlement? (1-7: Stagfell; 8-10: Leveton; 11-20 Other): 1d20 ⇒ 11 Sootscale Caverns
Which Event?: 1d100 ⇒ 97 Vandals!

Vandals: Thugs and Dissidents destroy property. Attempt both a Loyalty and Stability Check.

Loyalty Check (DC 111): 1d20 + 99 ⇒ (7) + 99 = 106
Stability Check (DC 111): 1d20 + 112 ⇒ (17) + 112 = 129

Society Decreases by 1 and one random building (the Herbalist's Shop) is damaged. It may be repaired for half cost.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kingdom Statistics at the End of the Turn:

Population: 23210
Size: 80 (80 hexes, 11 Settlement grids) (Control DC: 111)
Economy: 114
Loyalty: 98
Stability: 112
Unrest: 0
Fame: 6
Infamy: 1
Corruption: 0
Crime: 0
Law: 3
Lore: 1
Productivity: 2
Society: 2
Consumption: 1d6+8

Settlement at the End of the Turn (Stagfell):

Population: 3240
Economy: 25
Loyalty: 25
Stability: 31
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 (x10)
Inn
Jail
Library
Lighthouse
Mansions (x4)
Market
Mill
Monument
Noble Villa
Park (x3)
Pier
Shop
Shrine
Smithy
Town Hall
Watchtower
Windmill

Settlement at the End of the Turn (Leveton):

Population: 1600
Economy: 11
Loyalty: 14
Stability: 8
Corruption: 1
Crime: 0
Law: 6
Lore: 1
Base Value: 5000 gp
Defense: 5
Productivity: 6
Society: 4
Fame: 1
Infamy: 0

Major Buildings:
Barracks
Cistern
Settlement Wall (x4)
Courthouse
Dance Hall
Guildhall
Houses (5)
Inn
Jail
Noble Villa
Park
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: 1
Fame: 0
Infamy: 0

Major Buildings:
Barracks
Baths
Courthouse
Dance Hall
Dump
Graveyard
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

Settlement at the End of the Turn (Varnhold):

Population: 1720
Economy: 11
Loyalty: 12
Stability: 15
Corruption: 1
Crime: 1
Law: 3
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 (x2)
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.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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)


I thought we'd do a few months of this and then move on to the Rushlight Tournament. That will be brief, as it's really a chance to see what the tournament is like.

Then, we can start Book 4 at any time. I'd like to suggest that it be at least several more months (and as much as several years) later.


Are we bored with Kingdom Building? Or are all you guys just busy as captains of your respective industries?


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

I think Kingdom building has gotten a tad big for me. At this stage, I think I would prefer setting priorities for how it develops rather than doing the individual builds.

I do notice that we need to increase our Loyalty stat though. Alister thinks the answer to that is a Dance Hall!


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

Sory, been working through first class of a recently started on-line Masters program.

That's been taking a lot of my time.


Ranger <Flurry> (Druid) 10 | AC 28 | HP 136/136 | F +17, R +21, W +18 | Focus 1/1 | Perception: +20 (+22 for Initiative) | HeroPoints: 2 | Speed: 45ft (55ft w/ LS) | Exploration: Scout(Wildnerness)/Search(Settlement) | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |
Hunt Prey Recall Knowledge:
Arcana(U) +3; Nature(T) +16; Occult(T) +15; Religion(T) +16; Society(U) +3

Honestly, I never fully grasped the Kingdom Building rules so don't have much to contribute. I mainly tried to think of what Kern would be interested in and proposed the Parks.


"Setting Priorities" sounds a lot like "why don't you do it, Scott?"

So maybe it's time to invoke the "Kingdom in the Background" Optional Rule. I'll be adding to the kingdom in ways that follow the story, but I'm (probably) going to stop using the Kingdom-Building rules for it.

Just like always you have the option to direct the growing kingdom's resources and people towards any project you wish, but we'll role-play it rather than build it.

Is everyone ready to proceed with Book 4: "Blood for Blood"?


[color=red]TURN 66 (Neth, (November), 4717)[/color]

Note: Now Being Run by the GM. Player input solicited but not required.

Initial Treasury: 79 BP
Initial Unrest: 0

UPKEEP PHASE

Step 1—Determine Kingdom Stability (DC 111): 121

Step 2—Pay Consumption: Your cities, armies and quarterly holiday edict costs you 12 Consumption, leaving your Treasury with 67 BP.

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

EDICT PHASE

Step 1— Change Leadership Assignments: No

Step 2—Claim and Abandon Hexes: No

Step 3—Build Terrain Improvements: (Limit 7)
... Upgrade Road to Highway from Leveton to Ft. Serenko. Cost 6 BP
... Build Fisheries in hexes 0723, 0724 and 0823. Cost 12 BP

Step 4—Create and Improve Cities: (Limit: 10)
...House in St. Alexius. Cost 3 BP.
...Dance Halls in Erastil’s Vale, Tatzlford, Khavatorov and Varnhold. Cost 16 BP
...Graveyards in Stagfell, Leveton, Erastil’s Vale, Candlemere Island, Khavatorov and Hashassk. Cost 24 BP.
... Repair Herbalist’s Shop in Sootscale Caverns. Cost 5 BP

17 BP remains.

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:
Economy: 11 + 118 = 129, divided by 3 is 43 BP, giving you a total of 44 BP. +8 for your mines, foundry and quarries and +12 for the sawmills (and lumberyards) = 63 BP

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Event Occurs? (25% because event last month): 1d100 ⇒ 88 No.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kingdom Statistics at the End of the Turn:

Population: 24035
Size: 80 (80 hexes, 11 Settlement grids) (Control DC: 111)
Economy: 118
Loyalty: 113
Stability: 112
Unrest: 0
Fame: 6
Infamy: 1
Corruption: 0
Crime: 0
Law: 3
Lore: 1
Productivity: 2
Society: 2
Consumption: 1d6+4

Settlement at the End of the Turn (Stagfell):

Population: 3240 (Large Town)
Economy: 25
Loyalty: 26
Stability: 31
Corruption: 2
Crime: 2
Law: 15
Lore: 3
Base Value: 10,500 gp
Defense: 12
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 (x2)
Herbalist
House (x10)
Inn
Jail
Library
Lighthouse
Mansions (x4)
Market
Mill
Monument
Noble Villa
Park (x3)
Pier
Shop
Shrine (to Torag)
Smithy
Town Hall
Watchtower
Windmill

Settlement at the End of the Turn (Leveton):

Population: 1600 (Small Town)
Economy: 11
Loyalty: 15
Stability: 8
Corruption: 1
Crime: 0
Law: 6
Lore: 1
Base Value: 5000 gp
Defense: 5
Productivity: 6
Society: 4
Fame: 1
Infamy: 0

Major Buildings:
Barracks
Cistern
Settlement Wall (x4)
Courthouse
Dance Hall
Graveyard
Guildhall
Houses (5)
Inn
Jail
Noble Villa
Park
Shop
Stable
Stockyard
Tannery
Temple (Abadar)

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

Population: 330 (Small Town)
Economy: 7
Loyalty: 9
Stability: 8
Corruption: 1
Crime: 0
Law: 4
Lore: 1
Base Value: 4000 gp
Defense: 2
Productivity: 2
Society: 2
Fame: 0
Infamy: 0

Major Buildings:
Barracks
Baths
Courthouse
Dance Hall
Dump
Graveyard
Herbalist’s Shop
House (x2)
Jail
Mill
Shop
Smithy
Tavern
Tunnels
Settlement Wall (x2)

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

Population: 520 (Small Town)
Economy: 7
Loyalty: 11
Stability: 8
Corruption: 2
Crime: 1
Law: 3
Lore: 1
Base Value: 4000 gp
Defense: 1
Productivity: 2
Society: 2
Fame: 0
Infamy: 0

Major Buildings:
Dance Hall
Garrison
Graveyard
Herbalist
House
Lumberyard
Mansion
Shop
Smithy
Tavern
Temple of the Elk (Erastil)

Settlement at the End of the Turn (Tatzlford):

Population: 440 (Small Town)
Economy: 9
Loyalty: 8
Stability: 7
Corruption: 2
Crime: 1
Law: 2
Lore: 1
Base Value: 4000 gp
Defense: 11
Productivity: 3
Society: 2
Fame: 1 (from 0 to 1 because of the bees!)
Infamy: 0

Major Buildings:
Baths
Bordello
Dance Hall
Houses (x3)
Inn
Jail
Lumberyard
Mill
Shop
Shrine (Erastil)(Economy)
Smithy
Watchtower

Settlement at the End of the Turn (Candlemere Island):

Population: 110 (Village)
Economy: 3
Loyalty: 2
Stability: 2
Corruption: 0
Crime: 1
Law: 2
Lore: 1
Base Value: 1500 gp
Defense: 1
Productivity: 2
Society: 2
Fame: 0
Infamy: 0

Major Buildings:
Barracks
Graveyard
House
Library
Pier
Smithy

Settlement at the End of the Turn (Khavatorov):

Population: 250 (Small Town)
Economy: 4
Loyalty: 4
Stability: 1
Corruption: 1
Crime: 1
Law: 2
Lore: 1
Base Value: 3500 gp
Defense: 1
Productivity: 2
Society: 2
Fame: 0
Infamy: 0

Major Buildings:
Dance Hall
Graveyard
House
Inn
Mill
Stockyard

Settlement at the End of the Turn (Hashaask):

Population: 140 (Small Town)
Economy: 2
Loyalty: 1
Stability: 4
Corruption: 0
Crime: 0
Law: 2
Lore: 1
Base Value: 4000 gp
Defense: 1
Productivity: 2
Society: 2
Fame: 0
Infamy: 0

Major Buildings:
Cistern
Graveyard
House
Lumberyard
Mansion
Smithy

Settlement at the End of the Turn (Varnhold):

Population: 1780 (Small Town)
Economy: 12
Loyalty: 14
Stability: 15
Corruption: 2
Crime: 2
Law: 2
Lore: 2
Base Value:5000 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 (x2)
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.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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)


[color=red]TURN 67 (Kuthona, (December), 4717)[/color]

Note: Now Being Run by the GM. Player input solicited but not required.

Initial Treasury: 63 BP
Initial Unrest: 0

UPKEEP PHASE

Step 1—Determine Kingdom Stability (DC 111): 122. Add 1 BP. BP now 64.

Step 2—Pay Consumption: Your cities, armies and quarterly holiday edict costs you 8 Consumption, leaving your Treasury with 56 BP.

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

EDICT PHASE

Step 1— Change Leadership Assignments: No

Step 2—Claim and Abandon Hexes: No

Step 3—Build Terrain Improvements: (Limit 7)
...Fisheries in 0818, 0819, 0824, 0918. Cost 16 BP.
...Mines in 0622, 0623. Cost 12 BP
...Quarry in 0722. Cost 6 BP

Step 4—Create and Improve Cities: (Limit: 10)
...Graveyard in Tatzlford. Cost 4 BP
...Libraries in Leveton and Tatzlford. Cost 12 BP

10 BP remains.

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:
Economy: 11 + 122 = 131, divided by 3 is 43 BP, giving you a total of 53 BP. +13 for your mines, foundry and quarries and +12 for the sawmills (and lumberyards) = 75 BP

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Event Occurs? (75% because no event last month): 1d100 ⇒ 4 Yes.
Event Type: 1d100 ⇒ 11 Beneficial Kingdom Event.
Specific Event: 1d100 ⇒ 55 Good Weather. Economy, Loyalty and Stability raised by 2 until next event phase.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kingdom Statistics at the End of the Turn:

Population: 25390
Size: 80 (80 hexes, 11 Settlement grids) (Control DC: 111)
Economy: 122
Loyalty: 116
Stability: 113
Unrest: 0
Fame: 6
Infamy: 1
Corruption: 0
Crime: 0
Law: 3
Lore: 1
Productivity: 2
Society: 2
Consumption: 1d6+0
______________________________________________________
Settlement at the End of the Turn (Stagfell):

Population: 3240 (Large Town)
Economy: 25
Loyalty: 26
Stability: 31
Corruption: 2
Crime: 2
Law: 15
Lore: 3
Base Value: 10,500 gp
Defense: 12
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 (x2)
Herbalist
House (x10)
Inn
Jail
Library
Lighthouse
Mansions (x4)
Market
Mill
Monument
Noble Villa
Park (x3)
Pier
Shop
Shrine (to Torag)
Smithy
Town Hall
Watchtower
Windmill
______________________________________________________
Settlement at the End of the Turn (Leveton):

Population: 1620 (Small Town)
Economy: 12
Loyalty: 16
Stability: 8
Corruption: 1
Crime: 0
Law: 6
Lore: 2
Base Value: 5000 gp
Defense: 5
Productivity: 6
Society: 4
Fame: 1
Infamy: 0

Major Buildings:
Barracks
Cistern
Settlement Wall (x4)
Courthouse
Dance Hall
Graveyard
Guildhall
Houses (5)
Inn
Jail
Library
Noble Villa
Park
Shop
Stable
Stockyard
Tannery
Temple (Abadar)
______________________________________________________
Settlement at the End of the Turn (Sootscale Caverns):

Population: 330 (Small Town)
Economy: 7
Loyalty: 9
Stability: 8
Corruption: 1
Crime: 0
Law: 4
Lore: 1
Base Value: 4000 gp
Defense: 2
Productivity: 2
Society: 2
Fame: 0
Infamy: 0

Major Buildings:
Barracks
Baths
Courthouse
Dance Hall
Dump
Graveyard
Herbalist’s Shop
House (x2)
Jail
Mill
Shop
Smithy
Tavern
Tunnels
Settlement Wall (x2)
______________________________________________________
Settlement at the End of the Turn (Erastil’s Vale):

Population: 520 (Small Town)
Economy: 7
Loyalty: 11
Stability: 8
Corruption: 2
Crime: 1
Law: 3
Lore: 1
Base Value: 4000 gp
Defense: 1
Productivity: 2
Society: 2
Fame: 0
Infamy: 0

Major Buildings:
Dance Hall
Garrison
Graveyard
Herbalist
House
Lumberyard
Mansion
Shop
Smithy
Tavern
Temple of the Elk (Erastil)
______________________________________________________
Settlement at the End of the Turn (Tatzlford):

Population: 900 (Small Town)
Economy: 10
Loyalty: 10
Stability: 7
Corruption: 3
Crime: 2
Law: 3
Lore: 2
Base Value: 4500 gp
Defense: 11
Productivity: 4
Society: 3
Fame: 1 (from 0 to 1 because of the bees!)
Infamy: 0

Major Buildings:
Baths
Bordello
Dance Hall
Graveyard
Houses (x3)
Inn
Jail
Library
Lumberyard
Mill
Shop
Shrine (Erastil)(Economy)
Smithy
Watchtower
______________________________________________________
Settlement at the End of the Turn (Candlemere Island):

Population: 110 (Village)
Economy: 3
Loyalty: 2
Stability: 2
Corruption: 0
Crime: 1
Law: 2
Lore: 1
Base Value: 1500 gp
Defense: 1
Productivity: 2
Society: 2
Fame: 0
Infamy: 0

Major Buildings:
Barracks
Graveyard
House
Library
Pier
Smithy
______________________________________________________
Settlement at the End of the Turn (Khavatorov):

Population: 250 (Small Town)
Economy: 4
Loyalty: 4
Stability: 1
Corruption: 1
Crime: 1
Law: 2
Lore: 1
Base Value: 3500 gp
Defense: 1
Productivity: 2
Society: 2
Fame: 0
Infamy: 0

Major Buildings:
Dance Hall
Graveyard
House
Inn
Mill
Stockyard
______________________________________________________
Settlement at the End of the Turn (Hashaask):

Population: 140 (Small Town)
Economy: 2
Loyalty: 1
Stability: 4
Corruption: 0
Crime: 0
Law: 2
Lore: 1
Base Value: 4000 gp
Defense: 1
Productivity: 2
Society: 2
Fame: 0
Infamy: 0

Major Buildings:
Cistern
Graveyard
House
Lumberyard
Mansion
Smithy
______________________________________________________
Settlement at the End of the Turn (St. Alexius):

Population: 75 (Village)
Economy: 1
Loyalty: 1
Stability: 0
Corruption: 0
Crime: 0
Law: 2
Lore: 1
Base Value: 100 gp
Defense: 2
Productivity: 2
Society: 2
Fame: 0
Infamy: 0

Major Buildings:
Barracks
House (x2)
Inn
______________________________________________________
Settlement at the End of the Turn (Varnhold):

Population: 1780 (Small Town)
Economy: 12
Loyalty: 14
Stability: 15
Corruption: 2
Crime: 2
Law: 2
Lore: 2
Base Value:5000 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 (x2)
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.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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)


[color=red]TURN 68 (Abadius, (January), 4718)[/color]

Note: Now Being Run by the GM. Player input solicited but not required.
Note: Good Weather: Economy, Loyalty and Stability +2 for this turn only.

Initial Treasury: 75 BP
Initial Unrest: 0

UPKEEP PHASE

Step 1—Determine Kingdom Stability (DC 111): 135. Add 1 BP. BP now 76

Step 2—Pay Consumption: Your cities, armies and quarterly holiday edict costs you 4 Consumption, leaving your Treasury with 72 BP.

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

EDICT PHASE

Step 1— Change Leadership Assignments: No

Step 2—Claim and Abandon Hexes: No

Step 3—Build Terrain Improvements: (Limit 7)
...Farms in 0525, 0723, 0822. Cost 12 BP.
...Mines in 0524, 0624, 0824. Cost 18 BP.
...Sawmill in 0718. Cost 2 BP.

Step 4—Create and Improve Cities: (Limit: 10)
...House in Erastil’s Vale. Cost 4 BP.
...Lumberyard in Stagfell. Cost 12 BP
...Jails in Erastil’s Vale, Varnhold. Cost 21 BP (w/ discount from Varnhold Garrison)

3 BP remains.

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:
Economy: 11 + 128 = 139, divided by 3 is 46 BP, giving you a total of 49 BP. +13 for your mines, foundry and quarries and +14 for the sawmills (and lumberyards) = 73 BP

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Event Occurs? (25% because event last month): 1d100 ⇒ 87 No.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kingdom Statistics at the End of the Turn:

Population: 27160
Size: 80 (80 hexes, 11 Settlement grids) (Control DC: 111)
Economy: 126
Loyalty: 120
Stability: 119
Unrest: 0
Fame: 6
Infamy: 1
Corruption: 0
Crime: 0
Law: 3
Lore: 1
Productivity: 2
Society: 2
Consumption: 1d6+0
______________________________________________________
Settlement at the End of the Turn (Stagfell):

Population: 3340 (Large Town)
Economy: 26
Loyalty: 26
Stability: 32
Corruption: 2
Crime: 2
Law: 15
Lore: 3
Base Value: 10,500 gp
Defense: 12
Productivity: 7
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 (x2)
Herbalist
House (x10)
Inn
Jail
Library
Lighthouse
Lumberyard
Mansions (x4)
Market
Mill
Monument
Noble Villa
Park (x3)
Pier
Shop
Shrine (to Torag)
Smithy
Town Hall
Watchtower
Windmill
______________________________________________________
Settlement at the End of the Turn (Leveton):

Population: 1620 (Small Town)
Economy: 12
Loyalty: 16
Stability: 8
Corruption: 1
Crime: 0
Law: 6
Lore: 2
Base Value: 5000 gp
Defense: 5
Productivity: 6
Society: 4
Fame: 1
Infamy: 0

Major Buildings:
Barracks
Cistern
Settlement Wall (x4)
Courthouse
Dance Hall
Graveyard
Guildhall
Houses (5)
Inn
Jail
Library
Noble Villa
Park
Shop
Stable
Stockyard
Tannery
Temple (Abadar)
______________________________________________________
Settlement at the End of the Turn (Sootscale Caverns):

Population: 330 (Small Town)
Economy: 7
Loyalty: 9
Stability: 8
Corruption: 1
Crime: 0
Law: 4
Lore: 1
Base Value: 4000 gp
Defense: 2
Productivity: 2
Society: 2
Fame: 0
Infamy: 0

Major Buildings:
Barracks
Baths
Courthouse
Dance Hall
Dump
Graveyard
Herbalist’s Shop
House (x2)
Jail
Mill
Shop
Smithy
Tavern
Tunnels
Settlement Wall (x2)
______________________________________________________
Settlement at the End of the Turn (Erastil’s Vale):

Population: 1240 (Small Town)
Economy: 7
Loyalty: 13
Stability: 10
Corruption: 3
Crime: 1
Law: 3
Lore: 1
Base Value: 4500 gp
Defense: 2
Productivity: 3
Society: 2
Fame: 0
Infamy: 0

Major Buildings:
Dance Hall
Garrison
Graveyard
Herbalist
House (x2)
Jail
Lumberyard
Mansion
Shop
Smithy
Tavern
Temple of the Elk (Erastil)
______________________________________________________
Settlement at the End of the Turn (Tatzlford):

Population: 900 (Small Town)
Economy: 10
Loyalty: 10
Stability: 7
Corruption: 3
Crime: 2
Law: 3
Lore: 2
Base Value: 4500 gp
Defense: 11
Productivity: 4
Society: 3
Fame: 1 (from 0 to 1 because of the bees!)
Infamy: 0

Major Buildings:
Baths
Bordello
Dance Hall
Graveyard
Houses (x3)
Inn
Jail
Library
Lumberyard
Mill
Shop
Shrine (Erastil)(Economy)
Smithy
Watchtower
______________________________________________________
Settlement at the End of the Turn (Candlemere Island):

Population: 110 (Village)
Economy: 3
Loyalty: 2
Stability: 2
Corruption: 0
Crime: 1
Law: 2
Lore: 1
Base Value: 1500 gp
Defense: 1
Productivity: 2
Society: 2
Fame: 0
Infamy: 0

Major Buildings:
Barracks
Graveyard
House
Library
Pier
Smithy
______________________________________________________
Settlement at the End of the Turn (Khavatorov):

Population: 250 (Small Town)
Economy: 4
Loyalty: 4
Stability: 1
Corruption: 1
Crime: 1
Law: 2
Lore: 1
Base Value: 3500 gp
Defense: 1
Productivity: 2
Society: 2
Fame: 0
Infamy: 0

Major Buildings:
Dance Hall
Graveyard
House
Inn
Mill
Stockyard
______________________________________________________
Settlement at the End of the Turn (Hashaask):

Population: 140 (Small Town)
Economy: 2
Loyalty: 1
Stability: 4
Corruption: 0
Crime: 0
Law: 2
Lore: 1
Base Value: 4000 gp
Defense: 1
Productivity: 2
Society: 2
Fame: 0
Infamy: 0

Major Buildings:
Cistern
Graveyard
House
Lumberyard
Mansion
Smithy
______________________________________________________
Settlement at the End of the Turn (St. Alexius):

Population: 75 (Village)
Economy: 1
Loyalty: 1
Stability: 0
Corruption: 0
Crime: 0
Law: 2
Lore: 1
Base Value: 100 gp
Defense: 2
Productivity: 2
Society: 2
Fame: 0
Infamy: 0

Major Buildings:
Barracks
House (x2)
Inn
______________________________________________________
Settlement at the End of the Turn (Varnhold):

Population: 1880 (Small Town)
Economy: 12
Loyalty: 16
Stability: 17
Corruption: 2
Crime: 1
Law: 3
Lore: 2
Base Value:5000 gp
Defense: 9
Productivity: 4
Society: 2
Fame: 0
Infamy: 0

Major Buildings:
Brewery
Caster’s Tower
Garrison
Granary
Graveyard
House (x8)
Inn
Jail
Library
Monument (x2)
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.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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)


[color=red]TURN 69 (Calistril, (February), 4718)[/color]

Note: Now Being Run by the GM. Player input solicited but not required.

Initial Treasury: 73 BP
Initial Unrest: 0

UPKEEP PHASE

Step 1—Determine Kingdom Stability (DC 111): 135. Add 1 BP. BP now 74

Step 2—Pay Consumption: Your cities, armies and quarterly holiday edict costs you 0 Consumption, leaving your Treasury with 74 BP.

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

EDICT PHASE

Step 1— Change Leadership Assignments: No

Step 2—Claim and Abandon Hexes: Claim 0615. Cost 1 BP.

Step 3—Build Terrain Improvements: (Limit 7)
...Sawmills in 0217, 0319, 0516, 0517, 0518 and 0615. Cost 10 BP

Step 4—Create and Improve Cities: (Limit: 10)
...Establish Village of Tashlav in 0218.
...Build House, Inn and Lumberyard in Tashlav. Cost 26 BP.
...Bath Houses in Leveton, Varnhold, Hashassk, Erastil’s Vale, Khavatorov and St. Alexius. Cost 36 BP.

2 BP remains.

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:
Economy: 11 + 134 = 145, divided by 3 is 48 BP, giving you a total of 50 BP. +13 for your mines, foundry and quarries and +19 for the sawmills (and lumberyards) = 82 BP

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Event Occurs? (75% because no event last month): 1d100 ⇒ 52 Yes.
Type of Event?: 1d100 ⇒ 8 Beneficial Kingdom Event
Specific Event?: 1d100 ⇒ 12 Diplomatic Overture
Type of Overture?: 1d100 ⇒ 38 Embassy
Gifts: 1d4 ⇒ 3 BP

The Kingdom of Mivon has sent an Ambassador and negotiates permission to build an Embassy in Stagfell. You likewise have permission to build an embassy in Mivon.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kingdom Statistics at the End of the Turn:

Population: 28080
Size: 80 (80 hexes, 12 Settlement grids) (Control DC: 112)
Economy: 134
Loyalty: 121
Stability: 132
Unrest: 0
Fame: 6
Infamy: 1
Corruption: 0
Crime: 0
Law: 3
Lore: 1
Productivity: 2
Society: 3
Consumption: 1d6-5
______________________________________________________
Settlement at the End of the Turn (Stagfell):

Population: 3340 (Large Town)
Economy: 26
Loyalty: 26
Stability: 32
Corruption: 2
Crime: 2
Law: 15
Lore: 3
Base Value: 10,500 gp
Defense: 12
Productivity: 7
Society: 8
Fame: 3
Infamy: 0

Major Buildings:
Bank
Barracks
Bath House
Brewery
Cathedral (to Abadar)
Settlement Walls (2)
Courthouse
Dance Hall
Foundry
Garrison
Granary
Graveyard (x2)
Herbalist
House (x10)
Inn
Jail
Library
Lighthouse
Lumberyard
Mansions (x4)
Market
Mill
Monument
Noble Villa
Park (x3)
Pier
Shop
Shrine (to Torag)
Smithy
Town Hall
Watchtower
Windmill
______________________________________________________
Settlement at the End of the Turn (Leveton):

Population: 1660 (Small Town)
Economy: 13
Loyalty: 16
Stability: 9
Corruption: 1
Crime: 0
Law: 6
Lore: 2
Base Value: 5000 gp
Defense: 5
Productivity: 6
Society: 5
Fame: 1
Infamy: 0

Major Buildings:
Barracks
Bath House
Cistern
Settlement Wall (x4)
Courthouse
Dance Hall
Graveyard
Guildhall
Houses (5)
Inn
Jail
Library
Noble Villa
Park
Shop
Stable
Stockyard
Tannery
Temple (Abadar)
______________________________________________________
Settlement at the End of the Turn (Sootscale Caverns):

Population: 330 (Small Town)
Economy: 7
Loyalty: 9
Stability: 8
Corruption: 1
Crime: 0
Law: 4
Lore: 1
Base Value: 4000 gp
Defense: 2
Productivity: 2
Society: 2
Fame: 0
Infamy: 0

Major Buildings:
Barracks
Bath House
Courthouse
Dance Hall
Dump
Graveyard
Herbalist’s Shop
House (x2)
Jail
Mill
Shop
Smithy
Tavern
Tunnels
Settlement Wall (x2)
______________________________________________________
Settlement at the End of the Turn (Erastil’s Vale):

Population: 1280 (Small Town)
Economy: 8
Loyalty: 13
Stability: 11
Corruption: 3
Crime: 1
Law: 3
Lore: 1
Base Value: 4500 gp
Defense: 2
Productivity: 3
Society: 3
Fame: 0
Infamy: 0

Major Buildings:
Bath House
Dance Hall
Garrison
Graveyard
Herbalist
House (x2)
Jail
Lumberyard
Mansion
Shop
Smithy
Tavern
Temple of the Elk (Erastil)
______________________________________________________
Settlement at the End of the Turn (Tatzlford):

Population: 900 (Small Town)
Economy: 10
Loyalty: 10
Stability: 7
Corruption: 3
Crime: 2
Law: 3
Lore: 2
Base Value: 4500 gp
Defense: 11
Productivity: 4
Society: 3
Fame: 1 (from 0 to 1 because of the bees!)
Infamy: 0

Major Buildings:
Bath House
Bordello
Dance Hall
Graveyard
Houses (x3)
Inn
Jail
Library
Lumberyard
Mill
Shop
Shrine (Erastil)(Economy)
Smithy
Watchtower
______________________________________________________
Settlement at the End of the Turn (Candlemere Island):

Population: 110 (Village)
Economy: 3
Loyalty: 2
Stability: 2
Corruption: 0
Crime: 1
Law: 2
Lore: 1
Base Value: 1500 gp
Defense: 1
Productivity: 2
Society: 2
Fame: 0
Infamy: 0

Major Buildings:
Barracks
Graveyard
House
Library
Pier
Smithy
______________________________________________________
Settlement at the End of the Turn (Khavatorov):

Population: 270 (Small Town)
Economy: 5
Loyalty: 4
Stability: 2
Corruption: 1
Crime: 1
Law: 3
Lore: 1
Base Value: 3500 gp
Defense: 1
Productivity: 2
Society: 3
Fame: 0
Infamy: 0

Major Buildings:
Bath House
Dance Hall
Graveyard
House
Inn
Mill
Stockyard
______________________________________________________
Settlement at the End of the Turn (Hashaask):

Population: 160 (Small Town)
Economy: 3
Loyalty: 1
Stability: 5
Corruption: 0
Crime: 0
Law: 3
Lore: 1
Base Value: 4000 gp
Defense: 1
Productivity: 2
Society: 3
Fame: 0
Infamy: 0

Major Buildings:
Cistern
Dance Hall
Graveyard
House
Lumberyard
Mansion
Smithy
______________________________________________________
Settlement at the End of the Turn (St. Alexius):

Population: 170 (Village)
Economy: 2
Loyalty: 1
Stability: 1
Corruption: 0
Crime: 0
Law: 3
Lore: 1
Base Value: 500 gp
Defense: 2
Productivity: 2
Society: 3
Fame: 0
Infamy: 0

Major Buildings:
Barracks
Bath House
House (x2)
Inn
______________________________________________________
Settlement at the End of the Turn (Varnhold):

Population: 1920 (Small Town)
Economy: 13
Loyalty: 16
Stability: 18
Corruption: 2
Crime: 1
Law: 3
Lore: 2
Base Value: 5000 gp
Defense: 9
Productivity: 4
Society: 3
Fame: 0
Infamy: 0

Major Buildings:
Bath House
Brewery
Caster’s Tower
Garrison
Granary
Graveyard
House (x8)
Inn
Jail
Library
Monument (x2)
Smithy
Tannery
Temple (Abadar)
Trade Shop (x3)
Watchtower
______________________________________________________
Settlement at the End of the Turn (Tashlav):

Population: 65 (Hamlet)
Economy: 2
Loyalty: 1
Stability: 1
Corruption: 0
Crime: 0
Law: 3
Lore: 1
Base Value:100 gp
Defense: 1
Productivity: 2
Society: 3
Fame: 0
Infamy: 0

Major Buildings:
House
Inn
Lumberyard

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.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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)


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 sorry I was out for the kingdom building. My free time in summer strangely goes down. Ah well.

I think the kingdom building is fun. But I also don't think the GM should have to do it all, or even most of the decisions, so I totally understand running with a simplified background system.

I am ready to move onto the next book.


[color=red]TURN 70 (Pharast, (March), 4718)[/color]

Note: Now Being Run by the GM. Player input solicited but not required.

Initial Treasury: 82 BP
Initial Unrest: 0

UPKEEP PHASE

Step 1—Determine Kingdom Stability (DC 112): 144. Add 1 BP. BP now 83

Step 2—Pay Consumption: Your cities, armies and quarterly holiday edict costs you 0 Consumption, leaving your Treasury with 83 BP.

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

EDICT PHASE

Step 1— Change Leadership Assignments: No

Step 2—Claim and Abandon Hexes: (Limit 4)
...Claim 0921, 1118, 1119, 1120. Cost 4 BP.

Step 3—Build Terrain Improvements: (Limit 7)
...Highway from Stagfell to Jovvox in Mivon (0819, 0919, 1019, 1120) Cost: 36 BP
...Farms in 0921 and 1119. Cost 8 BP.
...Mines in 1118 and 1120. Cost 12 BP

Step 4—Create and Improve Cities: (Limit: 10)
...Graveyards in St. Alexius and Tashlav. Cost 8 BP.
...Monuments in Leveton and Sootscale Caverns. Cost 12 BP

3 BP remains.

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:
Economy: 11 + 138 = 148, divided by 3 is 49 BP, giving you a total of 52 BP. +15 for your mines, foundry and quarries and +19 for the sawmills (and lumberyards) = 86 BP

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Event Occurs? (25% because event last month): 1d100 ⇒ 79 No.

Mivon builds a Mansion (Embassy) in Stagfell.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kingdom Statistics at the End of the Turn:

Population: 29320
Size: 84 (84 hexes, 12 Settlement grids) (Control DC: 116)
Economy: 137
Loyalty: 125
Stability: 132
Unrest: 0
Fame: 7
Infamy: 1
Corruption: 0
Crime: 0
Law: 3
Lore: 2
Productivity: 3
Society: 3
Consumption: 1d6-5
______________________________________________________
Settlement at the End of the Turn (Stagfell):

Population: 3340 (Large Town)
Economy: 26
Loyalty: 26
Stability: 32
Corruption: 2
Crime: 2
Law: 15
Lore: 3
Base Value: 10,500 gp
Defense: 12
Productivity: 7
Society: 8
Fame: 3
Infamy: 0

Major Buildings:
Bank
Barracks
Bath House
Brewery
Cathedral (to Abadar)
Settlement Walls (2)
Courthouse
Dance Hall
Foundry
Garrison
Granary
Graveyard (x2)
Herbalist
House (x10)
Inn
Jail
Library
Lighthouse
Lumberyard
Mansions (x4)
Market
Mill
Monument
Noble Villa
Park (x3)
Pier
Shop
Shrine (to Torag)
Smithy
Town Hall
Watchtower
Windmill
______________________________________________________
Settlement at the End of the Turn (Leveton):

Population: 1660 (Small Town)
Economy: 13
Loyalty: 17
Stability: 9
Corruption: 1
Crime: 0
Law: 6
Lore: 2
Base Value: 5000 gp
Defense: 5
Productivity: 6
Society: 5
Fame: 1
Infamy: 0

Major Buildings:
Barracks
Bath House
Cistern
Settlement Wall (x4)
Courthouse
Dance Hall
Graveyard
Guildhall
Houses (5)
Inn
Jail
Library
Monument
Noble Villa
Park
Shop
Stable
Stockyard
Tannery
Temple (Abadar)
______________________________________________________
Settlement at the End of the Turn (Sootscale Caverns):

Population: 330 (Small Town)
Economy: 7
Loyalty: 10
Stability: 8
Corruption: 1
Crime: 0
Law: 4
Lore: 2
Base Value: 4000 gp
Defense: 2
Productivity: 3
Society: 2
Fame: 0
Infamy: 0

Major Buildings:
Barracks
Bath House
Courthouse
Dance Hall
Dump
Graveyard
Herbalist’s Shop
House (x2)
Jail
Mill
Monument
Shop
Smithy
Tavern
Tunnels
Settlement Wall (x2)
______________________________________________________
Settlement at the End of the Turn (Erastil’s Vale):

Population: 1280 (Small Town)
Economy: 8
Loyalty: 13
Stability: 11
Corruption: 3
Crime: 1
Law: 3
Lore: 1
Base Value: 4500 gp
Defense: 2
Productivity: 3
Society: 3
Fame: 0
Infamy: 0

Major Buildings:
Bath House
Dance Hall
Garrison
Graveyard
Herbalist
House (x2)
Jail
Lumberyard
Mansion
Shop
Smithy
Tavern
Temple of the Elk (Erastil)
______________________________________________________
Settlement at the End of the Turn (Tatzlford):

Population: 900 (Small Town)
Economy: 10
Loyalty: 10
Stability: 7
Corruption: 3
Crime: 2
Law: 3
Lore: 2
Base Value: 4500 gp
Defense: 11
Productivity: 4
Society: 3
Fame: 1 (from 0 to 1 because of the bees!)
Infamy: 0

Major Buildings:
Bath House
Bordello
Dance Hall
Graveyard
Houses (x3)
Inn
Jail
Library
Lumberyard
Mill
Shop
Shrine (Erastil)(Economy)
Smithy
Watchtower
______________________________________________________
Settlement at the End of the Turn (Candlemere Island):

Population: 110 (Village)
Economy: 3
Loyalty: 2
Stability: 2
Corruption: 0
Crime: 1
Law: 2
Lore: 1
Base Value: 1500 gp
Defense: 1
Productivity: 2
Society: 2
Fame: 0
Infamy: 0

Major Buildings:
Barracks
Graveyard
House
Library
Pier
Smithy
______________________________________________________
Settlement at the End of the Turn (Khavatorov):

Population: 270 (Small Town)
Economy: 5
Loyalty: 4
Stability: 2
Corruption: 1
Crime: 1
Law: 3
Lore: 1
Base Value: 3500 gp
Defense: 1
Productivity: 2
Society: 3
Fame: 0
Infamy: 0

Major Buildings:
Bath House
Dance Hall
Graveyard
House
Inn
Mill
Stockyard
______________________________________________________
Settlement at the End of the Turn (Hashaask):

Population: 160 (Small Town)
Economy: 3
Loyalty: 1
Stability: 5
Corruption: 0
Crime: 0
Law: 3
Lore: 1
Base Value: 4000 gp
Defense: 1
Productivity: 2
Society: 3
Fame: 0
Infamy: 0

Major Buildings:
Cistern
Dance Hall
Graveyard
House
Lumberyard
Mansion
Smithy
______________________________________________________
Settlement at the End of the Turn (St. Alexius):

Population: 170 (Village)
Economy: 2
Loyalty: 2
Stability: 1
Corruption: 0
Crime: 0
Law: 3
Lore: 2
Base Value: 500 gp
Defense: 2
Productivity: 3
Society: 3
Fame: 0
Infamy: 0

Major Buildings:
Barracks
Bath House
Graveyard
House (x2)
Inn
______________________________________________________
Settlement at the End of the Turn (Varnhold):

Population: 1920 (Small Town)
Economy: 13
Loyalty: 16
Stability: 18
Corruption: 2
Crime: 1
Law: 3
Lore: 2
Base Value: 5000 gp
Defense: 9
Productivity: 4
Society: 3
Fame: 0
Infamy: 0

Major Buildings:
Bath House
Brewery
Caster’s Tower
Garrison
Granary
Graveyard
House (x8)
Inn
Jail
Library
Monument (x2)
Smithy
Tannery
Temple (Abadar)
Trade Shop (x3)
Watchtower
______________________________________________________
Settlement at the End of the Turn (Tashlav):

Population: 130 (Hamlet)
Economy: 2
Loyalty: 2
Stability: 1
Corruption: 0
Crime: 0
Law: 3
Lore: 2
Base Value: 500 gp
Defense: 1
Productivity: 3
Society: 3
Fame: 0
Infamy: 0

Major Buildings:
Graveyard
House
Inn
Lumberyard

You now rule an area similar in size to the state of Hawaii (or, for our Canadian players, half the size of Nova Scotia). It is also roughly the size of Rwanda.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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)


[color=red]TURN 71 (Gozran, (April), 4718)[/color]

Note: Now Being Run by the GM. Player input solicited but not required.

Initial Treasury: 86 BP
Initial Unrest: 0

UPKEEP PHASE

Step 1—Determine Kingdom Stability (DC 116): 143. Add 1 BP. BP now 87

Step 2—Pay Consumption: Your cities, armies and quarterly holiday edict costs you 0 Consumption, leaving your Treasury with 87 BP.

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

EDICT PHASE

Step 1— Change Leadership Assignments: No

Step 2—Claim and Abandon Hexes: (Limit 4): No

Step 3—Build Terrain Improvements: (Limit 7): No

Step 4—Create and Improve Cities: (Limit: 10)
... Build Embassy (Mansion) in Mivon. Cost 10 BP.
...Build House in Khavatorov. Cost 4 BP.
...Build Libraries in Sootscale Caverns, Erastil’s Vale, Khavatorov, Hashassk, St. Alexius and Tashlav. Cost 36 BP.
...Build Courthouse in Varnhold. Cost 16 BP.
...Build Shrines to Cayden Cailean and Desna in Stagfell. Cost 16 BP.

5 BP remains.

Step 5—Step 5—Create Army Units: No

Step 6—Issue Edicts: Change Holiday Edicts to Weekly.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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: 11 + 144 = 155, divided by 3 is 51 BP, giving you a total of 56 BP. +15 for your mines, foundry and quarries and +19 for the sawmills (and lumberyards) = 90 BP

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Event Occurs? (75% because no event last month): 1d100 ⇒ 76 No.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kingdom Statistics at the End of the Turn:

Population: 29560
Size: 84 (84 hexes, 12 Settlement grids) (Control DC: 116)
Economy: 144
Loyalty: 139
Stability: 133
Unrest: 0
Fame: 7
Infamy: 1
Corruption: 0
Crime: 0
Law: 3
Lore: 2
Productivity: 3
Society: 3
Consumption: 1d12-5
______________________________________________________
Settlement at the End of the Turn (Stagfell):

Population: 3340 (Large Town)
Economy: 26
Loyalty: 30
Stability: 32
Corruption: 2
Crime: 2
Law: 15
Lore: 3
Base Value: 10,500 gp
Defense: 12
Productivity: 7
Society: 8
Fame: 3
Infamy: 0

Major Buildings:
Bank
Barracks
Bath House
Brewery
Cathedral (to Abadar)
Settlement Walls (2)
Courthouse
Dance Hall
Foundry
Garrison
Granary
Graveyard (x2)
Herbalist
House (x10)
Inn
Jail
Library
Lighthouse
Lumberyard
Mansions (x4)
Market
Mill
Monument
Noble Villa
Park (x3)
Pier
Shop
Shrine (to Torag)
Smithy
Town Hall
Watchtower
Windmill
______________________________________________________
Settlement at the End of the Turn (Leveton):

Population: 1660 (Small Town)
Economy: 13
Loyalty: 17
Stability: 9
Corruption: 1
Crime: 0
Law: 6
Lore: 2
Base Value: 5000 gp
Defense: 5
Productivity: 6
Society: 5
Fame: 1
Infamy: 0

Major Buildings:
Barracks
Bath House
Cistern
Settlement Wall (x4)
Courthouse
Dance Hall
Graveyard
Guildhall
Houses (5)
Inn
Jail
Library
Monument
Noble Villa
Park
Shop
Stable
Stockyard
Tannery
Temple (Abadar)
______________________________________________________
Settlement at the End of the Turn (Sootscale Caverns):

Population: 340 (Small Town)
Economy: 8
Loyalty: 11
Stability: 8
Corruption: 1
Crime: 0
Law: 4
Lore: 2
Base Value: 4000 gp
Defense: 2
Productivity: 3
Society: 3
Fame: 0
Infamy: 0

Major Buildings:
Barracks
Bath House
Courthouse
Dance Hall
Dump
Graveyard
Herbalist’s Shop
House (x2)
Jail
Library
Mill
Monument
Shop
Smithy
Tavern
Tunnels
Settlement Wall (x2)
______________________________________________________
Settlement at the End of the Turn (Erastil’s Vale):

Population: 1300 (Small Town)
Economy: 9
Loyalty: 14
Stability: 11
Corruption: 3
Crime: 1
Law: 3
Lore: 2
Base Value: 4500 gp
Defense: 2
Productivity: 3
Society: 3
Fame: 0
Infamy: 0

Major Buildings:
Bath House
Dance Hall
Garrison
Graveyard
Herbalist
House (x2)
Jail
Library
Lumberyard
Mansion
Shop
Smithy
Tavern
Temple of the Elk (Erastil)
______________________________________________________
Settlement at the End of the Turn (Tatzlford):

Population: 900 (Small Town)
Economy: 10
Loyalty: 10
Stability: 7
Corruption: 3
Crime: 2
Law: 3
Lore: 2
Base Value: 4500 gp
Defense: 11
Productivity: 4
Society: 3
Fame: 1 (from 0 to 1 because of the bees!)
Infamy: 0

Major Buildings:
Bath House
Bordello
Dance Hall
Graveyard
Houses (x3)
Inn
Jail
Library
Lumberyard
Mill
Shop
Shrine (Erastil)(Economy)
Smithy
Watchtower
______________________________________________________
Settlement at the End of the Turn (Candlemere Island):

Population: 110 (Village)
Economy: 3
Loyalty: 2
Stability: 2
Corruption: 0
Crime: 1
Law: 2
Lore: 1
Base Value: 1500 gp
Defense: 1
Productivity: 2
Society: 2
Fame: 0
Infamy: 0

Major Buildings:
Barracks
Graveyard
House
Library
Pier
Smithy
______________________________________________________
Settlement at the End of the Turn (Khavatorov):

Population: 330 (Small Town)
Economy: 6
Loyalty: 5
Stability: 2
Corruption: 1
Crime: 1
Law: 3
Lore: 2
Base Value: 3500 gp
Defense: 1
Productivity: 3
Society: 3
Fame: 0
Infamy: 0

Major Buildings:
Bath House
Dance Hall
Graveyard
House (x2)
Inn
Library
Mill
Stockyard
______________________________________________________
Settlement at the End of the Turn (Hashaask):

Population: 170 (Small Town)
Economy: 4
Loyalty: 2
Stability: 5
Corruption: 0
Crime: 0
Law: 3
Lore: 2
Base Value: 4000 gp
Defense: 1
Productivity: 3
Society: 3
Fame: 0
Infamy: 0

Major Buildings:
Cistern
Dance Hall
Graveyard
House
Library
Lumberyard
Mansion
Smithy
______________________________________________________
Settlement at the End of the Turn (St. Alexius):

Population: 180 (Village)
Economy: 3
Loyalty: 3
Stability: 1
Corruption: 0
Crime: 0
Law: 3
Lore: 2
Base Value: 500 gp
Defense: 2
Productivity: 3
Society: 3
Fame: 0
Infamy: 0

Major Buildings:
Barracks
Bath House
Graveyard
House (x2)
Inn
Library
______________________________________________________
Settlement at the End of the Turn (Varnhold):

Population: 1926 (Small Town)
Economy: 15
Loyalty: 18
Stability: 18
Corruption: 1
Crime: 0
Law: 4
Lore: 2
Base Value: 5000 gp
Defense: 9
Productivity: 4
Society: 3
Fame: 0
Infamy: 0

Major Buildings:
Bath House
Brewery
Caster’s Tower
Courthouse
Garrison
Granary
Graveyard
House (x8)
Inn
Jail
Library
Monument (x2)
Smithy
Tannery
Temple (Abadar)
Trade Shop (x3)
Watchtower
______________________________________________________
Settlement at the End of the Turn (Tashlav):

Population: 140 (Hamlet)
Economy: 4
Loyalty: 4
Stability: 1
Corruption: 0
Crime: 0
Law: 3
Lore: 2
Base Value: 500 gp
Defense: 1
Productivity: 3
Society: 3
Fame: 0
Infamy: 0

Major Buildings:
Graveyard
House
Inn
Library
Lumberyard

You now rule an area similar in size to the state of Hawaii (or, for our Canadian players, half the size of Nova Scotia). It is also roughly the size of Rwanda.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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)


[color=red]TURN 72 (Desnus, (May), 4718)[/color]

Note: Now Being Run by the GM. Player input solicited but not required.

Initial Treasury: 90 BP
Initial Unrest: 0

UPKEEP PHASE

Step 1—Determine Kingdom Stability (DC 116): 154. Add 1 BP. BP now 91

Step 2—Pay Consumption: Your cities, armies and weekly holiday edict costs you 2 Consumption, leaving your Treasury with 89 BP.

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

EDICT PHASE

Step 1— Change Leadership Assignments: No

Step 2—Claim and Abandon Hexes: (Limit 4): No

Step 3—Build Terrain Improvements: (Limit 7): No

Step 4—Create and Improve Cities: (Limit: 10)
...Upgrade Pier to Waterfront in Stagfell. Cost 74 BP.
...Trade Shop in Stagfell. Cost 10 BP.

5 BP remains.

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:
Economy: 11 + 148 = 159, divided by 3 is 53 BP, giving you a total of 58 BP. +15 for your mines, foundry and quarries and +19 for the sawmills (and lumberyards) = 92 BP

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Event Occurs? (75% because no event last month): 1d100 ⇒ 33 Yes.
Type of Event: 1d100 ⇒ 72 Beneficial Settlement Event.
Specific Event: 1d100 ⇒ 57 Outstanding Success.

The new waterfront of Stagfell is such a great success that it brings fame (+1 Fame) to the Sword Marches, adds 1d6 ⇒ 4 BP and for one turn the Economy gains a +4.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kingdom Statistics at the End of the Turn:

Population: 29940
Size: 84 (84 hexes, 12 Settlement grids) (Control DC: 116)
Economy: 148
Loyalty: 139
Stability: 133
Unrest: 0
Fame: 8
Infamy: 1
Corruption: 0
Crime: 0
Law: 3
Lore: 2
Productivity: 3
Society: 3
Consumption: 1d12-5
______________________________________________________
Settlement at the End of the Turn (Stagfell):

Population: 3800 (Large Town)
Economy: 30
Loyalty: 30
Stability: 32
Corruption: 2
Crime: 2
Law: 15
Lore: 3
Base Value: 15,000 gp
Defense: 12
Productivity: 10
Society: 8
Fame: 3
Infamy: 0

Major Buildings:
Bank
Barracks
Bath House
Brewery
Cathedral (to Abadar)
Settlement Walls (2)
Courthouse
Dance Hall
Foundry
Garrison
Granary
Graveyard (x2)
Herbalist
House (x10)
Inn
Jail
Library
Lighthouse
Lumberyard
Mansions (x4)
Market
Mill
Monument
Noble Villa
Park (x3)
Pier
Shop
Shrine (to Torag)
Smithy
Town Hall
Trade Shop
Watchtower
Windmill
______________________________________________________
Settlement at the End of the Turn (Leveton):

Population: 1660 (Small Town)
Economy: 13
Loyalty: 17
Stability: 9
Corruption: 1
Crime: 0
Law: 6
Lore: 2
Base Value: 5000 gp
Defense: 5
Productivity: 6
Society: 5
Fame: 1
Infamy: 0

Major Buildings:
Barracks
Bath House
Cistern
Settlement Wall (x4)
Courthouse
Dance Hall
Graveyard
Guildhall
Houses (5)
Inn
Jail
Library
Monument
Noble Villa
Park
Shop
Stable
Stockyard
Tannery
Temple (Abadar)
______________________________________________________
Settlement at the End of the Turn (Sootscale Caverns):

Population: 340 (Small Town)
Economy: 8
Loyalty: 11
Stability: 8
Corruption: 1
Crime: 0
Law: 4
Lore: 2
Base Value: 4000 gp
Defense: 2
Productivity: 3
Society: 3
Fame: 0
Infamy: 0

Major Buildings:
Barracks
Bath House
Courthouse
Dance Hall
Dump
Graveyard
Herbalist’s Shop
House (x2)
Jail
Library
Mill
Monument
Shop
Smithy
Tavern
Tunnels
Settlement Wall (x2)
______________________________________________________
Settlement at the End of the Turn (Erastil’s Vale):

Population: 1300 (Small Town)
Economy: 9
Loyalty: 14
Stability: 11
Corruption: 3
Crime: 1
Law: 3
Lore: 2
Base Value: 4500 gp
Defense: 2
Productivity: 3
Society: 3
Fame: 0
Infamy: 0

Major Buildings:
Bath House
Dance Hall
Garrison
Graveyard
Herbalist
House (x2)
Jail
Library
Lumberyard
Mansion
Shop
Smithy
Tavern
Temple of the Elk (Erastil)
______________________________________________________
Settlement at the End of the Turn (Tatzlford):

Population: 900 (Small Town)
Economy: 10
Loyalty: 10
Stability: 7
Corruption: 3
Crime: 2
Law: 3
Lore: 2
Base Value: 4500 gp
Defense: 11
Productivity: 4
Society: 3
Fame: 1 (from 0 to 1 because of the bees!)
Infamy: 0

Major Buildings:
Bath House
Bordello
Dance Hall
Graveyard
Houses (x3)
Inn
Jail
Library
Lumberyard
Mill
Shop
Shrine (Erastil)(Economy)
Smithy
Watchtower
______________________________________________________
Settlement at the End of the Turn (Candlemere Island):

Population: 110 (Village)
Economy: 3
Loyalty: 2
Stability: 2
Corruption: 0
Crime: 1
Law: 2
Lore: 1
Base Value: 1500 gp
Defense: 1
Productivity: 2
Society: 2
Fame: 0
Infamy: 0

Major Buildings:
Barracks
Graveyard
House
Library
Pier
Smithy
______________________________________________________
Settlement at the End of the Turn (Khavatorov):

Population: 330 (Small Town)
Economy: 6
Loyalty: 5
Stability: 2
Corruption: 1
Crime: 1
Law: 3
Lore: 2
Base Value: 3500 gp
Defense: 1
Productivity: 3
Society: 3
Fame: 0
Infamy: 0

Major Buildings:
Bath House
Dance Hall
Graveyard
House (x2)
Inn
Library
Mill
Stockyard
______________________________________________________
Settlement at the End of the Turn (Hashaask):

Population: 170 (Small Town)
Economy: 4
Loyalty: 2
Stability: 5
Corruption: 0
Crime: 0
Law: 3
Lore: 2
Base Value: 4000 gp
Defense: 1
Productivity: 3
Society: 3
Fame: 0
Infamy: 0

Major Buildings:
Cistern
Dance Hall
Graveyard
House
Library
Lumberyard
Mansion
Smithy
______________________________________________________
Settlement at the End of the Turn (St. Alexius):

Population: 180 (Village)
Economy: 3
Loyalty: 3
Stability: 1
Corruption: 0
Crime: 0
Law: 3
Lore: 2
Base Value: 500 gp
Defense: 2
Productivity: 3
Society: 3
Fame: 0
Infamy: 0

Major Buildings:
Barracks
Bath House
Graveyard
House (x2)
Inn
Library
______________________________________________________
Settlement at the End of the Turn (Varnhold):

Population: 1926 (Small Town)
Economy: 15
Loyalty: 18
Stability: 18
Corruption: 1
Crime: 0
Law: 4
Lore: 2
Base Value: 5000 gp
Defense: 9
Productivity: 4
Society: 3
Fame: 0
Infamy: 0

Major Buildings:
Bath House
Brewery
Caster’s Tower
Courthouse
Garrison
Granary
Graveyard
House (x8)
Inn
Jail
Library
Monument (x2)
Smithy
Tannery
Temple (Abadar)
Trade Shop (x3)
Watchtower
______________________________________________________
Settlement at the End of the Turn (Tashlav):

Population: 140 (Hamlet)
Economy: 4
Loyalty: 4
Stability: 1
Corruption: 0
Crime: 0
Law: 3
Lore: 2
Base Value: 500 gp
Defense: 1
Productivity: 3
Society: 3
Fame: 0
Infamy: 0

Major Buildings:
Graveyard
House
Inn
Library
Lumberyard

You now rule an area similar in size to the state of Hawaii (or, for our Canadian players, half the size of Nova Scotia). It is also roughly the size of Rwanda.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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)


One more, then we'll get started.


Ranger <Flurry> (Druid) 10 | AC 28 | HP 136/136 | F +17, R +21, W +18 | Focus 1/1 | Perception: +20 (+22 for Initiative) | HeroPoints: 2 | Speed: 45ft (55ft w/ LS) | Exploration: Scout(Wildnerness)/Search(Settlement) | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |
Hunt Prey Recall Knowledge:
Arcana(U) +3; Nature(T) +16; Occult(T) +15; Religion(T) +16; Society(U) +3

It seems like our kingdom is quite lucky with event rolls?


This time around. In the past they've been both good an bad. Nearly drove the kingdom into the ground at two points.


[color=red]TURN 73 (Sarenith, (June), 4718)[/color]

Note: Now Being Run by the GM. Player input solicited but not required.
Note: Weekly Holiday Edict in Force.

Initial Treasury: 96 BP
Initial Unrest: 0

UPKEEP PHASE

Step 1—Determine Kingdom Stability (DC 116): 159. Add 1 BP. BP now 93

Step 2—Pay Consumption: Your cities, armies and weekly holiday edict costs you 2 Consumption, leaving your Treasury with 94 BP.

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

EDICT PHASE

Step 1— Change Leadership Assignments: No

Step 2—Claim and Abandon Hexes: (Limit 4):
...Claim 0922, 0923, 0924 and 1020. Cost 4 BP.

Step 3—Build Terrain Improvements: (Limit 7): No
...Build Farms in all four new hexes plus in 0823. Cost 20 BP.

Step 4—Create and Improve Cities: (Limit: 10)
... Build a Castle in Stagfell. Cost 54 BP.
...Build a Noble Villa in Stagfell. Cost 12 BP (with discount from Castle).
...Build an Everflowing Spring in the Castle. Cost 5 BP.

0 BP remains.

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:
Economy: 11 + 154+4 = 169, divided by 3 is 56 BP, giving you a total of 56 BP. +15 for your mines, foundry and quarries and +19 for the sawmills (and lumberyards) = 90 BP

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Event Occurs? (25% because event last month): 1d100 ⇒ 55 No.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kingdom Statistics at the End of the Turn:

Population: 33640
Size: 88 (88 hexes, 12 Settlement grids) (Control DC: 121)
Economy: 152
Loyalty: 142
Stability: 136
Unrest: 0
Fame: 11
Infamy: 1
Corruption: 0
Crime: 0
Law: 3
Lore: 2
Productivity: 3
Society: 3
Consumption: 1d12-10
______________________________________________________
Settlement at the End of the Turn (Stagfell):

Population: 6450 (Small City)
Economy: 33
Loyalty: 33
Stability: 35
Corruption:3
Crime: 2
Law: 16
Lore: 4
Base Value: 15,000 gp
Defense: 16
Productivity: 11
Society: 10
Fame: 5
Infamy: 0

Major Buildings:
Bank
Barracks
Bath House
Brewery
Castle
Cathedral (to Abadar)
Courthouse
Dance Hall
Foundry
Garrison
Granary
Graveyard (x2)
Herbalist
House (x10)
Inn
Jail
Library
Lighthouse
Lumberyard
Mansions (x4)
Market
Mill
Monument
Noble Villa (x2)
Park (x3)
Pier
Shop
Shrines (to Torag, Cayden Cailean and Desna)
Smithy
Town Hall
Trade Shop
Watchtower
Windmill
Walls (x2)
______________________________________________________
Settlement at the End of the Turn (Leveton):

Population: 1660 (Small Town)
Economy: 13
Loyalty: 17
Stability: 9
Corruption: 1
Crime: 0
Law: 6
Lore: 2
Base Value: 5000 gp
Defense: 5
Productivity: 6
Society: 5
Fame: 1
Infamy: 0

Major Buildings:
Barracks
Bath House
Cistern
Settlement Wall (x4)
Courthouse
Dance Hall
Graveyard
Guildhall
Houses (5)
Inn
Jail
Library
Monument
Noble Villa
Park
Shop
Stable
Stockyard
Tannery
Temple (Abadar)
______________________________________________________
Settlement at the End of the Turn (Sootscale Caverns):

Population: 340 (Small Town)
Economy: 8
Loyalty: 11
Stability: 8
Corruption: 1
Crime: 0
Law: 4
Lore: 2
Base Value: 4000 gp
Defense: 2
Productivity: 3
Society: 3
Fame: 0
Infamy: 0

Major Buildings:
Barracks
Bath House
Courthouse
Dance Hall
Dump
Graveyard
Herbalist’s Shop
House (x2)
Jail
Library
Mill
Monument
Shop
Smithy
Tavern
Tunnels
Settlement Wall (x2)
______________________________________________________
Settlement at the End of the Turn (Erastil’s Vale):

Population: 1300 (Small Town)
Economy: 9
Loyalty: 14
Stability: 11
Corruption: 3
Crime: 1
Law: 3
Lore: 2
Base Value: 4500 gp
Defense: 2
Productivity: 3
Society: 3
Fame: 0
Infamy: 0

Major Buildings:
Bath House
Dance Hall
Garrison
Graveyard
Herbalist
House (x2)
Jail
Library
Lumberyard
Mansion
Shop
Smithy
Tavern
Temple of the Elk (Erastil)
______________________________________________________
Settlement at the End of the Turn (Tatzlford):

Population: 900 (Small Town)
Economy: 10
Loyalty: 10
Stability: 7
Corruption: 3
Crime: 2
Law: 3
Lore: 2
Base Value: 4500 gp
Defense: 11
Productivity: 4
Society: 3
Fame: 1 (from 0 to 1 because of the bees!)
Infamy: 0

Major Buildings:
Bath House
Bordello
Dance Hall
Graveyard
Houses (x3)
Inn
Jail
Library
Lumberyard
Mill
Shop
Shrine (Erastil)(Economy)
Smithy
Watchtower
______________________________________________________
Settlement at the End of the Turn (Candlemere Island):

Population: 110 (Village)
Economy: 3
Loyalty: 2
Stability: 2
Corruption: 0
Crime: 1
Law: 2
Lore: 1
Base Value: 1500 gp
Defense: 1
Productivity: 2
Society: 2
Fame: 0
Infamy: 0

Major Buildings:
Barracks
Graveyard
House
Library
Pier
Smithy
______________________________________________________
Settlement at the End of the Turn (Khavatorov):

Population: 330 (Small Town)
Economy: 6
Loyalty: 5
Stability: 2
Corruption: 1
Crime: 1
Law: 3
Lore: 2
Base Value: 3500 gp
Defense: 1
Productivity: 3
Society: 3
Fame: 0
Infamy: 0

Major Buildings:
Bath House
Dance Hall
Graveyard
House (x2)
Inn
Library
Mill
Stockyard
______________________________________________________
Settlement at the End of the Turn (Hashaask):

Population: 170 (Small Town)
Economy: 4
Loyalty: 2
Stability: 5
Corruption: 0
Crime: 0
Law: 3
Lore: 2
Base Value: 4000 gp
Defense: 1
Productivity: 3
Society: 3
Fame: 0
Infamy: 0

Major Buildings:
Cistern
Dance Hall
Graveyard
House
Library
Lumberyard
Mansion
Smithy
______________________________________________________
Settlement at the End of the Turn (St. Alexius):

Population: 180 (Village)
Economy: 3
Loyalty: 3
Stability: 1
Corruption: 0
Crime: 0
Law: 3
Lore: 2
Base Value: 500 gp
Defense: 2
Productivity: 3
Society: 3
Fame: 0
Infamy: 0

Major Buildings:
Barracks
Bath House
Graveyard
House (x2)
Inn
Library
______________________________________________________
Settlement at the End of the Turn (Varnhold):

Population: 1926 (Small Town)
Economy: 15
Loyalty: 18
Stability: 18
Corruption: 1
Crime: 0
Law: 4
Lore: 2
Base Value: 5000 gp
Defense: 9
Productivity: 4
Society: 3
Fame: 0
Infamy: 0

Major Buildings:
Bath House
Brewery
Caster’s Tower
Courthouse
Garrison
Granary
Graveyard
House (x8)
Inn
Jail
Library
Monument (x2)
Smithy
Tannery
Temple (Abadar)
Trade Shop (x3)
Watchtower
______________________________________________________
Settlement at the End of the Turn (Tashlav):

Population: 140 (Hamlet)
Economy: 4
Loyalty: 4
Stability: 1
Corruption: 0
Crime: 0
Law: 3
Lore: 2
Base Value: 500 gp
Defense: 1
Productivity: 3
Society: 3
Fame: 0
Infamy: 0

Major Buildings:
Graveyard
House
Inn
Library
Lumberyard

You now rule an area similar in size to the state of Hawaii (or, for our Canadian players, half the size of Nova Scotia). It is also roughly the size of Rwanda.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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)


It's interesting to note that the population of Stagfell on Turn 73 is greater than the whole population of the Sword Marches on Turn 42. I wonder where all these people are coming from? My theory is that they're primarily coming to the Sword Marches from Brevoy in the north (which is close to a civil war) and from Galt to the southeast (which is in a state of perpetual anarchy and revolution).


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]

Sorry folks. I've been miserable sick the past few days. I am feeling significantly better this evening, and will return to posting.


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 am ready to move on.

Also, I see we are celebrating weekly holidays now in the Sword Marches. That's a lot of celebration.


[color=red]TURN 74 (Erastus, (July), 4718)[/color]

Note: Now Being Run by the GM. Player input solicited but not required.
Note: Weekly Holiday Edict in Force.

Initial Treasury: 90 BP
Initial Unrest: 0

UPKEEP PHASE

Step 1—Determine Kingdom Stability (DC 121): 162. Add 1 BP. BP now 91

Step 2—Pay Consumption: Your cities, armies and weekly holiday edict costs you 0 Consumption, leaving your Treasury with 91 BP.

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

EDICT PHASE

Step 1— Change Leadership Assignments: No

Step 2—Claim and Abandon Hexes: (Limit 4):
...Claim 1021, 1022, 1023 and 1024. Cost 4 BP.

Step 3—Build Terrain Improvements: (Limit 7): No
...Build Quarries in all four new hexes. Cost 24 BP.

Step 4—Create and Improve Cities: (Limit: 10)
...Upgrade St. Alexius Barracks to Garrison. Cost 22 BP.
...Add new District to Stagfell. Cost 1 BP.
...Theater in Stagfell. Cost 24 BP.
...Smithy in Leveton and Khavatorov. Cost 12 BP.

Step 5—Step 5—Create Army Units:
...Recruit 200 soldier army at Varnhold. Cost 1 BP.
...Recruit 200 soldier army at St. Alexius. Cost 1 BP.

2 BP remain.

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:
Economy: 11 + 155 = 166, divided by 3 is 55 BP, giving you a total of 57 BP. +15 for your mines, foundry and quarries and +19 for the sawmills (and lumberyards) = 92 BP

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Event Occurs? (75% because no event last month): 1d100 ⇒ 22 Yes
Type of Event: 1d100 ⇒ 52 Beneficial Settlement Event
Specific Event: 1d100 ⇒ 17 Discovery
Settlement: 1d20 ⇒ 1 Stagfell

Researchers at the Library of Stagfell discovered an important bit of forgotten magical lore! Stagfell's fame increases by 1 and her Lore increases by 1d4 ⇒ 4

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kingdom Statistics at the End of the Turn:

Population: 34300
Size: 92 (92 hexes, 13 Settlement grids) (Control DC: 125)
Economy: 155
Loyalty: 144
Stability: 146
Unrest: 0
Fame: 12
Infamy: 1
Corruption: 0
Crime: 0
Law: 3
Lore: 3
Productivity: 3
Society: 3
Consumption: 1d12+10
______________________________________________________
Settlement at the End of the Turn (Stagfell):

Population: 6600 (Small City)
Economy: 35
Loyalty: 33
Stability: 37
Corruption:3
Crime: 2
Law: 16
Lore: 8
Base Value: 15,000 gp
Defense: 16
Productivity: 11
Society: 10
Fame: 6
Infamy: 0

Major Buildings:
Bank
Barracks
Bath House
Brewery
Castle
Cathedral (to Abadar)
Courthouse
Dance Hall
Foundry
Garrison
Granary
Graveyard (x2)
Herbalist
House (x10)
Inn
Jail
Library
Lighthouse
Lumberyard
Mansions (x4)
Market
Mill
Monument
Noble Villa (x2)
Park (x3)
Pier
Shop
Shrines (to Torag, Cayden Cailean and Desna)
Smithy
Theater
Town Hall
Trade Shop
Watchtower
Windmill
Walls (x2)
______________________________________________________
Settlement at the End of the Turn (Leveton):

Population: 1660 (Small Town)
Economy: 13
Loyalty: 17
Stability: 9
Corruption: 1
Crime: 0
Law: 6
Lore: 2
Base Value: 5000 gp
Defense: 5
Productivity: 6
Society: 5
Fame: 1
Infamy: 0

Major Buildings:
Barracks
Bath House
Cistern
Settlement Wall (x4)
Courthouse
Dance Hall
Graveyard
Guildhall
Houses (5)
Inn
Jail
Library
Monument
Noble Villa
Park
Shop
Stable
Stockyard
Tannery
Temple (Abadar)
______________________________________________________
Settlement at the End of the Turn (Sootscale Caverns):

Population: 340 (Small Town)
Economy: 8
Loyalty: 11
Stability: 8
Corruption: 1
Crime: 0
Law: 4
Lore: 2
Base Value: 4000 gp
Defense: 2
Productivity: 3
Society: 3
Fame: 0
Infamy: 0

Major Buildings:
Barracks
Bath House
Courthouse
Dance Hall
Dump
Graveyard
Herbalist’s Shop
House (x2)
Jail
Library
Mill
Monument
Shop
Smithy
Tavern
Tunnels
Settlement Wall (x2)
______________________________________________________
Settlement at the End of the Turn (Erastil’s Vale):

Population: 1300 (Small Town)
Economy: 9
Loyalty: 14
Stability: 11
Corruption: 3
Crime: 1
Law: 3
Lore: 2
Base Value: 4500 gp
Defense: 2
Productivity: 3
Society: 3
Fame: 0
Infamy: 0

Major Buildings:
Bath House
Dance Hall
Garrison
Graveyard
Herbalist
House (x2)
Jail
Library
Lumberyard
Mansion
Shop
Smithy
Tavern
Temple of the Elk (Erastil)
______________________________________________________
Settlement at the End of the Turn (Tatzlford):

Population: 900 (Small Town)
Economy: 10
Loyalty: 10
Stability: 7
Corruption: 3
Crime: 2
Law: 3
Lore: 2
Base Value: 4500 gp
Defense: 11
Productivity: 4
Society: 3
Fame: 1 (from 0 to 1 because of the bees!)
Infamy: 0

Major Buildings:
Bath House
Bordello
Dance Hall
Graveyard
Houses (x3)
Inn
Jail
Library
Lumberyard
Mill
Shop
Shrine (Erastil)(Economy)
Smithy
Watchtower
______________________________________________________
Settlement at the End of the Turn (Candlemere Island):

Population: 110 (Village)
Economy: 3
Loyalty: 2
Stability: 2
Corruption: 0
Crime: 1
Law: 2
Lore: 1
Base Value: 1500 gp
Defense: 1
Productivity: 2
Society: 2
Fame: 0
Infamy: 0

Major Buildings:
Barracks
Graveyard
House
Library
Pier
Smithy
______________________________________________________
Settlement at the End of the Turn (Khavatorov):

Population: 330 (Small Town)
Economy: 6
Loyalty: 5
Stability: 2
Corruption: 1
Crime: 1
Law: 3
Lore: 2
Base Value: 3500 gp
Defense: 1
Productivity: 3
Society: 3
Fame: 0
Infamy: 0

Major Buildings:
Bath House
Dance Hall
Graveyard
House (x2)
Inn
Library
Mill
Stockyard
______________________________________________________
Settlement at the End of the Turn (Hashaask):

Population: 170 (Small Town)
Economy: 4
Loyalty: 2
Stability: 5
Corruption: 0
Crime: 0
Law: 3
Lore: 2
Base Value: 4000 gp
Defense: 1
Productivity: 3
Society: 3
Fame: 0
Infamy: 0

Major Buildings:
Cistern
Dance Hall
Graveyard
House
Library
Lumberyard
Mansion
Smithy
______________________________________________________
Settlement at the End of the Turn (St. Alexius):

Population: 360 (Small Town)
Economy: 3
Loyalty: 5
Stability: 3
Corruption: 0
Crime: 0
Law: 3
Lore: 2
Base Value: 500 gp
Defense: 2
Productivity: 3
Society: 3
Fame: 0
Infamy: 0

Major Buildings:
Bath House
Garrison
Graveyard
House (x2)
Inn
Library
______________________________________________________
Settlement at the End of the Turn (Varnhold):

Population: 1926 (Small Town)
Economy: 15
Loyalty: 18
Stability: 18
Corruption: 1
Crime: 0
Law: 4
Lore: 2
Base Value: 5000 gp
Defense: 9
Productivity: 4
Society: 3
Fame: 0
Infamy: 0

Major Buildings:
Bath House
Brewery
Caster’s Tower
Courthouse
Garrison
Granary
Graveyard
House (x8)
Inn
Jail
Library
Monument (x2)
Smithy
Tannery
Temple (Abadar)
Trade Shop (x3)
Watchtower
______________________________________________________
Settlement at the End of the Turn (Tashlav):

Population: 140 (Hamlet)
Economy: 4
Loyalty: 4
Stability: 1
Corruption: 0
Crime: 0
Law: 3
Lore: 2
Base Value: 500 gp
Defense: 1
Productivity: 3
Society: 3
Fame: 0
Infamy: 0

Major Buildings:
Graveyard
House
Inn
Library
Lumberyard

You now rule an area similar in size to the state of Hawaii (or, for our Canadian players, half the size of Nova Scotia). It is also roughly the size of Rwanda.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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)

ARMY OF VARNHOLD
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 ST. ALEXIUS
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)


I'll get us started with Book 4 on Tuesday.

Happy Fourth of July!


Aristu Medvyed wrote:
Also, I see we are celebrating weekly holidays now in the Sword Marches. That's a lot of celebration.

You're an economic powerhouse. You can afford it. I don't think of it as a celebration so much as a day off once a week.


I've updated the settlement maps to reflect the new turns.


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 love having recruited two more armies.


You could easily have over 3,000 men under arms without effect on your loyalty, but they could eat you out of house and home.

The way I see it, the goals are:

1) absorb all the Greenbelt south of the South Rostland Road.
2) absorb all of the Narlmarches, leaving the fey hexes untouched.
3) develop trade and diplomatic relations with Mivon to the south and Pitax to the west.
4) exceed 100 hexes so the limits on construction go up -and- Alister can legitimately call himself a king at last.

There needs to be a coronation.


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

All that sounds good. Minus the army being so large. We want to keep a robust economy going.


Here's what's slowing me down. The opening scenes of Blood for Blood are mass combat. PF1e had terrible mass combat rules, but it had them. No mass combat rules exist for PF2e.

Kingmaker 2e comes out in September, and I did sign up for the Kickstarter. But that leaves us at least two months of flailing around.

I've looked at several homebrew 2e mass combat systems, but I don't care for them. So I'm trying to work out a system to handle the combat in this adventure. I may just go with a narrative system. I'll get back to you.


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

Sounds good.


Ranger <Flurry> (Druid) 10 | AC 28 | HP 136/136 | F +17, R +21, W +18 | Focus 1/1 | Perception: +20 (+22 for Initiative) | HeroPoints: 2 | Speed: 45ft (55ft w/ LS) | Exploration: Scout(Wildnerness)/Search(Settlement) | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |
Hunt Prey Recall Knowledge:
Arcana(U) +3; Nature(T) +16; Occult(T) +15; Religion(T) +16; Society(U) +3

Kingmaker 2e!!! Woohoo! Can't wait!

Also, sounds good.


Ranger <Flurry> (Druid) 10 | AC 28 | HP 136/136 | F +17, R +21, W +18 | Focus 1/1 | Perception: +20 (+22 for Initiative) | HeroPoints: 2 | Speed: 45ft (55ft w/ LS) | Exploration: Scout(Wildnerness)/Search(Settlement) | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |
Hunt Prey Recall Knowledge:
Arcana(U) +3; Nature(T) +16; Occult(T) +15; Religion(T) +16; Society(U) +3

Yo fellas!

Remind me during the next downtime to found a Druidic circle for my Order and teach them polymorphing so we can send them out as spies.

:)

(this is also a reminder for myself...)


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 not sure we could get any followers that were high enough to actually wild shape, but someday.


Ranger <Flurry> (Druid) 10 | AC 28 | HP 136/136 | F +17, R +21, W +18 | Focus 1/1 | Perception: +20 (+22 for Initiative) | HeroPoints: 2 | Speed: 45ft (55ft w/ LS) | Exploration: Scout(Wildnerness)/Search(Settlement) | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |
Hunt Prey Recall Knowledge:
Arcana(U) +3; Nature(T) +16; Occult(T) +15; Religion(T) +16; Society(U) +3

Level 1 druids get WildShape in 2e. :)
It's a Focus spell and while not useful for combat necessarily, it last 10min and seems well suited for reconnaissance.


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

Ah, I did wonder if they got it sooner after I posted. I have not looked at the 2e druids.


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

Ah, I did wonder if they got it sooner after I posted. I have not looked at the 2e druids.


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

An order of Druidic spies would be awesome lore.

Wild Shape, Form Control, Thousand Faces.

The limitation is the 1 focus point at a time.


I haven't heard from John Petherick (Piotr) in quite some time. I'm worried about him.


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

Yeah, he seems to have disappeared from all the games.


Ranger <Flurry> (Druid) 10 | AC 28 | HP 136/136 | F +17, R +21, W +18 | Focus 1/1 | Perception: +20 (+22 for Initiative) | HeroPoints: 2 | Speed: 45ft (55ft w/ LS) | Exploration: Scout(Wildnerness)/Search(Settlement) | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |
Hunt Prey Recall Knowledge:
Arcana(U) +3; Nature(T) +16; Occult(T) +15; Religion(T) +16; Society(U) +3

:(


I just exchanged emails with him. He's been sick with COVID. Hopefully he'll be back with us shortly.


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

Its good to hear he is getting better.


Ranger <Flurry> (Druid) 10 | AC 28 | HP 136/136 | F +17, R +21, W +18 | Focus 1/1 | Perception: +20 (+22 for Initiative) | HeroPoints: 2 | Speed: 45ft (55ft w/ LS) | Exploration: Scout(Wildnerness)/Search(Settlement) | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |
Hunt Prey Recall Knowledge:
Arcana(U) +3; Nature(T) +16; Occult(T) +15; Religion(T) +16; Society(U) +3

Good vibes and thoughtful prayers to his recovery.


Alright, my friends! I am off to GenCon in the morning and won’t be posting for the next week. Please expect me back on or around Tuesday the 9th of August. If I am the GM for this game, I’ll see ya then! If I’m a player, please feel free to bot my character as appropriate.

Stay safe and I’ll talk to you all in a week!

PS: I’ll be away the whole second half of August, too. Nerd vacation now, family vacation then. :-)


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

And ... I am back.

Vacation for one week, then the first family member came down with COVID ... everyone got sick. Getting back into the normal routines after two weeks of not feeling well and routines being shot.

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