| Osvaldt Langham |
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
Raz - it looks like these numbers do not include the city improvements for turn 37 that I put forward for discussion on the discussion page. Not ahving heard any objections, I would like to build the following:
Build an Office of the City Guard (F2) and a Fletcher (E2) in Shrikeport, which will fill the district.
Build a city wall in Tatzleford, on the North edge of town, to continue the process of fortifying there.
Those will increase Economy and Loyalty by 1 each and Stability by 2.
| Harad Navar |
Turn 38 – Sarenith (June) 4712
Treasury 139 BP, Economy +93, Loyalty +87, Stability +89, Unrest 0, Consumption 0, Size 59 hexes, Control DC 79
Magic Items: 28 minor (0 empty), 9 medium (3 empty), 3 major (3 empty)
Phase 1 - Upkeep
Step 1 - Kingdom Stability
Please make a Stability roll DC79.
Step 2 - Pay Consumption
No consumption to pay.
Step 3 - Fill Vacant Magic Items
No Minor Items Filled
Medium Items Filled = 3
Item 1: ring of animal friendship – 10,800 gp
Item 2: wand of displacement – 11,250 gp
Item 3: phylactery of negative channeling – 11,000 gp
Major Items Filled = 3
Item 1: amulet of natural armor +3 – 18,000 gp
Item 2: staff of illumination – 51,500 gp
Item 3: +3 thundering speed light hammer – 98,301 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.
| Osvaldt Langham |
When you sold items I thought that you were done making improvements other than rebuilding Freeemarch. If this is not the case, please make a final decision on buildings.
Let's stick with the build as stated above.
Build an Office of the City Guard (F2) and a Fletcher (E2) in Shrikeport, which will fill the district.Build a city wall in Tatzleford, on the North edge of town, to continue the process of fortifying there.
| Harad Navar |
Revised Final - Turn 37 Desnus (May) 4712
Pulled numbers from wrong turn before
Revision is to add Office of City Guard and Fletcher to Shrikeport, and City Wall (north) to Tatzlford.
Treasury 117 BP, Economy +105, Loyalty +88, Stability +91, Unrest 0, Consumption 0, Size 59 hexes, Control DC 79
EDIT: add new city images
Tatzlford
Shrikeport
Turn 38 – Sarenith (June) 4712
With Tavius now stationed at Freemarch, please indicate what each of you do typically in a month, and where do you do it.
Phase 1 - Upkeep
Step 1 - Kingdom Stability
Please make a Stability roll DC79.
Step 2 - Pay Consumption
No consumption to pay.
Step 3 - Fill Vacant Magic Items
Magic Items Remain as Previously Filled
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.
| Osvaldt Langham |
Turn 38 – Sarenith (June) 4712
Phase 2 - Improvement
Step 2 - Claim Hexes
Please indicate the explored hexes you wish to claim
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.
Claim Hexes b1, B1, B2, B3 (Cost 4 BP)
Build roads through all 4 (cost 5 BP - 3 for plains and 2 for the forest)Farm B1 and B2 (cost 4 BP)
That puts the general fund at 75 BP
Transfer 10 BP to the Freemarch Fund
Transfer 5 BP to the Reserve Fund
That gives Tavius 20 BP availble for construction if he wants to build improvements in Freemarch.
Discussion of improvements for other cities coming soon.
| Osvaldt Langham |
Here are my thoughts for city improvements for turn 38
In shrikeport, start preparing the ground for a new district. (cost 2 BP, time 1 month)
In Tatzleford, continue work on the City Wall (cost 8 BP) and build some more housing (3 BP)
In Varnhold, build a brothel, to provide the citizens with some entertainment, and also complete our internal security network. (cost 6 BP)
In Leveton, Start building a city wall (cost 8 BP) and build a theater, which will benefit both economy and stability, and give us discounts on additional buildings in the future. We can build up Leveton as a cultural center to complement Shrikeport's mercantile reputation. (cost 24 BP)
I also think we could start training up the new Army Tavius mentioned. What did you have in mind?
| Harad Navar |
Oswaldt, please conform these numbers:
Start of Turn 38
Total Treasury = 117 BP; Econ +105; Loyalrty +88; Stability +91
Stability Check +1 BP
Hexes Claimed -4 BP
Roads Built -5 BP
Gross Treasury = 105 BP
From your posts I assume:
Kingdom Reserve = 25 BP
Freemarch Building Fund = 20 BP
Kingdom Net Treasury = 60 BP
Greenmarch Turn 38
On Improvements:
1 Which way do you wish to expand Shrikeport, east, west, or north. Expanding east or west will allow more Pier/Waterfront development. Expanding 3 city districts in either east or west directions will bring another water boundary in place.
2) You may want to consider a bridge in Varnhold so the people will feel less rural.
3) The new army could be stationed in Freemarch with the current army in Shrikeport. In the future you might consider additional small armies out of both Varnhold and Leveton, possibly as reserves. You may want to enhance the existing army as well.
| Osvaldt Langham |
Oswaldt, please conform these numbers:
Start of Turn 38
Total Treasury = 117 BP; Econ +105; Loyalrty +88; Stability +91
Stability Check +1 BP
Hexes Claimed -4 BP
Roads Built -5 BP
Gross Treasury = 105 BP
From your posts I assume:
Kingdom Reserve = 25 BP
Freemarch Building Fund = 20 BP
Kingdom Net Treasury = 60 BP
[b
I have Econ +106. I believe that last group of roads put us over.
As far as army design and depolyment is concerned, I think the General should weigh in.
I'd like to expand shrikeport to the East for more waterfront development and to allow the construction of a jail adjacent to the office of the city guard.
| Osvaldt Langham |
I have no objection to a bridge in Freemarch. would that be 1 BP, the same cost as a road through the hex? While we're doing taht, can we do the same for Varnhold, so people don't have to slog across a ford to get downtown?
as for the other buildings I proposed, here is what I was thinking for locations:
For Tatzleford, build tha house at C2 and the Wall on the east side.
For Leveton, build the theater at C9 and D9 and the first section of city wall to the north, so we can control traffic down the main road.
For Varnhold, put the Brothel at A2, next door to the brewery.
| DM Stephen |
Haven't had a chance to really look at Freemarch yet but the first thing Tavius would like to do is remove the Tenaments in favor of houses.
I don't have my river kingdoms guide handy but I was thinking that Freemarch could be the military center so a war college or the like would be good.
As far as the army unit is concerned I was thinking something fast like maybe a company of cavalry to support our foot troops.
What is our current unit composed of?
| Harad Navar |
A bridge in Varnhold will cost 1 BP. There is no need for a bridge in Freemarch unless you want to cross the Lone River for some reason. You can build a bridge in B3 for 1 BP, which would help in expanding into the forest.
Building a new city district in Shrikeport will cost [edit: 2] BP to prepare. Building can start next turn.
| Osvaldt Langham |
A bridge in Varnhold will cost 1 BP. There is no need for a bridge in Freemarch unless you want to cross the Lone River for some reason. You can build a bridge in B3 for 1 BP, which would help in expanding into the forest.
Duh.
I read your previous message as suggesting a bridge in Freemarch.Strike that. Let's just build the one in Varnhold.
| Harad Navar |
The Kingdom creates a Large Army of Human Warrior 3 (200 foot soldiers), CR 3, consumption/month 4 BP. It costs 4 BP this month to assemble the army and get it trained. Next month the new army will increase the kingdom consumption to 4 BP/turn.
The first army (medium army of mounted human warrior 4) is called the Greanmarch Regulars. What is the name of the new army. If you want to split the large army into 2 medium armies, each army is CR1, but the total consumption will stay the same.
Please designate a leader for Army 2.
Kingdom Stats at Present: Treasury 88 BP; Econ +106; Stab +88; Loyal +92; Consumption 0 BP this turn, 4 BP next turn
Turn 38 – Sarenith (June) 4712
Phase 3, Step 3 - Sell Valuable Items
Please make 7 economy checks (+106, DC83) to sell magic items.
Phase 3, Step 4 - Income
Please make an Income roll (Econ +106) DC83
Please make Economy Check (DC83) for Nomen Trade Agreement( 1d4 BP, or 1 BP if fail).
| Osvaldt Langham |
I don't think you have our turn 38 city improvements in those numbers.
I show
Economy 109 (the theater added 2 and the brothel 1)
Loyalty 90 (2 loyalty for the brothel)
Stability 93 (2 stability for the theater)
and you appear to have Loyalty and stability crossed.
Treasury after all the spending for turn 38 is 49, with 4 in the general fund, 25 in the reserve, and 20 in the Freemarch fund.
| Osvaldt Langham |
Turn 38 – Sell Magic Items
Sell Major Items
Item 1: amulet of natural armor +3 – 18,000 gp
DC 50
Economy 109
1d20 + 109 ⇒ (6) + 109 = 115
Result Success +12 BP
Item 2: staff of illumination – 51,500 gp
DC 50
Economy 109
1d20 + 109 ⇒ (1) + 109 = 110
Result - FAILED
Item 3: thundering speed light hammer +3 – 98,301 gp
DC 50
Economy 109
1d20 + 109 ⇒ (7) + 109 = 116
Result Success +12 BP
Sell Medium Items
Item 4: periapt of wound closure - 15000 gp
DC 35
Economy 109
1d20 + 109 ⇒ (6) + 109 = 115
Result Success +6 BP
Item 5: ring of animal friendship – 10,800 gp
DC 35
Economy 109
1d20 + 109 ⇒ (4) + 109 = 113
Result Success +6 BP
Item 6: wand of fox's cunning - 4500 gp
DC 35
Economy 109
1d20 + 109 ⇒ (13) + 109 = 122
Result Success +6 BP
Total: 42 BP
| Osvaldt Langham |
Turn 38 – Sarenith (June) 4712
Phase 3, Step 4 - Income
Please make an Income roll (Econ +109) DC83
Please make Economy Check (DC83) for Nomen Trade Agreement( 1d4 BP, or 1 BP if fail).
Income Roll
DC 83Economy 109
1d20 + 109 ⇒ (20) + 109 = 129
Result +25 BP
Trade Agreement
DC 83
Economy 109
1d20 + 109 ⇒ (3) + 109 = 112
Result Success 1d4 ⇒ 3 BP
Total Treasury: 119 BP (incl 25 reserve and 20 Freemarch Fund)
| Harad Navar |
Turn 38 - Sarenith (June) 4712
Kingdom Stats - Yes, I had not completely logged city improvements. However, I have Treasury = 120 (did you remove the 1 BP for the bridge not built in Freemarch?); Econ +109; Loyalty +90; Stability +94. Stability matches in the two different spreadsheets I use.
Kingdom Population now 52,000.
Phase 4 - Events
Food Surplus: Farmers produce an unexpected windfall. Consumption is halved during the next Upkeep phase.
Turn 39 – Erastus (July) 4712
Treasury 120 BP, Economy +109, Loyalty +90, Stability +94, Unrest 0, Consumption 4, Size 63 hexes, Control DC 83
Magic Items: 28 minor (0 empty), 9 medium (3 empty), 3 major (2 empty)
Phase 1 - Upkeep
Step 1 - Kingdom Stability
Please make a Stability roll DC83.
Step 2 - Pay Consumption
Pay consumption of 2 BP (halved from last turn’s event).
Step 3 - Fill Vacant Magic Items
No Minor Items Filled
Medium Items Filled = 3
Item 1: +3 banded mail - 9400 gp
Item 2: figurine of wondrous power (serpentine owl) - 9100 gp
Item 3: ring of mind shielding - 8000 gp
Major Items Filled = 2
Item 1: figurine of wondrous power (ivory goats) - 21000 gp
Item 2: staff of frost - 41400 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.
| Osvaldt Langham |
Raz, I have Stability at 93. here are the sources and amounts:
Edicts: 1
leadership: 17
Alignment: 2
Roads: 7
Leveton: 17
Open Space improvements: 7
Shrikeport: 12
Tatzleford: 9
Varnhold: 15
Freemarch: 6
Let me know where you see something different. For now, I think we can call it close enough for government work.
| Osvaldt Langham |
Turn 39 – Erastus (July) 4712
Phase 1 - Upkeep
Step 1 - Kingdom Stability
Please make a Stability roll DC83.Step 2 - Pay Consumption
Pay consumption of 2 BP (halved from last turn’s event).
Stability Roll
DC 83Stability +93
1d20 + 93 ⇒ (11) + 93 = 104
Success
| Osvaldt Langham |
City Improvements:
I was thinking about opening the second district in Shrikeport with a pier.
Now that we have the theater, we can build out Leveton some more, with a new brothel, a park and a tavern. We'll have to put in a house for that.
We need to finish the Tatzleford city wall.
What else?
| Harad Navar |
Raz, I have Stability at 93. here are the sources and amounts:
Edicts: 1
leadership: 17
Alignment: 2
Roads: 7
Leveton: 17
Open Space improvements: 7
Shrikeport: 12
Tatzleford: 9
Varnhold: 15
Freemarch: 6Let me know where you see something different. For now, I think we can call it close enough for government work.
Our difference is in Shrikeport. I have Stability +13 for it as follows:
(1) Black Market = +1(1) Castle = +2
(1) Fletcher = +1
(1) Market = +2
(1) Office City Guard = +1
(2) piers = +2
(1) Town Hall = +1
(2) Tradesman = +2
(1) Watchtower = +1
| Osvaldt Langham |
Our difference is in Shrikeport. I have Stability +13 for it as follows:
(1) Black Market = +1
(1) Castle = +2
(1) Fletcher = +1
(1) Market = +2
(1) Office City Guard = +1
(2) piers = +2
(1) Town Hall = +1
(2) Tradesman = +2
(1) Watchtower = +1
I see it. According to my records, there is no watchtower in Shrikeport. (yet)
| Osvaldt Langham |
Great. So that brings us pback to city improvements for turn 39. My proposal was:
Leveton: Brothel
Leveton: Park
Leveton: Tavern
Leveton: House
Tatzleford: City Wall
Shrikeport: Piers
that would cost 31 BP.
We would have enough left to transfer a little to the Freemarch fund. There is currently a balance of 14 BP in the fund after improving tenements. do we want to build anything there, or save up for something bigger?
| Osvaldt Langham |
If this seems to be the order of the day, please provide location for buildings.
Leveton; B-9; Brothel
Leveton; C-8; ParkLeveton; B-8; Tavern
Leveton; A-8; House
Tatzleford; City Wall - south side (should be the last one)
Shrikeport; Piers - in the SW corner of the new district, adjacent to the existing piers, just ont he outside of the walls.
Transfer 10 more BP to the Freemarch fund.
In response to Eirwulf - I thought you had expressed interest in occupying and managing the fort. feel free to do so. Just remember that your duties as a leader of the kingdom require you to be in the capital periodically.
| Osvaldt Langham |
just to get a jump on things
Turn 39 – Sell Magic Items
Sell Major Items
Item 1: staff of frost - 41400 gp
DC 50
Economy 113
1d20 + 113 ⇒ (9) + 113 = 122
Result - Success. +12 BP
Item 2: staff of illumination – 51,500 gp
DC 50
Economy 113
1d20 + 113 ⇒ (20) + 113 = 133
Result - Success. +12 BP
Item 3: figurine of wondrous power (ivory goats) - 21000 gp
DC 50
Economy 113
1d20 + 113 ⇒ (18) + 113 = 131
Result - Success. +12 BP
Sell Medium Items
Item 4: figurine of wondrous power (serpentine owl) - 9100 gp
DC 35
Economy 113
1d20 + 113 ⇒ (10) + 113 = 123
Result - Success. +6 BP
Item 5: banded mail +3 - 9400 gp
DC 35
Economy 113
1d20 + 113 ⇒ (17) + 113 = 130
Result - Success. +6 BP
Item 6: wand of displacement – 11,250 gp
DC 35
Economy 113
1d20 + 113 ⇒ (16) + 113 = 129
Result - Success. +6 BP
Item 7: phylactery of negative channeling – 11,000 gp
DC 35
Economy 113
1d20 + 113 ⇒ (16) + 113 = 129
Result - Success. +6 BP
Total: +60 BP
| Harad Navar |
Phase 2, Step 3 - Establish/Improve Cities
Tatzlford
City Wall (South) = 8 BP
Leveton
Brothel (B9) = 3 BP
Park (C8) = 3 BP
Tavern (B8) = 6 BP
House (A8) = 3 BP
Shrikeport
Pier (G6) = 8 BP
Freemarch
Upgrade 4 Tenements to Houses = 8 BP
Total = 37 BP
Phase 3 - Income
Sell 6 items = 60 BP
Income = 25 BP
Nomen Trade = 2 BP
Phase 4 - Events
No event this turn.
End of Turn 39 Erastus (July) 4712
Treasury = 151; Economy +113; Loyalty +94; Stability +94; Unrest 0; Consumption 6 BP; Size 67 hexes.
Google Drive impossibly slow, city images tomorrow
Who is commanding the second army, and what is the army's name?
Turn 40 – Arodus (August) 4712
Treasury 151 BP, Economy +113, Loyalty +94, Stability +94, Unrest 0, Consumption 6, Size 67 hexes, Control DC 87
Magic Items: 28 minor (0 empty), 9 medium (3 empty), 3 major (3 empty)
Phase 1 - Upkeep
Step 1 - Kingdom Stability
Please make Stability roll DC87.
Step 2 - Pay Consumption
Pay consumption of 6 BP.
Step 3 - Fill Vacant Magic Items
No Minor Items Filled
Medium Items Filled = 3
Item 1: clay golem manual - 12000 gp
Item 2: wand of neutralize poison - 11250 gp
Item 3: staff of swarming insects - 22800 gp
Major Items Filled = 3
Item 1: staff of abjuration - 82000 gp
Item 2: staff of fire - 18950 gp
Item 3: ring of freedom of movement - 40000 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.