Greenmarch Kingmaker Campaign (Inactive)

Game Master Harad Navar

Kingmaker for the Greenmarch Kingdom of Osvladt Langham


401 to 450 of 458 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Male Human Cavalier/14

We already fixed the walls. You may be looking at an older image.

The garrison is a good building, though it doesn't technically add directly to Defense. It would allow the creation of more troops there more rapidly.


male keleshite human monk 4

Do you want to complete the city wall in Leveton?


male keleshite human monk 4

Turn 42 - Lamashan (October) 4712
Freemarch Turn 42 (building placement used without stated preference)
Leveton Turn 42
Treasury 48 BP; Stat bonuses need to be adjusted for PC roles


Male Human Cavalier/14
Harad Navar wrote:
Do you want to complete the city wall in Leveton?

No, we'll hold off until next month. There isn't enough in the general fund and I don't want to dip into the reserve right now.


Male Human Cavalier/14
Harad Navar wrote:
Stat bonuses need to be adjusted for PC roles

My CHA is up to +5, applying to Stability and Loyalty.

When we hit a size of 81, I will also add to Economy.

Ettore - I have your WIS modifier as +6. Please confirm.

Tavius - we use your CHA or STR. I have you as +4. I know you picked up a buffing item. Did that put you to +5?

Eirwulf, we use your STR, which I have as +5. Please confirm.


Male Human Cavalier/14

Turn 42 - Lamashan (October) 4712
Phase 3 - Income

Sell Magic Items

Sell Major Items
Item 1: ring of wizardry (II) - 40000 gp
DC 50
Economy 128
1d20 + 128 ⇒ (8) + 128 = 136
Result Success. +12 BP

Item 2: shocking burst +2 dwarven urgrosh - 32650 gp
DC 50
Economy 128
1d20 + 128 ⇒ (2) + 128 = 130
Result Success +12 BP

Item 3: ring of spell storing - 50000 gp
DC 50
Economy 128
1d20 + 128 ⇒ (7) + 128 = 135
Result Success +12 BP

Sell Medium Items
Item 4: broom of flying - 17000 gp
DC 35
Economy 128
1d20 + 128 ⇒ (15) + 128 = 143
Result Success +6 BP

Item 5: headband of inspired wisdom +4 - 16000 gp
DC 35
Economy 128
1d20 + 128 ⇒ (13) + 128 = 141
Result Success +6 BP

Item 6: wand of magic circle against good - 11250 gp
DC 35
Economy 128
1d20 + 128 ⇒ (11) + 128 = 139
Result Success +6 BP

Item 7: quarterstaff +3 - 18600 gp
DC 35
Economy 128
1d20 + 128 ⇒ (15) + 128 = 143
Result Success +6 BP

Economy Check
Control DC 95
Economy 128
1d20 + 128 ⇒ (19) + 128 = 147
Result +29 BP

Trade Route Income
Control DC 95
Economy 128
1d20 + 128 ⇒ (17) + 128 = 145
Result 1d4 ⇒ 2 BP


Male Tiefling Barbarian 3/Sorcerer 3/Dragon Disciple 10

My strength is now +7


Male Human Cavalier/14

Duly noted.


male keleshite human monk 4

Turn 42 - Neth (November) 4712
I have your treasury at 139 BP at the end of the turn. Stats await ability score bonus confirmation.

Phase 4 - Events: Adventurers Pass Through
An adventuring party passes through your kingdom. They spend money at the local taverns, purchase new weapons and get rid of some minor monster troubles. Reduce your Unrest by 1, add 1d4 ⇒ 3 BP to the kingdom’s Treasury and reduce the number of available minor magic item by 2 (potion of cure light wounds and potion of reduce animal).

Turn 43 - Lamashan (October) 4712
Magic Items: 30 minor (2 empty), 9 medium (4 empty), 3 major (3 empty)
Phase 1 - Upkeep
Step 1 - Kingdom Stability
Please make Stability roll DC99.

Step 2 - Pay Consumption
Pay consumption of 6 BP.

Step 3 - Fill Vacant Magic Items
Minor Items Filled = 2
Item 1: +1 shuriken (5) - 231 gp
Item 2: feather token (anchor) - 50 gp

Major Items Filled = 3
Item 1: ring of wizardry (I) – 20,000 gp
Item 2: pearl of power (7th-level spell) – 49,000 gp
Item 3: headband of vast intelligence +6 – 36,000 gp

Medium Items Filled = 4
Item 1: greater metamagic (quicken) rod – 17,0000 gp
Item 2: winged boots – 16,000 gp
Item 3: lesser metamagic (maximize) rod – 14,000 gp
Item 4: +4 heavy steel shield – 16,170 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.


Okay got Tavius finalized with new or upgraded items. His Str bonus is now +6.


Male Human Cavalier/14
Harad Navar wrote:

Turn 42 - Lamashan (October) 4712

I have your treasury at 139 BP at the end of the turn. Stats await ability score bonus confirmation.

My records agree. Treasury was at 139 prior to the event. The extra 3 BP makes it 142.


Male Human Cavalier/14
Harad Navar wrote:

Turn 43 - Neth (November) 4712

Magic Items: 30 minor (2 empty), 9 medium (4 empty), 3 major (3 empty)

I'm missing a couple of minor items. Here is my inventory:

1 arcane scroll of charm person - 25 gp
2 arcane scroll of disguise self - 25 gp
3 arcane scroll of false life - 150 gp
4 arcane scroll of magic mouth - 160 gp
5 arcane scroll of obscuring mist - 25 gp
6 arcane scroll of summon monster II and bull's strength - 300 gp
7 cloak of elvenkind - 2500 gp
8 divine scroll of detect chaos - 25 gp
9 divine scroll of protection from evil - 25 gp
10 divine scroll of summon nature's ally II, consecrate, and summon monster II - 475 gp
11 heavy mace +1 - 2312 gp
12 potion/oil of animate rope - 50 gp
13 potion/oil of barkskin - 300 gp
14 potion/oil of blur - 300 gp
15 potion/oil of cure moderate wounds - 300 gp
16 potion/oil of enlarge person - 50 gp
17 potion/oil of gentle repose - 300 gp
18 potion/oil of hide from undead - 50 gp
19 potion/oil of levitate - 300 gp
20 potion/oil of mage armor - 50 gp
21 potion/oil of protection from chaos - 50 gp
22 potion/oil of resistance - 25 gp
23 potion/oil of wood shape - 300 gp
24 Wand of Heat Metal (4500)
25 wand of shield other - 4500 gp
26 wand of silence - 4500 gp
27 Shuriken +1 (5) - 231 gp
28 feather token (anchor) - 50 gp

Given that they're generally small things, I'm not terribly worried about it, but figured I'd check.


Male Human Cavalier/14

Turn 43 - Neth (November) 4712
Phase 1: Upkeep
Stability Roll

Control DC 99
Stability Modifier +111 (including Tavius' STR at +6)
1d20 + 111 ⇒ (2) + 111 = 113
Success.
Unrest remains at 0
+1 BP


Male Human Cavalier/14
Harad Navar wrote:

Turn 43 - Neth (November) 4712

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.

Claim Hexes

I propose claiming hexes a3 and F3, which brings us to 81 and makes us a kingdom.

Build Roads
I propose building a road in a3
(I don't think we really neeed one in the forest hex).

Develop Open Spaces
Build farms in H7 and H8, along the river.


Male Human Cavalier/14

Turn 43 - Neth (Novemeber) 4712
Phase 2: Improvement
Improve Cities
I propose the following:
In Leveton:
Finish the City wall with 2 more sections (16 BP)
Build a House at A10 (3 BP)
Build a Black market at A9 (25 BP)

In shrikeport
Build a Noble Villa at L5 and L6 (a lovely waterfront estate for someone) (11 BP)

Total Cost 55 BP

Then I'd like to transfer 16 BP to the Feemarch fund, to get that back up to 25 BP

Tavius - you have 25 BP at your disposal currently. Is there anything you'd like to build?


Male Human Cavalier/14

FYI - Raz, you flipped Octeber and November. I corrected it in my posts.


Male Human Cavalier/14

Were we going to try to get through Nov and Dec before Wed?

To get us started:

Turn 43 - Neth (November) 4712
Phase 3 - Income

Sell Magic Items

Sell Major Items
Item 1: ring of wizardry (I) – 20,000 gp
DC 50
Economy 134
1d20 + 134 ⇒ (15) + 134 = 149
Result Success +12 BP

Item 2: pearl of power (7th-level spell) – 49,000 gp
DC 50
Economy 134
1d20 + 134 ⇒ (20) + 134 = 154
Result Success +12 BP

Item 3: headband of vast intelligence +6 – 36,000 gp
DC 50
Economy 134
1d20 + 134 ⇒ (5) + 134 = 139
Result Sucess +12 BP

Sell Medium Items
Item 4: wand of invisibility sphere - 11250 gp
DC 35
Economy 134
1d20 + 134 ⇒ (11) + 134 = 145
Result Success +6 BP

Item 5: winged boots – 16,000 gp
DC 35
Economy 134
1d20 + 134 ⇒ (17) + 134 = 151
Result Success +6 BP

Item 6: lesser metamagic (maximize) rod – 14,000 gp
DC 35
Economy 134
1d20 + 134 ⇒ (16) + 134 = 150
Result Success +6 BP

Item 7: heavy steel shield+4 – 16,170 gp
DC 35
Economy 134
1d20 + 134 ⇒ (18) + 134 = 152
Result Success +6 BP

Economy Check
Control DC 101
Economy 134
1d20 + 134 ⇒ (8) + 134 = 142
Result Success +28 BP

Trade Route Income
Control DC 101
Economy 134
1d20 + 134 ⇒ (8) + 134 = 142
Result Success 1d4 ⇒ 1 BP


Male Human Cavalier/14

After that income, I have the treasury at 160
105 in general fund
30 in Reserve fund
25 in Freemarch fund


male keleshite human monk 4

I have Economy +136; Loyalty +111; Stability +112.
I have total treasury at 164 BP.

Phase 4 - Events (Feud)
Nobles in your cities are bickering. Unless you can smooth over ruffled feathers with a successful Loyalty check, the feud increases Unrest by 1d6.

Please make a loyalty check roll, DC101. (don't roll a one)


male keleshite human monk 4

Turn 44 – Kuthona (December) 4712
Magic Items: 32 minor (2 empty), 10 medium (5 empty), 4 major (4 empty)
Phase 1 - Upkeep
Step 1 - Kingdom Stability
Please make Stability roll DC101.

Step 2 - Pay Consumption
Pay consumption of 4 BP.

Step 3 - Fill Vacant Magic Items
Minor Items Filled = 2
Item 1: divine scroll of protection from law - 25 gp
Item 2: potion/oil of light - 25 gp

Medium Items Filled = 4
Item 1: medallion of thoughts – 12,000 gp
Item 2: rod of the viper – 19,000 gp
Item 3: portable hole – 20,000 gp
Item 4: wand of suggestion – 11,250 gp

Major Items Filled = 5
Item 1: ring of protection +5 – 50,000 gp
Item 2: major cloak of displacement – 50,000 gp
Item 3: +4 icy burst wounding kukri – 128,308 gp
Item 4: manual of quickness in action +4 – 110,000 gp

Step 4 - Unrest
The Kingdom does not suffer from unrest (unless Loyalty check fail in Turn 42).

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
Harad Navar wrote:

Phase 4 - Events (Feud)

Nobles in your cities are bickering. Unless you can smooth over ruffled feathers with a successful Loyalty check, the feud increases Unrest by 1d6.

Please make a loyalty check roll, DC101. (don't roll a one)

Loyalty Check

DC 101
Modifier 106
1d20 + 106 ⇒ (9) + 106 = 115
Success.


Male Human Cavalier/14
Harad Navar wrote:

I have Economy +136; Loyalty +111; Stability +112.

I have total treasury at 164 BP.

I have

Economy 136
Loyalty 106
Stability 113
Treasury 160


Male Human Cavalier/14
Harad Navar wrote:

Turn 44 – Kuthona (December) 4712

Magic Items: 32 minor (2 empty), 10 medium (5 empty), 4 major (4 empty)

Step 3 - Fill Vacant Magic Items
Minor Items Filled = 2
Item 1: divine scroll of protection from law - 25 gp
Item 2: potion/oil of light - 25 gp

Medium Items Filled = 4
Item 1: medallion of thoughts – 12,000 gp
Item 2: rod of the viper – 19,000 gp
Item 3: portable hole – 20,000 gp
Item 4: wand of suggestion – 11,250 gp

Major Items Filled = 5
Item 1: ring of protection +5 – 50,000 gp
Item 2: major cloak of displacement – 50,000 gp
Item 3: +4 icy burst wounding kukri – 128,308 gp
Item 4: manual of quickness in action +4 – 110,000 gp

You're missing a medium item.

I believe it is 5 empty medium slots and 4 empty majors.


Male Human Cavalier/14

Turn 44 – Kuthona (December) 4712
Phase 1 - Upkeep

Stability Check

Control DC 101
Modifier: 112
1d20 + 112 ⇒ (8) + 112 = 120
Success. Unrest stays at zero, +1 BP

Spoiler:
I'm using the worse between your value and mine for now.

Pay consumption -4 BP


Male Human Cavalier/14
Harad Navar wrote:

Turn 44 – Kuthona (December) 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 Hex E10 - I wasn't really planning on expanding thsi turn, but I noticed the hole in our teritory. we have everything around E10, but that that one hex, and it irks me.

No Roads to build this turn.

Farm a3

Build an apiary in B1

City improvements to come. i also plan to transfer some BP to reserves.


If I have enough cash Tavius would like to build a Garrison in Freemarch. We have a Barracks, just no Garrison. Need an additional 3BP to complete this.


Male Human Cavalier/14
DM Stephen wrote:
If I have enough cash Tavius would like to build a Garrison in Freemarch. We have a Barracks, just no Garrison. Need an additional 3BP to complete this.

Consider it done. I was planning on moving 10 BP into the fund this month, so you can buld the garrison and have some left over.

the Garrison is a 2 square building, so it looks like the only place you can put it without tearing down something is at F4/F5.


Male Human Cavalier/14

Other suggested builds:
T'Ford - B1 Aviary
T'Ford - C6 Butcher
T'Ford - F6 Park
T'Ford - A3 Fletcher

Varnhold - F1 Grave Yard
Varnhold - F2 Monument
Varnhold - E1 Shrine

Total cost 36 BP


If there is not an open 2 space area we can go ahead and set up another district unless you are opposed to that?


Male Human Cavalier/14
DM Stephen wrote:
If there is not an open 2 space area we can go ahead and set up another district unless you are opposed to that?

I'm not sure if you can set up another district if the first isn't full.

Not an issue just yet, since there is space for the garrison at F4 & F5


I don't think it can cross a grid square. If you can build a building into open space then I believe you can start another district unless Raz is willing to move a building over for us.


Never mind, we can split it up per this fromt he rules.
"Two-block and four-block structures cannot be split up (although they can span streets)." so we are fine per your suggestion.


male keleshite human monk 4

Missing Medium Item: wand of protection from energy - 11,250 gp


male keleshite human monk 4

OK, I am better and we are on for Wednesday unless any of you have a problem.

Please make your item sales and economy rolls for Turn 44 Kuthona 4712.

I have been thinking about the upcoming Battle of Leveton. The rules do not state exactly how attacks on cities go. The armies from Pitax are not interested in a siege. As in the attack on Tatzlford, they are focused on taking down the city in Greenmarch. The armies have approached from the northwest avoiding detection in Greenmarch until the attack. The wyvern army has attacked first. This is when Albius got the sending from librarian in Leveton. The other two armies are following up the attack and will arrived in a staggered fashion. The troll army will follow in an hour with the human army arriving in another 4 hours.

I have chosen to run the battle as follows:
1) Combat in defense of the city will be in 1-hour increments.
2) I rule that Leveton city walls have 24 HP, 4 for each city wall, of which there are 6.
3) When the city walls reache 0 hp, they are destroyed and pillage of the city will begin in the next 1-hour turn.
4) After the battle (if the city walls do not fall) the number of city walls that remain will be calculated by the remaining hp divided by 4 and the result rounded down.
5) If the city walls are breached, then 1d4 random buildings per army still active after the breach will be destroyed every 1-hour turn after the city walls are breached until the armies are defeated or routed.
6) A crit (natural 20) by any army will automatically do damage to the city walls.
7) The city of Leveton has no offensive function at this time.
8) All attacks occur at the same time at the end of the turn, i.e. no initiative order.

Battle of Leveton Turn 1
The wyvern army attacks the city walls attack DC28: 1d20 + 6 ⇒ (18) + 6 = 24, the attack fails.
Battle of Leveton Turn 2
The party is made aware of the attack. The troll army arrives and joins the attack and will contribute this attack. If PCs (as armies) arrive at Leveton this turn, they will be affective next turn.
Wyvern Army Attack DC28: 1d20 + 6 ⇒ (11) + 6 = 17, attack fails.
Troll Army Attack DC28: 1d20 + 5 ⇒ (9) + 5 = 14, attack fails.


I see the little amount of defense from the city as citizens and city guard/militia that basically step up and and defend the city by getting on the walls and use it defenses to try and repel the attackers.

When we arrive we can act as an offensive/defensive unit to try and punish them as much as possible when they attack and hopefully try and drive them away.


Male Human Cavalier/14

Sell Magic Items

Sell Major Items
Item 1: ring of protection +5 – 50,000 gp
DC 50
Economy 139
1d20 + 139 ⇒ (1) + 139 = 140
Result Fail

Item 2: major cloak of displacement – 50,000 gp
DC 50
Economy 139
1d20 + 139 ⇒ (2) + 139 = 141
Result Success +12 BP

Item 3: +4 icy burst wounding kukri – 128,308 gp
DC 50
Economy 139
1d20 + 139 ⇒ (6) + 139 = 145
Result Success +12 BP

Item 4: manual of quickness in action +4 – 110,000 gp
DC 50
Economy 139
1d20 + 139 ⇒ (18) + 139 = 157
Result Success +12 BP

Sell Medium Items
Item 5: rod of the viper – 19,000 gp
DC 35
Economy 139
1d20 + 139 ⇒ (8) + 139 = 147
Result Success +6 BP

Item 6: wand of suggestion – 11,250 gp
DC 35
Economy 139
1d20 + 139 ⇒ (2) + 139 = 141
Result Success +6 BP

Item 7: heavy steel shield+4 – 16,170 gp
DC 35
Economy 139
1d20 + 139 ⇒ (12) + 139 = 151
Result Success +6 BP

Economy Check
Control DC 102
Economy 139
1d20 + 139 ⇒ (10) + 139 = 149
Result +29 BP

Trade Route Income
Control DC 102
Economy 139
1d20 + 139 ⇒ (2) + 139 = 141
Result Success + 1d4 ⇒ 1 BP


male keleshite human monk 4

Turn 44 Kuthona (December) 4712
Varnhold Turn 44
Tatzlford Turn 44
Freemarch Turn 44

Phase 4 - Events - There were no events this turn.

Treasury 175 BP; Economy +139; Loyalty +118; Stability +117; Unrest 0; Consumption 2; Size 82 hexes.


Male Human Cavalier/14
Harad Navar wrote:

[bigger]Turn 44 Kuthona (December) 4712[b]Phase 4 - Events - There were no events this turn.

Treasury 175 BP; Economy +139; Loyalty +118; Stability +117; Unrest 0; Consumption 2; Size 82 hexes.

Thanks.

Do you have the most recent images of Leveton and Shrikeport? I don't ahve one showing the builds from turn 43 (black market etc in Leveton and noble villa in shrikeport)


Male Human Cavalier/14

And it looks like the image of Varnhold is showing the Graveyard, but not the Monument or the Shrine.


Male Human Cavalier/14

Raz,

I found the discrepancy in the kingdom treasury. We were in agreement at the end of turn 42. At the end of turn 43, you had us at 164 while I had 160. I double-checked my figures and I believe mine are accurate. Here's what we have for turn 43:

Consumption: 6 BP
Claimed 2 hexes: a3 and F3 (2 BP)
Road in a3 (1 BP)
Farm H7 and H8 (8 BP)
Buildings: 55 BP
Leveton: Black Market:25 (half price due to market)
Leveton: City Wall: 8
Leveton: City Wall: 8
Leveton: House: 3
Shrikeport: Noble Villa: 11 (original price 24 BP. Half due to castle, minus one for carpenter)

Total Spent: 72
Incmoe (including 1 for stability) 90
Change: +18
142+18 = 160


male keleshite human monk 4

The Results of Killing the King
Representatives of the four leading families of Pitax meet with you the day after you kill King Irovetti. They offer their support but hope you will return the city to it's rightful leadership. Unfortunately, each family sees itself as that rightful leader.

You have been warned by the "Lady"Quintessa Maray, who you believe to be a spy for Mivon, not to trust the Strocalle family who own the Darkwind Trade House. They are the richest trading house in the city but no one really trusts them.

The Liacenzas controlled most of Pitax until the brothers Lothaire and Berengar lost the Iron Fox Trading Company to Irovetti in a card game. This trading company now belongs to Duke (now King by right of conquering and claiming Pitax and its hexes) Langham by right of battle. The Liacenzaz have made overtures for the return of Iron Fox to their family.

The Cattanei Family has had the greatest role in the founding of Pitax but their Serpent's Breath Trade House is the poorest in Pitax. It has bee bought recently by a merchant from Cheliax. Salvarri Cattanei owns the Red Crescent Theater, a poorly staffed and marginal entertainment venue. This you believe to be Briar.

When examining the remains of Irovetti you have discovered the following magic items: amulet of natural armor +2, belt of physical might (STR/CON) +6, boots of speed, mithral breastplate +5, colak of resistance +4, headband of alluring charasma +4, ring of protection +4. You also have two non-magical but powerful items: his rod and his baton. The rod is an ornate adamantine rod that appears to be a cross between a halberd and a strange scepter of alien design. The baton short and made of green metal. It will take Albius several days to use Knowledge(engineering) to discover the functions of these two magical items.

The spirit naga had a headband of alluring charisma +2, medallion of thoughts, spell storing amulet of mighty fists +1 (contains hideous laughter). The gargoyle had amulet of natural armor +2, ring of force shield, studded leather +4. The weretiger had leather +3 (shadow), ring of invisibility, ring of protection +3, amulet of natural armor +3. The gnome wizard had headband of vast intelligence +4 (fly, stealth), ring of protection +3, rod (maximize/lesser), wand of reduce person (42 charges), wand of scorching ray (23 charges). Villamor Koth had +1 vicious greataxe, 2 potions of barkskin (+5), hide armor +5, ring of protection +2.

In the grotto bedroom fou find 8500 gp of minor objects d'art. In the rooms of the Villamor Koth you a chest with 2 tapestries worth 1500 gp each, a payroll chest contaning 3338 gp, 12 potions of cure serious wounds, 3 potions of neutralize poison.

Last, but not least, in a hidden cavern off the grotto you find wrapped in a Evindra's shawl a +4 long sword which looks like this. You believe that this is Briar.


The houses can't be trusted. They have squabbled with each other for generations, adding nothing to the city.
My suggestion is to approach Liacenzaz in secret and let them know we plan to absorb Pitax into Greenmarch. Have them see if the Strocalle family is plotting against us by having them say they found this out and ware willing to ally with them against us. If they do plan anything we have them all arrested and executed. We restore Liacenzaz trading rights and have them support a smooth transition. It removes the major house if they are traitors and ties the other to us.
If you are in approval, I will get started on this immediately.


Male Human Cavalier/14

First things first.

We need to disarm and disband the mercenary armies remaining in the city and occupy the city.

We need to restore order in Pitax.

We need to make arrangements to return the shawl to its rightful owner.

Once those things are accomplished, we can start discussing the long-term status of Pitax.


Male Human Cavalier/14
Tavius_Donatus wrote:

The houses can't be trusted ...

My suggestion is to approach Liacenzaz in secret ...

I agree that the noble houses cannot be trusted.

I also agree that the Liacenza family is the place to start. They have lost the most to the previous regime, and have the most to gain from securing our favor.

Tavius - approach them, secretly, as you suggested, and feel them out. Offer them noble title and estates from Greenmarch as an incentive. You may want to use the Medallion of Thoughts we recovered. See if you can get a bead on their surface thoughts when speaking to them.

We also need to reach out to Mivon. If we annex Pitax, we will be stretched pretty thin. We need a friendly power on our southern border. Perhaps we can provide some incentives. (trade treaty, land, etc). Perhaps Lady Maray can facilitate opening such a conversation.


Male Human Cavalier/14

Overall, I see these as our options for the long-term disposition of Pitax:

Annex the entire country.

Vassalage – maintain an occupation force, and give Pitax limited independence with a provisional governor from Greenmarch.

Independence – hand over control of the kingdom to the locals, presumably through the noble families (either one of them or a council of all three).

Either vassalage or independence would need to include reparations to Greenmarch, likely in the form of territory.

Any opinions?


Annex them into the greater kingdom of Greenmarch. Their people will be happier for it under your rule.

I can approach the nobles, perhaps our diplomat should approach Mivon? Some border lands would probably be a grand gesture in return for guarantees.


Male Tiefling Barbarian 3/Sorcerer 3/Dragon Disciple 10

Annex! Time those Mivonians learned a lesson!


Male Human Cavalier/14

OK, with the peanut gallery having been heard from, the vote is for annexation.

How will that work? Will we get the whole thing at once, or do we start claiming hexes between Freemarch and Pitax until we reach the city?

If that's the case, there are 7 hexes between us, and we can claim 4 per month, so it will take 2 months to make Pitax an official part of our kingdom.

We'll need to get back to investing some of our income in building the kingdom. Maintaining the larger armies, we have about 20 to 25 BP per month in usable revenue. We also have a pretty sizable war chest. Of course, the math is going to change as we add more hexes and see what the values of Pitax look like.


male keleshite human monk 4

Town of Varnhold and its claimed hexes were absorbed into Greenmarch without the limits for claiming hexes applying. That area was added once it was touched by claimed hexes of Greenmarch. Greenmarch may annex Pitax as soon as the populace agrees. This will increase Undest by 2d6 if you fail a Stability check the month you annex Pitax.


male keleshite human monk 4
Osvaldt Langham wrote:

And it looks like the image of Varnhold is showing the Graveyard, but not the Monument or the Shrine.

Varnhold Turn 44 Kuthona (December) 4712

401 to 450 of 458 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Greenmarch - Raz Kingmaker Campaign All Messageboards

Want to post a reply? Sign in.