| RPGGGM |
Alright, I updated the Tactical Folio, added a couple of town test pages (the district grid, and some of the possible buildings). Let's just call it Our Town for now because I like the play, and this is just a test run through. ;)
We can place it wherever you want on the map since it is not real. We can use the current Avalon (test) link for stats and stuff. In particular, you will want to look at the "Rulers" and the "Overall" pages (see the menu bar at the bottom of the spreadsheet) to get an idea of where to start. Initially, I would suggest filling out the rest of the leadership roles and then building a residential neighborhood and a tavern to relax in. ;)
| Illthir Winlowe |
A sheet and rehashing everything once again maybe wasn't the best of ideas...
Let's just go top down through the tactical sheet and recap and see people still agree.
Mistbreather - unfortunately dead
Kozen - wants to chop down some trees. Opinion leaning no?
Archbanker (trade) - Opinion leaning yes on trade?
Sandralane (hexes) - wants to build a temple? Opinion leaning yes?
Dool (hexes) - wants to build on Stag lord hex. Opinion leaning no?
Sir Ernest Daye (hexes) - wants to build his retirement home. Opinion leaning yes?
Longtooth (hexes) - Wants to also build a retirement home. Opinion uncertain?
Rutgar Dag (hexes) - Wants to build beer hall. Opinion leaning no?
Max the First (hexes) - Wants something? Haven't considered much iirc. Opinion defaulting to no.
Allisa (hexes) - Wants to build something? Opinion leaning yes?
---
A bunch of people are also interested in building the biggest officiallest temple in our land. As far as I know we're on the "no official religion but you are welcome to come play still" train.
---
If we go as I recall/vaguely tallied there's three people building stuff in our land: Sandralane, Daye and Allisa. That seem unreasonable.
Dool and Longtooth are fun characters.
However; Dool wants our capital spot and simply because deciding a new one will take ages I suggest we reject his self-rule plot. If he wants, he can come and live in the city once it is fancy enough. Or take another spot.
I propose we let Longtooth build his house somewhere near Daye. I'm sure they can yell at clouds together.
---
Summary:
a) Trade with Archbanker.
b) 4 maybe 5 people builds stuff on hexes.
c) No official religion
Agreeable?
| Serena Mistcastle |
That sounds agreeable to me. Serena will accept no state religion, so long as none is favored over her own. I say we let Longtooth have his place. He has been more than helpful in our most recent activities. Dool, on the other hand, needs to find someplace else to put his house. As for Allisa, we brought her back, it seems a shame to tell her no now.
| RPGGGM |
Summary:
b) 4 maybe 5 people builds stuff on hexes.
Just note that, that's about a third+ of the spaces you've explored, and what remains will look like a Congressional voting district in Wisconsin (i.e. salamander-shaped). Also, at present, neither Allisa, nor Longtooth themselves have really seriously bought into the idea yet. Having what looks like closer ties to Varn and Drelev respectively. No one has really sold either of them on what Avalon has to offer.
And Ser Daye is open to both Varn's and Durgan's offers, probably because of overall serious attitude, shared martial interests, and shared war-time experiences in Durgan's case.
Also... there's a case to be made that Samuel Renault is looking for a hex or two himself....
The linked map above in this post shows what the character's know about who wants to go where at present.
| RPGGGM |
For Avalon on Earth Golarion 2, you can pick whomever you want to fill the leadership roles in the country. If you want Oleg to be the Treasurer, Svetlana to be the General and Tamris to be the Chief Diplomat, that's fine with me.
| Fergus Bouldershoulder Ironmug |
oh. Apologies all. This game wasn't showing up in my campaign list. I had though it had dropped to inactive.
I didn't notice until I got a kind PM about it. I'll be around if you're still in need of an archmage. Aloof and reclusive, just like they should be. ;)
| Illthir Winlowe |
Let's skip on Allisa and Longtooth then, if they aren't terribly hyped. We can always visit them later on :)
(And yeah, having some hexes for ourselves would be nice :p)
---
Nice to see you around again Fergus! And yes, we'd love an archmage :)
---
For the test run - let's just go with ourselves. We'd want it to be close after all. And a starting fund of 50BP and see how much remains after the 1st city is in a workable shape. Will try and put together an idea draft tonight!
| Durgan Far-Walker |
I just don't think I can do it. Too much of a discrepancy between what the GM wants in a game and what I want.
Thank you for all the good gaming, and best of luck in the future.
| RPGGGM |
Good luck in all your travels, wandering cleric. May your purse never empty and the hair in your beard never fall out!
| RPGGGM |
Nice to see you around again Fergus! And yes, we'd love an archmage :)
Agreed.
For the test run - let's just go with ourselves. We'd want it to be close after all. And a starting fund of 50BP and see how much remains after the 1st city is in a workable shape. Will try and put together an idea draft tonight!
That's fine. So (fantasy-land) who's gonna be:
Ruler
Councilor
General
Grand Diplomat
High Priest
Magister
Marshall
Spymaster
Treasurer
Warden
These are the roles that need to be filled to avoid penalties.
| Illthir Winlowe |
I just don't think I can do it. Too much of a discrepancy between what the GM wants in a game and what I want.
Thank you for all the good gaming, and best of luck in the future.
Sorry to see you go, but if you don't enjoy the ride then it is what it is. Take care out there :)
(Guess it is "take a dwarf leave a dwarf" week :p)
---
Workload unexpectedly increased due to lazy bums distracted coworkers which unfortunately lead to decreased desire to play with spreadsheets. Taking a nap and cursing the sky has taken precedence instead.
I shall make another attempt when this is hopefully resolved fully friday evening. Or maybe another nap first. If anyone else is feeling inspired, feel free to take a stab at testvalon. Worst thing that could happen is that we accidentally learn something :p
Also Illthir shall be the glorious Spymaster on this run, to see if that actually works or not.
| Serena Mistcastle |
Serena will accept any role she is handed, though if asked, she shows an interest in High Priestess or Marshall.
| RPGGGM |
Fantasy-land, who's gonna be what so far:
Ruler
Councilor
General
Grand Diplomat
High Priest Serena
Magister
Marshall
Spymaster Illthir
Treasurer
Warden
These are the roles that need to be filled to avoid penalties.
| RPGGGM |
Alright! it's been a few days, everyone's had time to place themselves in the pretend hierarchy and fill it out with others, the list looks... sparse, but I'm willing to run with it if you want to.
Note for this example, I'm just using the Ultimate Campaign basic rules (so none of the later options in that book and nothing out of the Legendary Games book).
Normally we would start with the Upkeep Phase, but because we don't have any hexes yet in out kingdom (you have to pay 1 BP to add a hex to your kingdom). Instead, we start with the Edict Phase (pg 206).
Edict Phase
The Edict phase is when you make proclamations on expansion, improvements, taxation, holidays, and so on.
Step 1—Assign Leadership Assign PCs or NPCs to any vacant leadership roles or change the roles being filled by particular PCs or closely allied NPCs (see Leadership Roles, starting on page 200).
Step 2—Claim and Abandon Hexes For your kingdom to grow, you must claim additional hexes. You can only claim a hex that is adjacent to at least 1 other hex in your kingdom. Before you can claim it, the hex must
first be explored, then cleared of monsters and dangerous hazards (see Steps 2 and 3 of Founding a Settlement on page 212 for more details). Then, to claim the hex, spend 1 BP; this establishes the hex as part of your kingdom and increases your kingdom’s Size by 1. Table 4–4: Improvement Edicts (see page 209) tells you the maximum number of hexes
you can claim per turn.
You may abandon any number of hexes to reduce your kingdom’s Size (which you may wish to do to manage Consumption). Doing so increases Unrest by 1 for each hex abandoned (or by 4 if the hex contained a settlement). This otherwise functions like losing
a hex due to unrest (see Step 4 of the Upkeep phase).
Step 4—Build Terrain Improvements
You may spend BP to build terrain improvements like Farms, Forts, Roads, Mines, and Quarries (see Terrain Improvements, starting on page 210).
You may also prepare a hex for constructing a settlement. Depending on the site, this may involve clearing trees, moving boulders, digging sanitation trenches, and so on. See the Preparation Cost column on Table 4–6: Terrain and Terrain Improvements on page 214 to determine how many
BP this requires.
Table 4–4: Improvement Edicts tells you the maximum number of terrain improvements you can make per turn.
Step 5—Create and Improve Settlements You may create a settlement in a claimed hex (see Founding a Settlement on page 212). Table 4–4: Improvement Edicts tells you the maximum number of settlements you can
establish per turn.
You may construct a building in any settlement in your kingdom. The list of available building types begins on page 215. When a building is completed, apply its modifiers to your kingdom sheet. Table 4–4: Improvement Edicts tells you the maximum number of buildings you can construct in your kingdom per turn. The first House, Mansion, Noble Villa, or Tenement your kingdom builds each turn does not count against that limit.
Step 6—Create Army Units You may create, expand, equip, or repair army units (see Mass Combat on page 234).
Step 7—Issue Edicts Select or adjust your edict levels (see Edicts on page 208).
Example: Jessica’s kingdom has no vacant leadership roles,
so nothing happens in Step 1. The leaders don’t want to spend BP and increase Size right now, so in Step 2 they don’t claim any hexes. In Step 3, the leaders construct a Farm in one of the kingdom’s prepared hexes (Consumption –2, Treasury –2 BP). In Steps 5 and 6, the leaders continue to be frugal and do not construct settlement improvements or create armies.
In Step 7, the leaders issue a Holiday edict of one national holiday (Loyalty +1, Consumption +1) and set the Promotion edict level to “none” (Stability –1, Consumption +0). Looking ahead to the Income phase, Jessica realizes that an average roll for her Economy check would be a failure (10 on the 1d20 + 52 Economy – 4 Unrest = 58, less than the Control DC of 60), which means there’s a good chance the kingdom won’t
generate any BP this turn. She decides to set the Taxation edict to “heavy” (Economy +3, Loyalty –4). At the end of this phase, the kingdom has Economy 55, Loyalty 42, Stability 55, Unrest 4, Consumption 4, and Treasury 5 BP.
| Illthir Winlowe |
Step 1
For our testrun I propose Faceless Mook to fill our vacant positions. Faceless Mook has a +2 ability modifier in every stat and there's a lot of them!
If we come to a roll and realize this not-so-stellar mod is painful, we know that that role will be more important to fill.
(Plus I think role-filling talks might take a while so let's only do it for the real thing :p)
Step 2
Our Kingdom is tiny tiny so we can only claim 1 hex per phase. We will spend 1 BP to claim Cool Capital Hex.
(I am assuming we have a 0 hex kingdom with 0 settlements at the start of this)
Step 4
Since we only have one hex so far - and we'd like to live on it - we will spend BP to prepare it for a settlement. Cool Capital Hex is a Plains, so this costs 1 BP.
Step 5
We will build our capital! Yay.
We can build 1x building and 1x "living space". So we will be vanilla and build an Inn (10bp) and a House (3bp)
This gives our Kingdom +1 Economy, Loyalty and -1 Unrest.
Our settlement also has +1 Society. (Base stats depend on alignment and some chart somewhere ...)
Step 6
Fairly sure it's either armies or settlements at start, so let's skip this for now!
Step 7
Because we want some sort of fun, we run at 6 holidays and a token amount of promotion. (+2 loyalty, +1 stability. 3 consumption) We levy normal amount of taxes (+2 economy, -2 loyalty).
For a total modifier of +1 stability, 3 consumption and +2 economy. And say a silent prayer that our nation doesn't explode :p
| Illthir Winlowe |
This is a total expenditure of 15BP and kingdom modifiers of:
+3 Economy, +1 Loyalty, +1 Stability, -1 Unrest & Consumption 3. It is now a Size 1 Kingdom.
| RPGGGM |
Roger that! More after work.
| Alia of the Blade |
I did have a lot of stuff coming up in the last 1.5 weeks that more or less kept me off the boards - I'll have to re-check the alterations we planned to do, such as knowledge nobility instead of stats and stuff like that.
One thing that we SHOULD probably talk about, since that's pretty important, is if we want Zokon to be the NPC ruler and have a puppet king (since we would make decisions by council/OOC anyway), or not.
Technically, I could (as planned) marry Zokon and we could both be "Ruler" - keeping him home to avoid the vacancy penalty while still having someone able to make the "decisions" we make OOC, IC.
I know Durgan was opposed to that because I was a long-lived foreigner and insisted on me being Consort instead, but after his departure(and I stand by what I said earlier - I am sorry to see Durgan go even if we did not always see eye to eye on things) and Zokon having gone missing, it seems relevant to revisit.
I do promise I won't sneakily align our nation with Kyonin or something like that - just saying :)
But having NPC Zokon be the resident King and me as travelling Co-Ruler would give us all the options. (plus the Boni from the position)
| Illthir Winlowe |
Re simulation - Aye I figured I could be lazy to pretend most roles had a +2 and calculate the test kingdom stats from there, but that's now how it works ... Need to look up what adds things were!
Re marriage - I'm down with puppet-Zokon. Let's hope he doesn't get assassinated the first thing that happens though :p
Re size - I said the kingdom size was 1, but I'm not sure if that is actually true. It might be hexes + settlements? Or something...
| RPGGGM |
Sorry. I just worked half my 50 hour scheduled work week in the last two days so... hopefully later?
| RPGGGM |
Re simulation - Aye I figured I could be lazy to pretend most roles had a +2 and calculate the test kingdom stats from there, but that's now how it works ... Need to look up what adds things were!
Totally cool with that. I had thought about either +2 or +1d4 myself.
Re marriage - I'm down with puppet-Zokon. Let's hope he doesn't get assassinated the first thing that happens though :p
Again, yeah, though perhaps we might consider elimintaing references to the PC Zokon somehow (name change, alternate reality, etc...) just to honor the fact that he is not in fact the same as NPC Zokon who technically has no player anymore.
This is mainly meant for the Real Kingdom, where we might even want to write him out over family- or age-difference concerns maybe.Re size - I said the kingdom size was 1, but I'm not sure if that is actually true. It might be hexes + settlements? Or something...
It is. "The kingdom" starts as one 12-mile-wide hex that you plow Build Points into. The map only shows places that you have mapped, explored briefly, and not really done anything with beyond that.
What do other folks say?
| Illthir Winlowe |
As it stands! These are the mods. Skipping the enforcer since it doesn't have a penalty - also didn't add Viceroys (useful for future enclaves?) or Heirs (get working on that 1/2 cha bonus anytime soon maybe :P).
Assuming our current arrangement - assumed Fergus as Magister. And Illthir probably shouldn't actually be Spymaster later on, but it's fun for now.
Ruler: +Cha to Any +2
Councilor: Cha/Wis to Loyalty +2
General: Cha/Str to Stability +2
G.Diplomat: Cha/Int to Stability +2
H.Priest: Cha/Wis to Stability +4
Magister: Cha/Int to Economy +5
Marshal: Dex/Wis to Economy +2
R.Enforcer: Dex/Str to Loyalty --
Spymaster: Dex/Int to Any +2
Treasurer: Int/Wis to Economy +2
Warden: Con/Str to Loyalty +2
As for the stats then:
Loyalty +4
Stability +8
Economy +9
and 2x +2 to spread as we please.
Then we get a small bonus for the alignment of our kingdom. For the test I propose NG, seeing as we have LG, CG and NN characters.
Which gives an extra +2 Loyalty and Stability.
Modifiers are now:
Loyalty +6
Stability +10
Economy +9
To make the numbers more even and nice let's slap the floating bonuses into Loyalty for now.
Our Test Kingdom then have the modifiers of
Loyalty +10
Stability +10
Economy +9
With the Turn 1 mods that becomes
Loyalty +10
Stability +11
Economy +11
| Illthir Winlowe |
Note that I used the default mods for calculating our bonuses. Otherwise Ultimate Rulership suggests something working off skill ranks, but I'm not 100% on if we've remembered which variant to use or to assign skills there :p
(Also I'm fairly sure there were something mentioned of level 5 and I shall look that up!)
| Alia of the Blade |
Yeah, thats the thing, I KNOW we wanted to use skills, because I already pre-loaded Knowledge(Nobility) during the last level-up. Which was a LONG time ago.
That is also kind of the impasse I find myself at right now, because to have the right kind of stats for the test run, I would probably need to level first.
But before that, I'd have to know if retraining is a go during the downtime.
And I'd have to check what my bank is, I have not updated it for a while.
Regarding the "Duke" - or formerly, Zokon, I had considered taking him on as Cohort at Level 7...originally I planned for Vega, the Unchained, vicious Ninja Cat Assassin of Telvurin.
But it could make sense to have a Cohort fill one of the Kingdom Positions, and having Duke Zed as a stay-at-home king could be a reasonably efficient use.
| RPGGGM |
Note that I used the default mods for calculating our bonuses. Otherwise Ultimate Rulership suggests something working off skill ranks, but I'm not 100% on if we've remembered which variant to use or to assign skills there :p
It was skill ranks for the official Avalon, but this is just a test using the basic rules. We should probably know those before we break them.
| RPGGGM |
300 posts is a lot to catch up on. Anyone have a brief summary?
You won!
Now we are playing out a sim of a sim. It's all very meta.
Step 1
For our testrun I propose Faceless Mook to fill our vacant positions. Faceless Mook has a +2 ability modifier in every stat and there's a lot of them!
If we come to a roll and realize this not-so-stellar mod is painful, we know that that role will be more important to fill.
(Plus I think role-filling talks might take a while so let's only do it for the real thing :p)
Step 2
Our Kingdom is tiny tiny so we can only claim 1 hex per phase. We will spend 1 BP to claim Cool Capital Hex.
(I am assuming we have a 0 hex kingdom with 0 settlements at the start of this)
Step 4
Since we only have one hex so far - and we'd like to live on it - we will spend BP to prepare it for a settlement. Cool Capital Hex is a Plains, so this costs 1 BP.
Step 5
We will build our capital! Yay.
We can build 1x building and 1x "living space". So we will be vanilla and build an Inn (10bp) and a House (3bp)
This gives our Kingdom +1 Economy, Loyalty and -1 Unrest.
Our settlement also has +1 Society. (Base stats depend on alignment and some chart somewhere ...)
Step 6
Fairly sure it's either armies or settlements at start, so let's skip this for now!
Step 7
Because we want some sort of fun, we run at 6 holidays and a token amount of promotion. (+2 loyalty, +1 stability. 3 consumption) We levy normal amount of taxes (+2 economy, -2 loyalty).
For a total modifier of +1 stability, 3 consumption and +2 economy. And say a silent prayer that our nation doesn't explode :p
So here we are for a start. I'm putting the district map here just for the example kingdom. I'll find a better spot for the real one later.
To make the numbers more even and nice let's slap the floating bonuses into Loyalty for now.
Our Test Kingdom then have the modifiers of
Loyalty +10
Stability +10
Economy +9With the Turn 1 mods that becomes
Loyalty +10
Stability +11
Economy +11
Currently you are at 36 BP (50 - 1 to prepare the land - 3 for the residential neighborhood -10 for the inn). Illthir I am going to assume you added in the building bonuses to the last set of numbers listed above (i.e 'the Turn 1 mods'; see Ultimate Campaign 217).
Now we are in The Income Phase. Assuming no one adds or subtracts anything to the Kingdom's treasury (the Build Points (BP)) or sells anything expensive you need to collect taxes. That means someone (usually the treasurer) makes an Economy check [1d20 + 11 from your modifier above; divide the result by 3 and round down]. The result is added to your treasury as BP.
For sake of speed the next person to post can make the roll.
| Illthir Winlowe |
On the topic of a brief summary - Yeah, we won is pretty good :p
Specifically we've dealt with most of the horrors of the cursed meeting and with our limbs still attached. Not all the attendees were as lucky - they're are greyed out on the map sheet. But we killed the lich - or a piece of it anyway - and are now in character on the way to actually set up the kingdom.
To make sure we don't screw it up too terribly and have a vague understanding of the rules, we are doing a brief test of them. As brief as anything pbp is :p
---
And yeah the building stuff was baked in.
| RPGGGM |
Now we come to The Event Phase
25% chance of an Event (Ultimate Campaign ): 1d100 ⇒ 19
Type and Danger Level: 1d100 ⇒ 24 Beneficial table: 1d100 ⇒ 95
Political Calm A sudden absence of political machinations coincides with an increase in public approval. Unrest decreases by 1d6. Until the next Event phase, you gain a +2 bonus on checks to resolve continuous events. If your kingdom has no Unrest and no continuous events, both Loyalty and Stability increase by 1.If you are using Law settlement modifiers for the kingdom (see Expanding Settlement Modifiers on page 230), this also increases Law by 1 for the entire kingdom.
For the Example Kingdom we aren't doing that last bit so it's crossed off.
So there's no Unrest or continuous events so Loyalty and Stability both increase by 1.
Loyalty +11
Stability +12
Economy +11
| RPGGGM |
That takes us to our first Upkeep Phase.
During the Upkeep phase, you adjust your kingdom’s scores based on what’s happened in the past month, how happy the people are, how much they’ve consumed and are taxed, and so on.
Step 1—Determine Kingdom Stability Attempt a Stability check. If you succeed, Unrest decreases by 1 (if this would reduce Unrest below 0, add 1 BP to your Treasury instead). If you fail by 4 or less, Unrest increases by 1; if you fail by 5 or more, Unrest increases by 1d4.
Step 2—Pay Consumption Subtract your kingdom’s Consumption from the kingdom’s Treasury. If your Treasury is negative after paying Consumption, Unrest increases by 2.
At present the Treasury contains 44 BP thanks to Tax Collector Serena and has a Consumption of 3 (1 Hex of space and six Kingdom Holidays which cost 2). So this will end up being a Treasury total of 41 BP.
Because we want some sort of fun, we run at 6 holidays and a token amount of promotion. (+2 loyalty, +1 stability. 3 consumption) We levy normal amount of taxes (+2 economy, -2 loyalty).
For a total modifier of +1 stability, 3 consumption and +2 economy. And say a silent prayer that our nation doesn't explode :p
Consumption Consumption indicates how many BP are required to keep the kingdom functioning each month. Your kingdom’s Consumption is equal to its Size, modified by settlements and terrain improvements (such as Farms and Fisheries). Consumption can never go below 0....
Unrest Your kingdom’s Unrest indicates how rebellious your citizens are. Your kingdom’s initial Unrest is 0. Unrest can never fall below 0 (anything that would modify it to less than 0 is wasted). Subtract your kingdom’s Unrest from all Economy, Loyalty, and Stability checks. If your kingdom’s Unrest is 11 or higher, the kingdom begins to lose control of hexes it has claimed. If your kingdom’s Unrest ever reaches 20, the kingdom falls into anarchy (see Upkeep Phase on page 205).
Step 3—Fill Vacant Magic Item Slots If any of your settlement districts have buildings that produce magic items (such as a Caster’s Tower or Herbalist) with vacant magic item slots, there is a chance of those slots filling with new items (see the Magic Items in Settlements section on page 213). This one probably won't come up for a while.
Step 4—Modify Unrest Unrest increases by 1 for each kingdom attribute (Economy, Loyalty, or Stability) that is a negative number.
For now, you don't have to worry about this one either.
Someone please make the Stability Check for Step 1. [1d20+12]
| Illthir Winlowe |
Man we really wasted a good event like that on the test kingdom? Aww :p
Stability!: 1d20 + 12 ⇒ (18) + 12 = 30
| Serena Mistcastle |
I am going to be out of town from tomorrow until November 16 (I'm going to Walt Disney World). Please bot me as necessary. If time permits (ha!), I will try to check in and make a post.
| RPGGGM |
Loyalty +11
Stability +12
Economy +11
Unrest 0
Consumption 3
Treasury 42 BP (You got one more because Unrest started at 0 and Illthir succeeded on the Stability check.)
Now we return to the Edict Phase!
Edict Phase
The Edict phase is when you make proclamations on expansion, improvements, taxation, holidays, and so on.
Step 1—Assign Leadership Assign PCs or NPCs to any vacant leadership roles or change the roles being filled by particular PCs or closely allied NPCs (see Leadership Roles, starting on page 200). Done.Step 2—Claim and Abandon Hexes For your kingdom to grow, you must claim additional hexes. You can only claim a hex that is adjacent to at least 1 other hex in your kingdom. Before you can claim it, the hex must first be explored, then cleared of monsters and dangerous hazards (see Steps 2 and 3 of Founding a Settlement on page 212 for more details). Then, to claim the hex, spend 1 BP; this establishes the hex as part of your kingdom and increases your kingdom’s Size by 1. Table 4–4: Improvement Edicts (see page 209) tells you the maximum number of hexes you can claim per turn.
You may abandon any number of hexes to reduce your kingdom’s Size (which you may wish to do to manage Consumption). Doing so increases Unrest by 1 for each hex abandoned (or by 4 if the hex contained a settlement). This otherwise functions like losing a hex due to unrest (see Step 4 of the Upkeep phase). Do you want to add another 12-mile wide hex to your kingdom?Step 4—Build Terrain Improvements You may spend BP to build terrain improvements like Farms, Forts, Roads, Mines, and Quarries (see Terrain Improvements, starting on page 210).
You may also prepare a hex for constructing a settlement. Depending on the site, this may involve clearing trees, moving boulders, digging sanitation trenches, and so on. See the Preparation Cost column on Table 4–6: Terrain and Terrain Improvements on page 214 to determine how many BP this requires. Table 4–4: Improvement Edicts tells you the maximum number of terrain improvements you can make per turn. And/or do this?Step 5—Create and Improve Settlements You may create a settlement in a claimed hex (see Founding a Settlement on page 212). Table 4–4: Improvement Edicts tells you the maximum number of settlements you can establish per turn.
You may construct a building in any settlement in your kingdom. The list of available building types begins on page 215. When a building is completed, apply its modifiers to your kingdom sheet. Table 4–4: Improvement Edicts tells you the maximum number of buildings you can construct in your kingdom per turn. The first House, Mansion, Noble Villa, or Tenement your kingdom builds each turn does not count against that limit. Or this?Step 6—Create Army Units You may create, expand, equip, or repair army units (see Mass Combat on page 234). You should probably wait on this until you have more infrastructure built.
Step 7—Issue Edicts Select or adjust your edict levels (see Edicts on page 208). Did you want to adjust any edicts?
| Illthir Winlowe |
@Serena - Have a nice vacation :)
@Edict phase - Anyone else wanna take a crack at it?
| RPGGGM |
I am rapidly coming to the conclusion that we are not doing the kingdom building stuff.... ;)
| Illthir Winlowe |
Everything that's about deciding things take so much time in pbp (as we've no doubt noticed :p). The "rule-a-city-each" thing was smart on that end, even if I don't think it'll work out financially (at the start at least ...)
I don't mind rolling dice or stuffing things into spreadsheets. As long as I know I have the authority to do so.
If I'm honest though we're a bit short of posts in general... :/
| Illthir Winlowe |
I'll make another fake-turn come sunday evening if we still want to try it. I'm down :)
But for our immediate problems!
1) Would Illthir be able to find her horse again after the kerfuffle at the meeting? She did manage to get him out of the burning stable and there's oh so step-able toes and chewable hair to lure him back ...
2) The kobolds! I recall there being issues inn with them the last time we were here too. We should probably lay down the law for our underlings and make sure the kobolds are still up for being friendy.
I recall there being an option to make trade routes in the kingdom building book? Perhaps that's a useful way to both get some extra resources and provide a way for the people to get a little less jumpy around each other.
Now I don't expect them (or us) to be able to generate any vast amount of wealth but still!
3) The bandit Akiros! I'm *fairly* sure he was before Illthir's time. And that there were talk about recruiting him. So yet another misunderstanding like the kobolds. And yet another thing that could turn quite ugly if not addressed.
I'm assuming we are still interested in befriending this dude. And that we might have made some promises?
It would be very helpful if someone that has been around longer then I could clarify our stance in the matter :)
4) The farmers. Yeah, I think we can smell where this is going. I *think* they're a bigger issue then the two above in how much damage they could cause. But also, they're probably less likely to take up weapons and actively try to f@+! us over.
So! We need to talk to them. Soon. But the above are more pressing in my opinion. Plus "we dealt with some problems" might actually improve their mood.
5) The trolls. Bleh. Bleh. Blehhhhhhhhhhhhhhhhhhhhhhhhhhh. Let's hope they're just foreshadowing for now. Please.
But we should make sure to stock up on some alchemical fire and torches and the like. For us and our minions.
And maybe, just maybe, the rumor could help force the other people closer together for mutual protection. Something that could be played in our favor. Maybe.
---
Thoughts :)?
| RPGGGM |
I'll make another fake-turn come sunday evening if we still want to try it. I'm down :)
But for our immediate problems!
1) Would Illthir be able to find her horse again after the kerfuffle at the meeting? She did manage to get him out of the burning stable and there's oh so step-able toes and chewable hair to lure him back ...
Yes, Walker didn't go far.
2) The kobolds! I recall there being issues inn with them the last time we were here too. We should probably lay down the law for our underlings and make sure the kobolds are still up for being friendy.
I recall there being an option to make trade routes in the kingdom building book? Perhaps that's a useful way to both get some extra resources and provide a way for the people to get a little less jumpy around each other.
Now I don't expect them (or us) to be able to generate any vast amount of wealth but still!
There are a number of kobold tribes in the area. The Sootscales are the ones that the party has been most friendly with. The last time the party encountered any kobolds a rabble-rousing faction among the tribes had stirred them up against the poor treatment shown to Nakpik and Mikmek in the outpost by some visiting Brevic nobles. The group was scattered by the party with help from Lord Varn and Matheus.
3) The bandit Akiros! I'm *fairly* sure he was before Illthir's time. And that there were talk about recruiting him. So yet another misunderstanding like the kobolds. And yet another thing that could turn quite ugly if not addressed.
I'm assuming we are still interested in befriending this dude. And that we might have made some promises?
It would be very helpful if someone that has been around longer then I could clarify our stance in the matter :)
Akiros a former paladin turned brigand and lieutenant to the Stag Lord, who grew disenchanted with the bandit's life and turned on him in the final battle at the fort.
4) The farmers. Yeah, I think we can smell where this is going. I *think* they're a bigger issue then the two above in how much damage they could cause. But also, they're probably less likely to take up weapons and actively try to f@*& us over.
Sam Renault, not needing to wait for a wagon train has gotten back home before you and with no resolution on the issue of sovereignty he has come back angry.
5) The trolls. Bleh. Bleh. Blehhhhhhhhhhhhhhhhhhhhhhhhhhh. Let's hope they're just foreshadowing for now. Please.
Actually the foreshadowing happened a while ago. Still nothing to worry about. Alia can talk to trolls for days. ;)
| Illthir Winlowe |
---Edicts---
Let's see if we can do this in a short way or if we'll miss out on too much info then.
a) Claim a hex (1bp, +1 size)
b) Build a farm on it (2bp, -2 consumption)
c) build House + Trade Shop (13bp, -1 Unrest, +1 Economy, +1 Stability, +1 Productivity & +500gp purchase limit)
The farm will help make sure we only spend our hard earned BP on building more junk rather then paying upkeep. Trade Shop gives some nice perks. Was going for some sort of defensive buildings first, but their unrest reduction mechanic means it'd be more efficient to purchase them on a turn we flubb some rolls.
---
Re Walker - neat. It'd be long to walk and all things aside Illthir does like her horse :)
Re Kobolds - erp. Right, how silly of me. We might have to deal with those other kobolds then. And see if we can't provide some incitement to make friendly/non annoying relations more tempting.
Re Akiros - Mmhm. I vaguely recall him and his story, though I'm not sure if Illthir met him - maybe just once? Do remember that the rest of the party were quite fond of him though. Hoping to tease out some response there :p
Re Farmers - Yeah, yeah. We'll have to deal with that somehow.
Re Trolls - Aye but there can always be more foreshadowing :p (Also I'm not quite sure how much time has actually passed IC. Most of it was on that journey and back I think ... )
| Alia of the Blade |
On the topic of a brief summary - Yeah, we won is pretty good :p
Specifically we've dealt with most of the horrors of the cursed meeting and with our limbs still attached. Not all the attendees were as lucky - they're are greyed out on the map sheet. But we killed the lich - or a piece of it anyway - and are now in character on the way to actually set up the kingdom...
Well. We mildly inconvenienced the lich that orchestrated it all by taking out a stunt double of his.
I am, unfortunately, on the pessimistic Durgan line of thinking there: He took enough of an interest to mess up the place and kill people, I'm not feeling confident that he'll just be content with that and ignoring us henceforth.But we're rolling with "we won" and hoping to not get shafted.
@taking a turn, Illthir did :) But I'll try the next one. So far it seems fine. That said, I still think giving us more resources(for individual realms) and less turns(with event checks and stuff for all parts of the kingdom) might me more time-efficient, but also more work...so yeah, whatever GM feels makes more sense.
Kobolds: I think we are good with those - I think after the Mites and driving off the dude in cahoots with the Dark Elves we reached some agreement with the Sootscales, was it?
Akiros: Is currently acting as Steward in our Capital, we gave him a task of starting renovations and stuff, get things up to code, basically.
Farmers: Yeah, we have to deal with Renault. I know Durgan was against any "autonomy" areas, but honestly, those guys were here first and for the sole reason to not be bothered by big government. I'd still be fine giving them their hex as if they were an investor, then just trying to make them see the light when they realize everything around prospers but they foolishly excluded themselves.
Trolls: Are the chatty trolls back? I'll have to check gameplay tomorrow.
| Fergus Bouldershoulder Ironmug |
"we are surviving" maybe a better phrase?
Also, apologies, I was under the assumption Akiros was busy doing bandit things.
| RPGGGM |
Oh, and I think I mentioned something about 6th level a while back.
More when I can later.
| Illthir Winlowe |
Yes, that might be the better term Fergus :P
...
Re Akiros - Given the response from the guards, I doubt he was allowed to do anything helpful ... Which is why the situation will need to be dealt with ^^
...
Re farmers - I don't think I'd mind giving them a hex or something. As long as they don't eat all the land ... And agree to be on friendly term.
...
Re level 6 - It felt as much, but I'm not sure if the 'go' signal actually came through. Will fix :)
...
Re gameplay - Should probably read the last three posts yeah :p
| RPGGGM |
Kobolds: I think we are good with those - I think after the Mites and driving off the dude in cahoots with the Dark Elves we reached some agreement with the Sootscales, was it?
It was possibly past-tense now since the Brevic nobles dropped in to install Anando as the new Outpost manager. When they found Nakpik (PC hero-worshiper and Sootscale ambassador) and locked him up that gave another more hostile kobold tribe (the Truescales) reason to instigate a small combined-tribes (Leafcutters, Sootscales, Truescales, and a couple of other tribes) war against the humans in the region, which led to Lord Varn's man, Matheus, helping to lead a raid on their camp dispersing them.
Akiros: Is currently acting as Steward in our Capital, we gave him a task of starting renovations and stuff, get things up to code, basically.
Except it's been months and you are only now just bringing the craftsmen and supplies.
Trolls: Are the chatty trolls back? I'll have to check gameplay tomorrow.
HERE is one half of Alia's original conversation.
Shonne
|
I've played a few eldritch knights/pre-eldritch knights here on the site. Typically, I've gone with my martial classes (ranger, fighter (viking), gunslinger (musket master)) first to get that sweet sweet 1st-level hp bump.
That and I like playing "smart fighters" so it just sort of fits my playstyle.
In Fergus's case, I can only suggest what's worked for my PCs in the past and that is that whatever flavor of fighter you ultimately choose, make sure that it gives you something to do immediately, and lean heavily into the strengths of the class/archetype/chosen character theme, so that it doesn't feel like a lost level (or two--I've really found it difficult to say no to the benefits granted by those second martial levels). For instance Shonne here (who's founding theme sort of looks and plays out like Legolas in the LotR movies if you squint right) took humans as her favored enemy just so she could keep up a bit with other fighters of her level (as humans tend to be the most common foes in many games). Most of her money likewise goes into +s for her weapons and armor, and so on. As a transmuter she gets access to a lot of good buffs.
Some of that is obviously tactical thinking but I make allowances for the fact that I'm not playing one traditional class and need all the help I can get as while the character may be versatile they'll be hard pressed to outshine optimized mono-class characters and might even struggle a bit in some instances where raw power is what is needed.
That, and I would just say do it now if you are going to do it at all. Another level of wizard is only going to build on the things you've got going on right now. It'll take two levels to get hit a new spell level. One more level is just more of the same. A fightin' level though will automatically give you a difference.
| Fergus Bouldershoulder Ironmug |
That's the thing, atm, a fighter level gives me- +2 fort, +1 BaB, some new class skills, and a feat (arcane strike potentially) full weapon/armor prof. and +1 hp over wizard. But since I have a weapon proficiency thanks to a trait, thats less pressing.
a wizard level gives me- +1 to all saves, +1 BaB, 2 more spells per day.
I think postponing the fighter-> EK until 7/8 will flow better numbers wise. Hard to say.
The Idea is for Fergus to be flexible, able to fight in melee when it is beneficial for him, or when needed, and able to rely on his magic the rest of the time. Save his spells for the tough fights/utility and manage well enough with melee in the meanwhile. Which is why he is using reach weapons/ will use them. A wizard first, fighter second, but a damn competent fighter. I never intended to build a powerhouse character though.
Arguably, you'd be better off "late game" to just go wizard 17, and pick up shapechange as a psuedo capstone. Then just quicken transformations when desired, either with magical lineage or a rod. But thats ignoring the levels before 17 haha. Having played a few high level casters, you often feel like a god, or entirely irrelevant to the fight. Usually, once you get past level 16ish, its often the later in the case of the scariest things. Quite often your best spell slot usage is "give the martial pounce"
| Fhârn |
I find the key to making EK really sing is to play it back when Spell-Likes could work for the prerequisites :p
| Illthir Winlowe |
We aren't terribly far from where one could afford things like mithril armour or mage armor for days, so armor proficiency probably isn't a great hurry either.
And getting closer to the juicy high level wizard spells is probably always the correct choice, but Style/Coolness is important too :)