Kingmaker: Sovereigns of the Stolen Land (Inactive)

Game Master wehrpig


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Story Narrator

Your are correct Veronica, the top row along the map is off limits - this marks the boundary with Brevoy. You'll need to pick another hex to expand to.

Leveton gains a free Shop, Stable, or Watchtower due to the presence of Bokken's trading post.


INACTIVE - GAME DIED

I vote for shop.


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 went in favor of the watchtower because it was the most expensive thing on the list and some free defense at a time when our funds are going towards expanding our economy seems wise.


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

Changed the top most hex for the hex directly to the right of the trading post.


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

Sorry for missing the past couple weeks, will post the next couple of kingdom turns now.

Arodus 4711
Upkeep Phase

Treasury 12BP
Stability Check
Stability Check DC 28: 1d20 + 31 ⇒ (1) + 31 = 32 Still can't fail, +1BP
Treasury 13BP
No Consumption
Edict Phase
Claim Hex

We should claim the Moon Radish patch Hex just below Leveton (-1BP).
Treasury 12BP
Terrain Improvment
We should then build a Sawmill (+1Stability, +1 BP at end of turn, -3BP) and a Road (-1BP) in the new hex.
Treasury 8BP
Create and Improve Settlements
For now I think we should sit on our BP, we're going to want to putting some serious consideration towards a second stockyard.
Issue Edict
Things are good as is.
Income phase
Tax time.
Economy: 1d20 + 25 ⇒ (20) + 25 = 45 +15 BP next turn +1 From Sawmill. Money, money, money! Money!

Events
Events 25%: 1d100 ⇒ 82
No event.


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

Rova 4711
Upkeep Phase

Treasury 24BP !!
Stability Check
Stability Check DC 29: 1d20 + 32 ⇒ (13) + 32 = 45 Still can't fail, +1BP
Treasury 25BP !!
No Consumption
Edict Phase
Claim Hex

We should claim the Swamp Witch Marshes just below New Hope, that'll put us up to Size 11. That allows us to Build 2 buildings in a settlement in addition to the free house, make 3 Terrain Improvements and claim 2 hexes. We should use that second hex claim to claim the Bandit camp hex just bellow the Moon Radish hex. (-2BP)
Treasury 23BP
Terrain Improvment
We should then build a Sawmill (+1Stability, +1 BP at end of turn, -3BP) in the new Bandit hex.
Treasury 20BP
Create and Improve Settlements
If we build a second stockyard in Leveton it'll add and additional 4 Consumption BP to our kingdom, funding a second army of the party's choice.
Treasury 0BP
Issue Edict
Things are good as is.
Income phase
Empty Treausry, that means it'sTax time.
Economy: 1d20 + 25 ⇒ (10) + 25 = 35 +11 BP next turn +2 From Sawmill. A good chunk of change. +13 BP next turn

Events
Events 75%: 1d100 ⇒ 54 Yes.
Event type: 1d100 ⇒ 13 Beneficial Kingdom event, sweet.
Beneficial Kingdom event: 1d100 ⇒ 16 Discovery.
Discovery (Settlement): Scholars unearth a bit of ancient lore or devise important new research of their own. Fame increases by 1 and Lore increases by 1d4.
Settlement NH=1 Lvt=2: 1d2 ⇒ 1
New Hope
Lore: 1d4 ⇒ 1


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

After doing some math I have determined that we have 5 Consumption BP surplus. This means we can recruit an additional army equal in size and skill to our current one. I am going to do this next turn, what does everyone think is a good idea? I'm thinking about recruiting some cavaliers.


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)

Everyone loves cavaliers!


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

Lamashan 4711
Upkeep Phase

Treasury 13BP
Stability Check
Stability check DC 34: 1d20 + 32 ⇒ (14) + 32 = 46 It's actually possible to fail this, going to change that this turn. We passed anyway, so +1 BP for us.
Treasury 14BP
No Consumption
Edict Phase
Claim Hex

We've done a lot of expanding, time to consolidate before making another push.
Terrain Improvements
We've three of these, I think we should spend one on a road in the Bandit camp hex, we'll be putting a city on the temple of the elk hex eventually and the road bonuses are a good investment. We've got alot of surplus Consumption bp right now so we don't need to build anything else though it is worth noting here that we can build a farm in the swamp witch marshes and a fishery in that hex along with the bandit camp hex. (-1BP)
Treasury 13BP
Create and Improve Settlements
Okay so we're making an army of 100 lvl 4 Cavaliers.
Treasury 13BP
We should then build a couple of Dance Hall and house in Leveton, the extra loyalty is needed and the eco boost can't hurt. The house will cancel some of the Unrest gained, we can deal with the rest of it next turn when the stability check comes around. (+2 Eco, +4 Loyalty, +2 Unrest -1 Unrest, 7BP)
Treasury 0BP
Issue Edict
Things are okay as is.
Income time
Time for gold.
Economy: 1d20 + 28 ⇒ (9) + 28 = 37 +12 BP, +2 From sawmills, +14 BP next turn.

Events
Event 25%: 1d100 ⇒ 100 nope.


INACTIVE - GAME DIED

In my head I just heard Oleg's crotchety voice complaining about those damn kids dancing to loud music all night.


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

Ha!


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)

Oleg should show up as a ghost and haunt the place just like 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

Next week is going to be first week of YEar 2 Nursing so might not have all the time in the world to post on this board so will post the next week's kingdom turn now. Will still be able to post on other games as they don't require as much thought that this one does.

Neth 4711
Upkeep Phase

Treasury 14 BP
Stability Check DC34: 1d20 + 32 ⇒ (19) + 32 = 51 Pass, we remove that lingering point of unrest from Kevin Bacon teaching kids to dance in Leveton.
No Consumption
Edict Phase
Claim Hex

Still in no shape to expand, need to boost our Stability.
Terrain Improvements
We still don't need any more Consumption BP so we should save our cash for now.
Create and Improve settlements
As gross as it is public infrastructure is important so it's high time we built a dump in Leveton and a Trade Shop for some more eco growth. (+2 Stability, +1 Eco -14 BP).
Treasury 0BP.
Issue Edict
We don't need to change anything yet.
Income Phase
No withdrawals.
Economy: 1d20 + 30 ⇒ (14) + 30 = 44 Nice, +14 BP +2 Income make +16 BP next turn.

Events
Event check 75%: 1d100 ⇒ 4 Yes
Event type: 1d100 ⇒ 22 Damn I'm good. Another beneficial Kingdom Event
Beneficial Kingdom Event: 1d100 ⇒ 62Good Weather
Good Weather: Good weather raises spirits and productivity. Economy, Loyalty, and Productivity increase by 2 until the next Event phase.


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

Also what are we doing with our newly minted 100 lvl 4 knights.


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

Patrol the roads?


INACTIVE - GAME DIED

Yeah, they are probably best for internal security for now. Since we aren't at war with anyone, I guess the occasional posting on the border with the kobolds (to make sure they don't try anything) would also be handy. At some point we'll probably have to have a tourney. :)


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

Kuthona 4711
Upkeep Phase

Treasury 16 BP
Stability Check DC 34: 1d20 + 36 ⇒ (9) + 36 = 45 Can't fail, woo free BP
Treasury 17BP
No Consumption
Edict Phase
Claim Hex

We should claim the Skunk River Estuary and the Hermit Woods, we can build lumber camps there and a fishery on the estuary later. 9-2BP)
Treasury 15BP
Terrain Improvements
Two Sawmills seems like the smart play (-6BP, +2 Stability and +2 Income), and a farm in the Swamp Witch marshes to balance out our consumption. (-2BP) That leaves us with a Fishery still able to be built in 3 hexes, The Bandit Camp hex, the Swamp Witch Marsh hex and the Skunk river Estuary hex.
Treasury 7BP
Create and Improve Settlements
With all the logging we're doing Bit hypocritical of us considering the grief we went through with the nixie we should probably set aside some land in our capital for a park (-4BP, +1 Loyalty). It's cheap and lets us build another house in Leveton. (-3BP)
Treasury 0BP
Issue Edict
Still nothing needs changing.
Income Phase
No Withdrawals.
Economy: 1d20 + 30 + 2 ⇒ (6) + 30 + 2 = 38 +12BP from taxes +4BP form income gives us +16BP next turn. Really digging these sawmills.

Events
Good weather fades away.
Event Check 25%: 1d100 ⇒ 70 No.


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 from a flavor point I was wondering if the party would be okay with claiming hexes with fey activity but not building sawmills or fisheries in them, making them a sort of Royal woods-cum-National park were it's illegal to hunt/fish or collect lumber in them. That's about three hex's I can see so far on the map. The Nixie Pond, the Dryad's Grove to the left of New Hope and the Fey Woods to the bottom left of Leveton above the Temple of the Elk.

It's not optimal but I like the idea.


INACTIVE - GAME DIED

100% agree re: fairy woods.


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

Seres approves! As long as we are looking at an overall integrated plan with the fey, and not a kind of Native American reservation system.

Old Beldame's hex might fall into that category 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

If that's the case the I'll take her hex off the fishery list, I assume the fey won't object to farmers? All the hexs marked for fey at the moment are woodlands.

I would like to still build roads and highways through the hexs though, or is that too invasive?

I agree that it's only a good first step towards the protection of fey lands in the area. No one wants a reservation system, so how many hexes should we protect? Too few and it just turns into a token effort, too many and we stunt our kingdom's growth.

Actually is there any way we could intergate the Dryad or local fey of higher power into the conversation. Maybe once the leyline/Primoridal tree plot line gets going we can look at it more closely.


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

Yeah, I'm definitely looking at integration, if we can get them on board. They won't be a collective group though, so it will depend on the individual fey we (or our scouts) encounter. I'd expect the fey who agree to join us can be productive hexes, like farms but providing... fey stuff.

And we totally need an army of pixies!


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 could also go Lord of The Rings and recuit a massive army of Treants, put them in a hex and disguise it as a forest....I think I know how I want to protect the Primordial Tree now. Fangorn Forest anyone?


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)

I agree with Seres, once we achieve some sort of alliance, we should be able to "build" roads and farms even if that just means guided paths through natural forest or fey picking berries.


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

Now that our kingdom has gone up a size over the next few turns were going to see alot of growth and resources begin to flood in. I'll keep building up the kingdom to be pretty self sustaining and wealthy but that's also pretty boring. So if anyone has any ideas for national projects or goals let me know! Now is the best time so that we can plan it out.


INACTIVE - GAME DIED

Hey, isn't there a bonus for hitting a certain kingdom size?

(Search for "Gaining Experience for Leadership", as they mistakenly didn't turn it into a header.)


Story Narrator

Abadius 4711

During the predawn darkness of a bleak, frozen winter morning, your ranger scouts encounter an army massing on the snow covered tundra of your western frontier, near the abandoned bandit camp. The soldiers wear winter white camouflage over black enameled armor. Their shields and banners depict a black spiral on a sold white field. The men all have pale shaved heads and wear burly black beards. A herald with a helmet stylized as a grinning fanged skull addresses the rangers.

"Know that the Narlmarches are the sovereign domain of the Theocracy of Yog-Sothoth. Any further colonization or encroachment within the forests will be considered an act of war. The armies of Harrows Deep stand ready to enslave your weak kingdom of unbelievers if New Hope continues its reckless expansion. Any further aggression by your liege against the faithful of 'Umr at-Tawil, or our sublime unseelie fey allies, will result in a swift and merciless retribution. I pray that the people of New Hope embrace the darkness of Yog-Sothoth before our dark lord arrives to claim their black souls."

The Theocracy of Yog-Sothoth borders have been added to the Roll20 map (red).


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

Sweats nervously while hammering the help button
Sooo, that happened. Uhhh, so who wants to indulge in some military spending. YAYYY.


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)

Sigh, so we haven't even met with the trolls in "slow time" and now we have to deal with these ass-clowns in "fast 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

Looks like it. So what's our game plan chief? What should we build and recruit? For something as big as this the party should be involved with the process.


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 had a look on Roll20, these guys look to be about our size, can't say for sure without knowing more but damn how did we miss 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

Going to run through the first month of the new year. Due to the whole OMG LOVECRAFT CULT NATION being next door going to be a bit more military minded this turn.

Abadius 4712
Upkeep Phase

Treasury 16BP
Stability Check DC 36: 1d20 + 38 ⇒ (15) + 38 = 53 Can't fail, +1BP
Treasury 17BP
No Consumption
Edict Phase
Claim Hex

At the moment Claiming hexes is NOT the smartest idea since looking at the map the only real hexes to claim are a part of the Nalmarches. I am not poking that nest yet.
Terrain Improvements
Building the two Fisheries in the Bandit Camp Hex and Skunk River Estuary Hex. -8 BP
Treasury 9BP
Create and Improve Settlements
Okay so we're going to buy Mounts for our Rangers (-2BP), then we're going to start putting up city walls in our cities. (-4BP +2 Defense)
Treasury 3BP
Issue Edict
Don't think we need to change anything at the moment
Income Phase
No withdrawals.
Economy: 1d20 + 30 ⇒ (1) + 30 = 31....Well piss. That's +10 BP, +4 from Income so only +14BP next turn

Events
Event Check 75%: 1d100 ⇒ 56 Yes
Event type: 1d100 ⇒ 96Sigh, looks like this month is not going our way. Happy 4712 everyone!
1=NH 2=LvT: 1d2 ⇒ 1
Dangerous settlement event: 1d100 ⇒ 9 Building demand. Oh thank Erastil! That's the least dangerous event on that list.
Building demand: 1d100 ⇒ 32 Let's see what New Hope wants.
Building Demand (Settlement, Continuous): The citizens demand a particular building be built (01—75) or demolished (76—100). Select the building type randomly from those available for the settlement. If the demand is not met by the next Event phase, Unrest increases by 1. Alternatively, you can suppress the citizens' demands and negate the event by succeeding at a Loyalty check, but this reduces Loyalty by 2 and increases Unrest by 1.

Okay DM, what do the good folk of New Hope demand?


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

Yikes! Is this the same place that the Stag Lord and Nugrah fled to?

Agree that building fortifications and growing our military is the way to go... secure what we have before adding more. Can we get "special" troops, like friendly fey?


Story Narrator

random building: 1d70 ⇒ 25

The people of New Hope demand a Guildhall!


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

That's pricey but we actually can build one next turn thanks to our trade shop discount, however it will be the only thing we build next turn. It's still not a bad idea, the extra eco and loyalty will help in the long run.


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

Calistril 4712
Upkeep Phase

Treasury 17 BP
Stability Check DC 36: 1d20 + 38 ⇒ (17) + 38 = 55 Can't fail +1 BP
Treasury 18 BP
No Consumption
Edict Phase
Claim Hex

We're saving BP this turn for the Guildhall.
Terrain Improvments
We're saving BP this turn for the Guildhall.
Create and Improve Settlements
We're saving BP-*record skip*
Time to build the Guildhall and end the event...Wait hold on...that can't be right...
Ahem, so ah, due to clerical error the rules for upgrading were confused with the rules for discounted buildings...So instead of the original 17BP the Guildhall was projected to cost it will instead cost 24BP. We will be able to build this next turn but until then.
*record scratch*-this turn for the Guildhall.
Issue edict
We're saving BP this turn for the Guildhall.
Income phase
We're saving BP this turn for the Guildhall.
Economy: 1d20 + 30 ⇒ (2) + 30 = 32 +10BP +4BP Income =+14BP Next turn

Events
+1 UNREST, the people really want that Guildhall.
Event Check 25%: 1d100 ⇒ 83 No


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

Right so last turn was a wash I'm just going to skip forward and do the next one now.
Pharast 4712
Upkeep Phase

Treasury 32BP
Stability Check DC36: 1d20 + 37 ⇒ (11) + 37 = 48 We still can't fail, remove the point of unrest from the event.
No Consumption
Edict Phase
Claim Hex

We should claim the lizard folk fens and Candelmere lake. (-2BP)
Treasury 30 BP
Terrain Improvements
Sawmill in the Fens (-3 BP +1 Income BP +1 Stability)
Treasury 27 BP
Create and Improve settlements
Guildhall (-24 BP +2 Economy +2 Loyalty, Discounts a Stable, Pier or Trade Shop)
Treasury 3 BP
Issue Edict
Nothing to see here, move along
Income Phase
Our people have expensive taste, time to bill them for it!
Economy: 1d20 + 31 ⇒ (16) + 31 = 47 Nice, +15 BP +5 Income BP, G@* d!#n I love sawmills. We should apologize to Corax sometime....umm actually what happened to him. We, we should probably find him. Anyway +20 BP next turn.

Events
Guildhall built, the event ends.
Event check 75%: 1d100 ⇒ 57 Yes
Event type: 1d100 ⇒ 63 Beneficial settlement event
Settlement NH-1, Lvt-2: 1d2 ⇒ 2 Nice, time New Hope stopped hogging all the events.
Beneficial settlement event : 1d100 ⇒ 46 Noblesse Oblige
Noblesse Oblige (Settlement): A noble family offers to construct a Monument (01—50) or Park (51—100) in your settlement at the family's own expense. The nobles pay all costs and Consumption for this purpose.
Noble building: 1d100 ⇒ 35 Free monument.

Alright, way to go nobles.


INACTIVE - GAME DIED

GIANT STATUE OF OLEG.


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 PROPOSE WE RENAME THE CITY TO OLEGIA.


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

Sorry for missing the last couple of weeks, been in orthopedics. Will post them now.
Gozran 4712
Upkeep phase

Treasury 23 BP
Stability Check DC 38: 1d20 + 38 ⇒ (3) + 38 = 41 Can't fail, +1BP
Treasury 24 Bp
For the very first time we have consumption, -2 BP
Treasury 22BP
Edict Phase
Claim Hex

We should hold off for now
Terrain Improvements
We're slapping a fishery in the Fens and Candelmere lake, removing our consumption. (-8 BP, +2 Consumption BP)
Treasury 14 BP
Create and Improve Settlements
We could use a watchtower in the capital (-12BP +2 Defense)
Treasury 2 BP
Issue Edict
Nothing to do right now
Income Phase
Money to fund the military please!
Economy: 1d20 + 31 ⇒ (4) + 31 = 35 *Grumble* It'll do. +11 BP and +5 Income BP vis-a-vis our lovely sawmills makes +16 BP next turn.

Events
Event 25%: 1d100 ⇒ 49 No


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

Desnus 4712
Upkeep Phase

Treasury 18 BP
Stability check DC 38: 1d20 + 38 ⇒ (2) + 38 = 40 Can't fail, +1BP
Treasury 19 BP
No Consumption, as it should be.
Edict Phase
Claim Hex

Still not a good idea to expand yet.
Terrain Improvements
Alright so my plan right now is to build roads in all our hexes, not only does this have the fluff reason of linking our territory together and speed travel it also has a nice mechanical benefit. Every 4 hexes gives +1 Stability, every 8 +1 Eco. So I'm going to build three in the Fang Berry Thickets (-1BP), the Skunk river estuary (-2BP) and the Swamp witch marshes (-1Bp). (-4BP)
Treasury 15BP
Create and Improve Settlements
Building a Barracks in Leveton (+2 Defense +1 Law, -6 BP) and since our neighbors are theologically driven nut cases who will inevitably try to seed cultists to tear us down we should deploy some theological defenses of our own, shrine to Erastil in Leveton (-8 BP +1 Loyalty)
Treaury 1BP
Issue edict
Nothing right now
Income phase
Back the Attack! Buy war bonds!
Economy: 1d20 + 32 ⇒ (3) + 32 = 35 Sigh, maybe next week. Same result, +16 BP next turn.

Event
Event 75%: 1d100 ⇒ 23 Yes
Event type: 1d100 ⇒ 57 Beneficial Settlement event
Settlement 1-NH 2-Lvt: 1d2 ⇒ 2 Leveton is getting some love again.
Beneficial Settlement event: 1d100 ⇒ 55 Outstanding Success, nice.

Outstanding Success (Settlement): One of your kingdom's citizens creates an artistic masterpiece, constructs a particularly impressive building, or otherwise brings glory to your kingdom. Fame increases by 1, your Treasury increases by 1d6 BP, and Unrest decreases by 2. You gain a +4 bonus on Economy checks until the next Event phase.
BP: 1d6 ⇒ 4 Sweet, Treasury is 5 BP with +16BP next 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

For those of you who are interested in my ongoing art project on the kingdom map, no building more roads in our hexes is not an excuse to indulge my habit.


INACTIVE - GAME DIED

Yessss shrine to Erastil yessss my agenda moves forward

I mean, wait, what? Nothing!


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 fluff the event as a particularly impressive shrine to Erastil?


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

So I had an idea, we have a direct road to Brevoy why don't we send our Diplomat Cvetka to ask for help dealing with the theocracy of Yog-sothoth? I'm sure they don't want to see their investment wasted and don't want an evil/crazy/potentially hostile influence on their border. Also I do seriously think we should have most of the party pick up leadership for the ruler bonuses+cohorts to send on exploration. We still have far too much of the map hidden.


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

Too many urgent events keep us from exploring. I agree that we'd benefit from clearing more hexes, if able. I think sending an envoy north is a great idea, but suspect they'll send any real help.

If I weren't already badly feat starved, I'd take Leadership.


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

Sarenith 4712
Upkeep phase

Treasury 21 BP
Stability Check DC 38: 1d20 + 39 ⇒ (5) + 39 = 44 Can't fail +1 BP
Treasury 22 BP
No Consumption
Edict Phase
Claim Hex

I do want to keep expanding, but I also don't want to spark conflict before we're ready. I am however loath to leave the Dryad and nixie pond vulnerable to the theocracy since we did promise to help them. We know the staglord is aligned with the unseelie fey and if they expand to claim those hexes we can't expect good things to happen to the few fey allies we have.
However just from what we can see of their boarder we are a larger kingdom, most of our kingdom is fertile plains and rivers that is pretty much self sufficient. We have the stronger economy from what I can see and have a well established road network that is only increasing in size. Waiting for our enemy to expand and take away that advantage isn't a smart idea.

So I'm proposing to the party, we claim the hexes under the headline of protecting our Seelie fey allies. We recruit an size able force of men, it will put us in consumption but we have the income to support it for now.
I'll sideline a couple BP for now and the party can let me know what we want to do. (-2BP)
Treasury 20 BP
Terrain Improvements
Roads for the Road god...wait Abadar's not our state religion. Roads in the Hermit woods OR Nixie Pond if we take it (-2BP), the Lizard folk fens OR Dryad woods if we take it (-2BP) and Candelmere lake (-1BP)
Treasury 15BP
Create and Improve Settlements
Another set of City walls in Leveton and New Hope (-4BP) and another house in Leveton (-3BP).
And if we're claim the fey hexes we'll recruit the Defenders of the Hearth, a gargantuan (1000 men) strong army of level 2 fighters. It'll put our consumption at 12 per turn but we make 15 BP per turn minimum.
Treasury 8BP
Issue edict.
For now we're good
Income phase
Money please and thank you.
Economy: 1d20 + 33 ⇒ (6) + 33 = 39 Sometimes I feel our people don't want to pay taxes. +13 BP next turn +5 Income BP, +18 BP next turn.

Events
Event check 25%: 1d100 ⇒ 86 Nope


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

Even if Brevoy send a token force every bit counts. Looking at the rules could we use a trade edict? If we establish a profitable route with Brevoy then they'll be more interested in defending us and it'll it'll make us more valuable as an ally.


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)

Will claiming the hex go against what we said we were going to do? Don't know that I'm OK with claiming the fey hex.


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 never said we weren't going to claim the fey hexes. My plan was always to claim them but we're not going to build sawmills/mines/fisheries in them. Basically anything that would drain the natural resources we're not going to do in those hexes. I was thinking they'd be king's woods/national parks, i.e protected places for the conservation of nature. We would still build roads and farms if possible in the hexes so they'd still give the kingdom something back.

Besides if we don't claim them eventually the Theocracy will.

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