OGGM's Kingdom Builder

Game Master Jeff Przybylo

This is the Kingdom Builder thread for OGGM's Kingmaker Campaign.

Kingdom Stuff:


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Vosil Comarenza wrote:

Good work, Gav!

Just so I understand, that means that we do add +1 unrest; but that this event is then finished, right?

That is correct.


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

Great, on to Turn 18!

Stability check: 1d20 + 38 ⇒ (10) + 38 = 48

Passed!
I'll update the spreadsheet and take a look at the map when I get to the computer.


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

Apologies for the delay.

OK, looking at the map, it looks like we can grab both the hexes of coachwood trees (A5 and A6), which also have rivers. Putting a sawmill on both of those will hugely increase our productivity, which in turn means we can build some gp-increasing buildings (sorry about that, guys/gals).

I suggest that we build a house and a luxury store in Concord (adds 2,000 gp to the base value).

Income Phase: 1d20 + 39 ⇒ (12) + 39 = 51

Divide by 3 = 17 + 15 bonus BP = 32 BP

Turn 18 looks like this:

Economy 39
Loyalty 30
Stability 42
Unrest 0
Consumption 0
Treasury 33 BP (+15 bonus BP/turn)
Control DC 47

The 25 hexes we've claimed are as follows:

A5, Coachwood resource, River, Sawmill
A6, Coachwood resource, River, Sawmill
B6, River, Sawmill
C5, Fangberry resource, Farm
C6, Settlement (Concord), River, Farm
D2, River, Sawmill
D3, River, Sawmill
D4, River, Farm
D5, River, Quarry
D6, Farm
E1, Farm
E2, Sawmill
E3, Gold resource, Mine, Road
E4, Farm
E5, Silver resource, River, Mine
F1, Settlement (Hart's Rest), Farm, Road, Aqueduct
F2, Farm, Road
F3, Farm
F4, River, Farm,
G1, Farm, Bokken's hut, Aqueduct
G2, Farm, Aqueduct
G3, River, Farm, Aqueduct
G4, River, Farm
H1, Farm
H2, Farm

Concord has:

Castle
House (x4)
Town Hall
Shop
Park
Mill
Brewery
Tavern
Mill
Jail
Walls (x4)
Foundry (x2)
Shrine
Cistern
Dump
Stable
Smithy
Luxury Store

Hart's Rest has:

House (x2)
Walls (x4)
Tavern
Shop

Pause for reflection/comment/Event Phase - and then it's back to our scheduled adventuring!

Six months well spent, I hope you'll agree; although it is now Neth, turning to Kuthona, so it will be chilly outside and getting dark early. Wrap up warm!


Event?: 1d100 ⇒ 44 No event


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

OK, spreadsheet updated.

Kingdom-building over, for now.


Roger, back to the game thread!


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:

Thanks, Vosil!

Silver Crusade

HP: 212/212. 0/16 | AC:30 | F:+23+ R:+17 W+20 | Itm/Med/Perc/Surv +18, Acr/Lore +15, Ath +23 | +23, 3d12+7+8 | Active Conditions:

Apologies if this is jumping the gun slightly - but its helpful for me to write this out as I go along!

TURN 19

U1. Stability check (vs. Control DC (47)): 1d20 + 42 ⇒ (13) + 42 = 55 Pass - since Unrest is currently 0 that adds 1 BP to the treasury. So current treasury = 34BP.

U3: Fill item slots. Item?: 1d100 ⇒ 97 yes.
Item?: 1d100 ⇒ 11 no.
So one appropriate item - a minor ring, wand or wonderous item. Cannot be more than ? gp.

Nothing else to do in Upkeep step.

E1. Do we want to assign Mowque's character in now or wait for next turn?

E2. Claim hexes.

The 25 hexes we've claimed are as follows:
A5, Coachwood resource, River, Sawmill
A6, Coachwood resource, River, Sawmill
B6, River, Sawmill
C5, Fangberry resource, Farm
C6, Settlement (Concord), River, Farm
D2, River, Sawmill
D3, River, Sawmill
D4, River, Farm
D5, River, Quarry
D6, Farm
E1, Farm
E2, Sawmill
E3, Gold resource, Mine, Road
E4, Farm
E5, Silver resource, River, Mine
F1, Settlement (Hart's Rest), Farm, Road, Aqueduct
F2, Farm, Road
F3, Farm
F4, River, Farm,
G1, Farm, Bokken's hut, Aqueduct
G2, Farm, Aqueduct
G3, River, Farm, Aqueduct
G4, River, Farm
H1, Farm
H2, Farm

I'm tempted to say lets head south - I imagine the Black Rattlecap mushrooms would give us something useful if we can use them. So I propose C8 (the lake) and B9 (the mushrooms) be claimed. Costing 2 BP and putting our size up to 27 (a new category!) Control DC now 49.

Concord has:
Brewery
Castle
Cistern
Dump
Foundry (x2)
House (x4)
Jail
Luxury Store
Mill x2
Park
Shop
Shrine
Smithy
Stable
Tavern
Town Hall
Walls (x4)

[Herbalist]

Hart's Rest has:
House (x2)
Walls (x4)
Tavern
Shop

[Inn]

I propose an Inn for Hart's Rest and a Herbalist in Concord (combines for +1 economy, +2 Loyalty and +1 Stability) - costs 20BP. Then keep the other eight so we can save for big shops like a proper magic shop.

Income: 1d20 + 40 ⇒ (17) + 40 = 57 /3 = 19+15 = 34 BP! (+8 would be 42!)

Silver Crusade

HP: 212/212. 0/16 | AC:30 | F:+23+ R:+17 W+20 | Itm/Med/Perc/Surv +18, Acr/Lore +15, Ath +23 | +23, 3d12+7+8 | Active Conditions:

So at the end of turn 19 (Kuthona) Fairhaven has the following stats:

Economy 40
Loyalty 32
Stability 43
Unrest 0 (-12)
Consumption 0 (currently 27 (current size)-35 (improvements)/turn)
Treasury 42 BP (+15 bonus BP/turn)
Control DC 49

I'll adjust these numbers if anyone has other ideas for the turn!

With 27 hexes we can now build 5 buildings and 5 terrain improvements per turn, and claim 3 hexes a turn!

This should be everything (I hope!) Feel free to check it for me and see if it makes sense!


Male Human Swashbuckler 5/ Shadowdancer 1[Hp: 41/46; AC: 23 Tch: 18 Flt: 17; Fort: +1 Ref: +9 Will: +2; Panche 4/5]

I like the plan. Only question I have is how many terrain improvements can we do before we increase in size? If we can afford it I think it may be wise to finish the road between Concord and Hart’s rest, and then possibly start a road heading south. Roads through river hexes include the coast of bridges so that could help us moving through our own kingdom to react to situations like the trolls faster.


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:

Wow! Nice work, Edric!

I think it is a fine idea to grab the lake and mushrooms. Am fine with building an inn and herbalist too.

Agree that we should finish the road between our two towns ASAP. Maybe that should be the goal next turn?


Male Human Swashbuckler 5/ Shadowdancer 1[Hp: 41/46; AC: 23 Tch: 18 Flt: 17; Fort: +1 Ref: +9 Will: +2; Panche 4/5]

That works for me!

Silver Crusade

HP: 212/212. 0/16 | AC:30 | F:+23+ R:+17 W+20 | Itm/Med/Perc/Surv +18, Acr/Lore +15, Ath +23 | +23, 3d12+7+8 | Active Conditions:

We could finish the road this turn too - it'll cost 7BP and I'd suggest we build in Concord (1BP), the ford hex above it (3BP) and then the hex to the gold mine (3BP). So C6, D5, D4.

We'll still have plenty of gold at the end of the turn (35BP).

Since the consensus seems to be in favour I'll add things to the ap now.

BP at end of turn 19: 35.

P.S. We could save a couple of BP by building the road away from the river, but I think it makes sense to have to road alongside. If people disagree just say so.


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:

I agree. It makes sense and realistically, likely how it would be done, not taking expense into account (which Talia wouldn't anyways!).


Male Human Swashbuckler 5/ Shadowdancer 1[Hp: 41/46; AC: 23 Tch: 18 Flt: 17; Fort: +1 Ref: +9 Will: +2; Panche 4/5]

Then let us build bridges, not walls, this turn!

Silver Crusade

HP: 212/212. 0/16 | AC:30 | F:+23+ R:+17 W+20 | Itm/Med/Perc/Surv +18, Acr/Lore +15, Ath +23 | +23, 3d12+7+8 | Active Conditions:

We already built those... else Edric would be getting that done the moment his hands ended up on the purse strings! :P


Once you finalize the list, let's put it up in a summary.

Silver Crusade

HP: 212/212. 0/16 | AC:30 | F:+23+ R:+17 W+20 | Itm/Med/Perc/Surv +18, Acr/Lore +15, Ath +23 | +23, 3d12+7+8 | Active Conditions:

The 25 hexes we've claimed are as follows:
A5, Coachwood resource, River, Sawmill
A6, Coachwood resource, River, Sawmill
B6, River, Sawmill
B9, Fangberry resource, farm
C5, Fangberry resource, Farm
C6, Settlement (Concord), River, Farm, Road
C8, Lake, Fishery
D2, River, Sawmill
D3, River, Sawmill
D4, River, Farm
D5, River, Quarry, Road
D6, Farm, Road
E1, Farm
E2, Sawmill
E3, Gold resource, Mine, Road
E4, Farm
E5, Silver resource, River, Mine
F1, Settlement (Hart's Rest), Farm, Road, Aqueduct
F2, Farm, Road
F3, Farm
F4, River, Farm,
G1, Farm, Bokken's hut, Aqueduct
G2, Farm, Aqueduct
G3, River, Farm, Aqueduct
G4, River, Farm
H1, Farm
H2, Farm

Concord has:
Brewery
Castle
Cistern
Dump
Foundry (x2)
Herbalist
House (x4)
Jail
Luxury Store
Mill x2
Park
Shop
Shrine
Smithy
Stable
Tavern
Town Hall
Walls (x4)

Hart's Rest has:
House (x2)
Inn
Shop
Tavern
Walls (x4)

End of Turn 19
Economy 40
Loyalty 32
Stability 43
Unrest 0 (-12)
Consumption 0 (currently 27 (current size)-35 (improvements)/turn)
Treasury 35 BP (+15 bonus BP/turn)
Control DC 49


Male Human Swashbuckler 5/ Shadowdancer 1[Hp: 41/46; AC: 23 Tch: 18 Flt: 17; Fort: +1 Ref: +9 Will: +2; Panche 4/5]

On to the event phase!


Thanks Edric! But I was hoping to get just the additions for this month...

:)

Event?: 1d100 ⇒ 58

No event! Carry on!

Silver Crusade

HP: 212/212. 0/16 | AC:30 | F:+23+ R:+17 W+20 | Itm/Med/Perc/Surv +18, Acr/Lore +15, Ath +23 | +23, 3d12+7+8 | Active Conditions:

Sorry!

Claim C8 and build a fishery.
Claim B9 and build a farm.
Build a Herbalist in Concord.
Build an Inn in Hart's Rest
Finish the Concord-Hart's Rest road, through hexes C6, D5, D4.

That what you wanted?

Silver Crusade

HP: 212/212. 0/16 | AC:30 | F:+23+ R:+17 W+20 | Itm/Med/Perc/Surv +18, Acr/Lore +15, Ath +23 | +23, 3d12+7+8 | Active Conditions:

Talia finds Edric bent over the map table - a minor masterwork of carpentry which Edric and Vosil commissioned almost as soon as Concord had a carpenter with the requisite skill and enough maps. He looks up as the Countess enters and smiles, looking slightly weary.

Anyone else wants in feel free!

"I think we need to make a plan of expansion. We have grown immensely over the past year and there is little in the Greenbelt to stop us - but we need to look to our borders and think carefully about where we go from here. We have an army and there is no point in having them if we do not use them, and use them well. If we decide on our plan of expansion then I can use them to begin exploring for us, clear land and lay foundations - as well as quell lingering threats in the area. So, my lady, the question is where..."


Edric 'Godly' wrote:

Sorry!

Claim C8 and build a fishery.
Claim B9 and build a farm.
Build a Herbalist in Concord.
Build an Inn in Hart's Rest
Finish the Concord-Hart's Rest road, through hexes C6, D5, D4.

That what you wanted?

Yep. Easier to fill the calendar!

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