
Adular |

Shall I use it then, or do you want to see if you can find something better?
Also, the whole point of my asking you to PM me was so we could surprise your fellow roleplayers with your awesomeness.
I don't think I'm likely to find anything better so please use if you wish. As for the PMing.. the cat's out of the bag as far as Adular is concerned. He's convinced his awesomeness is too obvious for him to hide it

Rory Ward |

Ravingdork wrote:I don't think I'm likely to find anything better so please use if you wish. As for the PMing.. the cat's out of the bag as far as Adular is concerned. He's convinced his awesomeness is too obvious for him to hide itShall I use it then, or do you want to see if you can find something better?
Also, the whole point of my asking you to PM me was so we could surprise your fellow roleplayers with your awesomeness.
wooo! glad i could help!

Powergaming DM |

Sarenith
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.
Stability: 1d20 + 19 ⇒ (12) + 19 = 31
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.
Pay 3 Bp left with 8
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).
Step 4—Modify Unrest: Unrest increases by 1 for each kingdom attribute (Economy, Loyalty, or Stability) that is a negative number.

Powergaming DM |

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).
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 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: Improvement Edicts 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).
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: Terrain and Terrain Improvements to determine how many BP this requires.
Table: 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). Table: Improvement Edicts tells you the maximum number of settlements you can establish per turn.
You may a building in any settlement in your kingdom. The list of available building types begins. When a building is completed, apply its modifiers to your kingdom sheet. Table: 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).
Step 7—Issue Edicts: Select or adjust your edict levels (see Edicts).

Powergaming DM |

Income Phase
During the Income phase, you may add to or withdraw from the Treasury as well as collect taxes.
Step 1—Make Withdrawals from the Treasury: The kingdom-building rules allow you to expend BP on things related to running the kingdom. If you want to spend some of the kingdom's resources on something for your own personal benefit (such as a new magic item), you may withdraw BP from the Treasury and convert it into gp once per turn, but there is a penalty for doing so.
Each time you withdraw BP for your personal use, Unrest increases by the number of BP withdrawn. Each BP you withdraw this way converts to 2,000 gp of personal funds.
Step 2—Make Deposits to the Treasury: You can add funds to a kingdom's Treasury by donating your personal wealth to the kingdom—coins, gems, jewelry, weapons, armor, magic items, and other valuables you find while adventuring, as long as they are individually worth 4,000 gp or less. For every full 4,000 gp in value of the deposit, increase your kingdom's BP by 1.
If you want to donate an item that is worth more than 4,000 gp, refer to Step 3 instead.
Step 3—Sell Expensive Items for BP: You can attempt to sell expensive personal items (that is, items worth more than 4,000 gp each) through your kingdom's markets to add to your Treasury. You may sell one item per settlement district per turn. You must choose the settlement where you want to sell the item, and the item cannot be worth more than the base value of that settlement.
To sell an item, divide its price by half (as if selling it to an NPC for gp), divide the result by 4,000 (rounded down), and add that many BP to your Treasury.
You cannot use this step to sell magic items held or created by buildings in your settlements; those items are the property of the owners of those businesses. (See Magic Items in Settlements for more information on this topic.)
Step 4—Collect Taxes: Attempt an Economy check, divide the result by 3 (round down), and add a number of BP to your Treasury equal to the result.
Economy: 1d20 + 18 ⇒ (6) + 18 = 24
Made it gain 8 Bp

Ravingdork |

If nobody objects, I'd like to claim and prepare a hex this turn. If we can build a farm and fishery on it, we reduce our consumption to 0 (EDIT: make that 1, since increasing our size also increases our consumption it seems). DM, are there any resources or other things of note within any of the adjacent hexes?
If not, I think we should take F38 and make our way up river to claim the Sootscale Caverns in F40, officially adding the kobold's ancestral homeland to our kingdom. (DM, do their caverns count as a lair?) I think that might help ease racial tensions and cement our alliance once and for all.
I also think we should save up our BP and build a stockyard to knock consumption down by potentially 6 points, allowing us to do really crazy things like get rid of taxes and max out our promotion edict.
I'm heading off to bed. I look forward to reading your responses in the morning.

Ravingdork |

Wait, doesn't our sawmill give us +1 BP each income phase? So shouldn't it be 9 BP, not 8.
Yes. And I actually deducted 1 more from what the DM gave us too.
It was late, and I was thinking that claiming a hex (and thus increase our control DC) before collecting taxes adversely effected the amount of BP we got.
Now that I've had some sleep, I realize that I was mistaken. I shall add the 1 BP back in as well as the one the GM seemed to overlook, leaving us with 10.
There is a fangberry thicket in not the direction you are claiming. The Hex you are claiming has nothing, but a River Crossing. As for the other hex around you. You have not explored them.
Uh, how come we haven't explored any of the other hexes? I thought we had established that we had explored most of the hexes in the area during the first module. In any case, which hex is Fangberry thicket?
One one hand, this means we are going to waste a lot of time exploring hexes. On the other hand, it will allow us to use (and learn) the exploration rules and get some more opportunities for roleplay.
I am simultaneously excited and upset.

Rory Ward |

I just double checked the kingmaker book 1 map and we've explored everything within the box of A29 to G41 (just make a rectangle on Ravingdork's map with those as opposite corners). Second module is the southern half of the stolen lands so we should still know what's in G35, F36, F38, and G39.
Now if Ravingdork is talking about adjacent hex's to F38, the one he wants to claim, we should still know them because they're within our box of explored territory.

Ravingdork |

Well, I like the ideas to lower consumption.
Odd question, is there some official rule to handle proselytizing? I was considering the promote the business option but that's for gathering gold, not converting the heathen
Maybe you can represent that by hiring teams of acolytes, lackeys, and priests to represent your "flock." You can even hold services for them and collect tithes as part of your gp check. ;)
EDIT: Heck, with your deity, you could even train/indoctrinate soldiers to represent your faith (this town could always use more sentries and the like, so you could hire out Gorum's mercenaries for damn near anything).

Adular |

Yeah. I feel a bit weird paying for the folks I'm going to be collecting tithes from mind you :)
Or I could just do a promote business option, and assume the profit is tithes from the many off panel worshipers Gorum already has.
However my goal isn't so much gold.. (Though don't get me wrong, more coin will be nice) as keeping the Nation's alignment from slipping to Lawful Evil. As High Priest, I see Adular as feeling the pressure for which way the kingdom's 'spirit' tips and LE is pretty far from the CN ideal. Now NG, which is what we're fighting to maintain isn't quite so bad, but LE is one that's just going to be hard for him to ignore.

Ravingdork |

I have added "exploratory fog" to our Kingmaker map. It's a big file though, and takes time to upload every time I make a change. You should be able to view it within 30 minutes of this post. It clearly denotes which squares we've explored--all of the ones that Rory claims are from the first module.
DM, please let me know if it needs to be modified any. Also, PLEASE tell us what resources and notes of interest we found in the explored hexes during our characters' first module escapades. Let me know what they are and where they are so I can mark them appropriately on the map.

Ravingdork |

DM, would you please replace the Campaign Info content with the code shown below the starry line? (Hit reply to see the code.) I have formatted it to have updated links and also to look somewhat more presentable. (Please don't copy the quote tags too.)
****************************************************************
Campaign Start Date:
1st Abadius, 4707 A.R.
Campaign Tools:
Districts:
House Rules:
- Education Edicts
- When spending downtime days to run the kingdom, you may simultaneously attempt to earn influence capital.
- Taking 10 on skill checks to craft magical items is not permitted.
- Based on the Kingdom's Taxation edicts, there will be a penalty applied to each business' checks made to gain capital, as outlined below.
None +0 modifier
Light -2 penalty
Normal -5 penalty
Heavy -10 penalty
Overwhelming -25 penalty

Rory Ward |

lets see... bedroom +3, common room +7, Dojo +8, Statue +1, storage +2. all in all that's 21 so by taking ten that's proabaly 4.1 for you (assuming you have a 10 in whatever skill is associated with gp gaining here). Am I missing anything? You might need to add stuff if you want it to be self sufficient.

Ravingdork |

Most managers have a skill modifier of +8 in an appropriate skill. So if they are the one taking 10 in your absence, it's 18 + all the room/tteam bonuses.
If Rory's room modifiers above are correct, it would be 21 + 18 - 5 = 34, or 3.4gp. You will be losing 1.6gp per day.
**********************************************************
EDIT: Thanks for posting the new format, GM, though I guess the bullet lists didn't carry over. :(
Kill all the "[list][/list]" and "[asterisk]" tags and remove the hard space above the lists so that the text is flush with the headers (like the top most date line).
Then it should look perfect.
(Sorry, I'm a graphic designer who does layouts, and crap like that just drives me nuts.)
Should we move on to Erastus? Or are we still waiting on something? Also, any new kingdom buildings for Sarenith, guys?

Ravingdork |

Yeah, managers are only really necessary for when you are going to be away for a while. Though I made note of one on my character sheet, I haven't really been using him.
Rory, I noticed you are earning gold while ruling. I assume that's your business taking care of things on its own in your absence?
Unrelated note: Ever wonder why Riva wears horns on her head? It's a highly decorative caul hat created for her by her adoptive daughter. In addition to several valuable components "thefted" from around the library, it has several large ornamental bones pieced together in a style traditional to kobolds. When worn, it gives her a distinctively draconic appearance. The effect is exaggerated whenever Riva uses the attached veil to hide the lower half of her face, leaving only her exotic eyes exposed. Furthermore, she has been known to use prestidigitation to root it in place, ensuring that it will never accidentally fall off. This "rooting" also makes it look less like an ornamental crown and more like a natural part of her anatomy. It is said to be worth approximately 100gp.

Eldric Lorren |

Rory, I actually mis-calculated a few things. If you want to make an Inn, I'm probably going to be making a Tavern next.
I will also be selling my garden for 2Gd, 2L. I was planning on building an Alchemist, but will probably build something else after the Tavern completes.
Sell Time (4 = instant sale): 1d4 ⇒ 4
Also, Ravingdork, my brewery is now complete. My new tavern will need to be next to a house.