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]


2,751 to 2,783 of 2,783 << first < prev | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | next > last >>

Saoirse Female CG Aasimar Bard 5: |HP: 39/39, AC: 15, Touch 13, FF 12, Fort: +3 Reflex:+7 Will:+5|CMB +4, CMD 17 (21 disarm/sunder/trip)| acid res 5, cold res 5, and elec res 5|Perception +4 (Darkvision) |EA: Gather Information| Bardic music 6/22 Conditions: Sickened, Eagle's Splendor

Step 3—Sell Expensive Items for BP?

What counts as expensive? There's a +1 keen trident I don't see any of us using


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Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map
Saoirse Oparaeal wrote:

Step 3—Sell Expensive Items for BP?

What counts as expensive? There's a +1 keen trident I don't see any of us using

Yes! A BP is worth about 4,000 gp, iirc. So if the value is correct on the loot sheet, selling the trident for 50% would net you 1 BP for the treasury.

@Veronica, I haven't summarized turn 15 yet. Getting it posted was about the last thing I managed before dozing off in my chair, lol. But if you look at the Economy roll, you can see unrest is currently 0.

D17 contains the Landmark Hot Springs. Claiming a Landmark hex grants a +1 to Loyalty. That will show up when I have time to do the summary.

Also I realized I missed some steps when generating the first magic item. If no one wants to buy the Elixir of Vision, I will probably clear it for a new item in a future turn.


Saoirse Female CG Aasimar Bard 5: |HP: 39/39, AC: 15, Touch 13, FF 12, Fort: +3 Reflex:+7 Will:+5|CMB +4, CMD 17 (21 disarm/sunder/trip)| acid res 5, cold res 5, and elec res 5|Perception +4 (Darkvision) |EA: Gather Information| Bardic music 6/22 Conditions: Sickened, Eagle's Splendor

Okay cool, do we'd sell that for the 1 BP


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Female Skinwalker (Witchwolf) Cleric of Erastil 5 | 38/38 HP | AC 20 T 12 FF 18 | Fort +6, Ref +3, Will +7 | Init +2 | Perception +6, Sense Motive +7; low-light vision | Channel Energy 5/5 | Speak with Animals 8/8 rounds | Touch of Good 6/6 ||| Moondancer: Wolf | 33/33 HP | AC 18 T 14 FF 14 | Fort +4, Ref +4, Will +1 | Init +3 | Perception +7

Thanks DM! Didn't realize it was a preliminary accounting. :)

Party members: Apologies if it feels like I'm speedrunning this kingdom-building stuff. I do want to make sure everyone feels like they're getting their input. I also want to try to knock out this paperwork quickly so that everyone can return to adventuring!

Grand Lodge

Male Dwarf druid (Nature Fang) 5 | AC 17/19 T 13 FF 15/17 | Saves +9 +4 +9 (+1 vs traps; +2 vs poison; +2 vs charms and compulsion; +4 vs spells) | CMD 17 | HP 46/52 | Perception +12 Storm Burst 7/7 | conditions: none

Thanks everyone, kid is back up again and back in daycare.

@Veronica: I really appreciate you taking point on this. I, myself, don't deeply understand the kingdom management yet, I think players are better introduced sooner in the campaign. Since I joined later, it's all a bit overwhelming, but I'm trying to keep up.


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Got the summary finished and new totals are as follows:

Size: 16 (16 hexes, 3 Settlement grids) (Control DC: 39)
Stability: 39
Economy: 45
Loyalty: 28
Unrest: 0
Treasury for turn 16: 41 BP

It's normal that some people get into the kingdom building more than others and it will take a while for those new to the system to feel more comfortable with it. The slower pace recently has also contributed to less checking-in overall. I will write something up to post on Gameplay soon to try and stir up some interest! ^_~


LN Human Magus (Soul Forger) |HP 45/45 | AC 17 T12 F15 | Fort +7 Ref +4 Will +6 | Speed 30 | scimitar+1 +8 1d6+5/18-20 | CMB +7 CMD 19/F17 | shortbow +5 1d6/x3 | Init +6 | Percep +1 | SM +1 | Conditions: | EA: Detect Magic | Active Spells:

I approve of selling the trident.


Female Skinwalker (Witchwolf) Cleric of Erastil 5 | 38/38 HP | AC 20 T 12 FF 18 | Fort +6, Ref +3, Will +7 | Init +2 | Perception +6, Sense Motive +7; low-light vision | Channel Energy 5/5 | Speak with Animals 8/8 rounds | Touch of Good 6/6 ||| Moondancer: Wolf | 33/33 HP | AC 18 T 14 FF 14 | Fort +4, Ref +4, Will +1 | Init +3 | Perception +7
bluedove wrote:

Got the summary finished and new totals are as follows:

Size: 16 (16 hexes, 3 Settlement grids) (Control DC: 39)
Stability: 39
Economy: 45
Loyalty: 28
Unrest: 0
Treasury for turn 16: 41 BP

It's normal that some people get into the kingdom building more than others and it will take a while for those new to the system to feel more comfortable with it. The slower pace recently has also contributed to less checking-in overall. I will write something up to post on Gameplay soon to try and stir up some interest! ^_~

Thank youuuuuu~~~~!

Our Control DC is equal to our Stability, so we need to prioritize pushing that up again!

With that in mind, here's my first draft of suggestions.

Turn 16
CLAIM HEXES: C17, C18. Basically the two forest hexes above Elch and left of Olegstown. These have rivers, which as Andreas previously noted are great for us because they also count as roads and therefore contribute a slight improvement to our Economy and Stability just for existing in our borders. 1 BP each = 2 BP total.

TERRAIN IMPROVEMENTS: Sawmill in C17! Logs forever! I don't think we should put a sawmill in C18, because that's a faerie home. If there's a plain where we can stick another farm near Olegstown, that would be ideal. Otherwise... we'll have to expand more, or maybe we start building roads. (It looks on Rillka's map like there are roads all over, but of course we can build more in hexes that we claim.) 3 BP, unless we can fit in an extra farm somewhere. I, uh, am having to keep all the changes in my head while I wait for Rillka's map to catch up. :)

BUILDINGS: We need stability! So with that in mind:
* Rebuild the Temple at Elch: We should get this for half price, by rebuilding the old ruined temple. Not cheap, but it does give us the Stability to equal the new hex claims, and it improves Loyalty and gives us another two random magic item slots, too. Plus it just fits thematically. What? No, I'm not biased at all by playing a cleric of Erastil. This would go on lots C2 & D2 of the city grid (possibly expanding to a cathedral at some far-future date). 16 BP.
* Build a waterway in Elch: This would go into lots C3 and C4 and represent the large pool in the middle of the clearing. Why would we be cleaning this up and making it a water feature? Because that means in future turns, we can build a mill and a brewery here! As we all know, those are cheap and improve Stability, but a mill must be adjacent to a water district border. Well, a waterway counts as adjacent to a water district border. 3 BP.

Total BP for proposals: 24 BP.
~~~~~~~~~~

That's just my initial thoughts. There are many directions that we could take! In future turns we probably want to get that stockyard in Olegstown, and think about getting another district added to Sturmulme, and maybe some town halls in our settlements.

As far as expansion, we need to explore more.
* Can we take the hex that has Crackjaw, or is that not yet fully explored?
* Can we take Candlemere, or do we need to explore or do more work to clear it out?
* We should take the old tatzlwyrm den with its bridge (F17) if we can. That probably means also claiming F18, which is just a boring ol' forest hex with nothing special, but would be necessary to connect.
* Might be worth spreading into the plains in the northwest by going from C17 out to adjacent hexes so that we can put more farms out there. Of course that means we have to keep raising Stability with our future buildings. There might be a turn in our future where we don't claim any new hexes because we are just building up more Stability.
* If there are player-driven improvements that you want, bring it up! Should we have a bardic academy? A magic shop? An orphanage? A new settlement that is nothing but dance halls?


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map
Veronica Ferra wrote:
TERRAIN IMPROVEMENTS: Sawmill in C17! Logs forever! I don't think we should put a sawmill in C18, because that's a faerie home. If there's a plain where we can stick another farm near Olegstown, that would be ideal.

In this campaign, those particular faeries ran away from home and left no forwarding address. They might even have a warrant out for their arrest... XD

No more claimed plains hexes without farms at this point. I think only Bokken's hex or C19 will check all the boxes for another farm once claimed.

Crackjaw's hex was explored and is claimable. Candlemere is not.


Female Skinwalker (Witchwolf) Cleric of Erastil 5 | 38/38 HP | AC 20 T 12 FF 18 | Fort +6, Ref +3, Will +7 | Init +2 | Perception +6, Sense Motive +7; low-light vision | Channel Energy 5/5 | Speak with Animals 8/8 rounds | Touch of Good 6/6 ||| Moondancer: Wolf | 33/33 HP | AC 18 T 14 FF 14 | Fort +4, Ref +4, Will +1 | Init +3 | Perception +7
bluedove wrote:
Veronica Ferra wrote:
TERRAIN IMPROVEMENTS: Sawmill in C17! Logs forever! I don't think we should put a sawmill in C18, because that's a faerie home. If there's a plain where we can stick another farm near Olegstown, that would be ideal.

In this campaign, those particular faeries ran away from home and left no forwarding address. They might even have a warrant out for their arrest... XD

No more claimed plains hexes without farms at this point. I think only Bokken's hex or C19 will check all the boxes for another farm once claimed.

Crackjaw's hex was explored and is claimable. Candlemere is not.

Ok. So if Tyg-Titter-Tut and Perlivash have moved on, we can log that forest too, 3 BP.

We already have a logging operation in C19, so might as well leave that as-is. The stockyard will still get a big boost once we build it.

We might need to go do more exploring and clearing before hitting our six-month mark. Just not enough space that we can expand into! (I guess we can claim the hex with Bokken's hut and farm it, if he doesn't start burning the farms down.)

I also realized that I made a pretty big error, which is farms can only be built in a hex with or adjacent to a river or body of water, or next to 2 other farm hexes. This means all of our farms around Olegstown are illegal unless we run a canal to it. Ugh. Fortunately, there is an easy fix: Build a canal at B19 and B20. This feeds from the Thorn River in the woods nearby and brings water to Oleg's, which makes all the farms around it legal. Since we are allowed 3 terrain improvements per turn at our current size, we could squeeze this in with our existing turns, at a cost of 4 BP. (Yes, I checked to make sure that a canal can share a hex with a farm.) I swear I can read, there is a canal going from C20 to E19 that handles this need.


Female Skinwalker (Witchwolf) Cleric of Erastil 5 | 38/38 HP | AC 20 T 12 FF 18 | Fort +6, Ref +3, Will +7 | Init +2 | Perception +6, Sense Motive +7; low-light vision | Channel Energy 5/5 | Speak with Animals 8/8 rounds | Touch of Good 6/6 ||| Moondancer: Wolf | 33/33 HP | AC 18 T 14 FF 14 | Fort +4, Ref +4, Will +1 | Init +3 | Perception +7

Now I'm also going to propose a new wrinkle, because everyone loves that.

Kingmaker includes rules for vassal states. If we want to have some control over, say, the lizardfolk hex, but not take it over completely and turn them into subjects, we might be able to make it a vassal kingdom. (The lizardfolk are unlikely to ever try to spread to another hex anyway.)

This is costly. We have to spend 1d4 BP to do it, and then we have to gift them with BP for their starting builds. The DM would be responsible for running their mini-kingdom if it matters, but we might get a small trade bonus from it. We also would need to make sure we have a Viceroy position staffed, as the Viceroy handles diplomatic relations with vassal states.

This same system might be useful in any case where there is an existing nation that isn't sure it wants to be under our rule (say, if the kobold miners decided that they wanted self-rule inside our borders).

BUT it is also more work for the DM and the payoff is arguably not much, just some background flavor.

It's entirely possible that we might just claim these hexes anyway and let the lizardfolk continue to live in their little village while we build around them in the rest of the hex. (Hexes are 12 miles across, after all. A small lizardfolk village is just a blip on the natural resources of that area.)


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Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map
Veronica Ferra wrote:
We already have a logging operation in C19, so might as well leave that as-is. The stockyard will still get a big boost once we build it.

Sorry, I meant B19, not C. It has a bit of forest, but mostly plains.

Vassals are certainly an option, the Sootscales, the Fey Folk and the Iruxi are all good options for such. The kobolds are probably best positioned for this with an underground hex available to them and Seraphina acting as advocate. Advancing draconic relations was sort of always Seraphina's sub-plot in her own Kingmaker campaign so it would interest me rather than just being more record keeping. XD


Female Skinwalker (Witchwolf) Cleric of Erastil 5 | 38/38 HP | AC 20 T 12 FF 18 | Fort +6, Ref +3, Will +7 | Init +2 | Perception +6, Sense Motive +7; low-light vision | Channel Energy 5/5 | Speak with Animals 8/8 rounds | Touch of Good 6/6 ||| Moondancer: Wolf | 33/33 HP | AC 18 T 14 FF 14 | Fort +4, Ref +4, Will +1 | Init +3 | Perception +7
bluedove wrote:
Veronica Ferra wrote:
We already have a logging operation in C19, so might as well leave that as-is. The stockyard will still get a big boost once we build it.
Sorry, I meant B19, not C. It has a bit of forest, but mostly plains.

We did put a farm there! But technically we need to extend the canal into B20 to do so because of the water requirement for farms. Fortunately we can do so for 2 BP if we backdate it to have been done at the same time (and since we can do 3 terrain improvements per turn, it doesn't break any rules). Having the canal run all the way up to Olegstown is good anyway: makes sure we meet the water requirement for any hex adjacent to the town, AND it gives us a strong waterway connection to Olegstown. Goods and people can move up and down the canalway to reach the Thorn River and come down to Sturmulme or west to Elch.

bluedove wrote:
Vassals are certainly an option, the Sootscales, the Fey Folk and the Iruxi are all good options for such. The kobolds are probably best positioned for this with an underground hex available to them and Seraphina acting as advocate. Advancing draconic relations was sort of always Seraphina's sub-plot in her own Kingmaker campaign so it would interest me rather than just being more record keeping. XD

Well if you are interested, we can certainly explore that option!

I put together my own copy of the map so that I can track all of this and hopefully when we finish the kingdom turns we can reconcile everything and get it all up to date.

Grand Lodge

Male Dwarf druid (Nature Fang) 5 | AC 17/19 T 13 FF 15/17 | Saves +9 +4 +9 (+1 vs traps; +2 vs poison; +2 vs charms and compulsion; +4 vs spells) | CMD 17 | HP 46/52 | Perception +12 Storm Burst 7/7 | conditions: none

Yeah, but who's gonna be viceroy?


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Kingmaker Combat Maps and Art
Vinni Stoneclaw wrote:
Yeah, but who's gonna be viceroy?

Viceroy would be selected by the ruling councilors. Likely candidates would be the tribal chiefs, Tiressia for the fey, or possibly Seraphina for the Sootscales.

Veronica Ferra wrote:
I put together my own copy of the map so that I can track all of this and hopefully when we finish the kingdom turns we can reconcile everything and get it all up to date.

It definitely is helpful to see map changes between turns, feel free to add it to the blank slide I added to the link in my header. ^

I will wait for at least one other player to second the turn 16 plan before proceeding.


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 am good for selling the trident.
Vasal states sounds intriguing.
Round 16 is good with me.

Expand the canal to Oleg's.
With that completed, the plains between our canal and the Shrike will be fertile land for farms. We may have to extend a canal that way.
If at some time in the future we claim those hexes we could claim Fort Serenko as well.

Just a thought.


Female Skinwalker (Witchwolf) Cleric of Erastil 5 | 38/38 HP | AC 20 T 12 FF 18 | Fort +6, Ref +3, Will +7 | Init +2 | Perception +6, Sense Motive +7; low-light vision | Channel Energy 5/5 | Speak with Animals 8/8 rounds | Touch of Good 6/6 ||| Moondancer: Wolf | 33/33 HP | AC 18 T 14 FF 14 | Fort +4, Ref +4, Will +1 | Init +3 | Perception +7

It's a good thought! I'm not sure if it's safe to claim Fort Serenko. There are certain hexes on the map that are considered claimed by a neighboring state (in that case, Brevoy), and if you try to claim one, it's a declaration of war. But we could certainly farm the plains nearby! Maybe even make a tiny village in an area where it can have a stockyard just to be a cattle meet that reduces overall consumption for the nation.

One other thing to do going forward with consumption: Fisheries can share the hex with most other improvements, so we should start fishing the Tuskwater near Sturmulme. This is lower priority, though, as fisheries are more expensive than plains farms, and they don't offset as much consumption.


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Unfortunately, now I can no longer view Rillka's map. I'm guessing that means it's being edited so I will check back tomorrow.

Those who are crafting are welcome to proceed with that at any time!


I just updated the link for the map.


LN Human Magus (Soul Forger) |HP 45/45 | AC 17 T12 F15 | Fort +7 Ref +4 Will +6 | Speed 30 | scimitar+1 +8 1d6+5/18-20 | CMB +7 CMD 19/F17 | shortbow +5 1d6/x3 | Init +6 | Percep +1 | SM +1 | Conditions: | EA: Detect Magic | Active Spells:
bluedove wrote:


Those who are crafting are welcome to proceed with that at any time!

I'll spend a day upgrading my masterwork chain shirt to +1.

Spellcraft: 1d20 + 10 ⇒ (6) + 10 = 16

The target is 10, so I believe it succeeds regardless. I still have personal funds from when I created my character, so I will take the 500gp out of that.

I can also do the same for anyone else who has masterwork armor or weapons.


LN Human Magus (Soul Forger) |HP 45/45 | AC 17 T12 F15 | Fort +7 Ref +4 Will +6 | Speed 30 | scimitar+1 +8 1d6+5/18-20 | CMB +7 CMD 19/F17 | shortbow +5 1d6/x3 | Init +6 | Percep +1 | SM +1 | Conditions: | EA: Detect Magic | Active Spells:

Might as well upgrade my sword to +1, while I'm at it.

Spellcraft: 1d20 + 10 ⇒ (3) + 10 = 13


Female Skinwalker (Witchwolf) Cleric of Erastil 5 | 38/38 HP | AC 20 T 12 FF 18 | Fort +6, Ref +3, Will +7 | Init +2 | Perception +6, Sense Motive +7; low-light vision | Channel Energy 5/5 | Speak with Animals 8/8 rounds | Touch of Good 6/6 ||| Moondancer: Wolf | 33/33 HP | AC 18 T 14 FF 14 | Fort +4, Ref +4, Will +1 | Init +3 | Perception +7
Jovich wrote:

I just updated the link for the map.

Could you update permissions? I'm not allowed to see it. :)


Saoirse Female CG Aasimar Bard 5: |HP: 39/39, AC: 15, Touch 13, FF 12, Fort: +3 Reflex:+7 Will:+5|CMB +4, CMD 17 (21 disarm/sunder/trip)| acid res 5, cold res 5, and elec res 5|Perception +4 (Darkvision) |EA: Gather Information| Bardic music 6/22 Conditions: Sickened, Eagle's Splendor

Makes sense for Sersphina to take on the role of Viceroy with the Sootscales, same with Tiressa with our budding fey enclave.


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map
Veronica Ferra wrote:
Jovich wrote:

I just updated the link for the map.

Could you update permissions? I'm not allowed to see it. :)

Same for me, I went ahead and sent the request in case Rillka wants to keep it private to just the campaign.

@Albert, I never realized those DCs were so low. XD You can take ten on crafting checks as well.


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 do not have permission for the map as well. Just got the link and adjusted the PBP Game campaign info page.


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Busy working weekend for me again. Will try to get an update done on Monday.


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

Apologies- I thought everyone could see the map once it was updated…

And it needs adjusted… give me a moment…

Grand Lodge

Male Dwarf druid (Nature Fang) 5 | AC 17/19 T 13 FF 15/17 | Saves +9 +4 +9 (+1 vs traps; +2 vs poison; +2 vs charms and compulsion; +4 vs spells) | CMD 17 | HP 46/52 | Perception +12 Storm Burst 7/7 | conditions: none

Ok, here's my list of potential wand crafting. We're 6 players, so the cost I'm showing is already divided by player. There's no particular order of priority, but I welcome opinions. I just listed what I thought could be useful to the whole party. If someone wants a spell not in the druid list, they'll have to provide the means to cast it.

What I already have: CLW, Feather Step, Endure Elements

Ant Haul: 125gp
Goodberry: 125gp
Remove Sickness: 125gp
Tears to Wine: 125gp
Magic Missile CL1: 125gp
Magic Missile CL3: 375gp
Magic Missile CL5: 625gp

Lesser Restoration: 750gp
Bear's Endurance: 750gp (I find that people don't usually invest in Con enhancement items, so this spell is useful throughout the entire campaign)
Delay Poison: 750gp
Resist Energy: 750gp
Share Language: 750gp (Could be useful to have Sir Andreas talk directly to leaders without Saoirse having to translate)
Spider Climb: 750gp

I'm looking at Lay of the Land. Does this interact with hex exploration in any way? @GM? Because if it does, it's a very necessary spell that I should keep prepared.


Female Skinwalker (Witchwolf) Cleric of Erastil 5 | 38/38 HP | AC 20 T 12 FF 18 | Fort +6, Ref +3, Will +7 | Init +2 | Perception +6, Sense Motive +7; low-light vision | Channel Energy 5/5 | Speak with Animals 8/8 rounds | Touch of Good 6/6 ||| Moondancer: Wolf | 33/33 HP | AC 18 T 14 FF 14 | Fort +4, Ref +4, Will +1 | Init +3 | Perception +7

It's the ~weeeeeekend~ so I'm just checking in

I'm all for supporting the team with wands!

Looks like we are a go for kingdom turn 16, so we just need to roll taxes and events!


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Been busy and had some sad events recently. Still hoping to see the updated map before processing turn 16 but no access yet.


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 apologize for my absence.
Daughter was in the hospital for several days with Strep A. I will be back up and posting very soon. I have a ton of things to catch up on.


Female Skinwalker (Witchwolf) Cleric of Erastil 5 | 38/38 HP | AC 20 T 12 FF 18 | Fort +6, Ref +3, Will +7 | Init +2 | Perception +6, Sense Motive +7; low-light vision | Channel Energy 5/5 | Speak with Animals 8/8 rounds | Touch of Good 6/6 ||| Moondancer: Wolf | 33/33 HP | AC 18 T 14 FF 14 | Fort +4, Ref +4, Will +1 | Init +3 | Perception +7

Oof! I hope she's on the road to recuperation! I had strep once, but my case was... unconventional. Here's to a full recovery!


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Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

TURN 16 (Kuthona, (December), 4711)

Initial Treasury: 42 BP
Initial Unrest: 0

UPKEEP PHASE

Step 1—Determine Kingdom Stability - Unrest (DC 39): Stability: 1d20 + 39 - 0 ⇒ (19) + 39 - 0 = 58 Success! Unrest = 0 = +1 BP

Step 2—Pay Consumption: Your hexes and settlements cost 19 Consumption, annual holiday and token promotion edict cost 2 Consumption for a total of 21 Consumption, your 8 farms reduce this by 16 for a total cost of -5 BP 43 - 5 = 38 BP remaining.

Step 3—Fill Vacant Magic Item Slots
Magic Item Created?: 1d100 ⇒ 25 Nope.
Select Item < 3000gp: 1d52 ⇒ 36

The Shrine in Sturmulme still has an Elixir of Vision that may be purchased for 250 gp and a Cloak of elvenkind that may be purchased for 2500 gp.

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

EDICT PHASE

Step 1— Change Leadership Assignments?
Nope.

Step 2—Claim and Abandon Hexes?

Claim Hex (C17) = -1 BP
Claim Hex (C18) = -1 BP

Step 3—Build Terrain Improvements?

Build Sawmills in C17 and C18 = -6 BP
Finish Canal to Oleg's in B20 = -2 BP

Step 4—Create and Improve Cities?

Rebuild the Temple of the Elk in Elch = -16 BP
Build Waterway in Elch = -3 BP

38 - 1 - 1 - 3 - 3 - 2 - 16 - 3 = 9 BP

Step 5—Step 5—Create Army Units?

Step 6—Issue Edicts?

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

Step 1—Make Withdrawals from the Treasury?

Step 2—Make Deposits into the Treasury?

Step 3—Sell Expensive Items for BP?
Selling Keen +1 Trident = +1 BP

Step 4—Collect Taxes:
Economy - Unrest: 1d20 + 45 - 0 ⇒ (6) + 45 - 0 = 51, divided by 3 is 17 BP, giving you a total of 27 BP. +6 for your mines, +1 for your quarry, +6 for your sawmills = 40 BP

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE [>25 = Event]
New Event Occurs? (75% because there was no event last month): 1d100 ⇒ 55 Yes!
Type and Danger Level: 1d100 ⇒ 17 Beneficial kingdom event!
BKE: 1d100 ⇒ 16 Discovery (Settlement)

In the excavations for the rebuilding of the Temple of the Elk, an ancient scroll is discovered. It is handled delicately and translated to reveal a heartwarming story from his youth recorded by priest of Erastil. He and his twin sister were lured into the wildwood by a wicked fey and stumbled through a portal into the First World. Their mother, a recent widow, despaired and prayed for their safe return all through the night and the following day, taking no rest, food or even water. Erastil answered her prayers and sent a mighty Stag Archon to rescue them and bring them home. Without a father to provide for them, the Archon watched over the family over the years, ensuring their survival and passing on a strong bond with Erastil. The young man grew steadfast in his faith and was instrumental in building the original temple.

Elch's Fame increases by 1 and Lore increases by 1d4 ⇒ 3.

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

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