
Alexander Orlovsky |

Andrea, the Stability roll is +17 (at the moment). :) We'll have to wait till after the GM rolls the Event for Turn 2 to do another Stability roll though.
Economy roll gives us +10 BP. Recorded: Treasury now 23 BP

Othniel Laurentius |

Y'all were busy over the weekend. Anything in particular Othniel should be doing? Royally Enforcing, and all that?

Andrea1 |

Andrea, the Stability roll is +17 (at the moment). :) We'll have to wait till after the GM rolls the Event for Turn 2 to do another Stability roll though.
Economy roll gives us +10 BP. Recorded: Treasury now 23 BP
I misunderstood how to do them
After looking at them again, I still don't understand.

Alexander Orlovsky |

During the Upkeep Phase of each Turn we need to roll a Stability Check. So once we're done with this Event, we'll move on to Turn 3. Our Stability check has a DC of 22 (It's a base 20 +1 per hex that your kingdom controls). Our roll is a +17 because of various bonuses (Leadership bonuses, castle, smithy, and a -1 from lack of promotions).
That seems like it might be more confusing than helpful, but I hope it's at least somewhat helpful?

Finnegan "Devilbow" Rook |

Woooo! That was frigging awesome. High fives to everyone who negotiated with the dragon.
It also gives me a better idea of how the party approaches encounters. I really like the way this group operates.

Alexander Orlovsky |

Turn 3 Upkeep Phase:
1. Stability Check: DC 22, roll is at +17. All you Andrea!
2. Pay Consumption: Consumption 0
3. Fill Vacant Magic Item Slots: None
4. Modify Unrest: No increase to unrest.
Suggestions for Edict Phase:
We can either expand into the Mites [06,06], or go north [07,05]. If the Mite hex would be considered a "Lair" then I suggest we head that way. It will *probably* mean having to roleplay a little negotiation with the Mites, but it would be worth it. It'll give us a +1 Stability, a decent place for a Watchtower eventually, and possibly access to an underground cavern hex. If we can double up on farms in that hex because of that, we'll be well set. There's no major advantage to going the other way beside avoiding having to deal with the Mites now.
If we do go into [06,06] (-1 BP), I suggest we develop the area as Farms (-4 BP), and build Roads (and a bridge) in [07,06] (-3 BP, not doubled since there's already a bridge there). (Total Cost: 8 BP)
Since we built the Smithy last turn, I suggest we build the Houses/Dance Hall this turn, then an Inn next turn. (Cost: -7 BP)

Alexander Orlovsky |

Woooo! That was frigging awesome. High fives to everyone who negotiated with the dragon.
It also gives me a better idea of how the party approaches encounters. I really like the way this group operates.
Given our GM, I was ready for the "dragon" to turn out to be a green drake and completely uninterested in talking after we decided to be all clever and negotiate with it. ;)
We tend to talk first and stabby-stabby later, but we also don't like getting pushed around. And breaking deals is grounds for complete and utter destruction!

Alexander Orlovsky |

Hah. Well, we were due for a little Unrest! And yeah, I expect that a Dragon might be the reason why. Also maybe having Mites in our new territory might not be taken well by some people.
I *think* we're still good to go? It's 1 Unrest that we should be able to get rid of next turn. I don't recommend our Royal Enforcer going around finding who exactly is speaking out against the dragon. His roll would be DC 22 at a +15 (so 7 or better or we lose Loyalty.) But I'm pretty open to any ideas.

Radomir Shax |

It is possible that were developing a reputation as being a friend to monsters. Which may backfire on us withy he human's, but could prove useful if we can attract the right kind of monsters.
Radomir totally would knock on every door and put them to the question. :)

Radomir Shax |

Perhaps a reeducation campaign? Propaganda and what not. something on the order of: We tame the wilds and bring order and stability to our lands. Even the fell dragons bow to our Great Leader's command!
And, we paint the mites and kobolds as positive servants and allies: the kobolds are industries miners who supply our smiths and craftsman with precious gems, metals, and stones; the mites our spies and wardens, who alert us of danger. Maybe even spin it so the mites informed us of the dragon and we took action, crafting the alliance to preserve peace and ensure a great protector for the village.
In tandem with that, we could increase law enforcement in the area. More boots on the ground nd whatnot, keeping the king's peace, and ensuring the monsters don't get out of hand. but, after a lengthy training period full of indoctrination and behavior modification

Alexander Orlovsky |

Turn 3 Edict Phase:
Assign Leadership: No changes.
Claim and Abandon Hexes: Claim [06,06] [1 BP]
Build Terrain Improvements: Road (and Bridge) in [07,06], Farm [06,06] [8 BP]
Create and Improve Settlements: Houses and Dance Hall in Voronakholm [7 BP]
Create Army Units: None.
Issue Edicts: Promotion (Token) (Stability +1, -1BP), Taxation (Light) (+1 Economy, - 1 Loyalty), Holidays (1) (+1 Loyalty, -1 BP)
The Promotion increase is balanced out by our consumption increase from the Farm. With the Stability increase that taking the "Lair" gets us, we're sitting pretty there for a while. I switched Eduard and Alexander's focus this turn with Eduard focused on Economy and Alexander focused on Stability. This keeps us within 5 of the Stability DC and ups our Economy roll slightly. This also makes sense as Alexander is a little more interested in keeping everything working together at this point.
Total Cost: 15 BP
Total Remaining BP: 8
Our Economy roll will be at a +24.

Alexander Orlovsky |

Turn 4 Upkeep Phase:
1. Stability Check: DC 23, roll is at +18.
Stability Roll: 1d20 + 18 ⇒ (5) + 18 = 23 (Whew! That was close.)
2. Pay Consumption: Consumption 0
3. Fill Vacant Magic Item Slots: None
4. Modify Unrest: Unrest reduced by 1 to 0!
Turn 4 ideas:
If we claim [08,05] and build a Mine there we get +2 Economy, +2 BP per turn. We can also build a Foundry next turn (for half cost because of the Smithy) and get a big bonus when we connect the Mine by roads to the settlement. This would cost a total of 10 BP, but would return 2 BP per turn and +2 Economy with an even bigger bonus next turn. The mine will pay for itself before the year is out!
And the Inn will cost another 10 BP. This will drop us really low on BP, but we should be okay. We're starting to get to the point that we'll start making back each turn about the same as what we're spending to expand. And we've got a nice little town going.

Radomir Shax |

Radomir will start recruiting men and women who wish to control civil unrest and protect the cities from crime and disorder. Eventually, the Guards in Black will be seen throughout the realm, squashing rebellion, executing criminals, and keeping the King's peace beneath their benevolent iron boots.

Alexander Orlovsky |

And, in the interest of pushing forward:
Turn 4 Edict Phase:
1. Assign Leadership: No changes.
2. Claim and Abandon Hexes: Claim [08,05] [1 BP]
3. Build Terrain Improvements: Road in [08,06], Mine [08,05] [9 BP]
4. Create and Improve Settlements: Inn in Voronakholm [10 BP]
5. Create Army Units: None.
6. Issue Edicts: Promotion (Token) (Stability +1, -1BP), Taxation (Light) (+1 Economy, - 1 Loyalty)
Total Cost: 20
Remaining BP: 2
Consumption will again be 0. Our Economy roll will be +28 and we'll be getting an additional +2 BP.

Alexander Orlovsky |

Just to keep in mind, the Kingdom Building rules are a bit of an abstraction. When it says "Homes" it means exactly that.. Homes. That's a neighborhood. The city now has approximately 2000 people living in it. And the kingdom has approximately 3000 total people.
As for what we should build next, I'd suggest a Foundry. A Market, by the way, is a bit beyond our means (though we do get a discount on it.) We'll probably want to start with a shop first, then upgrade to a market later on. Also, a city wall is good, but only if we actually already have Unrest. If we don't, then the BP spent on the walls is entirely wasted.

Finnegan "Devilbow" Rook |

Market might be out of our budget. I'll give Eduard time to make the Economy check before I do. Entirely walling in the city might be too expensive as well, given that our highest possible Economy roll is 48, which is 16 BP, plus 2 for the mine would bring the total Treasury to 20 BP. Perhaps a Stable or a Shop would be good. We eventually may want to build a shrine as well, to whatever deity the group likes.

Alexander Orlovsky |

Sorry, I just realized I posted the wrong version of the city planning picture. I'll have the correct one up this afternoon!
Edit: Here we go, this is the right one:
Voronakholm!

The Winds of Fate |

When deciding what the city could use, it's best to actually read through the list to see what each structure/improvement actually gives you mechanically for your rolls and compare it to what you need at this time. Also note that some things require other structures be nearby, like the Market needs two houses right beside of it.

Radomir Shax |

Hmmm a foundry might be best, or any other income generators
Very stupid question... Did we decide on a roll for Radomir? I thought he was the enforcer and Othniel was the warden. But, if Rad's the general and Orthniel's the enforcer, I'm ok with that too

Alexander Orlovsky |

Radomir is currently the Warden.
Warden: The Warden is responsible for enforcing laws in larger settlements, as well as ensuring the safety of the kingdom leaders. The Warden also works with the General to deploy forces to protect settlements and react to internal threats.
I'm guessing that Kesten Garess, our current General, essentially works for Radomir. I picture it as Radomir in charge of the elite forces and guards throughout the Kingdom. Othniel is the Royal Enforcer (or Royal Assassin). That's more of an individual job (though it could easily be turned into a leader of an assassin's guild or secret police-type thing.)
If you'd prefer to be the General, we can easily switch that around. Othniel can't be the Warden because it's a Str/Con based role, and that would be...bad for him. The General role is a Str/Cha role, so Radomir can easily switch back and forth between the two as he wishes. Kesten's Str will make him a fit for either.
And BP has been updated for Turn 4: 12 from Taxes, +2 Income.
Total BP in treasury: 16

Alexander Orlovsky |

As Warden we were going to have you and Othniel make any Loyalty rolls that come up. Though if you'd like to make some Stability rolls, you're more than welcome. (Stability comes up at least once each turn. Loyalty rolls only come up when an Event calls for it, so not that often.)
I'll write up Turn 5's Upkeep phase and call for a roll and you and Andrea can race to make it. ;)

The Winds of Fate |

No event last Turn so that's an Event!
1d100 ⇒ 2 Natural Blessing: A natural event, such as a bloom of rare and beautiful wildflowers or a good omen in the stars, raises your kingdom's morale. You gain a +4 bonus on Stability checks.
1d100 ⇒ 64 Beneficial settlement event
1d100 ⇒ 21 Economic Boom: Trade is booming in your kingdom! Your Treasury increases by 1d6 BP (each time you roll a 6, add the result to the total and roll again).
So for your natural event: during a very torrential rainstorm, the clouds suddenly part, letting down rays of sunshine that created a multitude of rainbows throughout your kingdom. Also following the rain was an abundant blooming of very rare flower known as Unicorn's Tears.
You may now role for your BP.

Alexander Orlovsky |

Want to roll for our Economic Boon? :)
I can just see Radomir rolling around collecting the taxes. Are you sure that's all you have? Seems like this sack is a bit light. See? Now that's how you put country first!