
Alexander Orlovsky |

Treasury: 31
Turn 8 Upkeep Phase:
1. Stability Check: DC 27, roll is at +24
Stability: 1d20 + 24 ⇒ (18) + 24 = 42
2. Pay Consumption: Consumption 0
3. Fill Vacant Magic Item Slots: None
4. Modify Unrest: No Unrest!
Turn 8 Ideas:
If the Radish patch counts as a resource we should go there. Forests cost a lot more to develop than plains, but we've got a bit of a boost here. If not, then I'd say go with [08,03], then we can move on and claim all the hills between the two rivers. We can leave the forest for when we're really rolling in gold.
As for buildings, maybe the Granary at Novyi Svet this turn and a Market at Voronakholm next Turn?
I'm guessing claiming any part of the South Rostland Road would be bad? Unless we wanted to make some waves with Brevoy, of course.

Finnegan "Devilbow" Rook |

Other countries tend to frown upon claiming their lands, and I don't think we could stand up to Brevoy right now. Maybe later we'll be able to do so.
I'm okay with spending a bit for the Forest Hex if the benefit is there. If not, let's save the forest for later.

Alexander Orlovsky |

Since we can build in there as if it's a Hill hex, sounds good!
Turn 8 Edict Phase:
1. Assign Leadership: No changes.
2. Claim and Abandon Hexes: Claim [08,04] [1 BP]
3. Build Terrain Improvements: Road in [10,04], Farm [08,04] [5 BP]
4. Create and Improve Settlements: Granary in Novyi Svet [12 BP]
5. Create Army Units: None.
6. Issue Edicts: Promotion (Standard) (Stability +2, -2BP), Taxation (Normal) (+2 Economy, - 2 Loyalty), Holidays (6) (+2 Loyalty, -2 BP)
Treasury: 13 BP
Granary: 5 BP stored
This gives us an Economy roll of +39 with a +3 BP income.

Alexander Orlovsky |

Treasury: 33
Granary: 5 BP
Turn 9 Upkeep Phase:
1. Stability Check: DC 28, roll is at +24
You're up Andrea!
2. Pay Consumption: Consumption -5 (5 BP saved in the Granary)
3. Fill Vacant Magic Item Slots: None
4. Modify Unrest: No Unrest!
Turn 9 Stuff:
I guess [08,03] next along with Farms (3 BP), and Roads in [08.04] (3 BP)? And we can build that Market in Voronakholm finally [24 BP]. And here we're going to have to start thinking about some sort of military because our Consumtion is outpacing our production. We could also actually start going into the forest and building Sawmills.
Some sample basic forces:
100 Human Warriors (level 2/CR 1/2) ACR: 1/2, BP/Turn: 1
500 Human Warriors (level 2/CR 1/2) ACR: 3, BP/Turn: 6
Tactics: Full Defense
100 Human Cavaliers (level 3, CR 2) ACR: 2, BP/Turn: 4
Tactics: Cavalry Experts
50 Kobold Rogues (Level 3, CR 2) ACR: 1/2, BP/Turn: 2
50 Mite Rangers (Level 3, CR 2) ACR: 1/2, BP/Turn: 2
-We can also give a unit Ranged Weapons for 2 BP (increasing it's consumption by 1). We've got a bunch of extra Consumption this turn, and can free up around 7-10 a Turn from now on if we want.
I know the 500 Warriors looks like a poor deal, but as their level increases the numbers work out slightly better. And giving them ranged weapons makes them okay.

Alexander Orlovsky |

I was looking over our population and noted that it's at 7000. So 100 Warriors seems a lot more reasonable with that in mind. That's more than 1% of the population. So, with that in mind I think this would work:
Stanimir Road Watch
Type: 100 Human Warriors 2
hp: 3
Army Challenge Rating (ACR): 1/2
Defense Value (DV): 10+any bonuses from fortifications or a settlement's Defense score.
Offense Modifier (OM): +0
Resources: Ranged Weapons [2 BP]
Speed: 2
Morale: +0
Consumption: 2 (+1 from Ranged Weapons)
The Order
Type: 50 Human Cavaliers 4
hp: 5
Army Challenge Rating (ACR): 1
Defense Value (DV): 11+any bonuses from fortifications or a settlement's Defense score.
Offense Modifier (OM): +1
Tactics: Cavalry Expert
Special Abilities:
Challenge: Once per battle, the army may increase its OM by 2 against a target army, but it also reduces its DV by 1 against attacks from any army that is not the target army. These effects last for the rest of the battle.
Mount: The army's mounts increase the army's OM and DV by 1.
Order: When using the challenge ability, increase the army's DV by 1 against the challenged army.
Tactician: The army automatically learns one tactic (usually the cavalry experts tactic); this doesn't count toward an army's maximum number of known tactics.
Speed: 2
Morale: +0
Consumption: 2
Kobold Scouts
Type: 50 Kobold Rogues 4
hp: 4
Army Challenge Rating (ACR): 1
Defense Value (DV): 11+any bonuses from fortifications or a settlement's Defense score.
Offense Modifier (OM): +1
Special Abilities:
Darkvision: The army takes no OM or DV penalties in dim light or darkness.
Evasion: An army that attacks this army halves its OM bonus from the spellcasting ability and halves the extra damage from the breath weapon ability.
Light Sensitivity: The army decreases its OM and RV by 1 in bright light.
Bleed: When this army deals damage in melee, the target army takes an automatic 1d6 points of damage at the start of the next phase.
Sneak Attack: The army increases its OM by 1 when making an ambush, when using the expert flankers tactic, or on the phase after using the false retreat tactic.
Trap Sense: When using the siegebreaker tactic, the army adds half its ACR to the Offense check to determine if a siege engine is destroyed.
Speed: 2
Morale: +0
Consumption: 2
This would cost 8 BP this round (+2 to give the town guard ranged weapons) but would only be 6 Consumption in later rounds. Eventually the Mites might get upset that we only have a kobold unit and form their own. (When we can afford it.) Maybe that's why we got some Unrest this turn! Oh, we would also need better names!

Finnegan "Devilbow" Rook |

I like our building ideas. The Market will give us a Stability bump, and with the addition of another hex would make it so we only fail a Stability check on a 3.
I will actually advocate for another Granary to store excess Consumption before building any armies, but the options you've presented for armies seem like good choices if we want to go the army route.
I like the idea of having 10 BP in reserve. After all, armies get a lot more expensive if we actually have to use them.

Alexander Orlovsky |

Another Granary is a good idea. I like it, though if we do, we should do it this turn and make the Market next turn. We're going to have a ton of BP left over after consumption. We can also work on some Sawmills over the next few turns so we don't get too big on farms. That should hold off the need for an army (to use up the extra Consumption) for a while.

Alexander Orlovsky |

Okay, I'm sold on the second Granary.
Turn 9 Edict Phase:
1. Assign Leadership: No changes.
2. Claim and Abandon Hexes: Claim [08,03] [1 BP]
3. Build Terrain Improvements: Road in [08,04], Farm [08,03] [5 BP]
4. Create and Improve Settlements: Granary in Voronakholm [12 BP]
5. Create Army Units: None.
6. Issue Edicts: Promotion (Aggresive) (Stability +3, -4BP), Taxation (Normal) (+2 Economy, - 2 Loyalty), Holidays (6) (+2 Loyalty, -2 BP)
Unrest: 1
Treasury: 15 BP
Granary Storage: Novyi Svet (5), Voronakholm (5)
This gives us an Economy roll of +38 with a +3 BP income.
And most likely a Market next Turn and we can start working on using the forest for lumber!

Alexander Orlovsky |

I'd be good with all of those. Another settlement that close might be a bit much, but it wouldn't have to be huge. If it's small especially, we can build it up as our center of religion.
We should definitely talk to Bokken. We currently have claimd the hex where his hut is. ;)
As for the Ferry, we'll eventually claim all of both rivers. After next Turn we'll be able to expand slightly faster too as long as we can afford it.

Finnegan "Devilbow" Rook |

Why wouldn't they?
Does he have a bad habit of not wearing pants?
It's the pants, isn't it?
Economy: 1d20 + 38 ⇒ (11) + 38 = 49/3 = 16+3=19 BP added to the treasury.

The Winds of Fate |

Event roll for Turn 9:
1d100 ⇒ 31
We have an Event for Turn 9.
1d100 ⇒ 24 Beneficial kingdom event
1d100 ⇒ 13 Discovery
Discovery (Settlement): Scholars unearth a bit of ancient lore or devise important new research of their own. Fame increases by 1 and Lore increases by 1d4.
1d4 ⇒ 1 1 Lore gained +1 Fame.
Scholars who had been investigating the Barbarian Cairn that your group earlier discovered, have themselves discovered a larger, formerly buried structure left over from the days when the Barbarian tribes ruled this land.

Alexander Orlovsky |

Cool. And yes, it is the pants.
Unrest: 1
Treasury: 34 BP
Granary Storage: Novyi Svet (5), Voronakholm (5)
Turn 10 Upkeep Phase:
1. Stability Check: DC 29, roll is at +25
Stabilit: 1d20 + 25 ⇒ (17) + 25 = 42
2. Pay Consumption: Consumption -5 (5 BP saved in the Granary)
3. Fill Vacant Magic Item Slots: None
4. Modify Unrest: Unrest reduced by 1 to 0.
Turn 10 Stuff:
I'm thinking claim [07,03] (1 BP) and a Sawmill there (3 BP). And Roads in [08,03] (1 BP). And finally a Market in Voronakholm (24 BP)!

Alexander Orlovsky |

So, this turn we're going to have to start with some sort of military. We're going to have 6 Consumption that we really can't use up easily.
Maybe pick up the military troops and the Cavalry order? That'll be an even 6 BP if we give the military bows. We can even throw in the Kobold scouts and buy them ranged weapons as well. That'll give us some room in the Granaries just in case we can't use everything in later turns.

Radomir Shax |

holy wow. sorry i was so behind. I decided, foolishly, to do some school work. Bad Radomir! Bad!
I think those are all good plans. :-)

Alexander Orlovsky |

That's definitely part of the plan, though how soon that could happen is up to the GM. I'm not sure we could get whole army from a couple of eggs, but maybe some flavor for a few of the units?

Alexander Orlovsky |

Turn 10 Edict Phase:
1. Assign Leadership: No changes.
2. Claim and Abandon Hexes: Claim [07,03] [1 BP]
3. Build Terrain Improvements: Road in [08,03], Sawmill [07,03] [4 BP]
4. Create and Improve Settlements: Market in Voronakholm [24 BP]
5. Create Army Units: 1st Company of Voronakholm [2 BP], Ranged Weapons for 1st Company [2 BP], The Order [2 BP]
6. Issue Edicts: Promotion (Standard) (Stability +2, -2BP), Taxation (Normal) (+2 Economy, - 2 Loyalty), Holidays (6) (+2 Loyalty, -2 BP)
Treasury: 5 BP
Granary Storage: Novyi Svet (5), Voronakholm (5)
Economy Roll will be +41 with +4 BP
1st Company of Voronakholm
Type: 100 Human Warriors 2
hp: 3
Army Challenge Rating (ACR): 1/2
Defense Value (DV): 10
Offense Modifier (OM): +0
Resources: Ranged Weapons
Speed: 2
Morale: +0
Consumption: 2
The Order
Type: 50 Human Cavaliers 4
hp: 5
Army Challenge Rating (ACR): 1
Defense Value (DV): 11
Offense Modifier (OM): +1
Tactics: Cavalry Expert
Special Abilities: Challenge, Mount, Tactician
Speed: 2
Morale: +0
Consumption: 2
We need better names for these units!

Finnegan "Devilbow" Rook |

We could call the mounted unit the Raven's Guard, seeing as we're using Ravens as a predominant theme.
We could change the 1st Company to the 1st Talon, keeping with the theme.

Alexander Orlovsky |

I kind of like the 1st Company (as a call back to a standard military unit). But Raven's Guard is definitely a lot better. Though if Radomir has any particular names in mind for his particular order of soldiers, I'd be good with that too.

Alexander Orlovsky |

Treasury: 25 BP
Granary Storage: Novyi Svet (5), Voronakholm (5)
Turn 11 Upkeep Phase:
1. Stability Check: DC 30, roll is at +28
Andrea!
2. Pay Consumption: Consumption 0
3. Fill Vacant Magic Item Slots: None
4. Modify Unrest: No Unrest
Turn 11 Stuff:
Maybe [08,07] to finally pick up the Sootscale Caverns. I'm guessing that's a Lair as well? Also, is the Thorn River Camp worth anything to pick up?

Alexander Orlovsky |

Skin of our teeth on that Stability roll!
Turn 11 Edict Phase:
1. Assign Leadership: No changes.
2. Claim and Abandon Hexes: Claim [08,07] [1 BP]
3. Build Terrain Improvements: Road in [07,03], Farms [08,07] [6 BP]
4. Create and Improve Settlements: Smithy in Novyi Svet [6 BP]
5. Create Army Units: 2nd Sootscale Light Infantry [2 BP], Ranged Weapons for Kobold Scouts [1 BP, small]
6. Issue Edicts: Promotion (Standard) (Stability +2, -2BP), Taxation (Normal) (+2 Economy, - 2 Loyalty), Holidays (6) (+2 Loyalty, -2 BP)
Treasury: 12 BP
Granary Storage: Novyi Svet (5), Voronakholm (5)
Economy Roll +43 and +4 BP
I'm not sure why I thought we were low on BP. I think I had the treasury at 15 for some reason? Also, maybe the 1st Royal Regiment for the infantry unit? Or I Royal Corps?
2nd Sootscale Light Infantry
Type: 50 Kobold Rogues 4
hp: 4
Army Challenge Rating (ACR): 1
Defense Value (DV): 11
Offense Modifier (OM): +1
Resources: Ranged Weapons
Special Abilities: Darkvision, Evasion, Light Sensitivity, Bleed, Sneak Attack, Trap Sense
Speed: 2
Morale: +0
Consumption: 3

Othniel Laurentius |

I kind of like the 1st Company (as a call back to a standard military unit). But Raven's Guard is definitely a lot better. Though if Radomir has any particular names in mind for his particular order of soldiers, I'd be good with that too.
No reason it can't be both. Most RL military units have a formal nmuerical designator, and an official (though less formal) nickname. The US, for example, has the following units:
1st Infantry Division (The Big Red One)
2nd Infantry Division (Indianhead Division)
3rd Infantry Division (Rock of the Marne)
4th Infantry Division (Ivy Division)
And so on. Though I would note that, traditionally, a cavalry Company is referred to as a Troop. So it would be named something like 1st Cavalry Troop (The Raven's Guard).

The Winds of Fate |

Event Roll for Turn 11:
1d100 ⇒ 17
And we have an Event for Turn 11.
1d100 ⇒ 87 Beneficial kingdom event
1d100 ⇒ 70 67–75 Land rush
Land Rush: Overeager settlers claim an unclaimed hex and construct a Farm, Mine, Quarry, or Sawmill at their own expense, but are fighting over ownership. This hex is not part of your kingdom, so you gain no benefits from it. Productivity, Society, and Stability decrease by 1. Attempt a Loyalty check. If you succeed, Unrest increases by 1. If you fail, Unrest increases by 1d4. If you construct an identical improvement in an adjacent hex during your next Edict Phase, remove this event's changes to Productivity, Society, and Stability.
You may Roll a Loyalty check now and then I will type up the description.

Alexander Orlovsky |

Well the "second" name is generally a nickname. And units aren't born with nicknames. Usually? In this case, the Raven's Guard isn't an offical military unit, which is why it's not getting a military name. It's more of a knightly order.