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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Mea culpa.

I meant to tell you that in order include a NPC in your council, that NPC must reside within your realm (with the exception of Jhod Khavken, the priest at the Temple of the Elk). Thus, Letricia Rezbin is outside your authority, as is Mikmek.

You could add the Sootscale Caverns to your kingdom, but since that is step 2, you couldn't add Mikmek to your team until the following turn.

So I was talking nonsense when I said you could add those folks.

Available to the kingdom right now are Oleg Leveton and Kesten Garress.

When you hit 7th level, the Leadership feat could really help out.

Let's decide and get moving!


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

Easy, then.

Kesten Garress for Enforcer and Oleg Leveton for Spymaster.


Turn 16 (KUTHONA (December), 4711) (In progress)

In the aftermath of the Battle of Stagfell and the horrific carnage caused by the Beast of Stagfell, the population of Stagfell and the Sword Marches has plummeted, creating some problems and solving others.

Initial Treasury: 7 BP

UPKEEP PHASE

Special: The heroes of the Sword Marches recover 4 BP from the trolls' lair, raising the treasury to 11 BP.

Step 1—Determine Kingdom Stability: [dice=Stability Check (DC 28)]1d20+8. Since this failed by more than 5, Unrest increases by 1d4 points to 17.

Step 2—Pay Consumption: Your quarterly holiday edict costs you 1d3 Consumption, giving you a total cost of 4 and leaving your Treasury with 7 BP.

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

Step 4—Modify Unrest: With Akiros Ismort dead, no one holds the position of Royal Enforcer. However, with the threat of the trolls ended, Unrest drops 1d10+6 points to 7.

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

EDICT PHASE

Step 1—Assign Leadership: The Council assigns Kesten Garess to be the Enforcer and Oleg Leveton to be Spymaster.

Step 2—Claim and Abandon Hexes: The Council neither claims nor abandons any hexes.

Step 3—Build Terrain Improvements: The Council pays 4 BP to rebuild the burned farms in Stagfell's hex (0719), reducing the Treasury to 3.

Step 4—Create and Improve Settlements: The Council also decides to rebuild one of the shattered housing blocks destroyed by the Beast, bringing the Treasury to 0 and reducing Unrest by 1 (to 6).

Step 5—Step 5—Create Army Units: Poor as they are, the Council forgoes any further recruitment of troops.

Step 6—Issue Edicts: The Council decides not to issue any new edicts this month.

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

INCOME PHASE

Step 1—Make Withdrawals from the Treasury: The Treasury being empty, the Council makes no withdrawals.

Step 2—Make Deposits into the Treasury: Decide whether to make any deposits.

Step 3—Sell Expensive Items for BP: Decide whether to sell any of your gear for BP.

Step 4—Collect Taxes: TBD

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

EVENT PHASE

Event Phase, Part I: Trolls! With the threat of the trolls ended, the people of the Sword Marches become more certain of their futures, decreasing Unrest (see above).

Event Phase, Part II: Wagon Train! Once word of the PCs’ success reaches Restov, the swordlords reward them not only by sending the PCs personally 2,000 gp but also sending by additional support for their kingdom in the form of 10 BP.

Event Phase, Part III: Truce: The bad blood between Kesten Garess and Giles of Gralton seems insignificant in the wake of the Battle of Stagfell. The Random Event does not carry into this turn.

Event Phase, Part IV: TBD


Referring now to the Income Phase. Do you wish to put any gold or expensive items into the Treasury? 4,000 gp = 1 BP.


I'll certainly clean up those Kingdom-building rules that got so badly screwed up in the transition from Yuku, and publish them as a Google doc when I can.


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

Sorry for the delay. Alister wanted to declare a day of remembrance for the battle of Stagfell and to honor the fallen. I don't know if that counted as an edict or not.

I thought one of our house rules was to never put in money or take money from the kingdom for BP. If we're suspecting that, I wouldn't mind trying out put in 4000gp for a BP. I doubt we want to sell any of our personal gear, but we can use what we found in the troll caves. I think it would both be beneficial to the kingdom and send the right message as leaders.


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

We have the +1 large hide armor which is of no value to any of us and we have no large allies. That is worth about 1150 gp. And some jewelry and gems from the troll cave and we get close to 4000 gp.

Otherwise, we have no loot worth enough to sell for BP.


Alister Medvyed wrote:
Sorry for the delay. Alister wanted to declare a day of remembrance for the battle of Stagfell and to honor the fallen. I don't know if that counted as an edict or not.

I think that can be a part of the Holiday Edict already in place.

Alister Medvyed wrote:
I thought one of our house rules was to never put in money or take money from the kingdom for BP. If we're suspecting that, I wouldn't mind trying out put in 4000gp for a BP. I doubt we want to sell any of our personal gear, but we can use what we found in the troll caves. I think it would both be beneficial to the kingdom and send the right message as leaders.

Actually, the rule is:

Edited Kingdom Building Rules wrote:
IMPORTANT - One rule I'm going to ask you to accept and abide by is that your characters will not take funds out of the Treasury for personal use (and hopefully won't have to put any into the Treasury from personal funds) except in case of real national emergency. (emphasis added)

You guys decide whether this qualifies. Also, how much good is 1 BP going to do you when you know you've got 10 coming? Up to you.


Human Bard (Sorcerer) 10 [hp 128/128 | F+18, R+19, W+18 (+2 vs Sleep) | AC 28 | Perception +15 | Focus Points: 3/3]
GM Tarondor wrote:
Also, how much good is 1 BP going to do you when you know you've got 10 coming? Up to you.

Probably not much, but it sends the right message. The Lords of the Sword Marches will use the funds from the Troll-King's lair to rebuild and re-establish their capital stronger than ever.


Awesome. Please decide what, exactly, is going to make up that 1 BP. Gold and trade items can be used on a 1:1 basis. Magic items and other goods must be sold (at the usual 50% value) and the proceeds converted to BP.


Turn 16 (KUTHONA (December), 4711) (FINAL)

In the aftermath of the Battle of Stagfell and the horrific carnage caused by the Beast of Stagfell, the population of Stagfell and the Sword Marches has plummeted, creating some problems and solving others.

Initial Treasury: 7 BP

UPKEEP PHASE

Special: The heroes of the Sword Marches recover 4 BP from the trolls' lair, raising the treasury to 11 BP.

Step 1—Determine Kingdom Stability: Previous roll=20. Since this failed by more than 5, Unrest increases by Previous roll=3 points to 17.

Step 2—Pay Consumption: Your quarterly holiday edict costs you Previous roll=2 Consumption, giving you a total cost of 4 and leaving your Treasury with 7 BP.

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

Step 4—Modify Unrest: With Akiros Ismort dead, no one holds the position of Royal Enforcer. However, with the threat of the trolls ended, Unrest drops Previous roll=10 points to 7.

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

EDICT PHASE

Step 1—Assign Leadership: The Council assigns Kesten Garess to be the Enforcer and Oleg Leveton to be Spymaster.

Step 2—Claim and Abandon Hexes: The Council neither claims nor abandons any hexes.

Step 3—Build Terrain Improvements: The Council pays 4 BP to rebuild the burned farms in Stagfell's hex (0719), reducing the Treasury to 3.

Step 4—Create and Improve Settlements: The Council also decides to rebuild one of the shattered housing blocks destroyed by the Beast, bringing the Treasury to 0 and reducing Unrest by 1 (to 6).

Step 5—Step 5—Create Army Units: Poor as they are, the Council forgoes any further recruitment of troops.

Step 6—Issue Edicts: The Council decides not to issue any new edicts this month.

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

INCOME PHASE

Step 1—Make Withdrawals from the Treasury: The Treasury being empty, the Council makes no withdrawals.

Step 2—Make Deposits into the Treasury: The Council donates proceeds from the sack of Hargulka's Lair to the aid of Stagfell. (Details to be worked out).

Step 3—Sell Expensive Items for BP: As Step 2, above, for a total donation of 1 BP, bringing the Treasury to 1.

Step 4—Collect Taxes: Piotr, the Treasurer, collects taxes: 1d20+Economy-Unrest: 1d20 + 18 - 6 ⇒ (4) + 18 - 6 = 16. This adds 5 BP to the Treasury, bringing the total to 6.

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

EVENT PHASE

Event Phase, Part I: Trolls! With the threat of the trolls ended, the people of the Sword Marches become more certain of their futures, decreasing Unrest (see above).

Event Phase, Part II: Wagon Train! Once word of the PCs’ success reaches Restov, the swordlords reward them not only by sending the PCs personally 2,000 gp but also sending by additional support for their kingdom in the form of 10 BP. This brings the total to 16.

Event Phase, Part III: Truce: The bad blood between Kesten Garess and Giles of Gralton seems insignificant in the wake of the Battle of Stagfell. The Random Event does not carry into this turn.

Event Phase, Part IV: 1d100 ⇒ 73 No further Events occur this month.

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

Kingdom Statistics at the End of the Turn:

Population: 1175
Economy: 12 (includes Unrest)
Loyalty: 8 (includes Unrest)
Stability: 16 (includes Unrest)
Unrest: 6
Fame: 5
Infamy: 0
Corruption: -1
Crime: -1
Law: -1
Lore: 1
Productivity: 0
Society: 1
Consumption: 0
Control DC: 28

City at the End of the Turn (Stagfell):

Population: 280
Economy: 3
Loyalty: 3
Stability: 3
Corruption: 0
Crime: 1
Law: 1
Lore: 5
Base Value: 500 gp
Defense: 2
Productivity: 1
Society: 1
Fame: 4
Infamy: 0
Major Buildings:
Bath
House (x4)
Library
Mill
Monument
Park
Smithy
Watchtower

City at the End of the Turn (Leveton):

Population: 50
Economy: 3
Loyalty: 2
Stability: 1
Corruption: -1
Crime: -1
Law: -1
Lore: 1
Base Value: 1000 gp
Defense: 0
Productivity: 1
Society: 2
Fame: 1
Infamy: 0
Major Buildings:
House
Inn
Noble Villa
Shop

Final Treasury: 7 BP

You now rule an area larger than Phoenix, Arizona (or, for our Canadian players, larger than Leaf Rapids, Manitoba) (slightly larger than the Faroe Islands)

__________________________________________________________

The alliance with Tiressia the dryad grants a +2 bonus to Stability.

and

The alliance with Melianse the nixie grants a further +2 bonus to Stability.


Back to Gameplay.


Male Human Wizard [Herbalist] 10 - HP 108/108 - AC 26 (27 with Mage Armor) - F: +19 R: +18 W: +18 - Speed: 30, - Perception +15; Exploration - Investigate

The following items are added to the treasury from the treasure from Hargulka's hidey-hole:

  • +1 large hide armor (50% value = 580 gp)
  • exotic wood statue of dragon (250 gp)
  • assorted jewelry and gems from Hargulka's Den (2750 gp)
  • 3 bottles of fine wine (45 gp)
  • silver tankard (65 gp)
  • 3100 silver pieces (310 gp)

That sums to 4000 gp, exchanged for 1 BP.

That leaves the following treasure from the trolls:

  • Dusty Rose Ioun Stone (+1 insight bonus to AC, 5000 gp)
  • +1 Ring of Protection (special item, hairs or whiskers in gem)
  • +1 darkwood thundering morningstar (8368 gp)
  • Amulet of Natural Armor +2 (8000 gp)
  • 1852 copper pieces (18 gp, 5 sp, 2 cp)
  • 1338 silver pieces (133 gp, 8 sp)
  • 815 gp


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

Sorry, Alister and Aristu drank one of those bottles of wine. We can scrounge up the 15gp replacement though.


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

Final treasure should be 16 rather than 7.


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

Before we head out we should decide who is carrying the magic items. I would not mind having the AC items as I am built to be a tank. But if Alister and Ahran both want to fight in the front line it might be good to split the items between them.

Does anyone need or want to carry around a magical morning star?

Before we go out it might be wise to get a pole arm or spear if you can wield one as well. There are probably extras after the way the battle went. Having some reach weapons available can help with tactical options.


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

I forgot to include the Necklace of Fireballs, Type IV on the list of loot.

The special Ring of Protection +1 goes with the other special rings.

The darkwood morningstar would be really useful if there was a druid in the party.


A large-sized druid.


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

If it's sized large, then it's not really helpful to anyone. We could sell it for another BP.


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

By itself it would only be worth about a quarter of a BP. We can put it aside to sell when we have more need to pump money into the economy.


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]

At 50% value, the morning star is worth just over 4000gp, so it is worth just above 1 BP. So yeah, i say we convert it.

Any division of the AC items amongst the fighters sounds good to me.


Human Fighter [Cleric & Alchemist Devotion] 10- HP 136/136 - AC 30 - F: +19 R: +18 W: +18 - Speed: 30, Init: +5 - Perception +21: Hero Points- 0: Exploration Activity=Investigate

Apparently, I should learn to read it all. I thought it was just +1. So never mind.


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

I will presume that Piotr is carrying the Necklace of Fireballs.


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

Does no one else want the Ioun Stone or the Amulet?


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 kind of assumed you would end up with one, and Ahran the other, but it has been a while since we've heard Ahran (Aug. 4th appears to be his last post).


Ah bleeve Andy is on vacation.


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 1 AC booster should go to each Mikhail and Ahran.

-Posted with Wayfinder


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

And lets not use the weird ring if protection. Thats the one that looked like the Stag Lord's ring, right?

-Posted with Wayfinder


That is the one.

I need to make a map for this, since you've decided to lure the owlbear outside. I'll get to that tonight or tomorrow.


Human Fighter [Cleric & Alchemist Devotion] 10- HP 136/136 - AC 30 - F: +19 R: +18 W: +18 - Speed: 30, Init: +5 - Perception +21: Hero Points- 0: Exploration Activity=Investigate

Ok, so I will assume for now that I have the Ioun Stone and he has the amulet. When he gets back if he would rather have the stone then we can switch.

And just to be contrary I think we should all find one of those rings and wear them. Just because they were given out by our apparent nemesis does not mean they won't go swimmingly if we all wear one. :D


BIG DEAL DISCUSSION OF KINGDOM TURNS

I've mentioned to you before that after the conclusion of "Rivers Run Red", the second of six books in the Kingmaker Adventure Path", I intended to let several years of game time go by during which you could peacefully build up your kingdom. If we were all sitting around a gaming table we could probably accomplish that in a few hours. But in this forum it can take a week per turn. Five years of turns could literally take us a year to accomplish.

So what I propose is that we start doing some kingdom turns right now with the understanding that the roleplaying/storytelling side of the game continues in the present, in Abadius 4712. That way, when we have defeated the owlbear and investigated Candlemere Island, we will hopefully have gotten several years ahead in our kingdome building.

I hope you all see this as a sensible measure. I'll get started right away.


Turn 17 (Abadius (January), 4712)

In the wake of the Battle of Stagfell and the battle with the great Beast of Stagfell, the leaders of the Sword Marches attempt to put their broken kingdom back together.

Initial Treasury: 16 BP

UPKEEP PHASE

Step 1—Determine Kingdom Stability: Stability check (DC 28): 1d20 + 16 ⇒ (15) + 16 = 31 Success! Unrest lowers by 1 to 5.

Step 2—Pay Consumption: Your quarterly holiday edict costs you 1d3 ⇒ 2 Consumption, giving you a total cost of 2 and leaving your Treasury with 14 BP.

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

Step 4—Modify Unrest: Your first decision. Do you want Kesten Garess to try to lower Unrest? Failure can raise it.

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

EDICT PHASE

Step 1—Assign Leadership:No new positions, I assume?

Step 2—Claim and Abandon Hexes: Will you expand?

Step 3—Build Terrain Improvements: Will you build anything outside the cities?

Step 4—Create and Improve Settlements: Will you build anything inside the cities? Or build new cities?

Step 5—Step 5—Create Army Units: Will you recruit troops?

Step 6—Issue Edicts: Will you issue any edicts?

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

INCOME PHASE

Step 1—Make Withdrawals from the Treasury: There being no emergency, no withdrawals are made.

Step 2—Make Deposits into the Treasury: There being no emergency, no deposits are made.

Step 3—Sell Expensive Items for BP: There being no emergency, no Expensive items are sold for BP.

Step 4—Collect Taxes: XXX

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

EVENT PHASE

Step 1 - Random Events: XXX

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


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

Not to throw cold water on this plan, but you have already mentioned the effect of the Leadership feat on the kingdom. Not only does it provide a +1 bonus to the characters' modifiers for kingdom rolls, but our cohorts may be able to take leadership roles.

When are our characters likely to reach 7th level?


When RRR is done, which means finishing the owlbear lair, Candlemere, and exploring the southern edge of the map. So probably five or six months of game time at least and maybe as much as a year, depending on how long you rest between forays. Why don't we kick out at least six months?

At some point after that we can add the cohorts for those of you planning to take Leadership.


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

Can we establish some priorities for:

  • hex claims and founding settlements?
  • terrain improvements?
  • settlement improvements?

Immediately, I would like to build walls for both Stagfell and Leveton. That will take a bit of time. Houses for reducing unrest. Barracks in both towns.

Ultimately, I would like to have a building in Stagfell for each character. A Caster's Tower for Piotr, etc..

We should claim some hexes. Build farms on the plains, and fisheries along the lake. A mine in the hex with the Lucky Strike Gold Mine.
Sawmills and the like in the forests would have to be discussed.

I would also like to build watchtowers to improve defenses.

Eventually, we can look at another settlement. The Sootscale Caverns would be an interesting addition.


Human Fighter [Cleric & Alchemist Devotion] 10- HP 136/136 - AC 30 - F: +19 R: +18 W: +18 - Speed: 30, Init: +5 - Perception +21: Hero Points- 0: Exploration Activity=Investigate

I think a settlement on the island makes a lot of sense for defense and fishing.


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

Rebuilding the Inn, houses, and claiming the hexes all around Stagfell seem like a good idea. Barracks and fisheries too. I would then look at a Town Hall, Shop, Smithy, and Stables for a good foundation


One idea I heard from another game was that once the kingdom was big enough, each PC had their own town to build as they saw fit and of which they were the baron / duke / poobah.

But what are your orders for THIS month?


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

- Claim hex NW of Stagfell (0618) - 1 BP
- Build farm in that hex - 2 BP
- Build a house in Stagfell - 3 BP
- Build a segment of City Wall in Leveton - 2 BP
- Build a segment of City Wall in Stagfell - 2 BP

No new edicts

Any changes to that?


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

Do we really want to claim a new hex? Claiming a hex will increase the control DC, and we're already at less than a 50/50 chance of making that save.

However, building a house and walls will decrease the unrest. We could build the farm in 0129 (Leveton hex) instead and try to claim the hex next turn.


Male Human Sorcerer(Fey) (Bard) 10 - [HP 98/98 | F+18, R+17, W+18 | AC 25 | Perception +15 | Focus Points: 2/3] [Exploration Mode = Search]

Yeah, I also don't think we are ready to expand into new hexes yet. Let's get unrest down and stability up before we try and claim more hexes. Otherwise, Piotr's building suggestions make sense (and putting the farm in Leveton's hex sounds good to me).

I like the idea of a settlement on Candlemere Island, too, but obviously we need to go there first, clear out the nasty "god" that lives there and check the place out for habitability.


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]

If we have Kesten Garess try and modify unrest, and he fails, the consequence is that Loyalty decreases, right? There isn't a chance that Unrest increases.


Correct.


Okay, on the Rule of Two and the theory that two of you objected to claiming a hex but supported the rest of Piotr's plan as modified by Alister, I'll proceed with that.

What about the Royal Enforcer (Kesten Garess)?


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

Agreed, no hex and no farm.

Kesten Garess (Enforcer) would have to roll 18+ to succeed, so I don't think so.


Turn 17 (Abadius (January), 4712)[FINAL]

Initial Treasury: 16 BP

UPKEEP PHASE

Step 1—Determine Kingdom Stability: Previously rolled. Success. Unrest reduced to 5.

Step 2—Pay Consumption: Your quarterly holiday edict costs you Previously rolled=2 Consumption, giving you a total cost of 2 and leaving your Treasury with 14 BP.

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

Step 4—Modify Unrest: The Court decides against having the Royal Enforcer establish order at the point of a sword.

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

EDICT PHASE

Step 1—Assign Leadership: No new leadership positions filled.

Step 2—Claim and Abandon Hexes: The Council neither claims nor abandons any hexes.

Step 3—Build Terrain Improvements: Farm built in hex 0219. Cost 2 BP. Remaining Treasury: 12 BP.

Step 4—Create and Improve Settlements: Build a House in Stagfell and a wall section in both Stagfell and Leveton. Cost: 7 BP. Remaining Treasury: 5 BP. Unrest lowered to 4.

GM's Note: This leaves 1 side of Stagfell and 3 sides of Leveton unwalled.

Step 5—Step 5—Create Army Units: The Council does not recruit.

Step 6—Issue Edicts: The Council does not issue any new edicts this month.

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

INCOME PHASE

Step 1—Make Withdrawals from the Treasury: n/a

Step 2—Make Deposits into the Treasury: n/a

Step 3—Sell Expensive Items for BP: n/a

Step 4—Collect Taxes: Piotr, the Treasurer, collects taxes: 1d20+Economy-Unrest: 1d20 + 18 - 4 ⇒ (13) + 18 - 4 = 27. This brings in 9 BP, bringing the Treasury to 14 BP.

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

EVENT PHASE

Step 1 - Random Events: Random Event?: 1d100 ⇒ 99 All is quiet in the midst of the Stolen Lands' winter.

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

Kingdom Statistics at the End of the Turn:

Population: 1375
Economy: 14 (includes Unrest)
Loyalty: 10 (includes Unrest)
Stability: 18 (includes Unrest)
Unrest: 4
Fame: 5
Infamy: 0
Corruption: -1
Crime: -1
Law: -1
Lore: 1
Productivity: 0
Society: 1
Consumption: 0
Control DC: 28

City at the End of the Turn (Stagfell):

Population: 330
Economy: 3
Loyalty: 3
Stability: 3
Corruption: 0
Crime: 1
Law: 1
Lore: 5
Base Value: 500 gp
Defense: 3
Productivity: 1
Society: 1
Fame: 4
Infamy: 0
Major Buildings:
Bath
House (x5)
Library
Mill
Monument
Park
Smithy
Wall (1)
Watchtower

City at the End of the Turn (Leveton):

Population: 50
Economy: 3
Loyalty: 2
Stability: 1
Corruption: -1
Crime: -1
Law: -1
Lore: 1
Base Value: 1000 gp
Defense: 0
Productivity: 1
Society: 2
Fame: 1
Infamy: 0
Major Buildings:
House
Inn
Noble Villa
Shop
Wall (1)

Final Treasury: 14 BP

You now rule an area larger than Phoenix, Arizona (or, for our Canadian players, larger than Leaf Rapids, Manitoba) (slightly larger than the Faroe Islands)

__________________________________________________________

The alliance with Tiressia the dryad grants a +2 bonus to Stability.

and

The alliance with Melianse the nixie grants a further +2 bonus to Stability.


Again! Let's get through Turn 22 before we let the role-playing catch up.


Human Fighter [Cleric & Alchemist Devotion] 10- HP 136/136 - AC 30 - F: +19 R: +18 W: +18 - Speed: 30, Init: +5 - Perception +21: Hero Points- 0: Exploration Activity=Investigate

If we want to get the inn up quickly we should save maybe half of the income from this turn.


Male Human Wizard [Herbalist] 10 - HP 108/108 - AC 26 (27 with Mage Armor) - F: +19 R: +18 W: +18 - Speed: 30, - Perception +15; Exploration - Investigate

We have enough, now, if we forego more walls and houses. What do you think?


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'd support doing the Inn or barracks and a house.

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