Iaurinn o-Lossaeglir |
Hrunndalf Jarlsson wrote:We should also take up diplomatic negotiations with the Nomens about the crag linnorm skeleton. Maybe if we guarantee them safe and unmolested passage to the site for ritual purposes, they'll let us farm the area around it? It's good land.Which hex is that in, again?
F:d.
Iaurinn o-Lossaeglir |
So, how do we envision the end state of this map? We'll certainly fill up all farmable land. In principle, there is no need to claim forest or mountain hexes, but no doubt we will still do it for certain purposes: To link different cities with each other (e.g., Warrior's Rest with Leveton and Dancing Lady, Mîr with Varnhold, Wyvernspire with I:a); or to create a contiguous patrolled border to give us an early warning if we should be invaded (e.g., A:1–I:1 or the hexes south of Wyvernspire).
The forest is also large enough to comfortably accomodate 1–2 more cities, e.g. in D:1 and E:3.
Another tactic could be to claim all the hexes we can get, period. We could probably claim the entire forest without an increase in Consumption, since we have lots of cities into which to sink the timber. On the other hand, we did promise the fey to leave about half the forest unmolested. I assume if we claim a hex as a timber source, it counts as molested. Personally, I think we should just take the "useful" forest hexes (as described above) and leave the rest to police itself, through the fey population. We'll have to trust Melianse to keep us updated on any new groupings or developments in the fey population of the forest.
While we could also claim all of the 8 mountain hexes on our map, I don't really see the point there. They are expensive and of no use whatsoever. We might want to claim all mountains west of Wyvernspire (4 hexes) so as to leave no unsafe territory in the midst of our territory in which an enemy could establish a foothold, but the others are rather pointless.
Opinions?
Iaurinn o-Lossaeglir |
I noticed the new city in I:a also needs a City Wall, for another 8 BP. This is getting really expensive. We might have to delay that Castle after all.
@DM: Can I claim some cliff borders for the city in I:a? The map shows an outlier of the mountain range reach into the hex. We'd build our city on high ground, obviously.
Iaurinn o-Lossaeglir |
Too tired to be going over turn 35 and answer questions tonight: I'll do it tomorrow, but it's fine if we stop at turn 35 before the session and see what happens then.
The only thing we need to complete the Turn is the list of new items. We can sort out the details later.
(But I understand if you're too tired for that too.)
Kyrademon |
Lilac suggests that the new city in I:a be named "I:a".
For other potential upcoming city names, she suggests "The Forbidden Zone" or "The Edge".
She feels "North Stronghold" might also be appropriate for I:a or I:1, or "West Stronghold" for F:e.
As Trollheim has already been taken by a city in another nation state, she will also put forward "St. Trollsberg" as another potential name for I:1.
There is no evidence whatsoever to suggest that she is joking about any of this.
Olwen |
Missionary explorations (==> Kyra)
F:d is where the crag linnorm skeleton is, and your missionaries point out that there are numerous herds of mastodon grazing in the region.
@DM: Can I claim some cliff borders for the city in I:a? The map shows an outlier of the mountain range reach into the hex.
Yes, one border.
Magic items for Calistril 4714 AR (turn 35):
- minor item 1: oil of rope trick [300 gp]
- minor item 2: scroll of unseen servant [25 gp]
- minor item 3: scroll of true strike [25 gp]
- minor item 4: scroll of endure elements [25 gp]
- minor item 5: scroll of floating disk [25 gp]
- minor item 6: scroll of expeditious retreat [25 gp]
- minor item 7: scroll of daylight [375 gp]
- minor item 8: scroll of erase [25 gp]
- minor item 9(*): wand of dark vision (50 charges) [4,500 gp]
- minor item 10: oil of continual flame [350 gp]
- minor item 11: wand of fiery fire (6 charges) [90 gp]
- minor item 12: scroll of gentle repose [150 gp]
- minor item 13: scroll of bear's endurance [150 gp]
- minor item 14: scroll of inflict moderate wounds [150 gp]
- minor item 15: wand of enthrall (2 charges) [180 gp]
- minor item 16: scroll of flame blade [150 gp]
- minor item 17: potion of arcane mark [25 gp]
- minor item 18: potion of levitate [300 gp]
- minor item 19: scroll of chill touch [25 gp]
- minor item 20: scroll of floating disk [25 gp]
- minor item 21: wand of chill metal (50 charges) [4,500 gp]
- minor item 22: +1 distance longbow [8,375 gp]
- minor item 23(*): potion of light [25 gp]
- minor item 24(*): ring of delayed doom (1 stone) [5,000 gp]
- minor item 25(*): scroll of align weapon [150 gp]
- minor item 26(*): wand of expeditious retreat (50 charges) [750 gp]
- medium item 1(*): wand of shield other (50 charges) [4,500 gp]
- medium item 2(*): cape of the mountebank [10,080 gp]
- medium item 3(*): wand of fly (12 charges) [2,700 gp]
- medium item 4(*): scroll of magic circle against good [375 gp]
- medium item 5(*): ring of minor cold resistance [12,000 gp]
- medium item 6(*): scroll of summon monster III (arcane) [375 gp]]
- medium item 7(*): lesser enlarge rod of metamagic [3,000 gp]
- medium item 8(*): lesser silent rod of metamagic [3,000 gp]
- medium item 9(*): +4 tower shield [16,180 gp]
- medium item 10(*): ring of improved jumping [10,000 gp]
- medium item 11(*): staff of fire [18,950 gp]
- medium item 12(*): incandescent blue sphere ioun stone [8,000 gp]
- major item 1(*): potion of shrink item [750 gp]
- major item 2(*): +3 ghost touch hide armor [36,165 gp]
- major item 3(*): scroll of polymorph [1,125 gp]
- major item 4(*): +4 heavy steel shield [16,170 gp]
Event phase: 1d100 ⇒ 42 (1d100 ⇒ 54,1d100 ⇒ 62)
A wandering surveyor offers to improve your maps of your kingdom. Make a Stability check; on a success, the surveyor reveals a hidden site on any claimed hex or hex the PC's have explored, or if they've found all sites on their explored hexes, the surveyor fully explores a new hex adjacent to the kingdom's borders, the PCs getting the exploration XP as normal. On a failed check, the surveyor is chased off by bad conditions or monsters, and tales of his expedition increase Unrest by 2.
Iaurinn o-Lossaeglir |
Iaurinn frowns benevolently as he tries to make heads, tails, and tentacles of Lilac's suggestions. He actually rather likes "The Edge" for I:a. It appears to be one of the few instances where the Gnomish and Elven naming philosophies at least partially overlap. The name can be attributed to either the city's precarious perch atop its cliffside, or its precarious situation at the very border to the Riverlands. Both interpretations are no doubt entirely unintentional from the Gnomish point of view, where "it makes sense" is considered a devastating review for any kind of creative activity.
Gods be good, at this rate we might actually have to start taking suggestions from Sempor, thinks Iaurinn. What is a Chen anyway?
Iaurinn o-Lossaeglir |
Turn 35
Stats:
Economy: +94
Loyalty: +88
Stability: +90
Consumption: 0
DC: 89
Unrest: 0
Treasury: 38 BP and 1498.4 gp
Population: 41,250
Special:
Missionary explorations (==> Kyra)
Upkeep phase
Stability check: 1d20 + 90 ⇒ (19) + 90 = 109 (success; +1 BP)
Consumption: 0
Improvement phase
Changes in leadership: None
Claimed Hexes: Claim G:d, F:e, H:2, I:1 (-4 BP, +4 DC, +3 Consumption, +1000 pop).
H:2 is a timber hex and thus does not produce a net increase in Consumption.
City improvement:
Found The Edge in I:a (+1 Consumption)
Urbanize I:1 (-4 BP, ready in Turn 37) and F:e (-2 BP, ready in Turn 36)
Urbanization of H:c ongoing (ready in Turn 36)
Half-priced Garrison in Stronghold East (-14 BP, +2 Stab, +2 Loya, +500 pop, -2 Unrest)
Half-priced Jail in Stronghold East (-7 BP, +2 Stab, +2 Loya, +250 pop, -2 Unrest)
City Wall in Elkwood with Iaurinn's help (-7 BP, +4 Defense, -2 Unrest)
City Wall in The Edge (-8 BP, +4 Defense, -2 Unrest)
Monument somewhere (-6 BP, +3 Loy, +250 pop)
Farmlands: Build Farm in G:7, F:c with Sempor's help (-7 BP, -4 Consumption)
Roads: Build roads and bridges in Hexes G:d, F:e, H:2, I:1 (-6 BP, +1 Eco)
Edicts: No change.
Income phase
Deposits/withdrawals: None
Magic items (Economy above 50, minimum DC to sell any magic item, so need roll of 2 or better; 12 city districts)
15 rolls (Major first, then medium, then minor; most expensive to least within those):
15d20 ⇒ (18, 15, 15, 11, 3, 11, 12, 9, 16, 14, 10, 2, 3, 10, 4) = 153 ==> 15 successful sales.
TOTAL FROM MAGIC ETC: +36 BP and 493.4 gp.
Income (economy check): 1d20 + 95 ⇒ (14) + 95 = 109
Success (+21 BP)
Event phase
The Mad Mapper! Stability check: 1d20 + 94 ⇒ (17) + 94 = 111
Success; reveal hidden site or explore new hex.
END:
Economy: +95
Loyalty: +95
Stability: +94
Consumption: 0
DC: 93
Unrest: 0
Treasury: 8 BP and 493.4 gp
Population: 43,250
Hrunndalf Jarlsson |
Alright then! It's about time we did some kingdom building again. :)
I'm afraid we can't make it to Fort Drelev in one Turn. It might only be 4 hexes away from the edge of the western map, but since we don't own the part of the forest on that latitude, it doesn't help.
In two Turns, we can basically make it straight through the bog and the lake, or using the detour north of the lake. The detour needs more hexes but is cheaper, since roads in the bog are prohibitively expensive, and the detour goes through dor virginal grasslands.
Maybe we could aim for a city in a:c in Turn 36, and then bring Fort Drelev home in Turn 37? Maybe it comes with a dowry of a dozen hexes, like Varnhold did. :)
Hrunndalf Jarlsson |
I'd say so. How about a:a, b:a, a:b, a:c in Turn 36 (with an instant city in a:c?), and b:c, c:d, d:d, and Fort Drelev in Turn 37?
If the bog hides a second Dancing Lady, it should be worthwhile to go claim it. If it's just a simple +1 stat resource, it's actually pretty bad value. My instinct would be to keep bog hexes to a minimum (e.g., cut through it in 3 hexes such as g:c–g:e for mobility's sake) and spend the rest of our expansion in the more fertile lands in the West.
OK, maybe it would be better to take a 4-hex route in i:b–i:e, in order to establish a border and make sure nobody invades the swamp while we're not looking. But still. Swamp, schmamp.
Hrunndalf Jarlsson |
Oh, one more thing: We'll be inaugurating two new cities in Turn 36. That means we'll have to eat some Consumption if we want to expand at 4 hexes/Turn. I suppose we're rich enough to do that, though.
Also, with Pitax playing dirty at us, we'd better make sure every city we build over there gets one or two City Walls from the beginning.
Kyrademon |
Sounds good.
(Although, as usual, I am a little more expansionist in outlook for the mid-to-long term; even if the swamp offers few mechanical benefits, I couldn't see letting what has been noted as the (theoretical) main trade route through this region go unclaimed. Plus there's the tactical benefits of not having a "hole" in the kingdom.)
Hrunndalf Jarlsson |
what has been noted as the (theoretical) main trade route through this region
You mean the river and the lake? Makes sense, fluff-wise at least, even if we might not get any crunch benefits out of it. We should be able to afford pacifying the whole swamp if we farm all those plains and hills beyond. However, we wouldn't have much agrarian output left for building cities, though.
Olwen |
Magic items for Pharast 4714 AR (turn 36):
- minor item 1: oil of rope trick [300 gp]
- minor item 2: scroll of unseen servant [25 gp]
- minor item 3: scroll of true strike [25 gp]
- minor item 4: scroll of endure elements [25 gp]
- minor item 5: scroll of floating disk [25 gp]
- minor item 6: scroll of expeditious retreat [25 gp]
- minor item 7: scroll of daylight [375 gp]
- minor item 8: scroll of erase [25 gp]
- minor item 9: wand of dark vision (50 charges) [4,500 gp]
- minor item 10: oil of continual flame [350 gp]
- minor item 11: wand of fiery fire (6 charges) [90 gp]
- minor item 12: scroll of gentle repose [150 gp]
- minor item 13: scroll of bear's endurance [150 gp]
- minor item 14: scroll of inflict moderate wounds [150 gp]
- minor item 15: wand of enthrall (2 charges) [180 gp]
- minor item 16: scroll of flame blade [150 gp]
- minor item 17: potion of arcane mark [25 gp]
- minor item 18: potion of levitate [300 gp]
- minor item 19: scroll of chill touch [25 gp]
- minor item 20: scroll of floating disk [25 gp]
- minor item 21: wand of chill metal (50 charges) [4,500 gp]
- minor item 22: +1 distance longbow [8,375 gp]
- minor item 23: potion of light [25 gp]
- minor item 24: ring of delayed doom (1 stone) [5,000 gp]
- minor item 25: scroll of align weapon [150 gp]
- minor item 26: wand of expeditious retreat (50 charges) [750 gp]
- medium item 1: ring of counterspell [4,000 gp]
- medium item 2: rod of flame extinguishing [15,000 gp]
- medium item 3: wand of ghoul touch (44 charges) [3,960 gp]
- medium item 4: scroll of magic circle against good [375 gp]
- medium item 5: potion of reduce animal [300 gp]
- medium item 6: pearl of the sirens [15,300 gp]
- medium item 7: potion of cure serious wounds [750 gp]
- medium item 8: potion of erase [50 gp]
- medium item 9: medallion of thoughts [12,000 gp]
- medium item 10: wand of hold person (50 charges) [4,500 gp]
- medium item 11: ring of evasion [25,000 gp]
- medium item 12:+2 padded armor [4,155 gp]
- major item 1: scroll of dominate person [1,125 gp]
- major item 2: headband of alluring charisma +6 [36,000 gp]
- major item 3: +4 sling bullets (2) [6,412 gp]
- major item 4: wand of dispel chaos (47 charges) [28,200 gp]
Event Phase: 1d100 ⇒ 71 (1d100 ⇒ 4, 1d100 ⇒ 30)
naught happens
Hrunndalf Jarlsson |
Turn 36
Stats:
Economy: +97
Loyalty: +95
Stability: +94
Consumption: 0
DC: 93
Unrest: 0
Treasury: 31 BP and 493.4 gp
Population: 43,250
Special:
Missionary explorations (==> Kyra)
Upkeep phase
Stability check: 1d20 + 93 ⇒ (15) + 93 = 108 (success; +1 BP)
Consumption: 0
Improvement phase
Changes in leadership: None
Claimed Hexes: Claim a:a, a:b, a:c, b:a (-4 BP, +4 DC, +4 Consumption, +1000 pop).
City improvement:
Found Wyvernspire in H:c (+1 Consumption)
Found TO BE NAMED in F:e (+1 Consumption)
Urbanization of I:1 ongoing (ready in Turn 37)
City Wall in Wyvernspire with Iaurinn's help (-7 BP, +4 Defense, -2 Unrest)
City Wall in TO BE NAMED (-8 BP, +4 Defense, -2 Unrest)
City Wall in The Edge (-8 BP, +4 Defense, -2 Unrest)
City Wall in Southport (-8 BP, +4 Defense, -2 Unrest)
Brothel in The Edge (-4 BP, +2 Loy, +1 Eco, +1 Unrest, +250 pop)
House in The Edge (-3 BP, -1 Unrest, +250 pop)
Smith in Warrior's Rest (-6 BP, +1 Stab, +1 Eco, +250 pop)
Smith in Wyvernspire (-6 BP, +1 Stab, +1 Eco, +250 pop)
Dump in TO BE NAMED (-4 BP, +1 Stab, +1 Loy, +250 pop)
Dump in Varnhold (-4 BP, +1 Stab, +1 Loy, +250 pop)
Watchtower in Candlemere (-6 BP, +1 Stab, +2 Defense, -1 Unrest, +250 pop)
Farmlands: Build Farms in a:a, a:b with Sempor's help (-3 BP, -4 Consumption)
Roads: Build roads and bridges in Hexes a:a–c, b:a (-5 BP, +1 Eco)
Edicts: Reduce Promotions to Token (-2 Stab, -2 Consumption)
Income phase
Deposits/withdrawals: None
Magic items (Economy above 50, minimum DC to sell any magic item, so need roll of 2 or better; 17 city districts)
17 rolls (Major first, then medium, then minor; most expensive to least within those):
17d20 ⇒ (15, 2, 20, 9, 3, 15, 19, 16, 14, 6, 12, 12, 20, 8, 8, 15, 4) = 198 ==> 17 successful sales.
TOTAL FROM MAGIC ETC: +41 BP and 1995.4 gp.
Income (economy check): 1d20 + 101 ⇒ (7) + 101 = 108
Success (+21 BP)
Event phase
Nichts.
END:
Economy: +101
Loyalty: +99
Stability: +98
Consumption: 0
DC: 97
Unrest: 0
Treasury: 18 BP and 1995.4 gp
Population: 46,000
Hrunndalf Jarlsson |
Oh, quick update: I changed the claimed but unfarmed hex b:a to b:c. This will save us one hex next Turn. While in theory we can claim four hexes per Turn, we'll have two new cities coming online at the same time, and not much maneuvering space left in terms of Edicts. We'll flesh out the area around Warrior's Rest later.
Ceterum censeo urbem orientalem nominandam esse.