Kingmaker

Game Master Malinor.

A small group sets out to tame the wilds. With summer ahead of them they have all the time in the world...

Kingmaker Campaign and City Maps

Kingmaker - Calendar, Loot Sheet, Notable Persons, Quests Take 2.0

Combat Map - Drunken Wanderings

Sword Marches Stats

Kingmaker Campaign Rules

Perception:

[dice=Ser Andreas Perception]d20+5[/dice]
[dice=Rillka Perception]d20+5[/dice]
[dice=Rhavi Perception]d20+17[/dice]
[dice=Akilina Perception]d20+8[/dice]
[dice=Jackob Perception]d20+6[/dice]
[dice=Caerwyn Perception]d20+10[/dice]

Initiative:

[dice=Albert Init]d20+2[/dice]
[dice=Ser Andreas Init]d20+2[/dice]
[dice=Duzz Init]d20+4[/dice]
[dice=Jackob Init]d20+1[/dice]
[dice=Rillka Init]d20+5[/dice]
[dice=Saoirse Init]d20+3[/dice]

[dice=Monster Init]d20+[/dice]


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| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Extracts:
Alchemist - bomber's eye, heightened awareness, Cure Light Wound | Investigator: illusion of calm, shield, 1 unused
GM_Coreyllon wrote:
I have added two links to the top. I copied these docs from a game I am in.

Thosr are some impressive documents! Especially the excel sheet! Is there a site where it is updated? Can see a lot of people has been working on it.

Haven't had time to read all of the other document, but had a look at my role. I don't really get the thing with the leadership feat? What bonus are they talking about?
I Know it is at least 3 levels off, but was just curious.


KM Handouts Drunken Wanderings

There is an attribution page: "Modifications of the original spreadsheet created by Berhagen. All credit to him for the initial design work!"

The Leadership feat provides a bonus to all aspects of the kingdom that you effect (Stability, Loyalty and Economy). It appears to be +1 according to the macros.


Male HP:43/43 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+6 CMD:+18 EA: Defend Human Cavalier 4

We have some good thoughts on the name, and I am liking the storm aspects of this, and I am working on some ideas that I would like to float to the group later.

One thing came to my attention, and I would like to bring it up here for all to give their thoughts on.

The group is a wide range of alignments.
Some neutral, some good, some chaotic, some lawful.
A good mix for Role playing.

I posted my list of people to fill roles for the kingdom and I admit I was just filling some holes with people to fill those roles. This was my first draft and I wanted to see how everyone felt about it. To discuss and come up with other ideas as to what would work best. I originally had Gird as spymaster.

My character is not wanting to have a Royal Assassin.
but
I added it so that we as a group could voice our thoughts on the matter and come up with a solution.

So, I would like to ask all of you your thoughts on my proposed list of candidates for the kingdom roles.


KM Handouts Drunken Wanderings

Having looked over the group I had your nation going CG. The group has 2 Lawful characters, 2 Neutral Characters, 3 Chaotic Characters, and 3 Good characters and the ruler happens to be CG. Overall, I do not see the group wanting to deal with Assassins, but if there is a good RP reason for it we can discuss it.

Continue to figure out your capitals name but we have some other things to vote on. The first is a type of government, the second is expansion level and then the number of festivals per year.

Expansion Type
A. None // -1 Stability // 0 Consumption
B. Token // +1 Stability // 1 BP
C. Standard // +2 Stability // 2 BP
D. Aggressive // +3 Stability // 4 BP
E. Expansionist // +4 Stability // 8 BP

Taxation Level
A. None // +0 Econ // +1 Loyalty
B. Light // +1 Econ // -1 Loyalty
C. Normal // +2 Econ // -2 Loyalty
D. Heavy // +3 Econ // -4 Loyalty
E. Overwhelming // +4 Econ // -8 Loyalty

Festivals per Year
A. None // -1 Loyalty / 0 Consumption
B. 1 // +1 Loyalty // Costs 1 BP
C. 6 // +2 Loyalty // Costs 2 BP
D. 12 // +3 Loyalty // Costs 4 BP
E. 24 // +4 Loyalty // Costs 8 BP


Male HP:43/43 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+6 CMD:+18 EA: Defend Human Cavalier 4

I think we should start off slow but not zero.
Expansion: B or C, I am leaning more towards C
Taxation: B to start off with and increase it to C after maybe the 1st year?
Festivals: B and then maybe C after the 1st couple of years. We then have a better idea of what types of festivals we would like.


birthday: 6th of Kuthona Oracle 4. Exploration: under stress Follow the Expert, Otherwise foraging. HP 35 . Initiative +1. Perception +6. AC 17. Flat AC 14 Touch AC 13 CMD20 Saves f4 r3 w7
Sir Andreas Eisfalke Von Ulm wrote:

Jacob, Rhavi

any thoughts on a name for the city/kingdom?

I am actually growing to like the name "Tuskwater". I am pretty sure it is the name of the lake the Stag's fort sits on.

It says something about the town. The lake will be important as a source of food trade and transport. It also kind of claims the lake for us. Like Ontario and Lake Ontario. Even if another nation borders the lake by our city taking the name it puts out the idea that this is 'our' lake.

I am not sure about Stormforge. Are storms common here? Do we intend to create a industrial/metalworking city? Also it seems an aggressive/warlike name. Is that the image we want to project?

Anyway, those are my thoughts on the name. I will be happy with whatever the group chooses.


birthday: 6th of Kuthona Oracle 4. Exploration: under stress Follow the Expert, Otherwise foraging. HP 35 . Initiative +1. Perception +6. AC 17. Flat AC 14 Touch AC 13 CMD20 Saves f4 r3 w7
Sir Andreas Eisfalke Von Ulm wrote:

I think we should start off slow but not zero.

Expansion: B or C, I am leaning more towards C
Taxation: B to start off with and increase it to C after maybe the 1st year?
Festivals: B and then maybe C after the 1st couple of years. We then have a better idea of what types of festivals we would like.

I second "B". It seems the most balanced choice. Can we afford the 2BP/year for Standard (C) expansion in year one?

Re: Offices. You list seems good. I also do not think we really need a Royal Assassin. We don't really have enough citizens to provide them with people to kill.


Halfling CN Female Halfling Arcanist 4 HP:22/22 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+8 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

Good with the Andreas posted positions with the removal of Royal Assassin, and leaving that post vacant.

When and how did we go from chartered brigand fighters loyal to the Dragon Throne to establishing independent rule?

I am still trying to get a handle on the Kingdom rules - and where we are with BP, what is the treasury BP now?
Expansion Would like C, may have to settle for B
Taxation Would suggest B, consider C
Festivals Would suggest the founding be festival 1... start there and increase.

Rillka chose Stormforge because she is a stormborn bloodline sorcerer and saw it is a sign from Gozreh that there was a storm raging the night the Staglord fell...
If people don't like it, how about Haven, New Freedom, Newfort, Newton Southpost, Southbridge, Lakeside... what would settlers call the place we are staying if our characters didn't name it?


KM Handouts Drunken Wanderings

@Jackob- You start with 50 BP. You can save some and you can focus on economy if you want over some other attributes. But the kingdom building can be a bit intense.

@Rillka- If NPCs ran the building the new capital, it would be called Shrikewall and the nation would be called Narland. And as above you start with 50 BP.

As for how this happens. I am trying to do this methodically with maybe only moderate success :P But you are sent a letter putting you in charge. I will post the letter tomorrow as a link under my name like I do with the maps.


| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Extracts:
Alchemist - bomber's eye, heightened awareness, Cure Light Wound | Investigator: illusion of calm, shield, 1 unused

I agree with the roles suggested by Andreas and that we start off with no assassin. Rhavi would not like if we had one like that but could probably be made to see the need later.

My thought was that the roles is something we have now technically because of the rules, but they are not official in game yet. Instead, we would be working towards them.
Right now, Andreas is the clear leader of the party and as we settle at the fort, he would be the one making the decisions with counsel from the rest of us.
As time goes, it would be clearer who takes on which types of tasks and then transform into an actual official role also in game.

Chaotic-Good would also be my choice for alignment for the kingdom.

Without having read the full rules yet, my initial would be C in expansion and B or maybe even C in taxes. Andreas’ suggestion of B in the first year and then C sounds fine.
Would that be the down-time year or the first in-game year?
With the festivals, I think B is the right choice. The price of 1 BP for +2 loyalty is too good not to do it ;-) and we need to celebrate our founding!

Edit: Just read a little more of the rules. @GM_Coreyllon is the Expansion type, Taxation level and Festivals per year that you asked about edicts? Because I can’t recognise the numbers for e.g., the Expansion Edicts in table 5.


KM Handouts Drunken Wanderings

Rhavi you are right. I am sorry, I did not realize how much the expanded rules changed the edicts. They start on page 54 of the guide. My apologizes for the confusion I have caused here.

If you look at the guide there are edicts which we are not worried about at this point like recruitment as you are not probably going to start with an army to feed and so that will come up over the course of the year. So here are the actual tables to choose from.

Again, I apologize. I was looking at the wrong thing. The fun of figuring all of this out. :D

Table 5: Expansion Edicts
Attitude // Hex Claims // Stability // Loyalty // Economy //Consumption
Isolationist // -1 Hex // +2 Stab // +1 Loyalty //-2 Econ/ Con -1 BP
Cautious // -1 Hex // 0 Stab // 0 L // -1 Econ // Con 0
Standard //standard // 0 Stab // 0 L // 0 Econ // Con 0
Aggressive // +1 Hex // -1 Stab // -1 L // +1 Econ // Con 1d4 BP
Imperialist // +2 Hex // -2 Stab // -2 L // +2 Econ // +2d4 BP

Example Each turn you can choose to claim additional Hexes on the map and add them to your kingdom. This provides costs and benefits. Depending on the size of your kingdom you can add more hexes. At size 1-10 you can add a base amount of 1 Hex. So if you are Aggressive you can instead start by adding 3 hexes a turn. This makes your nation less stable and loyal, but can lead to a boom in economy. But it also costs a lot more. If you are an Isolationist it makes it easier to have a stable and loyal nation, but you add one less hex bringing it down to 0 expansion and your economy and BP suffer as you pay for avoiding others. The full chart of hex additions based on size is under Improvement Edicts on page 57.

Holiday Edicts
These edicts represent regular observances and nationwide celebrations taking place throughout the kingdom. The BP expenditure is paid per month and includes logistical preparations for holidays throughout the year in addition to funding the actual celebrations. The monthly expenses vary but represent an average spread across the entire year. If the kingdom’s rulers reduce the amount of holidays they fund at any point during a calendar year, they take a -2 penalty to Loyalty for the remainder of the year for each step by which holiday funding is reduced.

Table 6: Holiday Edicts

Frequency // Consumption // Economy // Loyalty
None // 0 Con // -2 Econ // -4 Loyalty
Annual // 1 BP Con // -1 Econ // -2 Loyalty
Quarterly // 1d3 BP Con // 0 Econ // 0 Loyalty
Monthly // 1d6 BP Con // +1 Econ // +2 Loyalty
Weekly // 1d12 BP Con // +2 Econ // +4 Loyalty

Taxation Edicts
These edicts allow you to calibrate your ability to realize increased income at the expense of stagnating business and angering your population versus sacrificing some income to make your citizens happier.

Table 7: Taxation Edicts
Tax Level // Revenue // Economy // Loyalty //
Minimal // Economy Check/5 // +2 Revenue // +2 Loyalty
Light // Economy Check/4 // +1 Revenue // +1 Loyalty
Normal // Economy Check/3 // 0 Revenue // 0 Loyalty
Heavy // Economy Check/2.5 // -2 Revenue // -4 Loyalty
Crushing // Economy Check/2 // -4 Revenue // -8 Loyalty

Example This is largely how the group gets BP to play with. So here is an explanation so that we are all on the same page. The group decides to start with Minimal taxes because Oleg is a nice guy and you don't want to take his new Tatzlwyrm head. You make an Economy check at the end of the turn. For this you have +12 to Econ.

Economy: 1d20 + 12 ⇒ (13) + 12 = 25

You then take your 25. divide it by 5 for your Minimal Taxation giving you 5 BP for the following turn. If you have built mines, sawmills or other improvements that add BP, you then add that to your 5 to see what you have to work with in the next month. For this example lets assume you have +10 giving you 15 BP.

The the beginning of the next turn you roll for consumption. Cities, armies, holidays, etc. all need to be paid for. So for this example you selected Monthly Holidays and have 4 other consumption in defenses, etc.

Consumption: 1d6 + 4 ⇒ (2) + 4 = 6

So you take the 15 BP and subtract the 6 Consumption giving you a budget of 9 for the month to expand, build and create your growing empire.

So lets start over on selections with that in mind.

This process will make a lot more sense when we have all the base items in place (positions, taxation, Holidays, etc.) I joined the game of Kingmaker that I am in after all of this was largely decided. But to help I have included an example turn from month 62 as an example below so you can see how this works. If you do not want to be influenced by someone else's decisions, please skip it. If you want to see what others decided and how that works through a full turn have a gander.

Example Turn for Way Down the Road:

[color=red]TURN 62 (Erastus, (July), 4717)[/color]

Note: PC’s away.

Initial Treasury: 51 BP
Initial Unrest: 0

UPKEEP PHASE

Step 1—Determine Kingdom Stability (DC 97): Stability: 1d20 + 91 ⇒ (20) + 91 = 111 Success! Add 1 BP, bringing total to 52 BP.

Step 2—Pay Consumption: Your cities, armies and quarterly holiday edict costs you 1d6+12 Consumption, giving you a total cost of Consumption: 1d6 + 12 ⇒ (5) + 12 = 17 and leaving your Treasury with 35 BP.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

EDICT PHASE

Step 1— Change Leadership Assignments? Nope.

Step 2—Claim and Abandon Hexes? Nope.

Step 3—Build Terrain Improvements: ? Nope.

Step 4—Create and Improve Cities: ? Nope.

Step 5—Step 5—Create Army Units: ? Nope.

Step 6—Issue Edicts: ? Nope.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
INCOME PHASE

Step 1—Make Withdrawals from the Treasury: Can't. No emergency.

Step 2—Make Deposits into the Treasury: Can't. No emergency.

Step 3—Sell Expensive Items for BP: Can't. No emergency.

Step 4—Collect Taxes:
Economy: 1d20 + 71 ⇒ (20) + 71 = 91, divided by 3 is 30 BP, giving you a total of 65 BP. +8 for your mines, foundry and quarries and +12 for the sawmills (and lumberyards) = 85 BP

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Event Occurs? (25% because there was an event last month): 1d100 ⇒ 7 Yes.
Event ?: 1d100 ⇒ 19 Beneficial Kingdom Event.
Event ?: 1d100 ⇒ 60 Good Weather: +2 Economy, Loyalty and Stabililty for next round.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kingdom Statistics at the End of the Turn:

Population: 18615
Size: 67 (67 hexes, 10 Settlement grids) (Control DC: 97)
Economy: 71
Loyalty: 77
Stability: 91
Unrest: 0
Fame: 5
Infamy: 1
Corruption: 0
Crime: 0
Law: 2
Lore: 1
Productivity: 1
Society: 2
Consumption: 1d6+12

Settlement at the End of the Turn (Stagfell):

Population: 2940
Economy: 23
Loyalty: 24
Stability: 29
Corruption: 2
Crime: 2
Law: 15
Lore: 3
Base Value: 10,500 gp
Defense: 11
Productivity: 6
Society: 8
Fame: 3
Infamy: 0

Major Buildings:
Bank
Barracks
Baths
Brewery
Cathedral (to Abadar)
Settlement Walls (2)
Courthouse
Dance Hall
Foundry
Garrison
Granary
Graveyard
Herbalist
House (x9)
Inn
Jail
Library
Lighthouse
Mansions (x4)
Mill
Monument
Noble Villa
Park (x2)
Pier
Shop
Shrine
Smithy
Town Hall
Watchtower
Windmill

Settlement at the End of the Turn (Leveton):

Population: 1400
Economy: 9
Loyalty: 11
Stability: 8
Corruption: 1
Crime: 0
Law: 5
Lore: 1
Base Value: 5000 gp
Defense: 5
Productivity: 4
Society: 4
Fame: 1
Infamy: 0

Major Buildings:
Barracks
Cistern
Settlement Wall (x4)
Courthouse
Dance Hall
Houses (5)
Inn
Jail
Noble Villa
Shop
Stable
Stockyard
Tannery
Temple (Abadar)

Settlement at the End of the Turn (Sootscale Caverns):

Population: 330
Economy: 7
Loyalty: 9
Stability: 8
Corruption: 1
Crime: 0
Law: 4
Lore: 1
Base Value: 5000 gp
Defense: 2
Productivity: 2
Society: 2
Fame: 0
Infamy: 0

Major Buildings:
Barracks
Baths
Courthouse
Dance Hall
Dump
Graveyard
Herbalist
House (x2)
Jail
Mill
Shop
Smithy
Tavern
Tunnels
Settlement Wall (x2)

Settlement at the End of the Turn (Erastil’s Vale):

Population: 490
Economy: 6
Loyalty: 8
Stability: 8
Corruption: 1
Crime: 0
Law: 2
Lore: 1
Base Value: 2000 gp
Defense: 1
Productivity: 2
Society: 1
Fame: 0
Infamy: 1

Major Buildings:
Garrison
Herbalist
House
Lumberyard
Mansion
Shop
Smithy
Tavern
Temple of the Elk (Erastil)

Settlement at the End of the Turn (Tatzlford):

Population: 410
Economy: 8
Loyalty: 6
Stability: 7
Corruption: 1
Crime: -1
Law: 3
Lore: 1
Base Value: 2000 gp
Defense: 11
Productivity: 3
Society: 2
Fame: 1 (from 0 to 1 because of the bees!)
Infamy: 0

Major Buildings:
Baths
Bordello
Houses (x3)
Inn
Jail
Lumberyard
Mill
Shop
Shrine (Erastil)(Economy)
Smithy
Watchtower

Settlement at the End of the Turn (Khavatorov):

Population: 220
Economy: 3
Loyalty: 1
Stability: 1
Corruption: 0
Crime: 0
Law: 2
Lore: 1
Base Value: 1 500 gp
Defense: 1
Productivity: 2
Society: 2
Fame: 0
Infamy: 0

Major Buildings:
House
Inn
Mill
Stockyard

Settlement at the End of the Turn (Hashaask):

Population: 140
Economy: 2
Loyalty: 0
Stability: 4
Corruption: 0
Crime: 0
Law: 2
Lore: 1
Base Value: 4000 gp
Defense: 1
Productivity: 1
Society: 2
Fame: 0
Infamy: 0

Major Buildings:
Cistern
House
Lumberyard
Mansion
Smithy

Settlement at the End of the Turn (Candlemere Island):

Population: 110
Economy: 3
Loyalty: 1
Stability: 2
Corruption: 0
Crime: 1
Law: 2
Lore: 1
Base Value: 1500 gp
Defense: 1
Productivity: 1
Society: 2
Fame: 0
Infamy: 0

Major Buildings:
Barracks
House
Library
Pier
Smithy

You now rule an area slightly larger than the state of Connecticut (or, for our Canadian players, two-and-a-half times the size of Prince Edward Island). It is also roughly the size of East Timor.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Armies:

ARMY OF STAGFELL
Large Army of Human Infantry (200 men)
ACR 4; HP 22; DV 14; OM +4
Morale +0, No special resources or tactics
Consumption: 2 (8 per month)

ARMY OF LEVETON
Large Army of Human Infantry (200 men)
ACR 4; HP 22; DV 14; OM +4
Morale +0, No special resources or tactics
Consumption: 2 (8 per month)

As another example, I went and started a 5 year plan for the group. It was all very rough because you don't know how much BP you will get until you make the rolls. But if you want to see an idea of what we will be doing each month and the decisions we will be making you can view this Google Doc.


| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Extracts:
Alchemist - bomber's eye, heightened awareness, Cure Light Wound | Investigator: illusion of calm, shield, 1 unused

Haven't had time to decide on the edicts, just wanted to say that it is very interesting to see what it is that you have done.

I really like the 5 year plan idea! Giving a very rough roadmap so it is easier to do the turns.

I can see that it is going to be a challenge to keep this going as PBP, but seeing that you are on month 62 is great encouragement!


| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Extracts:
Alchemist - bomber's eye, heightened awareness, Cure Light Wound | Investigator: illusion of calm, shield, 1 unused

And now the kids are asleep (8pm here in Denmark), so now I have time to look at it :-)

Expansion edict
I think we need at least have standard but I would prefer Aggressive.
If we should use some money, I think this is the place to do it, as it creates the foundation.

Holiday edict
Think annual is best. Could go with quarterly. Don't want to have to much expenses until we are a little familiar with the system.

taxation edict
Normal would be my choice. We need cash, but don't want to impact the other scores to much.
Could also be light. We do want to attract settlers. (not sure if that will help with that but irl it would ;-))


| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Extracts:
Alchemist - bomber's eye, heightened awareness, Cure Light Wound | Investigator: illusion of calm, shield, 1 unused

A couple of questions

1) Akiros is not in the excel as the general. Is that because we need to ask in-game first?

2) i think the party before I joined setup a mine with some dwarfs. And there was a blacksmith at olegs if I remember correct. Are they still there or is that something we would need to pay BP for?

3) the hexes we have explored in book 1,are they explored in the kingdom building rule sense or de we need to do that again?


KM Handouts Drunken Wanderings

1- Akiros missing was an error. I have added him in as the General.

2- The blacksmith at Oleg's is effectively too small to count. You would need to build it later if you put a city there. The dwarf mine is not fully built. They are working on it but lack funding to get it fully up and running to date. :D

3- They are explored and you can add them to your kingdom without further exploration unless something strange comes about. You just need to pay the BP for claiming the Hex and can only go at the rate based on your expansion decisions.


KM Handouts Drunken Wanderings

Try and get your votes in this weekend. I will be going with whatever the general consensus is by Sunday night to move things along.


| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Extracts:
Alchemist - bomber's eye, heightened awareness, Cure Light Wound | Investigator: illusion of calm, shield, 1 unused

I've been thinking a little on our goals.

First overall goal I think should be claiming the territory that we have already explored, meaning the 43 hexes we can see on the map right now.
(GM Coreyllon is 43 the right number? And would we be able to claim all of those?)

With the increased numbers of hexes, we can claim as we grow in size, it should take about 15 turns if we use the aggressive expansion edict.

Of sub-goals, I think the first should be to get resources, meaning wood and gold, as we know the mine is there. There is also the Scootscale caverns, but I don't know much about those and what we could get out of those. Or if someone is using them?

At the same time, we should work towards getting a road to Oleg's trading post as it is our communication with the outside world. A road all the way there is probably best, but we can start with a water-way part of the way and then a road for the last couple of hexes. Then we can build roads along the river afterwards.

This needs to be balanced with the need for food, so building a couple of farms along the way would probably be good. (Technically, it'll lower the consumption)

And we should work on our town (that part I haven't looked that much into yet)

Then the next goal should be to turn Oleg's in to a proper settlement.
We would probably need more farms at that point, and the plains around Oleg's would be good for that (meaning cheap ;-) )

Last part would be to claim the last hexes and potentially get a settlement at the temple of Elk and/or at the Tatzlwyrm nest.


Male HP:43/43 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+6 CMD:+18 EA: Defend Human Cavalier 4

Expansion edict
I think the aggressive is a good start for the beginning and then maybe slow down after the first year. We have our borders secured and we can move on from there.

Holiday edict
I think annual is a good start and again maybe once we are settled in, move to quarterly after the first year. Celebrate the founding first and then Maybe the solstices and the equinoxes.

Taxation edict
I like light and the move to normal after the first year. I am not against the normal level of taxation either to start with. I am just looking at moving slowly with the whole new city thing.

I will try to have another post up later tonight with my thoughts on the city name and kingdom name.


KM Handouts Drunken Wanderings
Rhavaniel "Rhavi" wrote:

I've been thinking a little on our goals.

First overall goal I think should be claiming the territory that we have already explored, meaning the 43 hexes we can see on the map right now.
(GM Coreyllon is 43 the right number? And would we be able to claim all of those?)

I believe there are 40 explored hexes. There are 6 or so, three of which you see the number, hexes that I do not believe were explored but are partially shown just because of the level of tech our map is using.

As for Rhavi's plan. That sounds good. We can aim for that. You would hold much of the map by the time book two started if you do that. But please be aware that it costs money to hold and care for lands. So you may want to look at how things are progressing and consider economics. Adding farms, mines and sawmills are good investments. Just make sure you can afford what you hold and that you can still keep improving.

Adding a new settlement block is very easy. When you claim those hexes starting a new settlement in them is not expensive to do.


birthday: 6th of Kuthona Oracle 4. Exploration: under stress Follow the Expert, Otherwise foraging. HP 35 . Initiative +1. Perception +6. AC 17. Flat AC 14 Touch AC 13 CMD20 Saves f4 r3 w7

I second Rhavi/Von Ulm's plan.
I also wish to highlight the need to be aware of costs so we don't overextend and crash like I do in every Civ/Stellaris game.


| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Extracts:
Alchemist - bomber's eye, heightened awareness, Cure Light Wound | Investigator: illusion of calm, shield, 1 unused

(civ is a great game, have played every single one! Had the first one pre-installed on my very first pc when I got it! So much fun!)


| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Extracts:
Alchemist - bomber's eye, heightened awareness, Cure Light Wound | Investigator: illusion of calm, shield, 1 unused

Andreas and I differ a little on the taxation, so it would be good to have some additional input on that ;-)


birthday: 6th of Kuthona Oracle 4. Exploration: under stress Follow the Expert, Otherwise foraging. HP 35 . Initiative +1. Perception +6. AC 17. Flat AC 14 Touch AC 13 CMD20 Saves f4 r3 w7
Rhavaniel "Rhavi" wrote:
Andreas and I differ a little on the taxation, so it would be good to have some additional input on that ;-)

I favor higher taxation (well I am a liberal,*rimshot*) to build some insulation from life. But Jackob is not the one they will be sharpening the pitchforks for. Can we support higher taxes without killing the economy or sparking the mob?


Male HP:43/43 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+6 CMD:+18 EA: Defend Human Cavalier 4

I have been giving the names a lot of thought. I tried to look at it as more than just a name. I was trying to find something that would fit the region and our groups as well. While anything with stag would fit with the religion that we have come across in this area (Erastil), I felt that anything coming close to that man (Stag Lord) who terrorized the area would be a bad idea. I also took into consideration that naming our capital, which I hope will turn into large city in time, after a stag would be offensive to the religion of Erastil. Him being somewhat against civilization and such.

I liked all the ideas that everyone put out and it helped me to come up with some ideas. I was leaning heavily towards Germanic in nature.

The capital city: Sturmheim.
Sturm is the word Storm.
Heim is the German equivalent of the English word home. I took this path as Eisfalke Von Ulm is German for Ice falcon from Ulm.

Ulm is not a land in Pathfinder.

I gave this some thought and I am just making suggestions...so please do not be offended. ;)

The kindom is called.
Ulm Heimatland.

Ulm Homeland.
but it most likely be shortened to

Ulm.


birthday: 6th of Kuthona Oracle 4. Exploration: under stress Follow the Expert, Otherwise foraging. HP 35 . Initiative +1. Perception +6. AC 17. Flat AC 14 Touch AC 13 CMD20 Saves f4 r3 w7

I still prefer 'Tuskwater' for the city name but I can live with any of the other choices being tossed about.

I will be happy to live in Ulm.


| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Extracts:
Alchemist - bomber's eye, heightened awareness, Cure Light Wound | Investigator: illusion of calm, shield, 1 unused
Sir Andreas Eisfalke Von Ulm wrote:

The capital city: Sturmheim.

The kindom is called.
Ulm Heimatland.

Ulm Homeland.
but it most likely be shortened to

Ulm.

I like Ulm. That makes sense. As far as I can read in the rules, we will start out with Andreas a "landed knight", so right now, we don't have a land to name.

Andreas is "just" Sir Ulm.

As we grow, the name will change to Barony of Ulm, Ulm County etc and when we get to be a kingdom and need a name for the country, something like Ulm Heimatland would be natural.

I'm not crazy about Sturmheim though.
I do like both Tuskwater or Stormforge better.

Stormforge as described by Rillka. It would also be personal for Rhavi as she met the party in that storm, forming her path from there on out.

Do we have something from Tuskgutter? The head or the hide maybe? That could be displayed behind Andreas in his audience chamber. And if asked why the town isn't named after the Stag Lord, as he was the bigger threat to the land, we could say that he didn't deserve anything named after him and should only be forgotten, thereby also shaming his memory.


Halfling CN Female Halfling Arcanist 4 HP:22/22 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+8 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

I will add more later, but I favor lower taxes.
There would be a limited number of people that would consider settling in a new region, so low taxes would be a draw.

I have two concerns about “Ulm”
1. It really is a city in Germany.


Halfling CN Female Halfling Arcanist 4 HP:22/22 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+8 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

Rillka would most favor the below:

Expansion = Standard
Holiday =Annual
Taxation =Light

Could be persuaded to support aggressive expansion.
Would voice opposition to anything beyond light taxation.


| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Extracts:
Alchemist - bomber's eye, heightened awareness, Cure Light Wound | Investigator: illusion of calm, shield, 1 unused
Rillka Cloudhopper wrote:


I have two concerns about “Ulm”
1. It really is a city in Germany.

What's the second?

But you are right, it is a town in Germany. Birthplace of Einstein, no less (just read that on Wikipedia ;-))
Don't really see a problem with it. I at least hadn't heard about it before and I live only 12 hours away by car.


KM Handouts Drunken Wanderings

Ok, so the votes fall out as follows

Expansion- Aggressive
Holidays- Annual
Tax- Light

I have added a Handouts Tag to my name. The letter setting you in charge is shown there and some art from the page for fun.

So we are now going to start the first Turn!

Note: PC’s away.

Initial Treasury: 50 BP
Initial Unrest: 0

UPKEEP PHASE

Step 1—Determine Kingdom Stability (DC 22): Stability!: 1d20 + 13 ⇒ (15) + 13 = 28 Success! Add 1 BP, bringing total to 51 BP.

Step 2—Pay Consumption: Your cities, armies and quarterly holiday edict costs you 1d4+1 Consumption, giving you a total cost of Consumption:: 1d4 + 1 ⇒ (2) + 1 = 3 and leaving your Treasury with 48 BP.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Time to start building!

EDICT PHASE

Step 1— Change Leadership Assignments? So I am guessing no changes here this turn. But let me know if you do want a change already.

Step 2—Claim and Abandon Hexes?

Your aggressive stance allows you to add 2 Hexes. Technically, your first Hex will need to be where your capital is. Vote for your other Hex that you wish to claim. It costs 1 BP for each Hex you claim.

Step 3—Build Terrain Improvements?

You can build up to two improvements a turn at this stage. The list of Terrain Improvements starts on Page 80. If the improvement has an Asterik it can share the area with other improvements. You have added Hexes before this step so you can improve those Hexes.

Step 4—Create and Improve Cities?

Time to create your first settlement. To make your capital a settlement you must. Your capital (name still pending?) can be on the water. Do you want it to border the lake, the lake and the river, the other river, or no water at all?

Then you construct your first building! Construct one building in your settlement and pay its BP cost. If this is your kingdom’s first settlement, you should start with an Inn, Shrine, Monastery, or Watchtower. In addition, you may also purchase and construct 1 House, Mansion, Noble Villa, or Tenement. If your first building is an Inn, you must construct a House or Tenement next to it,as building an Inn requires an adjacent House or Tenement. When you complete these steps, you’ve founded your settlement!

Step 5—Step 5—Create Army Units? Do you want to try and build an army immediately?

Step 6—Issue Edicts? Vote for any other edicts you like from the campaign guide?


Halfling CN Female Halfling Arcanist 4 HP:22/22 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+8 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

Claim and Abandon Hexes = F20 (Control the bridge)
Terrain - suggest starting with farms?
I think it would be beneficial to be on the laek and a river; but either river is ok...
Start with a watchtower or inn - provide security first then an inn? Do an additional house.

I don't think we are ready for an army yet - but who knows.

I think edicts can wait until we have some more infrastructure; trade edict would be good; so would diplomatic with Brevoy, I think we have explored a good area, so that seems uneeded at the moment.


| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Extracts:
Alchemist - bomber's eye, heightened awareness, Cure Light Wound | Investigator: illusion of calm, shield, 1 unused

(Can you add additional "threads" on a campaign? Would be good to have one for rules questions/house rules, so I don't drown out the important talks with my questions ;-)) 

And now to the actual questions: 

1) Can you build terrain improvements in the same hex as a settlement? Asking because the STOCKYARD, which is a building and therefore must be built in a settlement, it says "Farms in this hex or adjacent hexes reduce Consumption by 3 instead of 2".
This seems to indicate that you can. 

2) under LUMBER YARD it says "If a Sawmill is adjacent to two settlements with Lumberyards, only one Lumberyard may benefit from that Sawmill each kingdom turn."
What benefit is it the lumber yard gets? I can't find it anywhere. And can it benefit from two sawmills?
(it is the same with the BRICKYARD and quarries)
(And irrelevant, but is "lumber yard" one or two words? (Asking as a non-native English speaker))

3) Upgrades of buildings:
(Example Tenement and House / Shop and Market)
a - Can you build a building directly or do you have to build the building it upgrades from first?
b - If you can build directly, but still chooses to build and then upgrade, do you get a discount on the second building in form of the price of the first?
c - Is the bonus of the upgraded building instead of or in addition to the bonus of the first building?

EDICT PHASE

Step 1— Change Leadership Assignments?
I agree, no changes here

Step 2—Claim and Abandon Hexes?
F20. The bridge will be good to have.

Step 3—Build Terrain Improvements?
Not sure on the improvements yet, will depend a little on your answer

Step 4—Create and Improve Cities?
I think we should put it in a corner between the lake and one of the rives. Doesn't really matter which river, but for RP, we could chose the one closes to the forest, so we don't have to drag wood to far to build with it. But the other river looks much bigger, at least on the big map, and should give more protection then.

I was thinking the first building should be an inn, but the "Security first" makes sense. But it depends, does the Stag lord fort give protection? does it count as the improvement "fort" or is it something else outside of those mechanics?
if it does, I say build an inn. If not, then watchtower.
And a House/Tenement, depending on the answer to my question above.

Step 5—Create Army Units?
No army yet

Step 6—Issue Edicts?
To soon for diplomatic, I think. Need to build up the town first.

Trade routes is also to soon. As I read it, we need to have a specific building dependent on what we want to trade to make the trade route and we should wait until we build a pier as that will lower the risk substantially.


KM Handouts Drunken Wanderings

@Rhavi-

1- Yes, you can do improvements in the region with a settlement as long as nothing in the improvement states it cannot share space with other things. Farms can be built in the same area as a settlement.

2- In regards to Lumber yards the rules are under lumber yards.

Special: The cost to construct Sawmills in the settlement’s hex or adjacent hexes is reduced to 2 BP. In addition, Sawmills in those hexes generate 1 additional BP for every 2 Sawmills. If a Sawmill is adjacent to two settlements with Lumberyards, only one Lumberyard may benefit from that Sawmill each kingdom turn. A mill and carpentry works for producing pre-cut logs, boards, and wood products for construction

3- The fort is dilapidated and not that defensive right now. What it allows is you to build a Castle for half cost.


| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Extracts:
Alchemist - bomber's eye, heightened awareness, Cure Light Wound | Investigator: illusion of calm, shield, 1 unused

@GM

Thanks for the quick reply :-)

Regarding the sawmill/lumber yard, it doesn't say how the Lumber yard benefits from the sawmill, only how the sawmill benefits from the lumber yard (reduced cost to 2 BP and 2 sawmills generate an extra BP).


KM Handouts Drunken Wanderings

That is the benefit. You can look at it as the sawmills being more productive or the lumber yard doing the work.


Male HP:43/43 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+6 CMD:+18 EA: Defend Human Cavalier 4
Rillka Cloudhopper wrote:

I will add more later, but I favor lower taxes.

There would be a limited number of people that would consider settling in a new region, so low taxes would be a draw.

I have two concerns about “Ulm”
1. It really is a city in Germany.

So, what is the second concern?


Male HP:43/43 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+6 CMD:+18 EA: Defend Human Cavalier 4

EDICT PHASE

Step 1— Change Leadership Assignments? No

Step 2—Claim and Abandon Hexes?
Claim F20 is ok with me.
but is there a bridge there or a ford?

Step 3—Build Terrain Improvements?
Farm and a Watchtower

Step 4—Create and Improve Cities?
Lake and River sides for the city border.

Inn with a House next to it

Step 5—Step 5—Create Army Units? Do you want to try and build an army immediately?
No Army as of now
Step 6—Issue Edicts? Vote for any other edicts y
Pause on the Edicts for now.

These are my votes


KM Handouts Drunken Wanderings

I need two players to each roll a single d6.


Male HP:43/43 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+6 CMD:+18 EA: Defend Human Cavalier 4

Mystery die roll: 1d6 ⇒ 1


birthday: 6th of Kuthona Oracle 4. Exploration: under stress Follow the Expert, Otherwise foraging. HP 35 . Initiative +1. Perception +6. AC 17. Flat AC 14 Touch AC 13 CMD20 Saves f4 r3 w7

Other mystery die roll: 1d6 ⇒ 3


KM Handouts Drunken Wanderings

Regarding crossing/bridges: The gist is none of them will actually count as a bridge for the terrain features. Below I list what each icon represents.

1. Thorn River Camp= This is a rickety wooden bridge that can hold one medium creature at a time.
2. River Crossing= This is a ford where the river is usually 3 ft or so deep.
3. Nettle's Crossing= This area has an old weather beaten rope that crosses it from what once was a rope bridge crossing the river.
4.Tatzlwyrm Nest= This is a ford not a bridge.

I have updated the link to the Kingdom Campaign Map to include the City map. We will label it once we get a finalized name. Check it out. I have placed the fort on the map based on the random die rolls of Sir Andreas and Jackob. If you want to build over it, you can. If you want to convert it into a Castle, please note that takes up 4 zones. So if you build the Inn next to the Fort then you will not be able to later build the Castle.

I have decided that the Fort will count as the Terrain Improvement Fort. Its awkward because its now in a city, but you will count as having the Fort. That does mean you cannot build the Watchtower in the same hex, because you cannot build it in the same hex as a Fort. You could build it in your second hex overlooking the river crossing though. If you upgrade the fort to a Castle, you can then build a different Watchtower/Fort outside the city.

Take a look at the city map and consider what you where you might want buildings. I am going to give 24 more hours for Jackob and Caerwyn to chime in and for Sir Andreas to decide if he wants the Watchtower still in the second Hex.


birthday: 6th of Kuthona Oracle 4. Exploration: under stress Follow the Expert, Otherwise foraging. HP 35 . Initiative +1. Perception +6. AC 17. Flat AC 14 Touch AC 13 CMD20 Saves f4 r3 w7

CHIME!

I do like the city tucked in between the lake and the river. And expanding up the river is also a good idea.

A farm and watchtower over the river crossing seems a good call. It seems we are a very river-centric little Ruritania so far. I like it.


| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Extracts:
Alchemist - bomber's eye, heightened awareness, Cure Light Wound | Investigator: illusion of calm, shield, 1 unused

Maybe we can use our glorious GMs numbering of the lots in the cities as references, so we don’t misunderstand each other? So 1/1 is the top left corner, 1/6 is the top right corner, 6/1 is lower left corner and 6/6 is lower right corner?

A castle takes up 4 lots, so we need to remember that when we build other buildings, if we plan to upgrade at some point (which I think we should)
At least it can cross a street, so we can either have it 1/2-2/2-2/3 or 1/4-2/3-2/4. I would suggest we keep 1/2-2/2-2/3 clear for that for now.

For the building that has to be adjacent to others, like the inn and house, is it only right next to it that is possible or is diagonal also allowed?
I would suggest we put the house on 3/5 and the inn on 2/5.
It could also be 2/6 if we can do diagonally. Having the inn overlook the river would drive up the prices ;-)
There are some buildings that require it to be on a lot next to water, but we have two sides with water, so don't think that will be an issue.

For the improvements, I would build two farms in the settlement hex, G19. I assume that is a hill hex, so it would cost 4 BP each?
Our consumption is already 5-8, so bringing it down with 4 would save a lot of BPs.
A watchtower is fairly expensive and we do have the fort, so don’t think we need a watchtower in the hex next to it.


Male HP:43/43 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+6 CMD:+18 EA: Defend Human Cavalier 4

So instead of a watchtower...what about a second farm???


KM Handouts Drunken Wanderings

I got home later then I planned. So I will calculate comments and handle the processing in the morning. So far it looks like two farms, an Inn and a House.


KM Handouts Drunken Wanderings

First, I read something I missed. A city that is built around the fort automatically coverts the Fort to a barracks and a stable. Which is a bit odd since it kind of breaks the stable rule. But I have added these to this area. You can still convert it to a castle at half cost.

I have put a grid on the map. I am currently have the inn and house in the center of the cleared area in D3 and D4. If you would rather them somewhere else let me know. Also please post locations for buildings moving forward or I will just pick and what will be will be.

So you claimed 2 Hexes for 2 BP, you built two farms in Hills for a total of 8 BP, you built an Inn for 10 GP and a House for 3 BP.

Total 48 BP-2 BP for Hexes - 8 BP for Farms -10 BP for Inn -3 BP for a house = 25 BP Remaining.

Behind the Screen:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
INCOME PHASE

Step 1—Make Withdrawals from the Treasury: Can't. No emergency.

Step 2—Make Deposits into the Treasury: Can't. No emergency.

Step 3—Sell Expensive Items for BP: Can't. No emergency.

Step 4—Collect Taxes:
Economy: 1d20 + 71 ⇒ (20) + 71 = 91, divided by 3 is 30 BP, giving you a total of 65 BP. +8 for your mines, foundry and quarries and +12 for the sawmills (and lumberyards) = 85 BP

Economy: 1d20 + 17 ⇒ (6) + 17 = 23 23 / 4 (round down) leaves 5 BP. Giving you a total of 30 BP remaining.

EVENT PHASE
Does an Event Occur: 1d100 ⇒ 53 No Event.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kingdom Statistics at the End of the Turn:

Population: 1655
Size: 2 (2 hexes, 1 Settlement grids) (Control DC: 24)
Economy: 17
Loyalty: 15
Stability: 13
Unrest: 0
Fame: 0
Infamy: -1
Corruption: -1
Crime: 0
Law: 0
Lore: 0
Productivity: 0
Society: 1
Consumption: 0+1d4+1

Settlement at the End of the Turn (???):

Population: 55
Economy: 3
Loyalty: 3
Stability: 1
Corruption: -1
Crime: 0
Law: 0
Lore: 0
Base Value: 100 gp
Defense: 1
Productivity: 0
Society: 1
Fame: 0
Infamy: 0

Major Buildings:
Barracks
House
Inn
Stable

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Armies:

None

Now we are going to start turn 2. I would like you to vote for the options for the next 3 turns if possible so we can speed this up.

Behind the Screen Turn 2:

[color=red]TURN 62 (Erastus, (July), 4717)[/color]
Note: PC’s away.

Initial Treasury: 30 BP
Initial Unrest: 0

UPKEEP PHASE

Step 1—Determine Kingdom Stability (DC 24): Stability: 1d20 + 13 ⇒ (2) + 13 = 15 Failure. Increase Stability: 1d4 ⇒ 3

Step 2—Pay Consumption: Your cities, armies and quarterly holiday edict costs you 1d4+1 Consumption, giving you a total cost of Consumption:: 1d4 + 1 ⇒ (3) + 1 = 4 and leaving your Treasury with 26 BP.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

EDICT PHASE

Step 1— Change Leadership Assignments?

Step 2—Claim and Abandon Hexes?

Step 3—Build Terrain Improvements?

Step 4—Create and Improve Cities?

Step 5—Step 5—Create Army Units?

Step 6—Issue Edicts?

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

So you failed the Stability check and there is unrest in your kingdom. You begin with 26 BP. Go!


Male HP:43/43 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+6 CMD:+18 EA: Defend Human Cavalier 4

EDICT PHASE 1/3
Step 1— Change Leadership Assignments?
No

Step 2—Claim and Abandon Hexes?
Claim F21 Kobold Mine. This was an abandoned mine at one point. Would this still cost 6BP?
Claim F19

Step 3—Build Terrain Improvements?
Mine in F21
Road in G19 if we have to build first or G20 if we do not need to.

Step 4—Create and Improve Cities?
A mill for the farms

Step 5—Step 5—Create Army Units? Do you want to try and build an army immediately?
No
Step 6—Issue Edicts?

EDICT PHASE 2/3

Step 1— Change Leadership Assignments?
No

Step 2—Claim and Abandon Hexes?
Claim D20 Gold Mine
Claim C20

Step 3—Build Terrain Improvements?
Mine in D20 Gold Mine
Road F20 or F21

Step 4—Create and Improve Cities?
Granary

Step 5—Step 5—Create Army Units? Do you want to try and build an army immediately?
No

Step 6—Issue Edicts?
No

EDICT PHASE 3/3

Step 1— Change Leadership Assignments?
No

Step 2—Claim and Abandon Hexes?
B20 Olegs
G18

Step 3—Build Terrain Improvements?
Road F21 or E19
Mill, Saw G18
Step 4—Create and Improve Cities?
Lumberyard
Step 5—Step 5—Create Army Units? Do you want to try and build an army immediately?
No

Step 6—Issue Edicts?
No

These are my thoughts.
No sure if we can do all of that as it will cost us some BP


KM Handouts Drunken Wanderings

All of the discounted builds were listed earlier. There are several places with mines, but assume they have ran dry and you have to start fresh.


Male HP:43/43 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+6 CMD:+18 EA: Defend Human Cavalier 4

Granted my choices are up in the air if the BP do not come in.


KM Handouts Drunken Wanderings

True, but I want to try and get through the year as quickly as possible. Something may get shifted back. But it will work itself out.

What do people think of Sir Andreas suggestions?

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