Greenmarch Kingmaker Campaign (Inactive)

Game Master Harad Navar

Kingmaker for the Greenmarch Kingdom of Osvladt Langham


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male keleshite human monk 4

Here is a link to the Numbered Hex Map for Greenmarch.
https://docs.google.com/open?id=0B2Aa8a3C59iYSUpMR2NqRi11d1U


male keleshite human monk 4

Here is a link to the End of Chapter 1 notes.
https://docs.google.com/open?id=0B2Aa8a3C59iYQlIxY1BzcHBraGs


male keleshite human monk 4

About 20 of the Majorana clan arrived in three wagons before the start of Kingdom Turns in Desna 4709


Male Human Cavalier/14
Harad Navar wrote:
About 20 of the Majorana clan arrived in three wagons before the start of Kingdom Turns in Desna 4709

Jeesh. that's a bunch. Do any of them want a job in local government?


Male Human Cavalier/14

Links not working. Could be me.


Dotting...

You can add direct links in here and in the Campaign tab.
Like this:
["url=https://docs.google.com/file/d/0B2Aa8a3C59iYSUpMR2NqRi11d1U/edit] Hex Map for Greenmarch [/url"]

Just remove the quotation marks as below, part of the linkie was missing...

Hex Map for Greenmarch


Male Tiefling Barbarian 3/Sorcerer 3/Dragon Disciple 10

Looks like workie no likey the links. :)


Male Human Cavalier/14

Linkie workie now


Male Tiefling Barbarian 3/Sorcerer 3/Dragon Disciple 10

My workie still no likey. Did our iq's fall while we where on break? :)


male keleshite human monk 4

Here are the revised links:
Numbered Hex map before the first Kingdom Turn
End of Chapter 1 Notes

Oh yah, that works


Male Tiefling Barbarian 3/Sorcerer 3/Dragon Disciple 10

Not for me. Doesn't work for me either at work or at home. If you could email them to me. :)


male keleshite human monk 4

Please check the Gameplay section when you check this one.


male keleshite human monk 4
Eirwulf wrote:
Not for me. Doesn't work for me either at work or at home. If you could email them to me. :)

Try the embedded links above.


Osvaldt Langham wrote:
Harad Navar wrote:
About 20 of the Majorana clan arrived in three wagons before the start of Kingdom Turns in Desna 4709

Jeesh. that's a bunch. Do any of them want a job in local government?

ok with me - Raz made them and I don't know who might fit where.


Re-post:
Roles:

Ruler: Osvaldt
Councilor: Ettore
General: Tavius
Grand Diplomat: Rebecca Langham
High Priest: Jhod
Magister: Asking Helena Lang...
Marshal: Kesten
Royal Assassin: open
Spymaster: Curta
Treasurer: Peter Langham
Warden: Eirwulf

Another option is I could be Magister and someone else could be general? Or I guess we need to confirm if Helena is interested in Magister.

B4 sounds good to claim. We should road one of our hexes like B4 Farm a hex, any plains hex, and then build the witches hut.
If we can agree on that then I think we are ready to go once we get Lang's response.


Male Human Cavalier/14
Tavius Donatus wrote:

Roles:

Ruler: Osvaldt
Councilor: Ettore
General: Tavius
Grand Diplomat: Rebecca Langham
High Priest: Jhod
Magister: Asking Helena Lang...
Marshal: Kesten
Royal Assassin: open
Spymaster: Curta
Treasurer: Peter Langham
Warden: Eirwulf

Another option is I could be Magister and someone else could be general? Or I guess we need to confirm if Helena is interested in Magister.

B4 sounds good to claim. We should road one of our hexes like B4 Farm a hex, any plains hex, and then build the witches hut.
If we can agree on that then I think we are ready to go once we get Lang's response.

I concur


male keleshite human monk 4

Helena Lang did accept Tavius's offer to be Magister.


Male Human Cavalier/14
Harad Navar wrote:
Helena Lang did accept Tavius's offer to be Magister.

So all we're missing is the assassin. Anyone in Ettore's family interested in the job?


This is what the first turn might look like.
Raz it is going to be a little difficult to run turns unless you can release the spreadsheet to Mike to be able to know what the bonus' are to do the dice. We are about ready to do the turn.

Do we really need to make a stability roll since the kingdom just started? We don't really have a stability score until the end of this turn. Let us know. Thanks!

Month of GOZREN, 4708. GreenMarch Founding Month 1
.
Strategy: Expand Leveton & Expand the Kingdom!
.
.
Upkeep Phase:
*Step 1—Determine Kingdom Stability:
Start with 0 Unrest (+1BP)
Stability roll needed at +XX to beat Control DC 23
*Step 2—Pay Consumption:
Treasury begins with 50BP
Treasury ends with 51BP
*Step 3—Fill Magic Item Slots:
Leveton Needs:
0 Minor
0 Medium
*Step 4—Unrest:
0 Unrest to start, -1 for Royal Assassin, none assigned
0 Unrest remaining

Improvement:
*Step 1—Select Leadership:
Assign leaders:
Ruler: Osvaldt
Councilor: Ettore
General: Tavius
Grand Diplomat: Rebecca Langham
High Priest: Jhod
Magister: Helena Lang
Marshal: Kesten
Royal Assassin: open
Spymaster: Curta
Treasurer: Peter Langham
Warden: Eirwulf

*Step 2—Claim Hexes:
Claim Hex B4, *-1BP*
*Step 3—Establish and Improve Cities:
Build Witch’s Hut *-20BP* +1 Econ, +0 Loy, +1 Stab, -0 Unrest
Buy Office of the City Guard from Oleg, *-8BP*,
*Step 4—Build Roads:
Road B4, *-1BP*
*Step 5: Establish Farmlands:
Farm B4, *-2BP*
*Step 6: Edicts:
Taxation Light
Promotion Token
Festivals None

Income:
Starting Income: 18 BP
+1 BP for Kingdom Unrest starting at 0
*Step 1—Deposits: No deposits
*Step 2—Withdrawals:
No withdrawals
*Step 3—Sell Valuable Items:
0 Economy rolls needed at +12 to sell items
*Step 4—Generate Income:
Economy roll needed at +XX to generate income

Events:
Event that occurred this month:
Ending Income: XX BP for the month


This is what a turn might look like. Raz it is going to be a little difficult to run turns unless you can release the spreadsheet to Mike to be able to know what the bonus' are to do the dice. We are about ready to do the turn.

Do we really need to make a stability roll since the kingdom just started? We don't really have a stability score until the end of this turn. Let us know. Thanks!

Month of GOZREN, 4708. GreenMarch Founding Month 1
.
Strategy: Expand Leveton & Expand the Kingdom!
.
.
Upkeep Phase:
*Step 1—Determine Kingdom Stability:
Start with 0 Unrest (+1BP)
Stability roll needed at +XX to beat Control DC 23
*Step 2—Pay Consumption:
Treasury begins with 50BP
Treasury ends with 51BP
*Step 3—Fill Magic Item Slots:
Leveton Needs:
0 Minor
0 Medium
*Step 4—Unrest:
0 Unrest to start, -1 for Royal Assassin, none assigned
0 Unrest remaining

Improvement:
*Step 1—Select Leadership:
Assign leaders:
Ruler: Osvaldt
Councilor: Ettore
General: Tavius
Grand Diplomat: Rebecca Langham
High Priest: Jhod
Magister: Helena Lang
Marshal: Kesten
Royal Assassin: open
Spymaster: Curta
Treasurer: Peter Langham
Warden: Eirwulf

*Step 2—Claim Hexes:
Claim Hex B4, *-1BP*
*Step 3—Establish and Improve Cities:
Build Witch’s Hut *-20BP* +1 Econ, +0 Loy, +1 Stab, -0 Unrest
Buy Office of the City Guard from Oleg, *-8BP*,
*Step 4—Build Roads:
Road B4, *-1BP*
*Step 5: Establish Farmlands:
Farm B4, *-2BP*
*Step 6: Edicts:
Taxation Light
Promotion Token
Festivals None

Income:
Starting Income: 18 BP
+1 BP for Kingdom Unrest starting at 0
*Step 1—Deposits: No deposits
*Step 2—Withdrawals:
No withdrawals
*Step 3—Sell Valuable Items:
0 Economy rolls needed at +12 to sell items
*Step 4—Generate Income:
Economy roll needed at +XX to generate income

Events:
Event that occurred this month:
Ending Income: XX BP for the month


I was thinking Lily for Royal A.


Male Human Cavalier/14
Tavius Donatus wrote:
Do we really need to make a stability roll since the kingdom just started?

According to the orginal Kingdom Building Rules, on page 61, you skip the Upkeep phase in turn 1 - you start with declaring the kingdom, assigning leaders and claiming a hex (Improvement phase).

The caveat is: as written the rules assume that before you claim a hex, your kingdom size is Zero. Ours is starting out at 3. So, I guess that's a "GM Discretion" thing.


Male Human Cavalier/14

Regarding month 1 - Gozran 4708

I am in agreement with claiming hex B4, and improving it with a Road and a Farm.

I think we can go ahead and build the witch's hut. That does not need to be adjacent to housing, so we can put it anywhere. If we put it in D3, we fill that block of 4, and get an XP bonus.

I think we should go ahead and build another block of housing so long as we've got the BP int he treasury. I suggest starting in on another block. How about B5, across the road from the old trading post.

I want to leave A3 and A4 open. Eventually, we might want to build a jail, which needs to be adjacent tot he office of the City Guard, which is what Oleg's is becoming.

I'm thinking we should save space A1 as well. being next tot he Blacksmith, stable and corral, that's a good place for something that maybe doesn't smell so nice, like a tannery or a dump.


Male Human Cavalier/14

Before setting Edicts, can we get a look at the Kingdom spreadsheet, or jsut what our current modifiers are on Economy, Loyalty and Stability with no edicts? I am inclined to minimize the edicts until we get consumption down, but I'd like to get the stability bonus from the promotion edict if we can afford it.


male keleshite human monk 4
Osvaldt Langham wrote:

Before setting Edicts, can we get a look at the Kingdom spreadsheet, or jsut what our current modifiers are on Economy, Loyalty and Stability with no edicts? I am inclined to minimize the edicts until we get consumption down, but I'd like to get the stability bonus from the promotion edict if we can afford it.

At present Economy +27, Loyalty +12, Stability +15 (includes -1 for no promotions).

Your Spymaster and Baron attributes are set to improve Economy. The party has 19 BP left before declaring edicts. You can build a House Block (3 BP) each turn without counting against your building count for that turn. Building a House Block this turn will bring the Treasury down to 16 BP.

One festival per year will cost 1 BP/turn to maintain (cost spread over the year) and will gain +1 Loyalty. Standard Promotion will cost 2 BP/turn and gain +2 Stability. No taxation will give +1 to Loyalty, but 0 to Economy. This will reduce your Treasury to 13.

If you don't roll a one you will add between 5 and 9 BP to your Treasury this turn when you roll to generate income.

One festival per year and standard promotion will make next turn's consumption 7 BP with Economy +27, Loyalty +14, Stability +18.


Male Human Cavalier/14

Here's my thought.

Move my bonus from Economy to Stability
Set edicts as:
Taxation: None (+1 Loyalty)
Promotion: Token (+1 stability, Cost 1 BP)
Festivals: 1 (+1 Loyalty, 1 BP)

that should put us at:
Economy +25
Loyalty +14
Stability +18

We can still tap the DC24 Economy check and we only need a 6 for the stability check.

With those edicts, our consumption should be:
Size: 4
City: 1
Farms: -2
Edicts: 2
Total: 5

So, at worst, on economy, we'll break even, then we can start messing with magic items next turn.


male keleshite human monk 4

Actually Stability +19 (+2 for city buildings). Also the Consumption BP is 4 (-1 for resource, forest within 5 hexes of city). If the rest agree I'll make it so and we can roll tonight if you like.

Treasury before Income phase 14 BP.


Male Human Cavalier/14

Raz,

I think we talked about this, and there was a reason where you can't send out a copy of the kingdom sheet, but when you get a chance, could you sned a list of the follwoing via email:
Leadership roles and the modifier they provide
Buildings and the bonuses they provide
Any modifiers we're getting from the land around the city

Since my numbers came out differently, I'd like to make sure I ahve the right values in my notes.

thanks


As far as the next couple of turns, I vote for staying our current size and just building out the farms to lower our consumption and add a couple of buildings to help with out economy and maybe loyalty rolls? Any thought Langham?


Male Human Cavalier/14

I agree. We want to shore up stability, increase loyalty and decrease consuption, and see if we can put couple more BP in our treasury.

Since we didn't have an event last month, there is a pretty good chance that we will this month.

The best thing we can do for loyalty as an immediate bump is find an assassin. From a role-play perspective, I don't see us having a shadowy figure killing people int he night. As the kingdom building rules read, the Royal Assassin is "a public executioner, a headsman,
or a shadowy assassin." I'd be comfortable with the public executioner. We need Str or Dex. Have we figured out who Ettore's relatives are?


Male Human Cavalier/14

For a building, my suggestion is either a dump or a graveyard. they're cheap, and either one gives us a +1 loyalty. in either case, I'd suggest putting them on the grid somewhere reasonably far from the housing. Grid F1, perhaps?


What about a library or a butcher so we get +1 econ and +1 loyalty? It is only 2 more BP.


Male Tiefling Barbarian 3/Sorcerer 3/Dragon Disciple 10

how do add your character to the players list?


Post in the gameplay discussion slacker!


Male Human Cavalier/14
Tavius Donatus wrote:
What about a library or a butcher so we get +1 econ and +1 loyalty? It is only 2 more BP.

I need to update my notes. I just noticed that the original kingdom building rules has different values for the Dump and Graveyard than the ones on Raz's end of Chapter One document. I take it they changed them somewhere along the way.


Male Human Cavalier/14
Tavius Donatus wrote:
What about a library or a butcher so we get +1 econ and +1 loyalty? It is only 2 more BP.

I vote for a butcher - I believe we already have one in town. He just needs a place to set up shop.

Besides, Osvaldt like meat more than he like books.


male keleshite human monk 4

I have been using the Book of the River Nations for kingdom building rules. The Corral is a GM special: 1 BP, +1 Economy.


male keleshite human monk 4

Curta Nerva would be happy to run the butcher shop. It would make a good cover for her Spymaster activities.


male keleshite human monk 4

Questions of Turn 2

  • Does the Party declare Leveton the capital of Greenmarch?
  • What hex does the Party wish to claim?
  • What buildings to build? (butcher shop was mentioned)
  • What land improvements/roads does the Party want to make/build?
  • Does the Party want to make any leadership changes?

The following magic item slots are filled in Turn 2 with the following:
Minor: potion of reduce person[50 gp], potion of hide from animals[50 gp]
Medium: arcane scroll of haste & dispel magic[750 gp], potion of remove paralysis[300 gp]


male keleshite human monk 4

Here are the bonuses for the Leaders of Greenmarch:
Baron +2; Councilor +4; General +3; Grand Diplomat +4; High Priest +5; Magister +3; Marshal +3; Spymaster +7; Treasurer +3; Warden +3


Male Human Cavalier/14
Harad Navar wrote:

Questions of Turn 2

  • Does the Party declare Leveton the capital of Greenmarch?
  • What hex does the Party wish to claim?
  • What buildings to build? (butcher shop was mentioned)
  • What land improvements/roads does the Party want to make/build?
  • Does the Party want to make any leadership changes?

Yes - Leveton is the capital of Greenmarch. At some point, we may have cause to move the capital, but for now, it's fine.

on turn 2, I believe we decided not to claim another hex. We'll stay the same size for a round to solidify our position.

Land Improvements - farm in A5

Building: I am in favor of the butcher, but if others want to weigh in, let's not call taht written in stone yet.


Male Human Cavalier/14
Harad Navar wrote:

The following magic item slots are filled in Turn 2 with the following:

Minor: potion of reduce person[50 gp], potion of hide from animals[50 gp]
Medium: arcane scroll of haste & dispel magic[750 gp], potion of remove paralysis[300 gp]

So - are there any of those that party membres would like to purchase with their own funds? none of them have high enough value to convert to BP.

Question for GM. How do we clear those item slots to try again? can we make the same economy check we would to sell them to get BP, only since they aren't valuable enough, we'd get nothing for them? the economy roll would be just an abstraction of the market for those items.


Male Human Cavalier/14

Regarding Leadership changes - any luck identifying a candidate for Royal Assassin? Do you need any rolls from any of us? Diplomacy? Sense Motive? Knowledge Local?


Male Human Cavalier/14

Probably my last comment for a while - have to get back to work.

Regarding placement of the butcher (if we decide to build it) i suggest either A1 or C1, keeping it reasonably close to the Corral, where the livestock to be butchered would be kept.


The value of the item has no impact on the BP we get for it as I understand it. We get 2BP for selling a minor item, 8 BP for a medium. How they justify this is that we don't get any additional benefit for really expesive medium items and no negatives for cheap medium items that come up. The average is 8BP.

Is this how you understand it Raz?

Oh, and I think we wanted to Road A5 as well right Osvaldt?


Male Human Cavalier/14

Per the Kingdom Building rules

Step 3 - Sell Valuable Items: You can attempt to sell items that cost more than 4,000 gp through your city’s markets to bolster your kingdom’s Treasury. These can be items you recover during an adventure or they can be magic items currently held by your cities. To sell these items, make an Economy check (DC 20 for minor items, DC 35 for moderate items, and DC 50 for major items). A failed check indicates the item doesn’t sell. Success indicates that the item sells and you can increase your kingdom’s treasury by 2 BP for minor items, 6 BP for moderate items, or 12 BP for major items. You can make one Economy check per city district during each Income phase.


Male Human Cavalier/14

Regarding whether we can make economy checks to clear the slots, I think the answer is yes as written. The rules say:

"After it is generated, a magic item remains on the market until it is purchased. Once per Income phase, a kingdom can make Economy checks to try to sell items. Once the item is sold, its slot remains empty until he next Upkeep phase."

So, we could attempt to clear out one of the Medium slots with a DC 35 economy check.


Agree with the sold items rules interpretation. In order to free up some items, let's buy the scroll of dispel/haste, it is pretty useful and the potion of hide from animals, it could be useful as well.

We can sell the other medium item through the markets and just get the gold to count towards a BP (4000gp) and keep a running totoal of them until we get to 1BP (4000gp) for the kingdom?

The other thing we need to do is finish leveling our characters and our spend. I plan to have a strength item now so my attribute bonus will be higher next month since we have a month to order items and have them shipped to us.

Let's not do next month until we have that all sorted out? I will send out the treasure sheet this weekend. Raz you good with that? We are also 5th level right? Thx.


male keleshite human monk 4

I disagree about using the random magic item slots to contribute to the Kingdom Treasury. The objective of the rule for items that are 4,000 gp or more is to allow items most likely obtained by the party through exploration and adventuring to be sold by the party to increase the Treasury. This implies that the items belong to the Rulers or to the Kingdom. The items randomly available in the city market place are not those.

The random magic items in the city marketplace are a result of city buildings whose existence enables the trade of those items. For example, the existence of a Witch's Hut in Leveton makes it reasonable for random minor and medium magic items to become a part of the general economy. These items are not part of the Kingdom Treasury or in the possession of the Kingdom or its leaders.

The Economy check for each filled magic item slot is a mechanism to model trade in the general economy in those items. Item slots freed in one turn will be filled as a result of the general economy in the next. Party members can buy items in this turn (Turn 2 Phase 3 Step 3) thus acting as if a successful Economy check was made for that item slot. Items cleared in this way increase the general economy, not the Treasury.

The Witch's Hut was built in Turn 1 Phase 2 Step 3. The first magic item slots were filled in Turn 2 Phase 1 Step 3. You may purchase items or make Economy checks to free up those slots in Turn 2 Phase 3 Step 3. The empty slots will be filled in Turn 3 Phase 1 Step 3.


I think we are all in agreement that items over 4000gp sold through the markets increase the kingdom's/our BP's right? That seems pretty clear in the rules.

The thing the rules are not clear on is what do you do with the items less than 4000gp? They don't increase your economy with BP so what do you do with them to clear them out for better items?

I was stating that we would buy the scroll of dispel/haste, it is pretty useful and the potion of hide from animals with our own money, not the kingdom's.
That should still leave us with an economy roll to sell one correct? So if it isn't worth 4000gp, then what does it do? I was just stating that let's say we sell 4 1000gp items it might make sense that we would end up with 1BP after selling those.
If you don't like that idea not a big deal, just something I was throwing out there. So I guess it just goes to the market and nothing happens...that seems odd as well but I can live with it.

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