Kingmaker - A Touch of Fey

Game Master Kobash

Player's Guide
Adventure Summaries, Loot, and EXP
Syradel Kingdom Administration Chart
=Map of the Greenbelt=
=Map of the Lostlands=
==Map of Knight's Keep==
==Map of Drakehaven==


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I say split terrain improvements between roads and farms and start thinking about upgrading you home castle some. I do not know what the upgraded castle gives us but it gives the appearance that we are doing well to outsiders.


Current Castle (small) 27 BP, 4 lots
Kingdom Economy +1, Loyalty +1, Stability +1
Discount Noble Villa, Town Hall
Limit 1 per settlement
Special Defense +4

Upgraded Castle (normal) 54 BP (you would pay 27 BP), 4 lots
Kingdom Economy +2, Loyalty +2, Stability +2
Discount Noble Villa, Town Hall
Limit 1 per settlement
Special Defense +8


Sir Greagory seeks an audience with Lord Bronin once admitted he says "Lord I need to ask you to let Sir Quintin step in for me in the council for the next month maybe 2. I have a personal mission I need to see too and I fear I need to do it alone. I do not need to travel far but it maybe a little time consuming once i get there. If everything goes well I believe it would be a boon for not only myself, if for no other reason than personal growth, but to our new found lands. I hope to be able to explain more once I return but I can make no promises in that regard. I hope you understand."


Sir Gregory, I am all for supporting your mission. You have used the word , "need" instead of using the word, " want". This tells me that I should fully support you in anyway that you might need.

Nothing I say will change your mind, so I want to warn you that your travels will leave you very exposed. The other countries certainly have spies that are watching us and our movements. You are VERY noticeable, and anyone that wants to hurts Syradel , will attack you. Do you need to take others to help defend you?
You mention going alone. Is there any wiggle room in that?


Here's the next kingdom admin.

Upgrade Shrine to Temple - Shalm. Knights Keep (12 or 8. ) Synergy discount and upgrade. I got discount on shrine, so i took difference for upgrade.

Pier -- Knights Keep
16 BP

Claim Hexes - all in the Greenbelt.
#1: Shalks Oak
#2: Old Sycamore
#3: Clawed Tree
Build Farms on Old Sycamore and Clawed Tree.

As an FYI: I want to do the following builds next month.
Stockyard -- 20 BP's at Bixen's grotto
Shrine- (4BP) Syrascar


"My plan is to join the other Cavilers as they patrol from here to Bixens grotto and Olegs that should take me to less than a day from where I need to go at some point, maybe less if I ride hard. I for see no real problems during the journey to get there. We have done a good job of clearing the area of most dangers. Although I may pay a visit to the Professor to see if he can whip up a potion or two just in case but I think I am already well provisioned enough to get me away from any dangers I may encounter getting there but I do appreciate your concern and I believe any problems that may arise here you and the council are more than capable of handling while I am gone. "


Kingdom Administration - Archmage, 28 DE continued...

~EDICT PHASE~
Step 1—Assign Leadership:
Proposed: none
Adviser Suggestions:

Archknight Ilriss Eristan "With all respect my Lords, I feel I must question your intent to improve and rededicate the Shrine here in Knight's Keep. As I understand it you built the site to honor Brother Jhod Kavken and the sacrifice he made in diving off a Legendary Owlbear that threatened the city. I would hope this proposal is a clerical error, and not your true intent."
Sir Kesten, Warden of the Realm "Citizens of Knight's Keep have little to spend their money on besides ale and weapons. A good solid Pier would bring more goods to the city, but perhaps we should consider a Guildhall first."
Loy Resbin, Mayor of Drakehaven. "My Lords, Drakehaven is prospering. So much so, that it could use some developments to keep up. I have citizens asking for an Inn or Tavern, and merchants looking to settle into permanent shops. The walls we have put up are impressive, but a local militia protecting them can only do so much. Some here think it is time for some barracks or a watchtower. Personally, I think a Theater or Town Hall would best serve our needs and aid in administering to these requests in the future."
Oleg "Weren't you going to build roads?"
Step 2—Claim and Abandon Hexes: (Max 3)
Proposed:
3 hexes in the Greenbelt in the vicinity of the Shalm's Oak, Old Sycamore, and Clawed Tree.
Cost: 3 BP

Step 3—Build Terrain Improvements: (Max 5)
Proposed:
2 farms in the vicinity of the Old Sycamore and Clawed Tree.
Cost: 4 BP

Step 4—Create and Improve Settlements:
Proposed:
Park in Knight's Keep 4 BP (paid for by the Church of Heironeous)
Pier in Knight's Keep 16 BP
Shrine to Temple upgrade in Knight's Keep 24 BP (Upgrades and Discounts work separately - See notes below)
Cost: 40 BP (Not enough BP in the Treasure)

Current Treasury: 39 BP
Heironeous Treasury: 7 BP

NOTE: Discounts
Some buildings halve the cost of constructing a related type of building in the same settlement. This cost reduction applies only to the first constructed building of the types listed in this line. For example, an Academy halves the cost of your next Library in that settlement; if you build a second Library in that settlement, you pay the normal cost for it. If 2 buildings give the same discount, only one discount applies per new building, but you may construct 2 buildings at the discounted cost. For example, Market and Theater both halve the cost of an Inn; if your settlement has a Market and a Theater, you may construct 2 Inns at half cost (the Market discounts one, and the Theater discounts the other).


OOG: I thought the Shrine was actually already to The Shalm. But, it is better roleplaying and story for it to be to Brother Jhod.

In Game: Archknight Ilris, being that you are not a part of the counsel, you heard rumor and gossip and I am glad that you have wisdom and foresight to assume the best of the leadership here. Instead of jumping to assumptions, you came to us to bring your concerns over items heard in the local women's circles -- you were right in that it was not true or based in fact. Gossip is a terrible sin and destructive element.

Building a Temple for The Shalm was in the future. It was also looked at the possibility of upgrading an already existing structures. But even the location was wrong as the next temple is probably going to be in Bixen's Grotto.
Brother Jhod is a hero to this realm. He is an iconic figure that helped everyone on that pivitol day when the Owlbear attacked. Let the histories of this fledgling country always note "The Rampage" as a hallmark day on whether Syradel would fail or thrive.

Kesten- Your insight is always appreciated, and a Guildhall is in the future. But, it will be a part of a larger "Waterfront Development",. That is going to start with a pier- then an expansion of the pier - then the Guildhall attached to it as a main fixture. My construction advisors tell me it is very, very efficient to first build a pier, then expansion and next a guildhall as a cornerstone of the lakeside expansion of our capital. Your suggestion is just a few months away from being a reality.

Oleg- Roads -- Hmmm. My current map of The Greenbelt shows that we really have everywhere covered in roads. The Syrascar area has expansion and easy roads to develop, but maybe you know more than I do about the current "Horseshoe Highway" that connects our capital to Oleg's Tavern. Is there a section missing road?
** I call the road structure the Horseshoe highway, as it's currently in a horseshoe shape and not a straight line like we'd eventually like.

Loy -- As for Drakehaven -- building is forthcoming. Your town is highly exposed and only lightly defended. If I make it a "gem" of a target by quickly developing it, I run the risk of attracting the wrong attention to it and having raiders or even other countries sack and pillage our hard work.
Drakehaven is dear to my heart and a soon to be AMAZING city. I just want it developed right and prudently measured. As mayor, you are running the town exceedingly well. Give us 2 or 3 months and you will see the construction crews working.

Actions:
Step 2—Claim and Abandon Hexes: (Max 3)
Proposed:
3 hexes in the Greenbelt in the vicinity of the Shalm's Oak, Old Sycamore, and Clawed Tree.
Cost: 3 BP
Step 3—Build Terrain Improvements: (Max 5)
Proposed:
2 farms in the vicinity of the Old Sycamore and Clawed Tree.
Cost: 4 BP
3 roads in The Lost Lands. Heading towards Beck's Bridge. If Oleg tells me about Greenbelt missing roads I assume are there, then I will develop those roads instead.
Cost: 3 BP

Step 4—Create and Improve Settlements:
Proposed:
Park in Knight's Keep 4 BP (paid for by the Church of Heironeous)
Pier in Knight's Keep 16 BP

Shrine to The Shalm in Syrascar 4 BP

Step 2-4 total Cost: 30 BP
We should have 9 BP's left over as a buffer.


Oleg looks over the Kingdom maps and points to a couple areas in the Greenbelt. "My Lord, there are some marks here that indicate roads, one at the old bandit camp near my Trading Post, and a few others to the north from Candlemere to Blackwing Pass. These were proposed, but never built."

Per your instructions I'll add those in this month's Improvements instead of the roads in the Lostlands.

Someone roll and economy check and I'll try to wrap this turn up tomorrow evening.


OOG: I thought the word "roads" meant that it was not yet updated, but had already been built. Sorry.

IN Game: Damn it! Why can't my cartographer get anything right! I am looking at shrines that aren't there...... roads that aren't there and enemies that ARE right around the corner.
And, where in the Greenbelt did this Park come from(OOG Heironeous). I didn't plan a park? I may need another cartographer before the evening is done.

((Turning to Oleg))
Oleg, we will get the Horseshoe Highway complete this month. The coin has already been spent! Enjoy the increased foot and wagon traffic and remember to keep paying those taxes. I have great plans for all that river traffic that passes by your Post!

Since no one rolled an economy check: here goes:
1d20 ⇒ 3


Kingdom Administration - Archmage, 28 DE Continued...

NOTE: Any orange word notes on the maps are normally proposed actions that have not yet been handled in Kingdom Administration. I try to keep the Admin notes detailed so you know what you did and when, so if in doubt, refer to them.

~EDICT PHASE~
Step 1—Assign Leadership:
Proposed: none
Advisor Suggestions: see previous post

Step 2—Claim and Abandon Hexes: (Max 3)
Proposed:
3 hexes in the Greenbelt in the vicinity of the Shalm's Oak, Old Sycamore, and Clawed Tree.
Cost: 3 BP

Step 3—Build Terrain Improvements: (Max 5)
Proposed:
2 farms in the vicinity of the Old Sycamore and Clawed Tree.
3 roads in the Greenbelt - 1 road through the old bandit camp south of Bixen's Grotto, 2 on the old Kor road leading to Candlemere.
Cost: 8 BP

Step 4—Create and Improve Settlements:
Proposed:
Park in Knight's Keep 4 BP (paid for by the Church of Heironeous)
Pier in Knight's Keep 16 BP
Shrine to The Shalm in Syrascar 4 BP
Cost: 20 BP
Total Cost: 31 BP subtracted from 39 BP = 8 BP remaining in the Treasury

~INCOME PHASE~
Step 1—Make Withdrawals from the Treasury:
Proposed: none
Step 2—Make Deposits to the Treasury:
Proposed: none
Step 3—Sell Expensive Items for BP:
Proposed: none
Step 4—Collect Taxes:
Economy Score 77 + roll of 3 = 80 vs 78 Success!
25 BP collected, 1 BP for Heironeous, +26 BP from land resources

Treasury: 59 BP
Heironeous Treasury: 4 BP
Grainery: 0 BP
Unrest: 0

Event?: 1d100 ⇒ 13 Yes
1d100 ⇒ 18
1d100 ⇒ 71
1d4 ⇒ 4
Land Rush: Overeager loggers led by the infamous lumberman Corax have claimed land across Lake Tuskwater and constructed a Sawmill at their own expense. However, they are fighting over a section of trees with lumbermen loyal to the Camp of Heironeous.
OOC: This hex is not part of your kingdom, so you gain no benefits from it. Stability decreases by 1. Attempt a Loyalty check to deal with Corax and his men. If you succeed, you force them to back down, but Unrest increases by 1. If you fail, you need to send in the Brute Squad which causes word to spread that you have treated them unfairly and Unrest increases by 1d4. If you construct another Sawmill in an adjacent hex during your next Edict phase, remove this event's penalty to Stability. If you claim the Settler's hex you gain a free sawmill.


Male Human Ranger

Here's the Loyalty Check. Hopefully we can pull something out of thin air! I really equate Corax to "the Principal Grumbler" in Crimson Cutlass. A guy that's always underfoot.

Loyalty: 1d20 ⇒ 13


Lord Bronin gives one of his better speeches, but fails to pacify Corax and his lumbermen. Word spreads around Knight's Keep about the problems across the Tuskwater.

Unrest: 1d4 ⇒ 3

Kingmaker - Current Events

The Mission to Marascar
Sir Quenton Jor's mission to travel to Marascar on a mission of mercy did not go well. His diplomatic party was turned away by the biggest Merchant Houses while the lesser Houses seemed more interested in angling for information or outright spying on him.

Gorumm the Boggard
Prepared with a new helm of comprehend languages and spells of tongues, the Professor and Simon visit the Gorumm the Boggard. It turns out he has quite a bit to say once someone is able to hold a real conversation in his language. He tells the story of how he came to the ruins in the mire he calls home.

Gorumm was once a member of the greater boggard tribes found to the west in the M'botuu Slough, but he made a terrible mistake the day he decided he should be the one to rule his tribe. In order to prepare for his one-boggard coup, he gathered and devoured several dozen of the tribe's sacred blue dragonflies, hoping to gain great power and skill from the insects. Alas, while the feast bolstered his self-confidence, it did nothing for his battle skills. He rode his slurk into the center of his tribe to declare war, whereupon the tribe's priest-king, a powerful boggard named Sepoko, beat him senseless, captured him, and sentenced him and his slurk to death, to be carried out after a day of humiliating punishment.

Fortunately for Gorumm, luck had not entirely deserted him. He was placed in a pen, but his captors soon lost track of him after growing insensibly drunk on bog whiskey. Late in the evening, after the moon sank to shadow, he escaped his bonds by using a rock to pulverize his left hand in order to tear it free from his manacle, then freed his slurk and fled.

The Barony of Gloamweald (Hannis Drelev)
Your spy Grigori confirms reports that Baron Drelev has had trouble settling the wilds of the Atalan Peninsula. He has managed to found a city on the ruins of Atalan and claim lands surrounding it as well as to the east along the Ethrai river, but it's a fraction of the size of the Kingdom of Syradel.

A tribe of boggards, very likely the M'botuu Tribe that Gorumm once belonged to, has blocked attempts to claim and restore the Kor Road connecting to Drakehaven.

Baron Drelev has named his city New Atalan. It has a few thousand residents, a sizable castle, a watchtower, barracks, some shops, a tavern, inn, stables, smith, A temple to Pelor restored from the old ruins and run by a lizardfolk priest, and a new pier for large ships. The city is somewhat crowded in terms of housing.

Drelev has hired a famous hunter from Marascar named Sha'ol Ghosthand to track down and kill an infamous beast called Speartooth. Speartooth is rumored to be some kind of ancient dire tiger, and it is said that the creature has killed a hundred men over the years.

*Kingdom Administration complete for the month of Archmage, 28 DE


For the next month, here’s the prospective improvements.
Change Edicts:
Lower Taxation from Normal to Light.
Increase promotion Edict. From Token to Standard. This is a one month increase only. This is to give a “business owners of the Year” celebration for 3 premier business owners:
Lady Emraeli (Drakehaven)
Dozor Alacan
and Armaki

That is only if Fiddlebow, the spymaster, gives a seal of approval on them being legit and honest traders.

Hexes: Claim the Settlers Hex and the newly settled Lumbermill.
Claim the Fireseeds Grave Hex and put in a sawmill – to get rid of Corax’s penalty.
The Hex SouthEast of Bixen’s grotto.
3 BP
Road: Blackwing pass (1BP)
Build Sawmill in Fireseeds Grave hex (3 BP)
Build Farm in newly claimed Bixen’s Grotto Hex. (2 bp)
Build farm in hex between Silvertail Lake and Whispering Grotto. (2BP)

11 total BP’s
City Upgrades.
Buy a Shrine to The Shalm in Drakehaven 8 BP
Build Barracks 6BP in Drakehaven
Build Moat.
15 BP’s = 26 total BP’s

I would like to organize an army of Kobolds from the Sootscale Caverns. Is there a way to house them in the Blackwing Pass Watchtower to keep it at a maintenance cost of 1 BP per month. Otherwise, the cost is 4 BP's a month - based on the rules.
Given the issues with Mariscar, I REALLY want an army, even a small army as a mobile protection.

For the other PC's - how can we use the information on the Boggard tribe to our advantage? If we can secure their alliegance, that could work well . Or, if we clean it out, that might secure allies with Drevlin.


I wanted to give others a couple days before initiating a "Stability" check.
Well here goes:
[dice]1D20[/dicde]


1d20 ⇒ 13


Kingdom Administration - Sundawn, 28 DE.

The Kingdom of Syradel
Control DC (Base 20 + Kingdom size + City Districts ): 78
Unrest: 3
Stability: 75
Economy: 74
Loyalty: 61
Consumption: 24 BP
Treasury: 59 BP
Heironeous Treasury: 4 BP

~UPKEEP PHASE~
Step 1—Determine Kingdom Stability:
Stability Score 75 + roll of 13 = 88 vs 78 + unrest 3 = 81 Success!
Unrest 3 - 1 for successful Stability check = New unrest of 2
Step 2—Pay Consumption:
Current 59 BP - Consumption 24 = 35 BP Remaining in the Treasury
Step 3—Fill Vacant Magic Item Slots: none
Step 4—Modify Unrest: none

~EDICT PHASE~
Step 1—Assign Leadership:
Proposed: Fill Sir Gregory's position as Councillor with Sir Quentan Jor.
Advisor Suggestions:

Sir Kesten "My Lord, the departure of Sir Gregory has not gone unnoticed among the people. While Sir Quentan is capable, and respected, he does not have the same rapport with them. His talents lie more in offering his wisdom to you. I would suggest offering him a sign of your trust and authority. Perhaps a magical gift to boost his confidence? I believe there is a headband in the treasury recently found on your last expedition that might fit him well." He could use a wisdom bonus item.
Fiddlebow "I have heard rumors from Drakehaven. Word has reached them of your plans to dig a moat around the town rather then the watchtower that was discussed. I am sure they will do as told, but I wouldn't expect them to thank you for it." No penalties, just Roleplaying.
Step 2—Claim and Abandon Hexes: (Max 3)
Proposed: 3 hexes (Settlers across Lake Tuskwater, Fireseeds' Grave, and area SE of Bixen's Grotto)
Cost: 3 BP

Step 3—Build Terrain Improvements: (Max 5)
Proposed:
Rebuild the Kor Road through Blackwing Pass 1 BP
Sawmill in Fireseeds Grave 3 BP
Farm SE of Bixen’s Grotto 2 BP
Farm in the area between Silvertail Lake and the Whispering Grotto 2 BP
Cost: 8 BP

Step 4—Create and Improve Settlements:
Proposed:
Shrine to The Shalm in Drakehaven 8 BP (-1 Unrest)
Barracks in Drakehaven 6 BP (-1 unrest)
Moat in Drakehaven 2 BP (-1 unrest)
Cost: 16 BP

Step 5—Create Army Units:
Proposed: a kobold army!
Notes: in contacting the Sootscale Kobolds you learn that a recent coup has taken place in the tribe. After a long mysterious absence, the once humble and lowly Mikmik has returned to the tribe. Possessed of newfound skills, with scales changed to a deep red color, he challenged and defeated Chief Sootscale and has declared himself Chief Mikmik Flamescale. He is willing to provide kobolds for an army, and offers to lead them personally, but he can only supply 50 troops at the moment. Since this is a small army it can be housed in the Blackwing Pass Watchtower as a reserve army for reduced consumption costs.
Cost: 1 BP, then 1 BP per month.

Step 6—Issue Edicts:
Proposed:
Promotion Edict: Increase from Token to Standard
Notes: This is a one month increase only. This is to give a “business owners of the Year” celebration for 3 premier business owners: Librarian of Drakehaven Lady Emraeli , Apothecary Dozor Alacan, and Innkeeper Beven Armaki
Taxation Edict: Decrease from Normal to Light

Confirm proposals, then roll an Economy check!


Excellent Idea Sir Kesten. That is a very good suggestion. Let us put that in place. Maybe, once his service is over , I can purchase the headband back from him for my own personal assistance.

Fiddlebow -- Thank you for bringing me the inside scoop. Decisions are rarely, and almost never immediately appreciated. But, the Moat and Barracks are exactly the type of defenses that Drakehaven needs at this moment. If these additions protect the city-- or even deter an attack- they will be worth it in the long run. A Watchtower is in the near future.

As for the Kobold Army, this is the best news in about a year! It is a huge boon that Chief Mikmik Flamescale is now in power and a friend of the kingdom. PLUS, he wants to personally lead them!
As an aside, there were many that wanted us to exterminate the Kobolds (The citizens of Bixen's) when we first encountered them, but I counseled an alliance and looked for ways to cultivate this relationship. It is satisfying to see how some wisdom has yielded rewards. Now, I am not under the illusion that the army will not be "uncomplicated" , but hopefully feeding them and outfitting, and sending them on missions to occupy them will keep the problems to a minimum.

Let's get The Kobold Army at Blackwing Pass!

Economy check: 1d20 ⇒ 15


Administration for Sundawn, 28 DE confirmed...

Treasury 35 BP - Expenditures 30 BP = 5 BP remaining

~INCOME PHASE~
Step 1—Make Withdrawals from the Treasury:
Proposed:
Step 2—Make Deposits to the Treasury:
Proposed:
Step 3—Sell Expensive Items for BP:
Proposed:
Step 4—Collect Taxes:
Economy Score 82 + roll of 13 = 95 vs 81 Success!
Taxes collected 31 BP + Resources 30 BP + Treasury 5 BP = 66 BP - 1 BP for Heironeous

Treasury: 65 BP (reminder that consumption is at 25 BP)
Heironeous Treasury: 5 BP
Grainery: BP
Unrest: 0

Event?: 1d100 ⇒ 36 Yes!
1d100 ⇒ 23
1d100 ⇒ 82

Natural Blessing: Spring has arrived a few weeks early this year! The Shalm be praised! You gain a +4 bonus on Stability checks until the next Event phase.

***

Current Events in the Realm

Gorumm the Boggard
If he is given aid and magic, and the right mushrooms, Gorumm is ready and willing to return to his tribe and take on Chief Sepoko!

Zuddiger's Picnic
While moving books from the Dancing Lady's Tower to your new Library in Knight's Keep, a partial copy of the book Zuddiger's Picnic is discovered!
Cover A beautiful hand-painted scene on this page depicts a man sitting in a wooded glade having a picnic with bread and jam. Over his head a crow looms from a tree branch. The text beneath is short and simple. "All that follows is true."
*Note: This cover matches a burned copy found in a cabin on the south side of the River Ethrai by Brother Simon a few years ago.
Page 1 front “I was having a picnic that first day of spring when a pesky crow flew down and stole my spoon.” Zuddiger jumps up and down and waves a sword at a crow flying away into the woods, a spoon clutched in its mouth. On the ground is a jar of raspberry preserves. In the background, rising above the woods, looms a castle with knife-like towers.
Page 1 back “The nasty bird flew into the trees and then through a gate, but I followed with haste.” Zuddiger runs down a forest path that passes through an immense iron gate flanked by iron statues of beautiful women.
Missing Page...
Page 3 front “Unfortunately, some of the locals were already disturbed.” Zuddiger climbs into a leaf-shaped boat on a river while and angry flying owlbear intercepts the crow’s flight, forcing the smaller bird to veer away downriver. In the background, two immense stone hands at the top of a cliff seem to pour a waterfall into the river below.
Page 3 back “It got very cold and my boat froze, so I had to chase the crow through the graveyard on foot.” Zuddiger chases the crow through a snowy graveyard, the gravestones of which are three times as tall as they should be. His boat is frozen in a lake in the background, and the shadowy form of a four-armed giant seems to rise up beyond a large crypt to watch the chase.
Missing page...
Page 5 front “fortunately, I landed on something soft.” The giant bird and the crow fly off into the sky laughing as Zuddiger, recently dropped, lands on the belly of a particularly hideous troll. In the background rises an iron cage shaped like a beehive, from which dozens of smiling but disembodied faces shine down.
Page 5 back “And also fortunately, I’m faster and craftier than a silly old troll.” Zuddiger sneaks down a forest path; the angry troll is far behind. The troll carries a large ranseur and is climbing around on a crooked house as if he’s looking for Zuddiger among the house’s dozens of mismatched roofs.
The ending of the book has been torn away.
*Note: You also have one other page of Zuddiger's Picnic, found framed in the Stag Lord's Keep. The back side was on display in the frame, with the front page concealed.
Page ? front “But I still didn’t have my spoon.” Zuddiger wanders forlornly through a forest glade filled with statues; in the background, a tall tower rises from a round hilltop.
Page ? back “As it turned out, neither did that nasty crow!” An elated Zuddiger finds the crow caught by a beautiful woman wearing a cloak of leaves – she holds the spoon in one hand and a scared crow in the other. In the background, a strange house looms on an island.

*Kingdom Administration complete for the month of Sundawn, 28 DE


Let's Start the next kingdom phase!

I think this first phase is just prior to establishing a city (FirstPost) at the cite of Oleg's Trading post.

I'd like to look at a Shrine in Bixen's Grotto.
and develop a Theatre in Drakehaven. (24)

Note: Next turn, I'd like to build a stockyard in Syrascar or Bixen's(20 BP). Whichever is more of an advantage.

I will claim two hexes and build roads in the Lostlands. Any two farm likely hexes.


There are a few hexes in the Lostlands suitable for farming. One east of Beck's Bridge and one east of the Spriggan Caves, then a few along the River Ethrai east of Oleg's Trading Post. The Greenbelt has a few hexes suitable for farming as well, one south of Bixen's Grotto would set up that area for maximum benefit from a Stockyard.

Anyway, let's get a Stability Roll please!


Here is the Stability Roll.
1d20 ⇒ 5
and here's the items I'd like to do for this turn.
Claim Hex in SE of Bixen;s grotto. Build farm in that hex.
Claim the 2 hexs to the East of Oleg's Trading Post.

Build 2 Roads in Lost Lands. to continue road towards Beck's Bridge.
Build fisheries in hexes recently claimed along the river near Oleg's.

I think it's next month that we actually elevate the location to a city and call it FirstPost. If it's this month, please advise.


Kingdom Administration - Terran, 28 DE.

The Kingdom of Syradel
Control DC (Base 20 + Kingdom size + City Districts ): 81
Unrest: 0
Stability: 86
Economy: 76
Loyalty: 64
Consumption: 25
Treasury: 59 BP
Heironeous Treasury: 4 BP

~UPKEEP PHASE~
Step 1—Determine Kingdom Stability:
Stability Score 86 + roll of 5 = 91 vs 81 Success!
Current Unrest 0 (+1 BP for Stability)
Step 2—Pay Consumption:
Current BP 60 - Consumption 25 = 35 BP Remaining in the Treasury
Step 3—Fill Vacant Magic Item Slots: N/A
Step 4—Modify Unrest: N/A

~EDICT PHASE~
Step 1—Assign Leadership:
Proposed: none.
Advisor Suggestions: none.

Step 2—Claim and Abandon Hexes: (Max 3)
Proposed: Claim hex SE of Bixen's Grotto. Claim the 2 hexes East of Oleg's Trading Post.
Cost: 3 BP

Step 3—Build Terrain Improvements: (Max 5)
Proposed:
Build 2 roads expansions in the Lostlands, continuing current road toward Beck's Bridge.
Build 1 farm in the hex SE of Bixen's Grotto.
Build 2 fisheries in the hexes East of Oleg's Trading Post. (Note: fisheries are more expensive and less productive then farms. Also, land appropriate for farming and fishing can have both if desired)
Cost: 12 BP

Step 4—Create and Improve Settlements:
Proposed:
Shrine in Bixen's Grotto 8 BP
Theatre in Drakehaven. 24 BP
Cost: 32 BP

Total expenditures: 47 BP
NOTE: you are over budget! After consumption your treasurey is at 35.


Since I had overspent, I took out the shrine and did farms vs. fisheries. I will look to add fisheries in the future.

Let me revise the build to be as follows:
Step 2—Claim and Abandon Hexes: (Max 3)
Proposed: Claim hex SE of Bixen's Grotto. Claim the 2 hexes East of Oleg's Trading Post.
Cost: 3 BP
Step 3—Build Terrain Improvements: (Max 5)
Proposed:
Build 2 roads expansions in the Lostlands, continuing current road toward Beck's Bridge.
Build 1 farm in the hex SE of Bixen's Grotto.
Build 2 farms in the hexes East of Oleg's Trading Post.
Cost: 8 BP
Step 4—Create and Improve Settlements:
Proposed:

Theatre in Drakehaven. 24 BP
Cost: 24 BP

Total Expense: 35 Build Points.


Here's the Economy Check and an outline of what I'd like to do for the next phase.

Drop the Promotion Edit by one step.
increase the Holiday's Edict by one step (this is to simulate the cost of the festivities of the 3 year anniversary of our arrival to The GreenBelt). Tell me if we need to spend more BP's.

Found a Settlement -the City of FirstPost (Formerly Oleg's TradingPost). I don't know the cost of founding this city.

Build a Stockyard in Bixen's Grotto. (20BP)
Build a Shrine in Bixen's Grotto. (8 BP)
Claim the
Hex for Nivakta's Crossing and
Claim the 2 hex to DEvastation Falls. (3 BP)

build Highway from Oleg's to Nivakta's Crossing. (3 BP).

Grand Total: 34 BP's.


Economy Check: 1d20 ⇒ 16


~INCOME PHASE~
Step 1—Make Withdrawals from the Treasury:
Proposed: none
Step 2—Make Deposits to the Treasury:
Proposed: none
Step 3—Sell Expensive Items for BP:
Proposed: none
Step 4—Collect Taxes:
Economy Score 78 + roll of 16 = 94 vs 84 Success!
28 BP from Economy + 30 BP Kingdom Resources = 58 BP - 1 for Heironeous

Treasury: 57 BP (Consumption for next month is 22 BP)
Heironeous Treasury: 5 BP
Grainery: BP
Unrest: 0

No Events!

*Kingdom Administration complete for the month of Terran, 28 DE

Roll an Economy check for the month of Scion!


1d20 ⇒ 15
This is the economy check for Scion.


Kingdom Administration - Scion, 28 DE.

The Kingdom of Syradel
Control DC (Base 20 + Kingdom size + City Districts ): 84
Unrest: 0
Stability: 88
Economy: 78
Loyalty: 64
Consumption: 22
Treasury: 57 BP
Heironeous Treasury: 5 BP

~UPKEEP PHASE~
Step 1—Determine Kingdom Stability:
Stability Score 88 + roll of 15 = 103 vs 84 Success!
Current Unrest 0 + 1 BP for Stability
Step 2—Pay Consumption:
Current BP 58 - Consumption 22 = 36 BP Remaining in the Treasury
Step 3—Fill Vacant Magic Item Slots: N/A
Step 4—Modify Unrest: N/A

~EDICT PHASE~
Step 1—Assign Leadership:
Proposed: None
Advisor Suggestions:
Sir Kesten: "My Lord, the Kingdom is quite stable, but I fear our morale is low, despite the celebration we have arranged this month. Perhaps something else to increase the loyalty of your subjects is in order?

Step 2—Claim and Abandon Hexes: (Max 3)
Proposed: 1 Hex north of Navakta's Crossing
Cost: 1 BP

Step 3—Build Terrain Improvements: (Max 5)
Proposed: none
Cost: 0 BP

Step 4—Create and Improve Settlements:
Proposed:
Found new city - FirstPost 1 BP
Stockyard in Bixen's Grotto 20 BP
Shring in Bixen's Grotto 8 BP
Cost: 29 BP

Step 4—Create and Improve Settlements:
Proposed:
Decrease Promotion Edict by one step.
Increase Holiday Edict by one step.

Total Cost: 30 BP (6 remaining in Treasury)

Confirm and roll an Economy Check!


Lord Bronin, " Kesten - that is why you are here and why this realm is very successful. It is wise advise like this that gives me focus."
I would like to do the following:
#1: I approve all the above transactions. I do want to build more roads. 1 road so that we get to the pier that will connect us to Navakta's crossing. We respect KOR's borders, so the road will only be on our side of the border. But, when visiting them this month, I promised broad support for their town and encouraged them to visit and trade with us - and to seek safety from us if needed. Having a "Bronin Brickway" to FirstPost only makes sense to keep that promise. I'd like to also build 2 more roads that make it's way to Beck's Bridge.

I also want to move my stability bonus to Loyalty. This should be an -4 to stability and a +4 to Loyalty.
Next turn - not this one. I will change the Spymaster from focusing on the Economy to focus on Loyalty. This should be a -4 to Economy and a +4 to Loyalty.
This turn, I will also change the Holiday Edicts to 6 Holidays per year. That should give us a +2 Loyalty bonus (basically an added +1) and another level of consumption.

Here's the Economy Check: 1d20 ⇒ 8


Kingdom Administration for the month of Scion Continued....

~EDICT PHASE~
Step 1—Assign Leadership:
Proposed:
Advisor Suggestions:

Step 2—Claim and Abandon Hexes: (Max 3)
Proposed: 1 Hex north of Navakta's Crossing
Cost: 1 BP

Step 3—Build Terrain Improvements: (Max 5)
Proposed: 1 road north of Navakta's Crossing
Cost: 1 BP

Step 4—Create and Improve Settlements:
Proposed:
Found new city - FirstPost 1 BP
Stockyard in Bixen's Grotto 20 BP
Shring in Bixen's Grotto 8 BP
Cost: 29 BP

Total Cost: 31 BP

~INCOME PHASE~
Step 1—Make Withdrawals from the Treasury:
Proposed: none
Step 2—Make Deposits to the Treasury:
Proposed: none
Step 3—Sell Expensive Items for BP:
Proposed: none
Step 4—Collect Taxes:
Economy Score 79 + roll of 8 = 87 vs 85 Success!
29 BP from Economy + 30 BP Kingdom Resources - 1 BP for Heironeous + 5 BP Treasury Balance = 63 BP

Treasury: 63 BP (Consumption for next month: 18 BP)
Heironeous Treasury: 6 BP
Grainery: 0 BP
Unrest: 0

No Event.

*Kingdom Administration complete for the month of Scion, 28 DE

Roll an Stability check for the month of Farwander!


Here's the Stability Roll: 1d20 ⇒ 17

Things appear to be going well, but our stability seems to have dipped a bit dangerously.
I am going to have to switch my bonus (Lord Bronin) back to Stability +4.
I would like to build three roads in the LostLands to Beck’s Bridge (3 BP)
I’d like to build a Highway directly to the east of FirstPost (1 BP). If that is just a normal road, I instead want to build a highway near Molorio’s Bridge in The GreenBelt.
Stockyard in Syrascar (20BP)
A Brewery in Oleg’s Tavern (6 BP)
Brewery in Drakehaven (6BP)
DanceHall in Syrascar (4 BP)
Park in Drakehaven (4 BP)
That should be 44 BP


Regarding Stability, your Kingdom was under a temporary +4 bonus that I forgot to remove a couple months ago, so it was artificially high. Switching your stat bonus will help a lot.

Oleg's got a free Tavern upon becoming a settlement, but it needs at least 1 housing to develop further.


Okay, let's change the brewery to Bizxen's Grotto. It makes more sense! Especially since I just paid a bit to have Bixen convert some Keg Barrells to making Bog Whiskey!
I will mark a note to make housing in the different cities next turn. Just not this turn.


Kingdom Administration - Farwander, 28 DE.

The Kingdom of Syradel
Control DC (Base 20 + Kingdom size + City Districts ):
Unrest:
Stability: 78
Economy: 80
Loyalty: 71
Consumption: 19
Treasury: 62 BP
Heironeous Treasury: 6 BP

~UPKEEP PHASE~
Step 1—Determine Kingdom Stability:
Stability Score 78 + roll of 17 = 95 vs 86 Success!
Current Unrest 0 + 1 BP for Stability
Step 2—Pay Consumption:
Current BP 62 - Consumption 19 = 43 BP Remaining in the Treasury
Step 3—Fill Vacant Magic Item Slots: N/A
Step 4—Modify Unrest: N/A

~EDICT PHASE~
Step 1—Assign Leadership:
Proposed: Bronin wants to focus on Stability (NOTE: Bronin can apply his bonus to two Kingdom Attributes now. Which two does he want to focus on?)
Advisor Suggestions: none.

Step 2—Claim and Abandon Hexes: (Max 3)
Proposed: ?
Cost: BP

Step 3—Build Terrain Improvements: (Max 5)
Proposed:
3 roads in the Lostlands heading to Beck's Bridge 3BP
1 highway heading east from Fristpost 1BP
Cost: 4 BP

Step 4—Create and Improve Settlements:
Proposed:
Stockyard in Syrascar 20BP
A Brewery in Oleg’s Tavern 6BP
Brewery in Bixen's Grotto 6BP
DanceHall in Syrascar 4BP
Park in Drakehaven 4BP
Cost: 44 BP *Overbudget by 1BP!

NOTE: I have not been adding in the cost of the Mikmik's kobold army in Consumption. I have added it to the Kingdom matrix, which is why you are 1 BP short.


This is nearly perfect.
For Step One:
I would like to apply my bonus to stability and loyalty.

For step 4: I would like to abandon my plan for a park in Drakehaven and instead put housing in First Post.
That should use all the build points properly.

-Posted with Wayfinder


Economy check.economy: 1d20 ⇒ 5

-Posted with Wayfinder


*Oops! That's a failure! I guess you should have kept one of Bronin's bonuses on Economy...

~EDICT PHASE~
Step 1—Assign Leadership:
Proposed: Bronin applies his attention to stability and loyalty.
Advisor Suggestions: none

Step 2—Claim and Abandon Hexes: (Max 3)
Proposed: none
Cost: BP

Step 3—Build Terrain Improvements: (Max 5)
Proposed:
3 roads in the Lostlands heading to Beck's Bridge 3BP
1 highway heading east from Fristpost 1BP
Cost: 4 BP

Step 4—Create and Improve Settlements:
Proposed:
Stockyard in Syrascar 20BP
Brewery in First Post 6BP
Housing in First Post 4BP
Brewery in Bixen's Grotto 6BP
DanceHall in Syrascar 4BP
Cost: 43 BP

~INCOME PHASE~
Step 1—Make Withdrawals from the Treasury:
Proposed: none
Step 2—Make Deposits to the Treasury:
Proposed: none
Step 3—Sell Expensive Items for BP:
Proposed: none
Step 4—Collect Taxes:
Economy Score 81 + roll of 5 = 86 vs 86 Success! (JUST BARELY) 25 BP added to Treasury, 1 BP added to Heironeous

NOTE: had you blown this Economy check you would have gained NO BP, and the Kingdom would have ben unable to pay its consumption cost next turn. You might want to consider keeping a balance in reserve.

*Kingdom Administration complete for the month of Farwander, 28 DE
Current Statistics:
Control DC (Base 20 + Kingdom size + City Districts ): 86
Unrest: 0
Stability: 85
Economy: 81
Loyalty: 75
Consumption: 19
Treasury: 25 BP
Heironeous Treasury: 7 BP
Grainery: 0 BP

Proceed to the Month of Shalm and roll a Stability check!


Whew - That was brutally close! You are right. Keeping some in reserve will be best. This month's development will be mild.
One boon to this month -- because of the Stockyard in Syrascar my consumption goes down by 4 BP's. Each surrounding farm improves it's output from 2 to 3.

IMPORTANT: You forgot the disasterous Kingdom event that Professor rolled -- an 01!

stability check: 1d20 ⇒ 18

Proposed actions.

Hexes to claim: One - marked on Lostlands map - next to Niviktas Crossing.

Step 3:
Build Terrain
3 Highways in the Greenbelt from the Bandit Camp past Bixen's Grotto.

1 Highway leading East from FirstPost.
1 Farm in newly claimed hex.

Step 4:
Home in Bixen's Grotto
Home in Syrascar


Kingdom Administration - Shalm, 28 DE.

~UPKEEP PHASE~
Step 1—Determine Kingdom Stability:
Stability Score 85 + roll of 18 = 103 vs 86
Current Unrest 0 = +1 BP
Step 2—Pay Consumption:
Current BP 25 - Consumption 14 = 9 BP Remaining in the Treasury
Step 3—Fill Vacant Magic Item Slots: N/A
Step 4—Modify Unrest: N/A

~EDICT PHASE~
Step 1—Assign Leadership:
Proposed: none
Advisor Suggestions:

Step 2—Claim and Abandon Hexes:
(Max 3)

Proposed:
1 hex near Nivakta's Crossing
Cost: 1 BP

Step 3—Build Terrain Improvements: (Max 5)
Proposed:
1 Highway east of Nivakta's Crossing 1 BP
1 Farm east of Nivakta's Crossing 2 BP
Cost: 3 BP

Step 4—Create and Improve Settlements:
Proposed:
Housing in Bixen's Grotto 3 BP
Cost: 3 BP

Note: That disasterous Kingdom event will take place in the next game. :)

Roll an economy check!


I would like to instead
Claim the hex, build the highway , and farm all in that hex.
Then build a house in Bixens Grotto

Here is economy check.
Thank you so much.

-Posted with Wayfindereconomy: 1d20 ⇒ 4


Kingdom Administration, Shalm 28 DE Continued...

~INCOME PHASE~
Step 1—Make Withdrawals from the Treasury:
Proposed: none
Step 2—Make Deposits to the Treasury:
Proposed: none
Step 3—Sell Expensive Items for BP:
Proposed: none
Step 4—Collect Taxes:
Economy Score 86 + roll of 4 = 90 vs 87 Success! 29 BP added to Treasury, 1 BP added to Heironeous

*Kingdom Administration complete for the month of Shalm, 28 DE
Current Statistics:
Control DC (Base 20 + Kingdom size + City Districts ): 87
Unrest: 0
Stability: 87
Economy: 86
Loyalty: 74
Consumption: 13
Treasury: 31 BP
Heironeous Treasury: 8 BP
Grainery: 0 BP

Proceed to the month of Hunter and roll a Stability Check!

Also, please roll a d12.


stability check: 1d20 ⇒ 10

d12 roll requested: 1d12 ⇒ 6

-Posted with Wayfinder


Kingdom Administration - Hunter, 28 DE.

~UPKEEP PHASE~
Step 1—Determine Kingdom Stability:
Stability Score 87 + roll of 10 = 97 vs 87 Success!
Current Unrest 0 = +1 BP (+1 more that I forgot to add last turn)
Step 2—Pay Consumption:
Current BP 33 - Consumption 13 = 20 BP Remaining in the Treasury
Step 3—Fill Vacant Magic Item Slots: N/A
Step 4—Modify Unrest: N/A

~EDICT PHASE~
Step 1—Assign Leadership:
Proposed: ?
Advisor Suggestions: none.

Step 2—Claim and Abandon Hexes: (Max 3)
Proposed: ?
Cost: 0 BP

Step 3—Build Terrain Improvements: (Max 5)
Proposed: ?
Cost: 0 BP

Step 4—Create and Improve Settlements:
Proposed: ?
Cost: 0 BP


For this turn, I'd like to claim 2 hexes along the river. (2gp)
I would then like to build a highway to Bixen's (3Gp)
A hex upgrade to a fishery (*4bp)
Build an Inn in Drakehaven 5BP because I have a discount to build.

That should be 14 total BP.

-Posted with Wayfinder


I'm not sure where the hexes are you want to claim. East or west of First Post? Where will the fishery be? Can you mark the maps?

Upgrading the road to Bixen's Grotto costs more than you think.
4 BP for the Forest road through the Bandit Camp
2 BP for the Plains road through Bixen's Grotto


I marked the Map.

Step 2 -
I claim 2 hexes - 2 BP
Step 3-
I build a highway at the Bandit Camp - 4 BP
I upgrade a hex with a fishery- 4BP

Step 4 -
Build an Inn in Drakehaven. Discounted because of Theater (?) synergy.
5BP

Grand total of 15 BP's.


Kingdom Administration - Hunter, 28 DE Continued...

~EDICT PHASE~
Step 1—Assign Leadership:
Proposed: none.
Advisor Suggestions: none.

Step 2—Claim and Abandon Hexes: (Max 3)
Proposed:
Claim 2 hexes east of Nivakta's Crossing
Cost: 2 BP

Step 3—Build Terrain Improvements: (Max 5)
Proposed:
1 Fishery east of Nivakta's Crossing (I relocated this to a hex with water) 4 BP
1 Highway upgrading road through the Old Bandit Camp 4 BP
Cost: 8 BP

Step 4—Create and Improve Settlements:
Proposed:
Inn in Drakehaven 5 BP (with Theater Discount)
Cost: 5 BP

Step 5—Create Armies:
Proposed: none.
Step 6—Issue Edicts:
Proposed: none.
Total BP Expenses: 15 (5 remaining in Treasury)

~INCOME PHASE~
Step 1—Make Withdrawals from the Treasury:
Proposed: none
Step 2—Make Deposits to the Treasury:
Proposed: none
Step 3—Sell Expensive Items for BP:
Proposed: none
Step 4—Collect Taxes: *

*Roll an Economy check!


economy check: 1d20 ⇒ 2

Here's the Economy check.

For the next round, I am looking to claim another hex. Build 1 road, and we have lots of buildings that allow synergy.

Probably add a stable in Syrascar (5 bp)
Tavern in Drakehaven - 6BP
or Exotic Artisan - 5 BP.


Kingdom Administration, Hunter 28 DE Continued...

~INCOME PHASE~
Step 1—Make Withdrawals from the Treasury:
Proposed: none
Step 2—Make Deposits to the Treasury:
Proposed: none
Step 3—Sell Expensive Items for BP:
Proposed: none
Step 4—Collect Taxes:
Economy Score 87 + roll of 2 = 89 vs 89 Yikes! 28 BP added to Treasury, 1 BP added to Heironeous

*Kingdom Administration complete for the month of Hunter, 28 DE
Current Statistics:
Control DC (Base 20 + Kingdom size + City Districts ): 89
Unrest: 0
Stability: 87
Economy: 87
Loyalty: 75
Consumption: 14
Treasury: 34 BP
Heironeous Treasury: 9 BP
Grainery: 0 BP

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