Rivers Run Red

Game Master fictionfan

Gona Build a kingdom
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I think that's a good idea. It gives us better numbers without changing the way things are really being done between the players.
I'd take the silversheen and the potions of bless weapon if nobody objects. Beyond that, the rest I'm fine with selling.


The inner voice within your ear

World map has been updated (though, being such a big file, it might take a while before you see the differences).


The inner voice within your ear

Do we qualify for the "One Party Army" XP award for winning against an army of skeletons without an army of our own?


Yes you do. Forgot about that.


The inner voice within your ear

If we made it back home safely, let's get on with the Arodus downtime. How long was the Varnhold expedition all told?


Oh god, I totally forgot about downtime! Now I need to remember what I was planning last year haha


After exploring E45 it has been 12 days.


The inner voice within your ear

Wow. We used the rivers to move much more quickly, but exploration still takes time I guess. Not to mention the fighting.

Oh god, all the fighting...

;P


The inner voice within your ear

I've finished filling out my calendar entries for Arodus. It took me the rest of the month and nearly all of my money to make a new backup blessed book and then to copy all my spells back into it.


Will we get any money from selling various items we brought back with us like Mal's gear that we didn't use?


You decided a long time ago that gear of the rulers would be donated to the kingdom when they leave. I think it was Riva's idea.


The inner voice within your ear

Yes, but that was predicated on the idea that we didn't want things to become too unbalanced.

Lacking a full party, that's not really going to be a problem at the moment.

I've updated Toran and his cohort's PDF character sheet to reflect the breastplate, potions, and silversheen.


The inner voice within your ear

Just wanted to give a warm welcome to our newest player, Jesse Heinig, and his characters Marten Lebeda and Johan the Scribe.

Be sure to check out all of the useful links and rules in the Campaign Info tab above! There's a lot of cool stuff there.

Sovereign Court

:D


The inner voice within your ear

I generally use italics to convey a character's private thoughts, intentions, or leanings.

Basically, anytime I need to convey something that the players should probably be aware of, but the character wouldn't necessarily say aloud in character, I use italics.

Note that this is different from out-of-campaign text, written in smurf blood, which I use to talk about game mechanics or player intent, rather than character intent.


Not sure what to add. So what do you want to do for the next month? I'll do the kingdom turn soon.


I think we can move on to a meeting with Marten in game at this point, I was waiting to see if the reunion would last any longer. After that, I think we can go to the next month.

Sovereign Court

I was hoping to get a little roleplaying in, get to know Toran and maybe hear from the PCs about their goals and what they want to do next? That will also help me figure out what to do for downtime.


The inner voice within your ear

One house rule to be aware of: Any building you build using the downtime rules does NOT count as an active building for the purposes of the Kingdom rules. However, it does give you a one-time 50% BP discount for building that building using the Kingdom rules.

Essentially, if you spend BP to upgrade your building to the Kingdom scale, it's kind of like nationalizing the business. We still control the businesses in our downtime, however, since we also happen to be the rulers. :)

What Kingdom role do you think you might like your character to possess, Jesse? Our numbers are pretty high, so you can even take the place of an NPC with higher numbers if you want. We can take the minor hit and be just fine I think.

Another thing to be aware of is that conceptually, in-game, Caerulus' ruling class is elected by the people. Out-of-game, however, we have absolute control over who rules and who doesn't. We simply change the narrative as needed to fit the changes we want. For example, the player of the previous mayor had to drop out of the game, so the people were suddenly riled up by a bard and a fake scandal he had created. The mayor was thrown out of office in humiliation and a more "trustworthy" Lord Mayor Toran was chosen during an emergency election.

Riva Sarjenka, on the other hand, is the only PC character who has been around from the beginning, having survived events that caused the rest of the ruling class to fall. She has taken numerous steps to maintain her position of authority including, but not limited to lying and cheating. Despite her relative lack of morals, she does care for the community and has legitimately done great things for the kingdom's people--such as throwing out taxes altogether in favor of alternative systems (which alone has garnered her a great deal of support among the people and has served to grow the kingdom greatly). Her longevity also works in her favor. She holds almost universal support of the sizable kobold population in Caerulus because (1) she personally elevated their tribes into a nation, (2) she closely affiliates herself in their community, and (3) with their shorter lifespans, she happens to be the only competent master of coin they've known.

The only other thing you really need to know about Caerulus is that it is extraordinarily accepting of monstrous beings, provided they abide by the kingdom's laws and don't pose a threat to its citizens.

Sovereign Court

Marten's first week will solely be Influence building - not with any particular goal in mind beyond doing good deeds for the sake of doing good deeds.


The inner voice within your ear

That reminds me of another house rule: While spending time fulfilling your duties as ruler, you may still earn points of downtime influence. (Normally, you can't do anything else during your ruling days.)

Have you decided on a role yet? Here is our current kingdom stats, if that helps.


Male Human Paladin (Mind Sword) 12 | 136/136 HP | AC 25 T 12 FF 25 | Fort +16 Ref +8 Will +13 | Initiative +0 | Perception +7, Sense Motive +16 | Mind Arsenal 7/7 | Smite Evil 4/4 | Summon Mount 2/2 | Recruits

Marten would probably be adequate as a general or grand diplomat, but I really don't want to displace existing people if they're doing a good job!


I'm actually intending for Toran to offer you the position of General once you two meet, or at least to suggest you consider it. Neither position is currently


Male Human Paladin (Mind Sword) 12 | 136/136 HP | AC 25 T 12 FF 25 | Fort +16 Ref +8 Will +13 | Initiative +0 | Perception +7, Sense Motive +16 | Mind Arsenal 7/7 | Smite Evil 4/4 | Summon Mount 2/2 | Recruits

With a couple encounters under their belts, Toran will see that Marten has the skills that he claims, so that may help. :)

Doing 7 days of influence building downtime would cost me 105 gp (15 gp/day) and earn 7 Influence (effective skill from class abilities = 10 + 8 (level) + 4 (stat) - 5 = 17 = 1 Influence per day).


The inner voice within your ear

Yep. Earning downtime capital by oneself is inefficient and takes forever. The best thing you can do is to start working on creating a business empire, which earns the downtime capital for you, even when you're off adventuring.

Take the exceedingly rich Riva Sarjenka, for example. The breakdown of her businesses look something like this.

Assuming Riva is unavailable to support the businesses herself, each day they each take 10 and earn a total sum of one of the following:


  • 27 gp, 1 sp
  • 8 Goods
  • 25 Influence
  • 7 Labor
  • 7 Magic

She can also mix and match some of these earnings, gaining a little bit less gold in return for some more magic capital in the same day, for example. The numbers are much higher if she is physically present, dedicating her downtime to running one of the businesses personally.

Now, those earnings may not sound like a lot, especially since the latter four are useless unless she pays the earned cost for them, but they add up quicker than you might expect. Say Riva is away adventuring for a week and her business are focused on accumulating gold. When she returns, she essentially gets a free stipend of 189 gp and 7 sp, assuming 7 days of operation a week.

After a month, that's 758 gp and 8 sp. That's enough for a wealthy lifestyle 7 times over! With just a few more additions to her businesses to bump up the numbers, she could be living an extravagant lifestyle without ever having to lift a finger for the rest of her life (other than to check in on her operations from time to time).

Now let's assume, Riva obtained a large sum of gold during a month of adventuring, say 5,000 gp.

I could have her businesses earn Magic capital instead of gold during that period, so when she returns, she would have a pool of approximately 196 earned Magic capital to buy from. Since it's earned capital, she can buy it for the earned cost of 50gp per point. With 5,000 gp, she could get 100 Magic capital to use during her other downtime activities. (And since her bank can't earn Magic capital, she actually got a bit of gold as well!)

The downtime rules say you can put Magic capital that you've paid for towards magic item crafting cost using its Purchased Prices (not its Earned Cost). So with those 100 points of Magic capital, Riva could craft an item with a Creation Cost of 10,000 gp, or a Market Value of 20,000 gp.

She spent 5,000 gp in order to make an item worth 20,000 gp. Normally, such an item would cost 10,000 gp to craft, not 5,000 gp. Pretty cool, no?

Early in the game, she would make a bunch of cheap magical items, such as +1 cloaks of resistance, then sell them in the kingdom for profit, which she would use to pay for even more earned magic capital, creating an endless loop of quick profit. The GM had to ask me to not do that anymore, as it was starting to get out of hand. Now Riva just crafts for herself and for her fellow rulers.

I track the unpaid and paid earned capital separately on my character sheet; one is an ever growing pool I can purchase earned capital from, the other is what I can actually use for things like magic item crafting, respectively.

I hope that wall of text helps. If you have any questions about Kingdom building, Downtime, or our house rules, don't hesitate to ask.


ARODUS 4708 AR
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 + 37 - 4 ⇒ (7) + 37 - 4 = 40

Made it unrest decreases by 1

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.
[occ]manage the kingdom so well you have no consumption even without taxes[/ooc]

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).

I don't think you have any empty slots

Step 4—Modify Unrest: Unrest increases by 1 for each kingdom attribute (Economy, Loyalty, or Stability) that is a negative number.

The Royal Enforcer may attempt to reduce Unrest during this step.

However your Royal Enforcer just died

If the kingdom's Unrest is 11 or higher, it loses 1 hex (the leaders choose which hex). See Losing Hexes.

If your kingdom's Unrest ever reaches 20, the kingdom falls into anarchy. While in anarchy, your kingdom can take no action and treats all Economy, Loyalty, and Stability check results as 0. Restoring order once a kingdom falls into anarchy typically requires a number of quests and lengthy adventures by you and the other would-be leaders to restore the people's faith in you.

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).

Time for elections

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).


Male Human Paladin (Mind Sword) 12 | 136/136 HP | AC 25 T 12 FF 25 | Fort +16 Ref +8 Will +13 | Initiative +0 | Perception +7, Sense Motive +16 | Mind Arsenal 7/7 | Smite Evil 4/4 | Summon Mount 2/2 | Recruits

Marten's not the sort of guy to "run a business" so I have to figure out how to flavor his ventures to fit the theme of a knight from a religious order. Of course historically various religious knightly orders had investments in a wide range of operations so it's likely he'd wind up with a chapterhouse dedicated to knights in service of Iomedae or something and the chapterhouse would function much like a business, with investments in land, farming, winemaking, armorsmithing, and so on...

Also, do you treat a month as 30 calendar days just for simplicity?


downtime calendar

You can find the link in campaign info.


The inner voice within your ear

Yeah, we post our own downtime activities to that calendar in the link. Kingdom activities are generally posted in the Discussion thread and roleplayed (if necessary or desired) in the game thread. Currently we are in the month of Arodus.

Each entry on the calendar is color coded to each character. Doesn't matter which color you pick, so long as it doesn't match anyone else's color.

Also, if you copy/paste entries, always copy from the top bar, select the new cell, then paste back into the top bar. If you copy from one cell, then paste into a new cell, it tends to muck up the calendar's formatting.


The inner voice within your ear
Powergaming DM wrote:

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).

I don't think you have any empty slots

I say we use the following option to rid ourselves of the cloak of shade potion.

During Step 3 of the Income phase, you may attempt one Economy check for each filled slot you want to empty. For every such check after the first one in a turn, your Economy decreases by 1, since these manipulations are harmful to your kingdom's economy and typically only serve to get rid of an item you consider undesirable. If the check fails, nothing happens. If the check succeeds, erase the item from that slot; you may attempt to fill the empty slot as normal in the next Upkeep phase. You do not gain any gp or BP from this sale; the money goes to the building's owner, who uses it to acquire or craft the next item.

We will limit it to only one check though, so as to not hurt our Economy rating.

Powergaming DM wrote:
However your Royal Enforcer just died

And is going to be replaced by Allisar the Giantess, Vallisa's new cohort.

Powergaming DM wrote:

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).

Time for elections

Elections are next month. These checks we're making now happened while Mallichatti was still alive and in office. If you look at the calendar, we ruled, THEN went on the expedition where we lost Mal. We're basically playing catch up.

Powergaming DM wrote:
Step 2—Claim and Abandon Hexes

I say we claim E37 and E39 for 2 BP. We could really make use of the Old Sycamore (formerly the mite's lair) in future projects--especially when it comes to defending against the dragon, Lady Greengrass, or her forces.

Lair: A Lair is usually a cave or defensible shelter that can be used as a defensive fallback point, a storage location, or even a guardpost or prison. If you claim a hex with a Lair, Stability increases by 1. If you construct a Fort or Watchtower over a Lair, its Defense increases by 1. At the GM's option, a Lair may allow access to an underground cavern hex (see the Terrain and Terrain Improvements table).

What do you guys think?

Powergaming DM wrote:
Step 4—Build Terrain Improvements: You may spend BP to build terrain improvements like Farms, Forts, Roads, Mines, and Quarries (see Terrain Improvements).

Maybe more roads in J36, F38 and F40? That will help facilitate faster travel to the new territories (see above) and will increase both Economy and Stability by 1 each. It will also allow us to fully wrap a road around Candlemere. Costs 15 BP, which is steep for the return, but will be nice to have out of the way in future months.

Powergaming DM wrote:
Step 5—Create and Improve Settlements

We can build a Shrine to Iomadae in Vanbdoran for 8 BP. A true Academy is well out of our reach for now, but perhaps a barracks for 6 BP in Vandoran? If we construct those new roads though, then that will leave us with only 1 BP in our treasury, which is cutting it pretty close should something bad happen in the Event Phase (though we are certain to earn some more BP in the Income Phase prior to that).

We'd get a lot out of it though: The shrine would increase Loyalty, reduce Unrest, and get us another magical item slot. The barracks would reduce Unrest as well and would boost the Defense and Law ratings for Vandoran. The reduction to Unrest would increase all of our Kingdom stats by 2. We'd basically end the month with expanding our kingdom's territory, and boosting are stats high enough that we can't fail any Kingdom checks short of rolling a 1.

All other Edicts can remain the same as far as I'm concerned.

Sovereign Court

Let me read up on what I can do to get a shrine in Vandoran at a discount rate by generating influence, labor, etc.

Edit: Looks like if Toran wants to give me a charter to go start a knightly chapter in Vandoran, I could ride there in a couple days, then use about 8-10 days of downtime to generate the necessary stuff to get the shrine at half off. That would save us 4 BP, which is better than being at 1 in the treasury!

That would likely become Marten's base for business, too, since the capital is full up at the moment!


The inner voice within your ear

Each hex is about 12 miles across from corner to corner (96 square miles). As far as I know, we use the normal overland movement rules from the Core Rulebook.

The hexes to Vandoran count as Hills Terrain for this purpose (hills are yellow lumpy areas, plains are lighter and smooth looking; most of the rest of the terrain types on the map are pretty easy to visually categorize). Because of the roads we've already built, you should be able to make it to Vandoran in about 10 hours on foot, or a little more than half that on a horse. This assumes you are taking your time, not hustling.


I think we should claim both hexes, and build those roads if we can. I'm going to build barracks once I'm done with the military academy, so idk we could "nationalize" that. I don't remember if I'd lose the capital benefits of owning it if we did so.


The inner voice within your ear

Nope, you get to keep it as a downtime asset. Also, you don't have to describe it as being "nationalized" when you apply it towards the Kingdom stats if you don't want to. It's just as easy way to describe the mechanical interaction in-game.

Marten Lebeda wrote:
Presumable Marten will do some kind of montage of learning the layout of the two locales and the current state of urban planning. Really I just need permission to set up, and then to establish the temple knight chapter house/monastery that will generate income! Probably there isn't a great equivalent in the kingdom buildings for "Knight Templar chapter" but it would probably be a small fortified monastery-like structure. I want to do so in a way that will contribute to the kingdom's positive growth, of course, so that probably means a trip to Vandoran to take a direct hand in development there.

Moving this over to Discussion so as to not clog up the roleplay thread.

Monastery is actually one of the Kingdom Buildings we can construct (what's more, every building you can construct in the Kingdom Building rules has a downtime equivalent in the Downtime rules). However, if you want your knights to be more "soldiery" you may want to consider the barracks or shrine (later to be upgraded to a temple) instead, since those buildings have special rules for armies (excerpts below).

The size of an army you can put in reserve depends on the buildings you have available in the settlement. A Watchtower can hold a Small or smaller reserve army, a Barracks can hold Medium or smaller, a Castle can hold Large or smaller, and a Garrison Huge or smaller. A Gargantuan or Colossal army can't be put in reserve—it must remain deployed (though it can be indefinitely deployed in one of your own hexes). A Temple counts as a Watchtower for the purpose of holding special religious troops (clerics, druids, inquisitors, or paladins), and a Cathedral counts as a Barracks in those cases. You may split an army (see Splitting an Army) to allow you to divide its units among several buildings.


Army sizes:
Fine - 1
Diminutive - 10
Tiny - 25
Small - 50
Medium - 100
Large - 200
Huge - 500
Gargantuan - 1,000
Colossal - 2,000


Fantastic. I should be able to start on the barracks by the end of the next month, so then we can count it towards kingdom stats once it's done. Same with the military academy if it's good for our stats.


The rules for hex travel and exploration time is here I think it is the same as the core book.


The inner voice within your ear

My math was off earlier. It's actually 6 hours on foot, and 4 hours on horseback, to get from Allania to Vandoran. You can cut those times in half if you want to hustle and kill your horse.

Dragonflyer1243 wrote:
Fantastic. I should be able to start on the barracks by the end of the next month, so then we can count it towards kingdom stats once it's done. Same with the military academy if it's good for our stats.

I was talking about getting a barracks and shrine this month, using the Kingdom rules.

That won't help you during downtime, and it won't get us a discount though (since our house rule says that if you build it using the Downtime rules, then you can get it added to the Kingdom stats for half the normal BP). It doesn't really work the other way around I don't think. Maybe the GM will let you claim a Kingdom building for half the normal GP/capital if it already exists as a Kingdom asset?

Should I not add the barracks and shrine this month then? If not, what should we construct during the Step 5 of the Edict phase in Arodus?

Powergaming DM wrote:
The rules for hex travel and exploration time is here I think it is the same as the core book.

I think those rules are quoted from the Kingmaker adventure path modules. They've since rewritten the rules in Ultimate Campaign (which came later). The latter is more accurate, and includes errata/clarification changes, from what I understand.

Also, the rules you linked to assume we are exploring or traveling through wild frontier country. That's certainly not the case within the borders of our own kingdom.

Sovereign Court

I'm thinking of doing the shrine right now, and then working on the barracks next month. If you want to do the barracks right away that's fine, I just won't have enough downtime bonuses to get it at a discount, I think. Marten's ultimate goal would be to have an entire fortress-monastery complex like the fortress-town at Acre and that will eventually mean having a temple, monastery, walls, etc. Along the way it'll mean the development of support infrastructure that will mean building out the town further, with shops, merchants, etc. Basically same end goal, just a sort of spin on how to get there. Shrine is first on my list because it's a small, achievable goal that showcases Marten's commitment to his faith, and it also has a nice small bonus to the kingdom at a small cost.

Marten would be inclined to march his entire group to Vandoran, which means on foot (since his footsoldiers and such are not mounted), so that will likely burn a day. Not crucial.

So if we go that route, in-game it means Allania would be the big scholarly capital city dedicated to libraries and such, and Vandoran would have a slightly more military bent. Of course Marten is not going to pooh-pooh your love of art, philosophy, and literature, he thinks those are good things too, he just isn't trained in them. :)


I'd say wait on the barracks, and the Shrine as well if Marten wants to do them. Looking at what we could get discounted from downtime investments, a granary or cistern might be good.

Sovereign Court

Lemme see if I can bring up the documents. I was on my iPad earlier which is kinda bad for doing complex document-flippin'. :)

Does Vandoran not have a map-page yet, or can I just not find the link on the campaign info tab?

For RP reasons I think Marten would want to get a shrine built first, but next build cycle I could probably swing getting the barracks built with a cistern in the same square (from a military perspective in-world you want to have a store of fresh water for your warriors in case of siege, anyway).


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 + 44 ⇒ (19) + 44 = 63
You make 21 bp form the check + 5 bp from other sources

Event Phase

The bandit activity has expanded. Hex E41 is now occupied.
You gain roll: 1d2 ⇒ 2 unrest

Sovereign Court

Sounds like a trip may be in order to smite some bandits.


Bandits are hard for small groups of high profile people like yourself to catch. They hear you are coming and hide.


The inner voice within your ear

GM jumped the gun a little bit. I was still adjusting the numbers for our 3 new roads, 2 rivers, lair, cistern, and shrine. I've also added in the new Kingdom Leaders, which is a bit premature, but their addition didn't effect any of the checks we've made so far anyways.

I've uploaded the new Kingdom Sheet, Exploration Map, and Ward District map (you might not see the changes right away as it takes a little time to cycle).

Our Economy rating should be 47, not 44, after taking into account the above. The total result of the above roll should be 66, which means we gained 27 BP this month, leaving us at an even 30.

I was thinking we should sell all of Mal's remaining items in order to boost the kingdom's BP. Everyone fine with that? (You can see a list of his possessions further up in the thread.)

It's 2:30am here, so I'm going to bed. Some time tomorrow I will update the Kingdom Sheet and maps again to reflect the additional changes caused by the Income and Event phases.


The inner voice within your ear

Map and Kingdom sheet have been updated and are now uploading. You should be able to view the changes within the hour. Hex E41 should now have red stripes, and the Kingdom Sheet should reflect 30 BP and 4 Unrest.

Sovereign Court

Powergaming DM wrote:
Bandits are hard for small groups of high profile people like yourself to catch. They hear you are coming and hide.

Arguably, Marten isn't high profile YET... ;)

Sovereign Court

Ravingdork wrote:
GM jumped the gun a little bit. I was still adjusting the numbers for our 3 new roads, 2 rivers, lair, cistern, and shrine. I've also added in the new Kingdom Leaders, which is a bit premature, but their addition didn't effect any of the checks we've made so far anyways.

Ah, we're doing the cistern this turn as well? k, I'll note my downtime actions appropriately!


The inner voice within your ear

Weren't we out hunting bandits at the beginning of Arodus? What came of that? My memory is a bit foggy. Were we pulled away from the task by the news of Varnhold?

I think I remember talking about sending our armies after them while we were looking into Varnhold. Oh well, maybe we can do that during the month of Rova.

Jesse Heinig wrote:
Ravingdork wrote:
GM jumped the gun a little bit. I was still adjusting the numbers for our 3 new roads, 2 rivers, lair, cistern, and shrine. I've also added in the new Kingdom Leaders, which is a bit premature, but their addition didn't effect any of the checks we've made so far anyways.
Ah, we're doing the cistern this turn as well? k, I'll note my downtime actions appropriately!

Yes, based on what you guys seemed to be saying, I placed a cistern instead of a barracks in Vandoran. I also placed a shrine there as well. All of the new Kingdom scale numbers should reflect that now.

Sorry if I misunderstood.

Sovereign Court

Totally fine. Working on the small stuff means it's easier to get it within my downtime action range to get the kingdom-building discounts. Marten will probably also incidentally start building up the support infrastructure that will earn money & stuff for his future expansions. I just haven't had time to actually stat out all the downtime stuff yet. No worries, getting that done today!


The inner voice within your ear

If you have any questions or run into any problems, or just plain want some advice, don't hesitate to ask.

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