Rivers Run Red

Game Master fictionfan

Gona Build a kingdom
BattleMap


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My bad, thanks for catching that, I've been adjusting the total modifiers as I go and likely made a few mistakes.


The inner voice within your ear

Yeah, I made a million mistakes in the beginning, which is why I started relying on Excel sheets.


Female Tower Elf Arcanist 8
Riva Sarjenka wrote:

"We already have such a force on reserve, ready to be called into action at a moment's notice. Though the Allania Military Defense Force was originally created to defend our capital, I see no reason you couldn't lead them to root out these elusive foes. You're still a relative unknown to people. You likely don't have as many eyes watching your movements--and even if you do..."

Riva casts major image, conjuring up an image of Marten busy at paperwork.

"...they will never know the difference if I have anything to say about it."

And if we could get some gold, I could also craft anti-scry items that would keep others from knowing that Marten was away. Our leadership seriously needs anti-scrying items when we count dragons and liches as our enemies.


The inner voice within your ear

Alright, so Riva's calendar entries are all caught up. What do you guys want to do? Hold back, play out a kingdom month and see what the bandits do? Send an army after them? Something else?

Sovereign Court

I feel like getting the bandits sooner rather than later is probably a good idea! If at all possible.

Next month I'll be trying to earn some money at last. :)


The inner voice within your ear

Ball's in your court, General.

Sovereign Court

DM, is there some kind of kingdom action I can take to rally the troops and try to flush out the bandits? Or is that more of a Marshal thing?


Yes. Just activate the army and send it to the occupied hexes.

Sovereign Court

* activates Voltron *


Going to need more then that you need to spend the Bp.

I expect Ravingdork knows the machines.

Sovereign Court

Readin' up.


The inner voice within your ear
Powergaming DM wrote:

Going to need more then that you need to spend the Bp.

I expect Ravingdork knows the machines.

The Allania Military Defense Force is costing us 2 BP every month, since it is on reserve.

Once we take it out of reserve (that is, are actively using it), it will cost us 2 BP per week, or 8 BP for every kingdom month.

Considering we have 28 BP in the bank, we could sustain the army for no less than 4 months (and likely could sustain the army indefinitely since we will be regaining BP during each those 4 months and all the months after).

I'll track the expenditures (that's my character's job after all), so I suggest just reading up on the Mass Combat rules for now. If you want to expand or alter the army (or create a new one) let me know and I will go over some of the costs and available options.

Our army stats can be found on the Kingdom Sheet and currently assumes that Toran is leading it. (Note that an "inactive" army as written on the Kingdom sheet is essentially the same as not existing--mostly used as a placeholder for what could be.)


So want to spend the BP to send the army out to the bandit hexes?

Sovereign Court

Looks like - I'm on the road right now so posting is difficult but I'll follow up tomorrow.

Sovereign Court

Ok, let's send out the army. I'm reading the mass combat rules! Considering taking Flexible Tactics as my bonus from being the General.


The inner voice within your ear

The internet is down at my house for as yet unknown reasons (and has been for three days). While my family resolves the issue, my ability to post regularly will be somewhat diminished. Please bear with me during this difficult time.


That's fine we are going a bit slow right now anyway.


The inner voice within your ear

So we've checked out our neighbors.
And we've ended the bandits' reign of terror.

Now what do you guys want to do? Adventure/explore some more hexes?

Or more kingdom building and downtime?


Male Human Paladin (Mind Sword) 10 | 24/94 HP | AC 25 T 12 FF 25 | Fort +13 Ref +7 Will +12 | Initiative +0 | Perception +5, Sense Motive +14 | Mind Arsenal 7/7 | Smite Evil 4/4 | Summon Mount 2/2 | Recruits

I'm fine with either - do you feel we are ready for the next adventuring challenge? Or should we advance the calendar a few months, earn some more money, see about getting better gear to make our next adventure easier?


The inner voice within your ear
Marten Lebeda wrote:
I'm fine with either - do you feel we are ready for the next adventuring challenge? Or should we advance the calendar a few months, earn some more money, see about getting better gear to make our next adventure easier?

From what I've heard, Kingmaker is pretty much a sandbox game with several predefined encounters in certain areas, and random encounters in others. I'm sure the GM is likely to add his own content in still other areas.

With a setup like that, I imagine we're as likely to encounter a dragon as we are a meager band of kobolds.

So we can head out and take that risk (which I'm fine with; just make sure you have a good escape plan in case luck isn't on our side), or we can stay in and slowly grow in power until the GM gets fed up enough to throw something at us.

So really, it's a matter of preference. I like to have a good bit of both. For me, staying out too long can get aggravating (and can penalize our downtime/kingdom building endeavors) and staying in too long becomes a boring numbers game.


Male Human Paladin (Mind Sword) 10 | 24/94 HP | AC 25 T 12 FF 25 | Fort +13 Ref +7 Will +12 | Initiative +0 | Perception +5, Sense Motive +14 | Mind Arsenal 7/7 | Smite Evil 4/4 | Summon Mount 2/2 | Recruits

Well, we are pretty sure there's a green dragon out there, right? If nothing else we should get some potions of the appropriate kind of Resist Energy! :D


I always enjoy some downtime, and especially with Marten having been out last month, do you want to do another month of downtime before venturing out?


The inner voice within your ear

Yes, let's.


Male Human Paladin (Mind Sword) 10 | 24/94 HP | AC 25 T 12 FF 25 | Fort +13 Ref +7 Will +12 | Initiative +0 | Perception +5, Sense Motive +14 | Mind Arsenal 7/7 | Smite Evil 4/4 | Summon Mount 2/2 | Recruits

Ok!


LAMASHAN 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 + 41 ⇒ (15) + 41 = 56
Passed unrest goes down by 1. Unrest is now 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.

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).

fills with an Ioun Torch

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.

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).

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).


The inner voice within your ear

I say we consolidate what we have. Let's build three more roads this turn, which will fill the last three hexes of our kingdom with fast transport for the people. In the next month or two, we build more farms and fisheries in all the remaining hexes to get--and keep--our consumption down. We might even have enough BP left over in coming months to get that market I want, or some of those other buildings you guys talked about a while back.

What do you guys think?


Male Human Paladin (Mind Sword) 10 | 24/94 HP | AC 25 T 12 FF 25 | Fort +13 Ref +7 Will +12 | Initiative +0 | Perception +5, Sense Motive +14 | Mind Arsenal 7/7 | Smite Evil 4/4 | Summon Mount 2/2 | Recruits

I think you're perfectly on track. Since I had to push my projects due to military work, I can finish up most of my chapterhouse this month and actually get an income. Then let's see where the dice fall for the kingdom's events. Glad we started getting the unrest down, too!


I like that plan.


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.
economics: 1d20 + 50 ⇒ (8) + 50 = 58
You gain 19 bp

Event
Peaceful times unrest reduces by reduce: 1d6 ⇒ 2


The inner voice within your ear
Powergaming DM wrote:

Income Phase

...
You gain 19 bp

Don't forget the 5 bonus BP from our Quarry and Mine. :D

+22 start of the month
-02 consumption
-10 new roads (hill hexes x2, forest hex with river x1)
+19 kingdom check
+05 kingdom BP-generating assets
=34 TOTAL BP for the following month ! :D

All our kingdom stats go up by 2 this month since we got rid of the 2 points of unrest. Furthermore, the extra roads should further increase our economy by 1.

I will try and update the stat sheets and map later this evening.


Male Human Paladin (Mind Sword) 10 | 24/94 HP | AC 25 T 12 FF 25 | Fort +13 Ref +7 Will +12 | Initiative +0 | Perception +5, Sense Motive +14 | Mind Arsenal 7/7 | Smite Evil 4/4 | Summon Mount 2/2 | Recruits

I'm super-busy today so I won't be able to update the calendar of my actions until tomorrow.


LAMASHAN 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 + 43 ⇒ (15) + 43 = 58
I have not rolled a 1 yet. you gain 1 bp
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.

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.

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

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.

Example: Jessica is the Ruler of a kingdom with a Size of 30 and a Control DC of 60. Based on leadership role bonuses, kingdom alignment bonuses, and buildings in her settlements, the kingdom's Economy is 52, its Loyalty is 45, and its Stability is 56. Its Unrest is currently 5, its Consumption is 5, and the Treasury has 12 BP. In Step 1 of the Upkeep Phase, Adam, the Warden, attempts a Stability check to determine the kingdom's stability. Adam rolls a 19, adds the kingdom's Stability (56), and subtracts its Unrest (5), for a total of 70; that's a success, so Unrest decreases by 1. In Step 2, the kingdom pays 5 BP for Consumption. None of the kingdom's magic item slots are empty, so they skip Step 3. In Step 4, none of the attributes are negative, so Unrest doesn't increase. Mark, the Royal Enforcer, doesn't want to risk reducing the kingdom's Loyalty, so he doesn't use his leadership role to reduce Unrest. At the end of this phase, the kingdom has Economy 52, Loyalty 45, Stability 56, Unrest 4, Consumption 5, and Treasury 7 BP.

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).


The inner voice within your ear

I don't believe Lamashan happens twice in the same calendar year. :P
Did you mean to say Neth?

I say we build a new farm in the South, to eliminate our 2 consumption, then just start saving up for big things, like a waterfront (which will not only get us big kingdom stat boosts, but will also net us powerful magical items and a ton of XP).


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.

Eco: 1d20 + 50 ⇒ (10) + 50 = 60

You gain 20 bp + 5 Bp

Event
it's quiet too quiet...


The inner voice within your ear

Farms? Yea or nah?

Anything else you guys want to build this month at the Kingdom scale?


Male Human Paladin (Mind Sword) 10 | 24/94 HP | AC 25 T 12 FF 25 | Fort +13 Ref +7 Will +12 | Initiative +0 | Perception +5, Sense Motive +14 | Mind Arsenal 7/7 | Smite Evil 4/4 | Summon Mount 2/2 | Recruits

Farms are fine by me. I need to finish my chapterhouse to make some money!

I'm on overtime at work - project is in crunch mode, shipping in a week - so I will be a bit spotty. Sorry!


Male Undine Dual-Cursed Battle Oracle 8 AC 21 (touch 12, FF 20); Hp: 59/59; Saves: +13,+12,+14; CMD 21; Perception +14; Init +5(X2)

Farms are cool with me.


The inner voice within your ear

Alright, so we spend 9 BP to add 3 additional farms to our recently acquired Southern territories. We've gained 25 more BP this month, leaving us with 50 BP for the coming month of Neth.

That puts us 4 points ahead of the consumption curve. That is, we no longer owe BP each month to consumption, and can even start a new project costing up to 4 points of consumption while maintaining that status quo (such as having an extremely small active army, or a larger army on reserve).

We might have done slightly better by adding one of the farms to a Northern territory (5 points ahead of the curve, rather than 4), but I'm wary of tempting Lady Greengrass with new resources under her nose. Her greed knows no bounds.

All in all a very quiet month.


Male Human Paladin (Mind Sword) 10 | 24/94 HP | AC 25 T 12 FF 25 | Fort +13 Ref +7 Will +12 | Initiative +0 | Perception +5, Sense Motive +14 | Mind Arsenal 7/7 | Smite Evil 4/4 | Summon Mount 2/2 | Recruits

Aaaand very bad food poisoning. Dang it!


The inner voice within your ear

I've finished my downtime entries for Riva for the month of Lamashan. This month she raised a lot of gold and resources, stockpiling some for the future and spending others to expand the Marcus Brothers Mercenary Company.

I'm wondering if I should start building some downtime assets for Vallisa as well.

Toran, please check your calendar entries. Lamashan doesn't have 33 days in it.


Whoops, my bad. Fortunately an easy fix since I don't have any buildings in progress that I have remember to change the end date for.


The inner voice within your ear

Let's spend the first week of Neth getting our kingdom's affairs in order (like we normally do) and then head off for adventure. When we return the conquering heroes, let us play out that month of downtime/kindgom ruling as well.

Where shall we go next my good fellows? I for one say we should expand the buffer of exploration between our borders and the unknown regions, either venturing deeper into the Narlmarches along Skunk River (hex G33), or make the vast reaches of the Kamelands seem less vast by exploring from hex G41 and wrapping around our border to hex K33.

Hopefully, we will also bring back a great deal of treasure this time, the better to fund our own personal downtime activities.


I'd say go along the Kamelands personally.


Are you waiting for something from me?


Male Human Paladin (Mind Sword) 10 | 24/94 HP | AC 25 T 12 FF 25 | Fort +13 Ref +7 Will +12 | Initiative +0 | Perception +5, Sense Motive +14 | Mind Arsenal 7/7 | Smite Evil 4/4 | Summon Mount 2/2 | Recruits

I'm just moving over my calendar stuff right now to reflect the three weeks of military action.


How come no one moved there figures even though they said they moved? Also are you still mounted shouldn't you be making ride checks?


Male Undine Dual-Cursed Battle Oracle 8 AC 21 (touch 12, FF 20); Hp: 59/59; Saves: +13,+12,+14; CMD 21; Perception +14; Init +5(X2)

I forgot to move my figure until you reminded me, and I believe I said awhile back that Toran would dismount anytime it seemed as if a fight was imminent.


The inner voice within your ear

Shrunk your mini and added a horse pawn. Replace as desired.


I hope you have been paying attention to the hints.


The inner voice within your ear

Either I'm pretty dense or you're really bad at giving out hints.

I'm thinking it's either a stormstruck shambler or a spellcaster who has polymorphed himself with plant shape.

Neither make sense though. The abilities don't quite match up with the former, and the latter couldn't cast shocking grasp as a shambler (if a druid) or most any spells at all as a shambler (if it is just about any other spellcaster).

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