Kingmaker: Sovereigns of the Stolen Land (Inactive)

Game Master wehrpig


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Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

The convergence hex is also an important travel crossroads for the two rivers and the (future) road leading to Bokken's.


Story Narrator

Turn 2: Desnus 4710

The convergence of the Shrike and Thorn rivers has been added to your kingdom (-1 BP) - the wilderness map on Roll 20 has been updated.

Treasury: 44 BP

What terrain improvements would you like to build?

What buildings will you build in your settlement?

Do you want to change any of your edicts?

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

My thoughts:

Fishery in the home hex and farm in the new hex. Fishery there too if we can do both.

Buildings: Mill or Tannery or both.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

I put forward we build a stockyard and mill. The stockyard is whopping 20BP but the sooner we build it the more we save in the long run, esp if we build a farm in the adjacent hex.


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

Your beast rider/hunter leader approves of a stockyard!

-Posted with Wayfinder


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

Seres is fairly neutral with development plans. Do we have an inn yet?


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

I'm good with the edicts being what they are. Now as I understand it we can build 1 new building and a house for free, and two terrain improvements.

Here's my proposal for this turn:
Improve terrain to build a farm in our new hex + a fishery in our current one.
Build a stockyard and a house in our settlement
Keep edicts as they are.

Total cost 29BP

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

Is what we can build a total or a per hex limit?


Story Narrator

This is what you can build - total. As your kingdom increases, you can build more stuff. No you don't have an inn yet.

Turn 2: Desnus 4710

You build a farm (-2 BP) in the river hex and a fishery in your settlement hex (-4 BP).

You build a stockyard (-20 BP) and a house (-3 BP) in the settlement.

Treasury: 15 BP

No change to edicts.

Someone please make an economy check.


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F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Economy: 1d20 + 13 ⇒ (17) + 13 = 30


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

Let's build an inn... need a social center for the growing town!


INACTIVE - GAME DIED

Yeah, how can you hire adventurers to do things if you don't have an inn or tavern?!?


Story Narrator

Turn 2: Desnus 4710

+10 BP collected from taxes.

Treasury: 25 BP

Event Check: 1d100 ⇒ 11 < 75 = event

Event: 1d100 ⇒ 79

Dangerous Settlement Event: 1d100 ⇒ 31

Drug Den

One of your Houses or Tenements becomes a hive of illicit drug trade. Attempt a Loyalty check and a Stability check, with a penalty equal to the number of Brothels, Tenements, Waterfronts, and lots with squatters in the settlement. If you succeed at both checks, you eliminate the drug den before your kingdom takes any penalties from the event. If you fail at one check, Crime and Unrest increase by 1. If you fail at both checks, Crime and Unrest increase by 1; Economy, Loyalty, and Stability decrease by 1; and on the next Event Phase, a second drug den event occurs in the same settlement (01–50) or the nearest settlement (51–100).

Someone please make the loyalty and stability checks.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

stability: 1d20 + 16 ⇒ (6) + 16 = 22
loyalty: 1d20 + 8 ⇒ (4) + 8 = 12
Looks like we need to create a constabulary.


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

I'm imagining Deadwood right now. Can we get a Tian man with a pig sty to handle the bodies?


Story Narrator

I never saw it but i like the imagery :)


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

Do we have any unsavory yet trustworthy types that might take charge of our 'underworld'? To continue the Deadwood analogy, an Al Swerengen? Someone we can work with to keep 'good crime' going and 'bad crime' (drug dens, murder-hobos, etc) down.


Story Narrator

You do have plenty of ex-bandit allies. Definitely unsavory ...


Story Narrator

Turn 2: Desnus 4710

You are able to disperse the drug den but the underlying criminal elements remain (+1 point crime and unrest). You suspect that several of the former bandits are at the root of the criminal activity, but it is unclear who the ringleader is.

Turn 3: Sarenith 4710

Someone make a stability check please.


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

Stability: 1d20 + 17 ⇒ (8) + 17 = 25


Story Narrator

Turn 3: Sarenith 4710

Which hex will you claim next? What terrain and settlement improvements do you wish to make this turn?

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

I think it's a mistake to claim too many hexes early. Let's not cliam one this time.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

I agree, we should build up our settlement.


Story Narrator

Ok, no hex expansion this round. What terrain and settlement improvements would you like to make?


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

A Jail or a Garrison?

Develop farms on the convergence hex? Maybe a bridge for lines of communication? A watchtower might make sense, too.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

We should develop a farm (-2BP) and a jail (-14BP). That leaves us with 9 BP. Also if we're already producing alot of extra Consuption BP, if we build a farm could we increase one of our edicts?

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

I concur.

Question. How much time is each kingdom turn? Are we getting ahead here or not?


Story Narrator

Turn 3: Sarenith 4710

You build a farm and a jail.

I'm going to assume that you aren't changing the edicts unless you say other wise.

Someone please make an economy check.

Each turn is one month. I wouldn't worry about getting out of sync - we will fast forward the other game the next time you return to your city.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Economy: 1d20 + 13 ⇒ (8) + 13 = 21
BP gained 7
Total BP 16


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

What's next?


Story Narrator

Turn 3: Sarenith 4710

Event Check: 1d100 ⇒ 85; no event

Turn 4: Erastus 4710

Someone please make a stability check.


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

Stability: 1d20 + 20 ⇒ (17) + 20 = 37


Story Narrator

Turn 4: Erastus 4710

Which hex will you claim next? What terrain and settlement improvements do you wish to make this turn?


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Could we get a map of the land?


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Total BP 17 (Unrest was at 0 and we succeeded on the stability check so we gain a point)
The stockyard gives us a discount on a stable or tannery, since we have a stable from the fort we should build a Tannery for 3 BP (14 left). Not sure what terrain improvements we have left to build, maybe we could start putting roads down?

Just looking at things, we've got two consumption BP going to waste. If we claim a hex adjacent to us and build a farm and fishery there we actually might have enough spare BP to fund a medium army of level 1 people (4BP a turn). I suggest we get a medium army of level 1 Cavilers with the Constable archetype if we're allowed so that our kingdom actually has some sort of guards.


Story Narrator

The wilderness map is up on Roll 20. Which hex, if any, do you want to claim?


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

We should claim the fang berry thickets, build a farm there.


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

I concur. We should probably explore those two hexes to the NW on our way to the Temple. After we deal with the trouble in town first, of course.


INACTIVE - GAME DIED

Yes, let's get that exploration prioritized. No bueno having unexplored land so close to the borders.


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

No exploring or lingering until we free Larisa

-Posted with Wayfinder


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

Is there something we can do this turn to help improve morale?


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Increase the number of holidays?


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Thinking about it, actually investing in some houses and getting people out of the tent city would go a ways to improving the mood.


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

Let's do that then... a parade of holidays only goes so far.

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

I was thinking we agreed to build houses each turn as its something you can do in addition to other building.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Yeah, I was just wondering if we should spend a couple turns just building two houses to get the tents gone faster.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Just doing some planning for the future how are we going to handle armed forces composition. If possible I'd like to arrange things so that we have a magic user in each squad, not sure how we'd handle that. I'm thinking we should start with training some Alchemists.


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

Its looking more and more like an inevitable rematch against the Stag Lord and his new forces. I'm not sure what the best strategy is, since we know very little about his current capabilities. But we definitely need to start building an army, for defense at the minimum. If preemptive invasion is not in the plan, we should set up forts and defensive works to make any invasion from their side a certain and costly failure -- detente and all that.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

If Civ and other strategy games have taught me anything it's that you never want to neglect your military even for a moment. One moment of weakness is all it takes. Maybe we need to spend a few turns in the city and deal with our housing crisis and start ramping up the productivity of the city.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Okay so since we've been away from this for a while I'm just going collate all the information for this turn.

-We were deciding which hex to claim, it was looking like the fangberry thickets were the choice.
-We have 17 BP, no consumption per turn and we're producing an additional 2 Consumption BP that's going to waste each turn.
-We haven't decided on any buildings or improvements.

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