Kingmaker

Game Master Jovich

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 - Narthropple Expedition

Sword Marches Stats

Kingmaker Campaign Rules

Rillka's Map

Perception:

[dice=Ser Andreas Perception]d20+6[/dice]
[dice=Rillka Perception]d20+8[/dice]
[dice=Albert Perception]d20+1[/dice]
[dice=Saoirse Perception]d20+4[/dice]
[dice=Duzz Perception]d20+11[/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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Halfling CN Female Halfling Arcanist 5 HP:27/27 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+9 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

No


KM Handouts Narthropple Expedition

So what do you all want to do?


Male HP:49/49 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+8 CMD:+20 EA: Defend Human Cavalier 5
Rillka Cloudhopper wrote:
No

No nitpicking or upset but why a no?


Halfling CN Female Halfling Arcanist 5 HP:27/27 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+9 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

No one has provided a reason the build two roads and a bath this round a building next turn is better-worse- or the same as the road building- road building option.

Every time I ask, I get the 2 roads and a bath option suggested; but never any comparative reason; unless I missed it.

Not upset, or trying to cause issues, but I have a valid question I would like answered before I support that way ahead…. If Rhavi or Jackob want to jump in and support the 2 roads and a bath plan then it is semi-moot


Male HP:49/49 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+8 CMD:+20 EA: Defend Human Cavalier 5

I thought I did give my reasons why. I hope this made sense.

Sir Andreas Eisfalke Von Ulm wrote:

Understandable.

If we do either one of those 10 BP buildings, we could only do 1 road (6bp). Costing us 16 Bp
Giving us +1 Stability and +1 to either Economy or Loyalty.
leaving us with 1 bp.
An Economy of +22 and +6BP (per a Round) (+5 for your mines, foundry and quarries and +1 for the sawmills/ lumberyards) A minimum of 13Bp a round (23/3=7+6=13) A max of 20Bp a round (42/3=14+6=20)
A Stability of +28 on a DC31 which we seem to fail a lot.

If we do the two roads (6bp each) and a bath(4bp)
Costing us 16Bp
This would give us +2 Economy +2 Stability.
leaving us with 1 bp.
An Economy of +24 and +6BP (per a Round) (+5 for your mines, foundry and quarries and +1 for the sawmills/ lumberyards) A minimum of 14Bp a round (24/3=8+6=14) A max of 20Bp a round (44/3=14+6=20)
A Stability of +29 on a DC31 meaning we can only fail on a 1.
I think I may have jinx us for next round.

While I agree that spending the most on what we can while we have the funds is a good idea. I am looking at the current situation as this.
Building the cheaper item and the two roads, nets us a better bonus than buying the more expensive item. More stability per a round and higher minimum money.

At least that is if I am doing this correctly, which I very well may not.

The two roads and the baths give us better stability, economy and income for next round.


Halfling CN Female Halfling Arcanist 5 HP:27/27 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+9 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

Andreas - that is a very compelling ONE round view... BUT it does not answer the question I asked.

My question, was and still is ... looking at the end of TWO rounds out, which is the better long term strategy. As we only have 3 hexes that roads can be built on/in I am trying to look at what happens beyond what we do this round and next. And I apologize, I could try to figure it out on my own, but was asking others with more insight what would happen that far out.


Male HP:49/49 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+8 CMD:+20 EA: Defend Human Cavalier 5

Round 1
We push for a better stability and economy.
2 roads (G18, F21) and a bathhouse.
This will stabilize us and give us a good economy.
+24 Economy
+6 BP
+29 Stability

Round 2
We push for economy now that we have a solid Stability. It is here that I hope to see our unrest drop down.
I feel that we should build another mine (E20) and an exotic artisan for this round. If we do have enough BP we do a Watchtower (E20) which gives us an additional +1 to defense due to the lair.

This will give us more money coming in.
+25 Economy
+7 BP
+31 Stability
+3 Defense
-1 Unrest

Round 3
We continue to push for money, stability and we start to expand again.
I think we should start to claim hexes that will give us bonus on things we build there.

Claim F19 (Fangberry Thicket) I am considering this a resource bonus and if I am wrong, please let us know.

We then build a road and a mine.

+28 Economy
+9 BP
+31 Stability

Round 4
Claim C19 (11 Hexes ) Again I am considering this a resource bonus...
Build a Lumber yard in Olegs.
Building a sawmill at C19 will be reduced by the lumberyard. A road in
+30 Economy
+11 BP
+34 Stability

Round 5
Claim B19 and D19
IF B19 is considered a forested area...we build a sawmill there.
giving us a bonus of +1 BP for the lumberyard.

Build two roads in B19 and D19
+30 Economy
+12 Bp or +13
+35 Stability

Round 6 on

At this point on we claim hexes and build roads up to gain stability and economy bonus. We then build stability within the capital and olegs. We can further c
Claim D17 D18 Ruins and Landmark
Claim E16 F17 Landmark and bridge
Claim hill hexes to build mines/Quarries in.
Claim the A hexes to build roads towards Restov.

We should start to think about building armies at this point as well.

That is what I see for the future. I am just putting this together and did not go in to great detail after like round 3 or so.


KM Handouts Narthropple Expedition

Please take a look at the submissions and let me know what you think.


Halfling CN Female Halfling Arcanist 5 HP:27/27 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+9 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

I will be on vacation, and likely not have any or only intermittent internet. I will be back on the 12th.


| 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

Sorry for being a little absent lately. I'm still here, just a lot going on. I will try and have a look at all the suggestions and the submissions later today .


KM Handouts Narthropple Expedition

Sounds good! I hope things are going well for you. I know life happens.


KM Handouts Narthropple Expedition

Rhavi, did you get a chance to look at the potential additions?


KM Handouts Narthropple Expedition

So, for the proposed turn. There is a Baths in the capital already. I apparently did not get it into the list of important buildings in the capital, but it is listed on the excel sheet already and is shown on the map for the capital.

With that in mind, the Road in section E19 costs 6 BP because of the river. In G18 it costs 4 points because of the river.

There is a Bath house already in the Capital. You could put a second if you really want to, or you could put it in Olegstown. Unfortunately, Olegstown has no water around it. So that means you have to double the cost of the Baths to 8 BP.

The group has 17 BP to spend.

So to do all three you would need to have a second Bath house in the capital this turn which may not be worth the city slot and spending a total of 14 BP. If you wanted to build it in Olegstown you would be 1 BP short. That is up to you. So what do you want to do?


Male HP:49/49 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+8 CMD:+20 EA: Defend Human Cavalier 5

I did not realize that about the bath...ok
Road in E19 is hills and river. 6 BP (3x2)
Road in G18 is forests and river. 4 BP (2x2)

If we do a Mill instead of the baths, we will reach the same numbers.


KM Handouts Narthropple Expedition

Ok, I will process the turn tomorrow just in case there is any other input.

The mill will go in along the waterfront in the Capital.


Male HP:49/49 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+8 CMD:+20 EA: Defend Human Cavalier 5
GM_Coreyllon wrote:

Ok, I will process the turn tomorrow just in case there is any other input.

The mill will go in along the waterfront in the Capital.

I am fine with that, not sure how everyone else feels.

We should have for the next round,
+23 Economy
+6 BP
If we get a 1 on the die roll we still should get 8BP.
That with an additional 6BP and 1Bp that is in our treasury leaves us with a total of: 15BP
or
If we get a 20 on the die we will have 14BP.
That with an additional 6BP and 1Bp that is in our treasury leaves us with a total of: 21BP
+29 Stability
We should only fail on a 1.


KM Handouts Narthropple Expedition

TURN 9 (Desnus, (May), 4711)::

Initial Treasury: 18 BP
Initial Unrest: 0 (8)

UPKEEP PHASE

Step 1—Determine Kingdom Stability (DC 31): Stability: 1d20 + 27 ⇒ (9) + 27 = 36 Success. Unrest reduced to 7.

Step 2—Pay Consumption: Your cities, armies and quarterly holiday edict costs you 1-1+1 Consumption, giving you a total cost of 1 and leaving your Treasury with 17 BP.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EDICT PHASE

Step 1— Change Leadership Assignments? None

Step 2—Claim and Abandon Hexes? None

Step 3—Build Terrain Improvements?
Build a Road (w/Bridge) in E19 (6 BP)
Build a Road (w/Bridge) in G18 (4 BP)

Step 4—Create and Improve Cities?

Mill in the Capital (6 BP)

Step 5—Step 5—Create Army Units?

Step 6—Issue Edicts?

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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 + 22 ⇒ (17) + 22 = 39, divided by 3 is 13 BP, giving you a total of 14 BP. +5 for your mines, foundry and quarries and +1 for the sawmills (and lumberyards) = 20 BP

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Event Occurs? (75% because there was no event last month):: 1d100 ⇒ 41 [ooc]Event Time!

Type of Event:: 1d100 ⇒ 50 Dangerous Kingdom Event..Duh duh duh!

Which Event:: 1d100 ⇒ 29 Food Shortage!

Stability Check: 1d20 + 28 ⇒ (4) + 28 = 32 Success! Although food is short you are able to control the populace and keep things in order. Consumption for next turn +50% as you are forced to import food.

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

Population: 2160
Size: 9 (9 hexes, 2 Settlement grids) (Control DC: 31)
Economy: 22
Loyalty: 16
Stability: 28
Unrest: 0 (8)
Fame: 1
Infamy: 0
Corruption: 0
Crime: 1
Law: 0
Lore: 3
Productivity: 0
Society: 1
Consumption: 1-1+1 (+50% next turn)

Settlement at the End of the Turn (Captial):

Population: 200

Economy: 4
Loyalty: 3
Stability: 2
Corruption: 0
Crime: 1
Law: 1
Lore: 3
Base Value: 1500 gp
Defense: 3
Productivity: 1
Society: 1
Fame: 0
Infamy: 0

Major Buildings:
Barracks
Baths
House x2
Inn
Mill
Stable

Settlement at the End of the Turn (Oleg's Town):

Population: 160

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

Major Buildings:
Baths
City Wall (North)
House x2
Smithy
Trade Shop
Watchtower
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Armies: None

TURN 10 (Sarenith, (June), 4711):

Initial Treasury: 20 BP
Initial Unrest: 0(7)

UPKEEP PHASE

Step 1—Determine Kingdom Stability (DC 31):Stability: 1d20 + 28 ⇒ (7) + 28 = 35 Success! Decrease Unrest to 6.

Step 2—Pay Consumption: Your cities, armies and quarterly holiday edict costs you 1+1-1 Consumption, giving you a total cost of 2 due to the food shortage and leaving your Treasury with 18 BP.

Two more months to go!


Male HP:49/49 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+8 CMD:+20 EA: Defend Human Cavalier 5

Not that it would change the outcome, but I think we should have...
Economy of 24: 22 +2 for this round
Stability of 29: 27 +2 for this round

We built a
MILL
Economy +1, Stability +1
and
two roads which brings us to a total of 8 hexes with roads.
Economy +1 for every 4 hexes of Road, Stability +1 for every 8 hexes of Road.

Starting month 10 we have 18 BP
I think I will change me original plan.
Claim hex F19: 1BP
Build a mine in F19: 6BP
Build a road in F19: 3BP
Build a Brewery in the capital: 6BP

Giving us 2 BP left.
IF my math is correct and I assumed correctly on the hex being a resource.
Brewery gives us +1 Loyalty and +1 Stability
Mine Gives us +1 Economy and +1BP
F19 gives us +1 Economy and an addition +1 Economy and +1 BP from the resources and mine combo

Loyalty +1
Stability +1
Economy +3
BP +2


LN Human Magus (Soul Forger) |HP 45/45 | AC 16 T12 F14 | Fort +7 Ref +4 Will +6 | Speed 30 | mw scimitar +8 1d6+4/18-20 | CMB +7 CMD 19/F17 | shortbow +5 1d6/x3 | Init +6 | Percep +1 | SM +1 | Conditions: Sickened | EA: Detect Magic | Active Spells: Bull's Strength, Shield (+4 AC)

Thanks for choosing me!

Albert Malek is at your service (not officially named Garess, but 'Albert Malek' was already taken). He is willing to serve in whatever roles you think best.


Male HP:35/35 AC:20 T:13 FF:18 F:+4 R:+7 W:+6 Perc:+8 Init: +6 Falchion +8, 2d4+9 CMB:+7 CMD:19 Half Orc Vigilante (Ferocious Hunter) 4

Likewise!

Leopold is here as well, or Veridian if he will be more useful.

I'm looking over the rules for kingdom building right now should be through them in the next day or so and then I can give more input to the discussion of that. But, overall I am really excited to get into this!

Edit: forgot to ask this here too!

Does anyone object to me making a separate alias for Viridian? I’m new to PbP so I’m not sure how that would normally be done!


Male HP:49/49 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+8 CMD:+20 EA: Defend Human Cavalier 5

Welcome to both of you.
If you have any questions, please feel free to ask.


LN Human Magus (Soul Forger) |HP 45/45 | AC 16 T12 F14 | Fort +7 Ref +4 Will +6 | Speed 30 | mw scimitar +8 1d6+4/18-20 | CMB +7 CMD 19/F17 | shortbow +5 1d6/x3 | Init +6 | Percep +1 | SM +1 | Conditions: Sickened | EA: Detect Magic | Active Spells: Bull's Strength, Shield (+4 AC)

My first question is: What should I do? It seems the kingdom-building is underway.

As far as leadership roles, Albert is probably best suited to be Royal Enforcer. I'll review the kingdom rules and review what's been done so far and see if I have any suggestions.


KM Handouts Narthropple Expedition

You are free to claim any position that has an NPC in it. In the next update we will move you and Leopold into council positions. If you want to ask other players about trading positions you can make your case but it is up to them if they want to shift positions. So both of you should let us know which position(s) you think you would like to fill.

For now, look over what has been built in the two cities. The group has 18 BP to spend this turn and can build up to two Terrain Improvements and one building (plus a house if you wanted). So what do you think would benefit the kingdom? You could also claim a new zone if you wanted and build in the new zone in case you wished to move towards the Temple of the Elk to start a new city there or pick up more hill country for mines, etc. There has been some talk about starting an army as well.

There has been some disagreement over E20. Ser Andreas mentioned a mine there, but Rhavi has suggested in the past that she would rather see a Watchtower go into the region due to the Lair being present and the bonuses that supplies.

For now, we are mainly just looking at getting a general consensus on what to do each turn. More Aye's then Nay's. We are running through 2 more months of kingdom building and then we will start on Book 2.

So toss out suggestions!


LN Human Magus (Soul Forger) |HP 45/45 | AC 16 T12 F14 | Fort +7 Ref +4 Will +6 | Speed 30 | mw scimitar +8 1d6+4/18-20 | CMB +7 CMD 19/F17 | shortbow +5 1d6/x3 | Init +6 | Percep +1 | SM +1 | Conditions: Sickened | EA: Detect Magic | Active Spells: Bull's Strength, Shield (+4 AC)

I'll take the position of General (a noble should have it, not some disgraced former paladin!).

Albert favors expanding toward the Temple of the Elk, as showing respect for the gods helps to keep the peasants in line, and my vote is for building a mine at E20.

If there's time to craft, and someone wishes to provide the funds (I believe it's 1/3 of the cost to purchase), I can craft a masterwork weapon or piece of armor for someone.


Male HP:35/35 AC:20 T:13 FF:18 F:+4 R:+7 W:+6 Perc:+8 Init: +6 Falchion +8, 2d4+9 CMB:+7 CMD:19 Half Orc Vigilante (Ferocious Hunter) 4

I'd love to take Warden! Lets squash some disguised Orc tactical training into these MAGGOTS

I can't find the map of the kingdom for claiming land purposes, is that posted somewhere?

I was a bit busier than expected today so I didn't get to look much at the new rules so I'll wait to comment on initial thoughts until I can digest them more!


KM Handouts Narthropple Expedition

All of the info is at the top of the screen. The links are:

Kingmaker Campaign and City Maps [This has the map with what you control and can take and each city map.]

Kingmaker - Calendar, Loot Sheet, Notable Persons, Quests Take 2.0 [This was the Google Sheets that has been used since the beginning for past reference.]

Combat Map - Sheep in a Bush [This is the current battle map. The link will also be under my name in each post.]

Sword Marches Stats [This is the Kingdom sheets where we track all of the mechanics for the kingdom and builds.]

Kingmaker Campaign Rules [This is a document that gives all of the rules and options for you to run the kingdom.]


Male HP:49/49 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+8 CMD:+20 EA: Defend Human Cavalier 5
Leopold Surtova wrote:
I'd love to take Warden! Lets squash some disguised Orc tactical training into these MAGGOTS

I do not see a problem with you taking the Warden spot.

This would increase opur Loyalty by

Albert Malek Garess wrote:
I'll take the position of General (a noble should have it, not some disgraced former paladin!).

I do not see a problem with you taking the General leadership role. This will give us an additional +2 to Stability which is great.

I also want to move on towards the temple of the Elk.
E20 can have a mine and a Watchtower there. If we decide on that at some point.

For this round (month 10) we...
Claim hex F19: 1BP (our 10th hex)
Build a mine in F19: 6BP
Build a road in F19: 3BP
Build a Brewery in the capital: 6BP

Giving us 2 BP left.
IF my math is correct and I assumed correctly on the hex being a resource.
Brewery gives us +1 Loyalty and +1 Stability
Mine Gives us +1 Economy and +1 BP
F19 gives us +1 Economy and an addition +1 Economy and +1 BP from the resources and mine combo.

Economy +27
Stability +30
BP +8

Rillka has asked about what our plans are for the future.

I am for expanding into the woods towards the temple and to build some structure there. I am not sure how a city dedicated to Erastil would take but maybe a settlement that is simple in all it is. The basics.
Once we are set for these next few rounds, we can then work on building specific structures within the cities that we have. Claim a few hexes here and there.


Male HP:35/35 AC:20 T:13 FF:18 F:+4 R:+7 W:+6 Perc:+8 Init: +6 Falchion +8, 2d4+9 CMB:+7 CMD:19 Half Orc Vigilante (Ferocious Hunter) 4

That plan seems reasonable to me!

Leopold would advocate more for a watchtower first then a mine but so long as the plan is eventually to do both he wouldn't object too hard to the order.

Expanding to the Temple seems great.

EDIT: I'll wait for Alberts intro scene to finish before I butt in!


LN Human Magus (Soul Forger) |HP 45/45 | AC 16 T12 F14 | Fort +7 Ref +4 Will +6 | Speed 30 | mw scimitar +8 1d6+4/18-20 | CMB +7 CMD 19/F17 | shortbow +5 1d6/x3 | Init +6 | Percep +1 | SM +1 | Conditions: Sickened | EA: Detect Magic | Active Spells: Bull's Strength, Shield (+4 AC)

As a country lord, Albert is not usually so formal, but he's unfamiliar with these people and does not wish to offend them, especially if they are close to the powers-that-be back in Brevoy.


Male HP:49/49 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+8 CMD:+20 EA: Defend Human Cavalier 5

Jacob, Rhavi...
Any thoughts on this month?


KM Handouts Narthropple Expedition

Leopold, feel free to join in on the introductions as you are both part of a new wave of colonists coming in from the north.


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 this month?

Your plan seems aces m'lord. ;7)

GM Coreyllon
I have a downtime activity for Jackob to work on for a few days or so.

Crystal Sight:
Crystal Sight (Ex): The shaman sees through stone, earth, or sand as easily as if it were transparent crystal. Her gaze can penetrate a number of feet equal to her shaman level (or 1/12th this thickness of metal). The shaman can use this ability a number of rounds per day equal to her shaman level, but these rounds do not need to be consecutive.
will let me see through 4 feet of stone for a few rounds/day. Working carefully it should be pretty easy to sweep all of the Stag Lords old fort. Just checking for hidden doors/buried stuff that might have been missed. I don't expect anything but It is something that Jackob would eventually think to do .


LN Human Magus (Soul Forger) |HP 45/45 | AC 16 T12 F14 | Fort +7 Ref +4 Will +6 | Speed 30 | mw scimitar +8 1d6+4/18-20 | CMB +7 CMD 19/F17 | shortbow +5 1d6/x3 | Init +6 | Percep +1 | SM +1 | Conditions: Sickened | EA: Detect Magic | Active Spells: Bull's Strength, Shield (+4 AC)

I was so focused on moving along to let Leopold introduce himself that I missed that there was another member of the Garess family at court!


Male HP:49/49 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+8 CMD:+20 EA: Defend Human Cavalier 5

It is understandable. That is why I mentioned him by full name at the end. I would have mentioned our spy masters as well but felt it was best to not bring up a Surtova is our spymaster...at least not right away.


LN Human Magus (Soul Forger) |HP 45/45 | AC 16 T12 F14 | Fort +7 Ref +4 Will +6 | Speed 30 | mw scimitar +8 1d6+4/18-20 | CMB +7 CMD 19/F17 | shortbow +5 1d6/x3 | Init +6 | Percep +1 | SM +1 | Conditions: Sickened | EA: Detect Magic | Active Spells: Bull's Strength, Shield (+4 AC)

I saw afterward that you mentioned him last. So much potential for intrigue in this AP!


KM Handouts Narthropple Expedition

Jackob searches around, and other then some uncomfortable moments around the commode, he finds nothing of interest.

Someone toss out plans for the turn.


LN Human Magus (Soul Forger) |HP 45/45 | AC 16 T12 F14 | Fort +7 Ref +4 Will +6 | Speed 30 | mw scimitar +8 1d6+4/18-20 | CMB +7 CMD 19/F17 | shortbow +5 1d6/x3 | Init +6 | Percep +1 | SM +1 | Conditions: Sickened | EA: Detect Magic | Active Spells: Bull's Strength, Shield (+4 AC)

Does changing roles for General and Warden impact the number of edicts available?


Male HP:49/49 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+8 CMD:+20 EA: Defend Human Cavalier 5

For this round (month 10) we...18BP

Claim hex F19: 1BP (our 10th hex)
Build a mine in F19: 6BP
Build a road in F19: 3BP
Build a Brewery in the capital: 6BP

Giving us 2 BP left.
If my math is correct and I assumed correctly on the hex being a resource.
Brewery gives us +1 Loyalty and +1 Stability
Mine Gives us +1 Economy and +1 BP
F19 gives us +1 Economy and an addition +1 Economy and +1 BP from the resources and mine combo.

Economy +27
Stability +30
BP +8

I was talking to Rillka about what we could do with the two NPC that are being removed from their posts to accommodate the new players. I am fine with both slots being taken by a PC but both NPC have had some interactions with the party and are highly regarded by the party, especially Akiros.

With that in mind I was thinking about how we could move them along into a new post without problems. I think I have an idea and I wish to bring it up here.

I was thinking that both NPC could move on to help run the settlement that we would eventually create at the Temple of the Elk. Maybe a Viceroy. Not sure.


LN Human Magus (Soul Forger) |HP 45/45 | AC 16 T12 F14 | Fort +7 Ref +4 Will +6 | Speed 30 | mw scimitar +8 1d6+4/18-20 | CMB +7 CMD 19/F17 | shortbow +5 1d6/x3 | Init +6 | Percep +1 | SM +1 | Conditions: Sickened | EA: Detect Magic | Active Spells: Bull's Strength, Shield (+4 AC)

I had an idea to RP replacing Akiros. Will post tonight or tomorrow.


KM Handouts Narthropple Expedition

The RP is good, but I will handle the switch in positions soon. I was just letting the introductions go through before we do that.

Can we get a second on the plan for the turn?


LN Human Magus (Soul Forger) |HP 45/45 | AC 16 T12 F14 | Fort +7 Ref +4 Will +6 | Speed 30 | mw scimitar +8 1d6+4/18-20 | CMB +7 CMD 19/F17 | shortbow +5 1d6/x3 | Init +6 | Percep +1 | SM +1 | Conditions: Sickened | EA: Detect Magic | Active Spells: Bull's Strength, Shield (+4 AC)

Seconded


Male HP:35/35 AC:20 T:13 FF:18 F:+4 R:+7 W:+6 Perc:+8 Init: +6 Falchion +8, 2d4+9 CMB:+7 CMD:19 Half Orc Vigilante (Ferocious Hunter) 4

Thirded if we need it


KM Handouts Narthropple Expedition

I will run the turn tomorrow. And hopefully start some RP stuff off if time permits. Thank you to everyone for your patience.


LN Human Magus (Soul Forger) |HP 45/45 | AC 16 T12 F14 | Fort +7 Ref +4 Will +6 | Speed 30 | mw scimitar +8 1d6+4/18-20 | CMB +7 CMD 19/F17 | shortbow +5 1d6/x3 | Init +6 | Percep +1 | SM +1 | Conditions: Sickened | EA: Detect Magic | Active Spells: Bull's Strength, Shield (+4 AC)

Did Jackob or I know anything about Kesten's background with our nobility rolls?


KM Handouts Narthropple Expedition

With a 30, Jackob would have heard of you and known roughly where you came from.


KM Handouts Narthropple Expedition

TURN 10 (Sarenith, (June), 4711)::

Initial Treasury: 20 BP
Initial Unrest: 0(7)

UPKEEP PHASE

Step 1—Determine Kingdom Stability (DC 31):Stability: 1d20 + 28 ⇒ (7) + 28 = 35 Success! Decrease Unrest to 6.

Step 2—Pay Consumption: Your cities, armies and quarterly holiday edict costs you 1+1-1 Consumption, giving you a total cost of 2 due to the food shortage and leaving your Treasury with 18 BP.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

EDICT PHASE

Step 1— Change Leadership Assignments?

Leopold replaces Kesten Garress as Warden.
Albert Replaces Akiros as General.

Step 2—Claim and Abandon Hexes?

Claim Hex F19 (1 BP)

Step 3—Build Terrain Improvements?

Mine in F19 (6 BP)
Road in F19 (3 BP)

Step 4—Create and Improve Cities?

Brewery in Capital (6 BP)

Step 5—Step 5—Create Army Units?

Step 6—Issue Edicts?

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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 + 24 ⇒ (17) + 24 = 41, divided by 3 is 13 BP, giving you a total of 15 BP. +6 for your mines, foundry and quarries and +1 for the sawmills (and lumberyards) = 22 BP

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Event Occurs? (25% because there was an event last month):: 1d100 ⇒ 58 No Event.

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

Population: 2255
Size: 9 (10 hexes, 2 Settlement grids) (Control DC: 32)
Economy: 24
Loyalty: 18
Stability: 31
Unrest: 0 (7)
Fame: 1
Infamy: 0
Corruption: 0
Crime: 1
Law: 0
Lore: 3
Productivity: 0
Society: 1
Consumption: 2-1+1

Settlement at the End of the Turn (Capital):

Population: 220

Economy: 4
Loyalty: 4
Stability: 2
Corruption: 0
Crime: 1
Law: 1
Lore: 3
Base Value: 1500 gp
Defense: 3
Productivity: 1
Society: 1
Fame: 0
Infamy: 0

Major Buildings:
Barracks
Baths
Brewery
House x2
Inn
Mill
Stable

Settlement at the End of the Turn (Oleg's Town):

Population: 160

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

Major Buildings:
Baths
City Wall (North)
House x2
Smithy
Trade Shop
Watchtower
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Armies: None

TURN 11 (Erastus, (July), 4711):

Initial Treasury: 22 BP
Initial Unrest: 0 (7)

UPKEEP PHASE

Step 1—Determine Kingdom Stability (DC 32): Stability: 1d20 + 31 ⇒ (4) + 31 = 35 Success. Reduce Unrest to 6.

Step 2—Pay Consumption: Your cities, armies and quarterly holiday edict costs you 2-1+1 Consumption, giving you a total cost of 2 and leaving your Treasury with 20 BP.

Last month before we hit book 2! What do you want to do?


KM Handouts Narthropple Expedition

Akiros is not interested in being the Viceroy. Once you have claimed the Temple of the Elk we can discuss a position for him further. RP on the change over coming shortly.


Halfling CN Female Halfling Arcanist 5 HP:27/27 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+9 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

If Unrest was lowered to 6 on Turn 10; wouldn't it lower to 5 on Turn 11?


KM Handouts Narthropple Expedition

You are correct. Unrest is down to 5. I apparently, was just looking at the wrong thing.


LN Human Magus (Soul Forger) |HP 45/45 | AC 16 T12 F14 | Fort +7 Ref +4 Will +6 | Speed 30 | mw scimitar +8 1d6+4/18-20 | CMB +7 CMD 19/F17 | shortbow +5 1d6/x3 | Init +6 | Percep +1 | SM +1 | Conditions: Sickened | EA: Detect Magic | Active Spells: Bull's Strength, Shield (+4 AC)

We should recruit an army unit and adopt an Isolationist military edict. This will create some unrest, so we should continue with buildings that increase stability.

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