Greenmarch Kingmaker Campaign (Inactive)

Game Master Harad Navar

Kingmaker for the Greenmarch Kingdom of Osvladt Langham


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Male Human Cavalier/14
Harad Navar wrote:
You could sell the wand of heat metal instead and gain 2 bp. I can allow sale of minor items for 2 bp as long as they are 4,000 gp or more.

that's the one we failed the check on a couple turns ago. We'll hold onto it for now.


Male Human Cavalier/14
Harad Navar wrote:

Results for Turn 34 - Calistril (February) 4712

Treasury 78 bp (80 bp if you chose to sell the wand of heat metal instead of the potion/oil of hide from animals); Economy 89; Loyalty 77; Unrest 0; Consumption 6; Size 50; Control DC 70; magic Items; minor 21, medium, 7, major 2

I have our Economy modifier at +87 and 20 minor items. I'll double check my math.


male keleshite human monk 4
Osvaldt Langham wrote:
Harad Navar wrote:

Results for Turn 34 - Calistril (February) 4712

Treasury 78 bp (80 bp if you chose to sell the wand of heat metal instead of the potion/oil of hide from animals); Economy 89; Loyalty 77; Unrest 0; Consumption 6; Size 50; Control DC 70; magic Items; minor 21, medium, 7, major 2

I have our Economy modifier at +87 and 20 minor items. I'll double check my math.

You gained +1 Economy each for river hexes (25) and for roads (41).

You had 17 minor last turn, with 4 added for the magic shop = 21.


male keleshite human monk 4

I do not have you rolling a Stability Check for Turn 34.


Male Human Cavalier/14
Harad Navar wrote:

You gained +1 Economy each for river hexes (25) and for roads (41).

I have 24 river hexes. I was missing one. that pushes my count to Economy 88. Sitll off by 1.


Male Human Cavalier/14

Buildings that give magic items

Leveton
Temple: 2 minor
Witch's Hut: 2 minor, 2 Medium

Shrikeport
Black Market:2 Minor, 1 Medium, 1 Major
Academy: 3 Minor, 2 Medium
Market: 2 Minor
Magic Shop: 4 Minor, 2 Medium, 1 Major

Tatzlford
Temple: 2 Minor

Varnhold
Exotic Craftsman: 1 Minor
Temple: 2 Minor

Total: 20 minor, 7 Medium, 2 Major

Looks like we may have had 1 minor item too many prior to building the Magic Shop.


Male Human Cavalier/14
Harad Navar wrote:
I do not have you rolling a Stability Check for Turn 34.

Now that you mention it, neither do I.

Control DC 67 (stability would come before we added 3 hexes)
Stability Modifier: +79
1d20 + 79 ⇒ (8) + 79 = 87
Made it.
Unrest stays zero. We earn 1 BP


male keleshite human monk 4
Osvaldt Langham wrote:

Leveton

Temple: 2 minor
Witch's Hut: 2 minor, 2 Medium

Library gains 1 minor item. So Leveton gets 5 minor.


male keleshite human monk 4
Osvaldt Langham wrote:
Harad Navar wrote:

You gained +1 Economy each for river hexes (25) and for roads (41).

I have 24 river hexes. I was missing one. that pushes my count to Economy 88. Still off by 1.

Was your road count 41? The kingdom gains + 1 per 4 roads. I made a correction and I now match Economy 88, Loyalty 71, Stability 79.


male keleshite human monk 4

Turn 35 - Pharast (March) 4712
Stats at start of turn:
Treasury 79; Economy 88; Loyalty 71; Stability 79; Unrest 0; Consumption 6; Size 50; Control DC 70

Phase 1 - Upkeep
Step 1 - Kingdom Stability
Please make a stability roll.
Step 2 - Pay Consumption
Pay consumption of 6 bp.
Step 3 - Fill Vacant Magic Items - 5 Minor, 5 Medium, 2 Major
Minor Items:
Item 1: potion/oil of animate rope - 50 gp
Item 2: potion/oil of enlarge person - 50 gp
Item 3: potion/oil of cure moderate wounds - 300 gp
Item 4: wand of shield other - 4500 gp
Item 5: +1 blowgun darts (10) - 460 gp
Medium Items:
Item 1: minor cloak of displacement - 24000 gp
Item 2: ring of protection +2 - 8000 gp
Item 3: lesser metamagic (maximize) - 14000 gp
Item 4: ring of chameleon power - 12700 gp
Item 5: wand of invisibility purge - 11250 gp
Major Items:
Item 1: +5 elven curve blade - 50380 gp
Item 2: crystal ball - 42000 gp
Step 4 - Unrest
The Kingdom suffers no ill effects from Unrest.

Phase 2 - Improvements
Step 1 - Select Leadership
Please make any leadership changes.
Step 2 - Claim Hexes
Please claim hexes
Step 3 - Establish/Improve Cities
Please discuss improvements.
Step 4 - Build Roads
Please build roads
Step 5 - Develop Open Space
Please develop open land
Step 6 - Edicts
Please make any edict changes

Phase 3 - Income
Step 3 - Sell Valuable Items
Please make 5 Economy Checks
Step 4 - Income
Please make an Income Economy check.
Please make an Economy Check for Nomen Trade Agreement.

Phase 4 - Events
The pest infestation has ended and the farms return to normal production. No other kingdom event occurs.


Male Human Cavalier/14
Harad Navar wrote:
Was your road count 41? The kingdom gains + 1 per 4 roads. I made a correction and I now match Economy 88, Loyalty 71, Stability 79.

Yes. Road count is 41.


Male Human Cavalier/14
Harad Navar wrote:

Turn 35 - Pharast (March) 4712

Stats at start of turn:
Treasury 79; Economy 88; Loyalty 71; Stability 79; Unrest 0; Consumption 6; Size 50; Control DC 70

Phase 1 - Upkeep
Step 1 - Kingdom Stability
Please make a stability roll.

Control DC 70

Stability +79
1d20 + 79 ⇒ (1) + 79 = 80
Fudge - natural 1. Unrest goes to 1 point. No bonus BP this time.

Luckily, in step 4 of the upkeep phase, our Royal "Enforcer" (hey, we're Neutral - we don't have assassins) puts down any rowdy talk and pushes unrest back to zero.


Male Human Cavalier/14

Phase 2 - Improvements
Step 1 - Select Leadership
No Change

Step 2 - Claim Hexes
Claim hex H3 (presuming I am remembering correctly, and that is the troll lair.) (1BP)

Step 3 - Establish/Improve Cities
Complete the Shrikeport City Wall (8 BP)
Build a Brothel in Shrikeport (block A6) (6 BP)
Monument in Tatzlford at B1 (3BP)
Barracks in Tatzlford E1 (3BP)
Watchtower in Tatzlford in F1 (5 BP)
Total 25 BP

Step 4 - Build Roads
Build roads through G4 to Troll Lair Location in E3 and we need to build a bridge in F4 to connect back to the road at Gabriel. (6 BP)

Step 5 - Develop Open Space
Build a fort at the site of the former Troll Lair (6 BP)
Farm B10 (4 BP) (we can do that, right – that counts as mostly Hills? Or does the little piece of mountain prevent farming?)

Step 6 – Edicts
I think as we celebrate our third anniversary, we can bump up the festival edict to 6.

Treasury after expenses should be at 31 BP


Male Human Cavalier/14

Turn 35 – Sell Magic Items

Sell Major Items
Item 1: elven curve blade +5 - 50380 gp
DC 50
Economy 89
1d20 + 89 ⇒ (19) + 89 = 108
Result +12 BP

Item 2: crystal ball - 42000 gp
DC 50
Economy 89
1d20 + 89 ⇒ (13) + 89 = 102
Result +12 BP

Sell Medium Items
Item 3: wand of invisibility purge - 11250 gp
DC 35
Economy 89
1d20 + 89 ⇒ (12) + 89 = 101
Result +6 BP

Item 4: ring of chameleon power - 12700 gp
DC 35
Economy 89
1d20 + 89 ⇒ (17) + 89 = 106
Result
+6 BP

Item 5: minor cloak of displacement - 24000 gp
DC 35
Economy 89
1d20 + 89 ⇒ (5) + 89 = 94
Result +6 BP

Total Income: 42 BP


Male Human Cavalier/14

Turn 35 - Income
Control DC 71
Economy +89
1d20 + 89 ⇒ (9) + 89 = 98
Result 19 BP

Turn 35 Trade Route Income
Control DC 71
Economy +89
1d20 + 89 ⇒ (6) + 89 = 95
Result 1d4 BP
1d4 ⇒ 2

Ending Treasury 94 BP


male keleshite human monk 4
Osvaldt Langham wrote:

Step 2 - Claim Hexes

Claim hex H3 (presuming I am remembering correctly, and that is the troll lair.) (1BP)

Th forgotten dwarven keep where you fought the trolls is in G3. H3 was where you found the abandon lizardfolk village. If you want the keep ruin you need to claim G3.

Quote:
Farm B10 (4 BP) (we can do that, right – that counts as mostly Hills?

Yes, you can build farm there.


male keleshite human monk 4

Council Meeting, 28 Calistril 4712
The council meets to set the development for the Kingdom during Pharast. However, during the meeting the steward of Castle Langham asks to be admitted. He tells the party that a bird has arrived at the castle with a written message from Tatzlford.

"Greetings, my liege lords! Would that I had the opportunity to contact you via missive in gentler times. Since its founding, Tatzlford has faced many challenges, but recent rumors of a much more disturbing sort abound. A woman has come to Tatzlford bearing warnings that, if they are to be believed, indicate we may face a terrible threat. She speaks of armies of bandits, hordes of barbarians, and worse organizing to the west beyond Hooktongue Slough. To date we have had no trouble with these elements, but this woman is quite convincing. She tells us an army is marching on Tatzlford and its arrival is imminent. If this is true, we will need your aid in defending our homes. Please come as soon as you can.
—In good faith, your obedient and humble servant, Mayor Loy Rezbin"

This message arrives before any construction or development can be started in Pharast.


Male Human Cavalier/14
Harad Navar wrote:

The forgotten dwarven keep where you fought the trolls is in G3. H3 was where you found the abandon lizardfolk village. If you want the keep ruin you need to claim G3.

Right. then switch to G3. The idea is to build a fort to guard the area over the old lair.


Male Human Cavalier/14
Harad Navar wrote:

Council Meeting, 28 Calistril 4712

The council meets to set the development for the Kingdom during Pharast. However, during the meeting the steward of Castle Langham asks to be admitted. He tells the party that a bird has arrived at the castle with a written message from Tatzlford.

This message arrives before any construction or development can be started in Pharast.

I presume we'll dicuss this in person tonight, but some inital thoughts:

First - Stick with the plan for Pharast. We were building a barracks and a watchtower in Tatzlford anyway.

Second - even though the barracks isn't started yet, with a temple, Tatzlford could raise an army of divine spellcasters.

Wardens of Erastil CR 1
LG Medium Army of Human Cleric 2
COMBAT
hp; 4 DV 13; OM +2
Special Abilities: Spellcasting (divine, first level spells) – not sure how that works
Resources: Shields
LOGISTICS
Speed 2; Consumption 2/month + 1 for resource (not sure if that’s per week or per month)
Leader:
Prerequisite temple, Kingdom size 21, Mill

Third, we should investigate this personally. If the threat is imminent, we can move our existing army, such as it is, to Tatzlford.


male keleshite human monk 4

Turn 35 - Pharast (March) 4712 Final
After the liberation of Fort Drelev, the party returns to Shrikeport to oversee the final work of Turn 35. Baron Hannis Drelev has been sequestered in a cell below Castle Langham. His wife, Baroness Pavetta Stroon-Drelev, has eluded capture along with her small dog. So has the "Lady" Quintessa Maray, who you suspect was a bard. The party defeated the evoker Imeckus Stroon, who was the brother of Pavetta. A treasure list will be forthcoming by email.

Lord Terrion Numesti has assumed leadership of Fort Drelev and has swarn fealty to Duke Langham and to Greenmarch. You have returned the hostages to the city to much jubilation. Numesti tells you that it will take 20 BP of repairs to return the hex to normal (and allow the bonuses to apply when Greenmarch can officially annex Hex e4.

At the end of the turn the Kingdom statistics are:
Treasury 88 BP, Economy +89, Loyalty +76, Stability +80, Unrest 0, Consumption 0, Sixe 51 hexes, Control DC 71, Total Kingdom Population 41,250 [Leveton 9,000, base 1,700 gp; Shrikeport 8,000, base 12,700 gp; Tatzlford 5,750, base 2,200 gp; Varnhold 5,750, base 2,200 gp]
Magic Items: 21 minor, 7 medium, 2 major
Greenmarch Turn 35
Shrikeport Turn 35
Tatzlford Turn 35
Turn 36 - Gozran (April) 4712
At the Council Meeting of 31 Pharast 4712 the party decides to begin exploring the remaining area to the west of Lake Hooktongue.

Phase 1 - Upkeep
Step 1 - Kingdom Stability
Please make a Stability roll DC71.

Step 2 - Pay Consumption
No consumption to pay.

Step 3 - Fill Vacant Magic Items
No Minor Items Filled
Medium Items Filled = 3
ring of force shield, 8,500 gp
wand of inflect moderate wounds, 4,500 gp
ion stone (incandescent blue sphere), 8,000 gp
Major Items Filled = 2
+5 full plate, 26,650 gp
major cloak of displacement, 50,000 gp

Step 4 - Unrest
The Kingdom does not suffer from unrest.

Phase 2 - Improvement
Step 1 - Leadership
Please make any changes in leadership, including stat increases.

Step 2 - Claim Hexes
Please indicate the explored hexes you wish to claim. The party has indicated they wish to claim A1, A2, a1, and a2.

Step 3 - Establish/Improve
Please indicate what city improvement you wish to make.

Step 4 - Build Roads
Please indicate the hexes in which you want to build roads. You have indicated that you wish to build roads in A1, A2, a1, and a2.

Step 5 - Develop Open Areas
Please indicate the open area development you wish to make.

Step 6 - Edicts
Please indicate the edicts you wish to change.


Male Human Cavalier/14

Discrepancies:

Treasury: per the post dated Oct 15, we ended the income phase of turn 35 at 94 BP. After that, we played out the events of that month, and had to spend 2 more BP making repairs in Tatzleford. I have our balance at 92.

I show stability at 81.

I show 1 additional empty medium magic item slot. Including the newly generated items, here is what i have:

headband of inspired wisdom +4 - 16000 gp
lesser metamagic (maximize) - 14000 gp
ring of protection +2 - 8000 gp
ring of force shield, 8,500 gp
wand of inflect moderate wounds, 4,500 gp
ion stone (incandescent blue sphere), 8,000 gp

And I think Albius may have purchased the lesser rod of maximize.


Male Human Cavalier/14
Harad Navar wrote:

Turn 36 - Gozran (April) 4712

Phase 1 - Upkeep
Step 1 - Kingdom Stability
Please make a Stability roll DC71.

Step 2 - Pay Consumption
No consumption to pay.

Stability DC 71

Modifier + 80 (or 81 - no difference at this point)
1d20 + 80 ⇒ (7) + 80 = 87
Success. Unrest remains at 0. +1 BP


Male Human Cavalier/14

Turn 36

Claim hexes A1, A2, a1, a2
Road hexes A1, A2, a1, a2
(no extra cost for bridge in a2, since it's already there)
farm hexes A1, A2
Total cost: 16 BP
Claims: 4 BP
Roads: 4 BP
Farms: 4 BP
Treasury at 81 BP


Male Human Cavalier/14

Proposed City Improvements:
Shrikeport - C2 Magic Shop
Shrikeport - E1 Barracks
Shrikeport - A1 Library
Tatzleford(West)- City Wall

cost: 49 BP


Tavius stands with Lord Numesti as the forces of Greenmarch arrived in the city.

Things will be better now Terrion. We will not let Drelev suffer any longer. These troops will protect the city until we can re-build it and its defenses.
The men will also help the townsfolk when they can, you will see that this is not an occupying force.
We will have to think of a new name for the city though...Drelev's legacy of failure will have to be removed.


male keleshite human monk 4
Osvaldt Langham wrote:
I show stability at 81.

Yes, Stability +81 is correct. I failed to update from my spreadsheet.

Quote:
I show 1 additional empty medium magic item slot.

There was a +2 battleaxe that was sold in Turn 32 which I had not removed. It is now replaced with cape of the mountebank, 10080 gp.


male keleshite human monk 4

Turn 36 - Gozran (April) 4712
Phase 1 - Upkeep
Step 1 - Kingdom Stability
Stability roll successful. Treasury = 89 BP

Step 2 - Claim Hexes
Claim A1, A2, a1, and a2; cost 4 BP; Treasure = 85 BP

Step 3 - Establish/Improve
Shrikeport:
Add second Magic Shop (C2) 34 BP
Add Barracks (E1) 4 BP
Add Library (A1 3 BP
Tatzlford:
Add City Wall (West) 8 BP
Treasury = 36 BP

Step 4 - Build Roads
Build roads in A1, A2, a1, and a2; cost 4 BP; Treeasury = 32 BP

Step 5 - Develop Open Areas
Add 2 farms (A1, A2); cost 4 BP; Treasury = 28 BP

Greenmarch Turn 36
Step 6 - Edicts
No edict changes.

Phase 3 - Income (no deposits or withdrawals)
Step 3 - Sell Valuable Items
Please make 5 Economy checks to sell magic items.

Step 4 - Income
Please make an Income Roll.
Please make an income Roll for Tread Agreement with Nomen, 1d4 BP.


Male Human Cavalier/14

Before making rolls to sell items, can we get a treasure update? If I have enough, oz might want to buy the +5 Full Plate that the Kingdom just generated.

Also, I have our treasury 3 BP higher.


Male Human Cavalier/14

Turn 36 – Sell Magic Items

Sell Major Items
Item 1: Major Cloak of Displacement, 30,000 gp
DC 50
Economy 92
1d20 + 92 ⇒ (16) + 92 = 108
Result Success +12 BP

Item 2: Pending possible purchase by Oz

Sell Medium Items
Item 3: Ring of Protection +2, 8,000 GP gp
DC 35
Economy 92
1d20 + 92 ⇒ (2) + 92 = 94
Result Success +6 BP

Item 4: Wand of Inflict Moderate Wounds 4,500 gp
DC 35
Economy 92
1d20 + 92 ⇒ (1) + 92 = 93
Result Fail

Item 5: Cape of the Mountebank, 10080 gp
DC 35
Economy 92
1d20 + 92 ⇒ (14) + 92 = 106
Result Success +6 BP

Total +24 BP


Male Human Cavalier/14

Well, since I flubbed one of the medium item rolls, let's go ahead and sell the plate mail as well. Oz will have to wait for +5 armor.

Sell Major Items
Item 2: Full Plate +5 - 26,650gp
DC 50
Economy 92
1d20 + 92 ⇒ (9) + 92 = 101
Result Success, +12 BP
total magic item sales: 36 BP


Male Human Cavalier/14

Turn 36
Income Roll

Control DC 75
Econ +92
1d20 + 92 ⇒ (2) + 92 = 94
Result: 18 BP

Trade Agreement
Control DC 75
Econ +92
1d20 + 92 ⇒ (8) + 92 = 100
Success. +1d4 BP
1d4 ⇒ 1
1 BP

Ending Treasury 87 BP


Male Human Cavalier/14

End of year report

Gozran, 4712

Our third fiscal year has been a time of rapid growth. In the past 12 months, we have forged bonds with 2 new cities (with another on the horizon), and have expanded our territory from 23 hexes (approx 2,100 square miles) to 55 hexes (more than 5,000 square miles). We had set a goal of 41 hexes, which we exceeded by 34%.

Our population has grown to some 43,500 people, two and a half times where we started.

Our economy has expanded to keep pace, producing 571 BP during those 12 months.

We have grown large enough and prosperous enough to attract the attention of our neighbors. Our territory has already been threatened once, and I expect that won’t be the end of it. As we continue to expand, we must increase our defenses, and continue to grow our economy. Wars are fought in the treasury as much as on the battlefield.

It is time for Greenmarch to step up and take its place among the River Kingdoms, to become the shining example of prosperity and peace that it was meant to be. We will spread the purifying light of civilization, enlightening the dark corners of the world.

Abadar be praised.


male keleshite human monk 4

You are correct about treasury. I had taken the cost of the fort twice. Treasury at start of Turn should have been 94 BP. Economy is +93 due to the additional roads added another +1. This made the income roll 95 and added 1 BP to our total.

So to rework:
Phase 1 step 1 - succress; treasury = 95 BP
Phase 2 Step 2 - claim 4 hexes, 4 BP; treasury = 91 BP
Phase 2 Step 3 - magic shop (34 BP), barracks (4 BP), library (3 BP), City Wall (8 BP) [town hall does not half wall costs], total 49 BP; treasury = 42 BP
Phase 2 Step 4 - build 4 roads, 4 BP; treasury = 38 BP
Phase 2 Step 5 - build 2 farms, 4 BP; treasury = 34 BP
Phase 3 Step 3 - sell items, +36 BP; treasury - 70 BP
Phase 3 Step 4 - Income, +19 BP; treasury = 89 BP
Phase 4 Step 1 - events, 1 BP trade agreement; treasury = 90 BP
No other event occurs this turn.

Turn 36 - Gozran (April) 4712 Final
Treasury = 90 BP, Economy +93, Loyalty +77, Stability +82, Unrest 0, Consumption 0, Size 55, Control DC 75
Magic Item Slots: 25 minor (3 unfilled), 9 medium (5 unfilled), 3 major (3 unfilled)
Total Population 43,000; Leveton 9,000 (base 1700 gp); Shrikeport 8,750 (base 14,700 gp); Tatzlford 5,750 (base 2,200 gp); Varnhold 5,750 (base 2,200 gp)

Turn 37 Desnus (May) 4712

Phase 1 - Upkeep
Step 1 - Kingdom Stability
Please make a Stability roll DC75.

Step 2 - Pay Consumption
No consumption to pay.

Step 3 - Fill Vacant Magic Items
Minor Items Filled = 3
Item 1: potion/oil of blur - 300 gp
Item 2: potion/oil of resistance - 25 gp
Item 3: potion/oil of cure light wounds - 50 gp
Medium Items Filled = 5
Item 1: wand of magic circle against law - 11250 gp
Item 2: wand of darkness - 4500 gp
Item 3: wand of invisibility sphere - 11250 gp
Item 4: periapt of wound closure - 15000 gp
Item 5: wand of fox's cunning - 4500 gp
Major Items Filled = 3
Item 1: +3 flaming icy burst light crossbow - 72335 gp
Item 2: ring of regeneration - 90000 gp
Item 3: drums of panic - 30000 gp

Step 4 - Unrest
The Kingdom does not suffer from unrest.

Phase 2 - Improvement
Step 1 - Leadership
Please make any changes in leadership, including stat increases.

Step 2 - Claim Hexes
Please indicate the explored hexes you wish to claim.

Step 3 - Establish/Improve
Please indicate what city improvement you wish to make.

Step 4 - Build Roads
Please indicate the hexes in which you want to build roads.

Step 5 - Develop Open Areas
Please indicate the open area development you wish to make.

Step 6 - Edicts
Please indicate the edicts you wish to change.


Male Human Cavalier/14

How many roads do you show? we may be off there.


Male Human Cavalier/14
Harad Navar wrote:


Turn 37 Desnus (May) 4712

Phase 1 - Upkeep
Step 1 - Kingdom Stability
Please make a Stability roll DC75.

1d20 + 82 ⇒ (13) + 82 = 95

Success. No unrest. +1 BP


Male Human Cavalier/14

Claim Hexes: b3, c3, d4, e4 - connecting up to Drelev. (4 BP)

Build roads in all four of those hexes. (4 BP)

Farm hexes a1 and b3 (skipping over a2 for now - we may want to build a settlement there) (4 BP)


Male Human Cavalier/14

Annexing Fort Drelev

Do you want a Stability check, like we did previously with Tatzleford?

Here is one.
Stability check - control DC 79 (after the 4 new hexes)
Stability +82
1d20 + 82 ⇒ (14) + 82 = 96
Success

Spend 20 BP for repairs and reconstruction.

City Improvements - we'll decide that based on the state of Drelev.


male keleshite human monk 4
Osvaldt Langham wrote:

How many roads do you show? we may be off there.

47, and 22 river hex. I had 27 so that would reduce economy by 1 with the correction.


Male Human Cavalier/14
Harad Navar wrote:
Osvaldt Langham wrote:

How many roads do you show? we may be off there.

47, and 22 river hex. I had 27 so that would reduce economy by 1 with the correction.

I reviewed my list and the last map you sent, and I come up with 48 Roads (52 after the 4 we claim in Turn 37).

I show 26 River hexes.


male keleshite human monk 4

Turn 37 Phase 2 Step 3
A stability check is not required to annex Fort Drelev. The 20 BP will bring up all buildings to functional for Turn 38.
Fort Drelev contains the following:
Barracks (1), Brothel (1), Castle (1), House (2), Inn (1), pier (1), Shop (2), Shrine (1), Stable (1), Tavern (1), Temple (1), Tenement (4), Watchtower (1)

You may want to improve other cities or develop a city site.


Male Human Cavalier/14
Harad Navar wrote:

Turn 37 Phase 2 Step 3

A stability check is not required to annex Fort Drelev. The 20 BP will bring up all buildings to functional for Turn 38.
Fort Drelev contains the following:
Barracks (1), Brothel (1), Castle (1), House (2), Inn (1), pier (1), Shop (2), Shrine (1), Stable (1), Tavern (1), Temple (1), Tenement (4), Watchtower (1)

Just to confirm, then, I get the following on Drelev:

Economy +9
Loyalty +10
Stability +6
Base Value 3,700 gp
Defense 12

3 minor magic items


Male Human Cavalier/14

Development for Turn 37.

After paying the 20 BP to repair Drelev, I show us as having 57 BP in the Treasury, including 20 in reserve. That leaves 37 availble for building.

I propose that we build a couple of things to fill up Shrikeport's first distrcit, continue building walls in tatzleford, and then either build a brothel in Varnhold to complete the brothel/internal security network, or upgrade some of the housing in Drelev from tenements to houses.

Thoughts?


male keleshite human monk 4
Osvaldt Langham wrote:

Just to confirm, then, I get the following on Drelev:

Economy +9
Loyalty +10
Stability +6
Base Value 3,700 gp
Defense 12
3 minor magic items

Fort Drelev Turn 37

Correct. What I did not state before is that while there is water on two sides of the town, it only has 1 city wall (2 half-walls). That would bring the defense to 16.

I show 59 BP (39 BP + 20 BP reserve)

I will allow the credits for the repaired new city to apply this turn as buildings built in the turn apply to the turn.

New Minor Items:
Item 1: potion/oil of gentle repose - 300 gp
Item 2: potion/oil of barkskin - 300 gp
Item 3: arcane scroll of false life - 150 gp

Phase 3 Step 3 Sell Valuable Items
You now have 6 city districts, so please make 6 Economy Checks (at +104) to sell 6 items.

Phase 3 Step 4 - Income
Please make an Economy Check for Income.
Please role 1d4 for Nomen Trade Agreement.


Male Human Cavalier/14

Question - if we wanted to complete the walls at Drelev, what would that cost? Would it essentially be the price of one more wall (two half walls?)


male keleshite human monk 4

You will only have to build 1 city wall to close the gap.


Male Human Cavalier/14

While we are deciding if the proposed building plan I posted over in discussion is OK, here are some checks to sell magic items:

Turn 37 – Sell Magic Items

Sell Major Items
Item 1: +3 flaming icy burst light crossbow - 72335 gp
DC 50
Economy 104
1d20 + 104 ⇒ (6) + 104 = 110
Result Success 12 BP

Item 2: ring of regeneration - 90000 gp
DC 50
Economy 104
1d20 + 104 ⇒ (8) + 104 = 112
Result Success 12 BP

Item 3: drums of panic - 30000 gp
DC 50
Economy 104
1d20 + 104 ⇒ (14) + 104 = 118
Result Success 12 BP

Sell Medium Items
Item 4: wand of magic circle against law - 11250 gp
DC 35
Economy 104
1d20 + 104 ⇒ (10) + 104 = 114
Result Success 6 BP

Item 5: Wand of Inflict Moderate Wounds 4,500 gp
DC 35
Economy 104
1d20 + 104 ⇒ (5) + 104 = 109
Result Success 6 BP

Item 6: wand of darkness - 4500 gp
DC 35
Economy 104
1d20 + 104 ⇒ (17) + 104 = 121
Result success 6 BP

Total: +54 BP


Male Human Cavalier/14

Phase 4 - Income

Control DC 79
Econ Modifier 104
1d20 + 104 ⇒ (11) + 104 = 115
Result 115 = 23 BP

Trade Route
Control DC 79
Econ Modifier 104
1d20 + 104 ⇒ (10) + 104 = 114
Success
1d4 ⇒ 3 BP

That was a good month.


Tavius bows his head as he accepts the new title of the "High Lord".

He approaches Osvaldt with Lord Numesti. "Numesti and I have been talking and he agrees we should rename both the fort and town. I wanted to tie in our kingdom but acknowledge the people as well. What do you think about Freemarch? I believe it gives due note to both."

You noticed that Tavius' bearing is more regal, although he seems to have been able to gain some control over the rod in order to make the clothes he wears not quite so dramatic or expensive.

I figured you could control the rod enough to not have it create clothes that were so over the top expensive unless you want it too.

"Thank you for the funds my Duke. As we grow the other cities I will let you know some thoughts I have for Freemarch and Castle Donatus. With a potential threat from Pitax ever present I would like to suggest we build some additional military operations there including basing a second army out of Freemarch."

Do you have an updated list of the Freemarch buildings?


Male Human Cavalier/14
Tavius Donatus wrote:
Do you have an updated list of the Freemarch buildings?

Here's what I have:

Barracks
Brothel
Castle
City Wall
House (2)
Inn
Piers
Shop (2)
Shrine
Stable
Tavern
Temple
Tennement (4)
Watchtower

Raz can correct me if I missed anything.


male keleshite human monk 4

Turn 37 Desnus (May) 4712 Final
Treasury = [edit:139] BP; Economy = +104; Loyalty = +87; Stability = +89; Unrest = 0; Consumption = 0; Size = 59 hexes; Control DC79
Total Population = 49,500; Cities = 5
Leveton pop. 9,000 - base value 1,700 gp
Shrikeport pop. 8,750 - base value 14,700 gp
Tatzlford pop. 5,750 - base value 2,200 gp
Varnhold pop. 5,750 - base value 2,200 gp
Freemarch pop. 5,500 - base value 3,700 gp
Magic Items
28 minor (none to be filled)
9 medium ([edit:3] to be filled)
3 major (3 need to be filled)

In Freemarch you did not count the barracks.

Current Kingdom Maps
Greenmarch
Leveton
Shrikeport
Tatzlford
Varnhold
Freemarch (will change name on map later)

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