Kingmaker

Game Master Malinor.

A small group sets out to tame the wilds. With summer ahead of them they have all the time in the world...

Kingmaker Campaign and City Maps

Kingmaker - Calendar, Loot Sheet, Notable Persons, Quests Take 2.0

Combat Map - Lair of the Lizard King

Sword Marches Stats

Kingmaker Campaign Rules

Perception:

[dice=Ser Andreas Perception]d20+5[/dice]
[dice=Rillka Perception]d20+5[/dice]
[dice=Rhavi Perception]d20+17[/dice]
[dice=Akilina Perception]d20+8[/dice]
[dice=Jackob Perception]d20+6[/dice]
[dice=Caerwyn Perception]d20+10[/dice]

Initiative:

[dice=Ser Andreas Init]d20+2+1[/dice]
[dice=Rillka Init]d20+5+1[/dice]
[dice=Rhavi Init]d20+2+1[/dice]
[dice=Akilina Init]d20+4+1[/dice]
[dice=Jackob Init]d20+1+1[/dice]
[dice=Caerwyn Init]d20+10+1[/dice]


1,851 to 1,900 of 2,211 << first < prev | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | next > last >>

birthday: 6th of Kuthona Oracle 4. Exploration: under stress Follow the Expert, Otherwise foraging. HP 35 . Initiative +1. Perception +6. AC 17. Flat AC 14 Touch AC 13 CMD20 Saves f4 r3 w7

I am just preparing the ground so to speak. I hope Jackob survives but Char gen in Pathfinder is complex so just in case.......


birthday: 6th of Kuthona Oracle 4. Exploration: under stress Follow the Expert, Otherwise foraging. HP 35 . Initiative +1. Perception +6. AC 17. Flat AC 14 Touch AC 13 CMD20 Saves f4 r3 w7
Sir Andreas Eisfalke Von Ulm wrote:
I agree with Rillka, I cannot see Andreas leaving you behind like this.

I appreciate it but if you decide to cut your losses I will understand. I mainly wanted to be clear that I will not throw a fit if things go south.


| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Extracts:
Alchemist - bomber's eye, heightened awareness, Cure Light Wound | Investigator: illusion of calm, shield, 1 unused
Jackob Mulle wrote:
Sir Andreas Eisfalke Von Ulm wrote:
I agree with Rillka, I cannot see Andreas leaving you behind like this.
I appreciate it but if you decide to cut your losses I will understand. I mainly wanted to be clear that I will not throw a fit if things go south.

And that is great to know :-)

But Rhavi also agree with staying and fighting.

And to hopefully get back and craft some alchemist fire. Can't believe I have forgotten to do that!!


Halfling CN Female Halfling Arcanist 4 HP:22/22 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+8 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

This is why Rillka is Councilor. And despite Rilka's annoyance with most of Andreas's decisions, Andreas is loyal and would rather sacrifice himself than another. That more than anything has earned him Rillka's loyalty.

@Jackob - I respect that you are willing to be the sacrificial PC; I am ok with PC deaths and even a good TPK if that happens... IF it does, we blame Rhavi for not making alchemist fire and move on. (Joking!!) We just move on. Until then, we fight with our PC's lives to save you!


| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Extracts:
Alchemist - bomber's eye, heightened awareness, Cure Light Wound | Investigator: illusion of calm, shield, 1 unused

I assume that this creature has regeneration? and that it is fire and bludgeoning that stops it, correct?

Reading up on the regeneration rules, it says "Certain attack forms, typically fire and acid, cause a creature’s regeneration to stop functioning on the round following the attack. During this round, the creature does not heal any damage and can die normally."

Shouldn't the thing then take full damage from the other attacks on the rounds after I have attacked it with fire?


KM Handouts Headwaters

You are correct. I did not realize they had changed Regeneration from 3.5 as well. I will add the damage back in next time I post. Its still up, but looking very battered.


Halfling CN Female Halfling Arcanist 4 HP:22/22 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+8 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

Huh… I have been doing that wrong in my other games…


KM Handouts Headwaters

So I looked over the math and I don't think that Sir Andreas would have changed his attack to bludgeoning because his first damage would not have healed. So I am going to retcon some things and assume that Sir Andreas did his first attack with the d10 as non-healing slashing damage instead of switching to bludgeoning.

With that in mind, Rhavi's last attack drops it and does damage to it so it is not regenerating this round. Its not quite dead, but its quite close.

The big problem is that Jackob is still sitting in a giant pool of acid. You need to cut him out fast. You do know generally where he is so you can slash at him to try and cut him out. We will see if the group can cut him out before he melts. For the purposes of this assume you are can do it without stabbing him because there are no rules that say you do. You just need to do enough damage with a slashing weapon.


KM Handouts Headwaters

Sorry about the delay in the turn. I sat down to do it a couple of times and things kept rearing up. But here we are. 5 more turns and we are off!

TURN 7 (Pharast, (March), 4711)::

Initial Treasury: 12 BP
Initial Unrest: 0 (8)

UPKEEP PHASE

Step 1—Determine Kingdom Stability (DC 31): Stability: 1d20 + 26 ⇒ (5) + 26 = 31 Success! -1 Unrest which reduces Unrest to 7.

Step 2—Pay Consumption: Your cities, armies and quarterly holiday edict costs you 1-1+1 Consumption, giving you a total cost of 1 and leaving your Treasury with 11 BP.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

EDICT PHASE

Step 1— Change Leadership Assignments?

None

Step 2—Claim and Abandon Hexes?

None

Step 3—Build Terrain Improvements?

Road in E20 (3 BP)

Step 4—Create and Improve Cities?

Shop in Olegstown (8 BP)

Step 5—Step 5—Create Army Units?

None

Step 6—Issue Edicts?

None

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
INCOME PHASE

Step 1—Make Withdrawals from the Treasury: Can't. No emergency.

Step 2—Make Deposits into the Treasury: Can't. No emergency.

Step 3—Sell Expensive Items for BP: Can't. No emergency.

Step 4—Collect Taxes:
Economy:: 1d20 + 21 ⇒ (15) + 21 = 36, divided by 3 is 12 BP, giving you a total of 12 BP. +5 for your mines, foundry and quarries and +1 for the sawmills (and lumberyards) = 18 BP

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Event Occurs? (25% because there was an event last month):: 1d100 ⇒ 81 No Event!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kingdom Statistics at the End of the Turn:

Population: 1980
Size: 9 (9 hexes, 2 Settlement grids) (Control DC: 31)
Economy: 20
Loyalty: 16
Stability: 26
Unrest: 0 (7)
Fame: 1
Infamy: 0
Corruption: 0
Crime: 1
Law: 0
Lore: 3
Productivity: 0
Society: 1
Consumption: 1-1+1

Settlement at the End of the Turn (Stagfell):

Population: 180

Economy: 4
Loyalty: 3
Stability: 2
Corruption: 0
Crime: 1
Law: 1
Lore: 3
Base Value: 1500 gp
Defense: 3
Productivity: 0
Society: 1
Fame: 0
Infamy: 0

Major Buildings:
Barracks
House x2
Inn
Stable

Settlement at the End of the Turn (Oleg's Town):

Population: 150

Economy: 2
Loyalty: 0
Stability: 2
Corruption: 0
Crime: 1
Law: 0
Lore: 3
Base Value: 1000 gp
Defense: 3
Productivity: 1
Society: 0
Fame: 0
Infamy: 0

Major Buildings:
North City Wall
House x2
Smithy
Watchtower

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Armies: None

TURN 8 (Gorzan, (April), 4711):

Initial Treasury: 18 BP
Initial Unrest: 0 (7)

UPKEEP PHASE

Step 1—Determine Kingdom Stability (DC 31): Stability: 1d20 + 26 ⇒ (3) + 26 = 29 [ooc]Failure. Unrest returns to 8.

Step 2—Pay Consumption: Your cities, armies and quarterly holiday edict costs you 1-1+1 Consumption, giving you a total cost of 1 and leaving your Treasury with 17 BP.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Go!


birthday: 6th of Kuthona Oracle 4. Exploration: under stress Follow the Expert, Otherwise foraging. HP 35 . Initiative +1. Perception +6. AC 17. Flat AC 14 Touch AC 13 CMD20 Saves f4 r3 w7

Heading out of net access for a week or so. Will try to hop in if I can catch any connection. Otherwise talk among yourselves.

See you in a bit.
~PWO


KM Handouts Headwaters

Anyone want to propose a plan for month 8?


Male HP:43/43 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+6 CMD:+18 EA: Defend Human Cavalier 4

I propose anything that will aid our stability. This is ridiculous how low the stability rolls are. I mean come on how many 1,2 and 3 can we roll on the same check.

Also given that we had a scare that threatened the people...from a RP stance, I think it is time to add guards or something along those lines to help protect the citizens. We are growing after all.


KM Handouts Headwaters

Technically, at this point you fail about 1 in 5 rolls. You made the last 3 or so in a row. Its within the averages. But you could aim to get it to be an autopass if you want. Although some events may have modifiers.


| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Extracts:
Alchemist - bomber's eye, heightened awareness, Cure Light Wound | Investigator: illusion of calm, shield, 1 unused
Sir Andreas Eisfalke Von Ulm wrote:
Also given that we had a scare that threatened the people...from a RP stance, I think it is time to add guards or something along those lines to help protect the citizens. We are growing after all.

Are you talking about an army? or something else? Will an army help with stability?

Tried to read up on the army part, but didn't really make any sense to me. It also says that it is a supplement to the basis rules. Which is the Ultimate Campaign and the Ultimate Rulership, correct?

I don't have access to the Ultimate Rulership at least. Any way we can get that of could you, GM, explain those rules?


Male HP:43/43 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+6 CMD:+18 EA: Defend Human Cavalier 4

Not necessarily an army but guards to patrol the city. To maintain order and stability. (Hopefully)


KM Handouts Headwaters

I went through and pulled the buildings that you could build or save for that provide stability. I recommend finding items like the Baths, Brickyard, etc. that also provide Economy so you can start making more BP. But the Watchtower or the Garrison are options that increases defense and stability.

Stability Options:

Aerie (Too expensive for this turn)
Arena (Some discounts but way too expensive)
Assembly (Too expensive for this turn)
Bardic College (Some discounts but way too expensive)
Baths
Black Market (Too expensive for this turn)
Bordello
Brewery
Brickyard
Bureau
Castle
Cathedral (Some discounts but way too expensive)
Cistern
Colossus (Some potential discounts but way too expensive)
Crematorium
Dump
Exotic Artisan
Foundry
Garrison (Upgrade from Barracks, Discount City Wall, Granary, Jail, might be too expensive)
Granary
Herbalist
Hospital (Too expensive for this turn)
Jail
Lighthouse (Discount Pier, Too expensive for this turn)
Lumber Yard
Mansion
Market (Upgrade from Shop, discount from Black Market, Inn, Shop,
Military Academy (Discount from Barracks, Too expensive for this turn)
Mill
Mint (Too expensive for this turn)
Monastery (Too expensive for this turn)
Noble Villa (Upgrade from Mansion, Too expensive for this turn)
Observatory
Orphanage
Paved Streets (Too expensive for this turn)
Pier
Sacred Grove
Sewer System (Too expensive for this turn)
Shrine (Depends on god- can be upgraded to Temple)
Smithy
Stockyard (Too expensive for this turn)
Tannery
Temple (Upgrade from Shrine, Depends on god- Too expensive for this turn)
Theatre (Too expensive for this turn)
Town Hall (Too expensive for this turn)
Trade Shop
Tunnels
Watchtower

You guys are Size 9 which limits you to one building and the house (Which you have quite a few of). If you wanted to risk getting up to Size 11 you would be able to create two buildings a turn and three terrain improvements instead of your current 1 and 2.


Halfling CN Female Halfling Arcanist 4 HP:22/22 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+8 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

What about a trade shop? or pier...
It adds economy and stabilty (pier increases crime)...

They are higher value items, but focusing on one building for now, one of these buildings is probably best.


KM Handouts Headwaters

Can we get a second for the shop or pier idea? Do we want to also build more mines, roads, etc?


Male HP:43/43 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+6 CMD:+18 EA: Defend Human Cavalier 4

I would think a trade shop would be best. What does the productivity +1 do?


Halfling CN Female Halfling Arcanist 4 HP:22/22 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+8 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

Trade shop (10bp)and a road (3bp) then?


KM Handouts Headwaters

You can do two terrain improvements. Do you want to build two roads or save more BP for something bigger? Where do you want the roads and which city for the trade shop?


Male HP:43/43 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+6 CMD:+18 EA: Defend Human Cavalier 4

What about two roads...F20 G19
That will connect the Outpost with the capital.
I think it makes sense for the trade shop to be in the outpost.


KM Handouts Headwaters

Can we get a second?


Halfling CN Female Halfling Arcanist 4 HP:22/22 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+8 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

Two roads and a trade shop at Olegstown. Second.
All in favor? Aye


| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Extracts:
Alchemist - bomber's eye, heightened awareness, Cure Light Wound | Investigator: illusion of calm, shield, 1 unused

Sounds good!


birthday: 6th of Kuthona Oracle 4. Exploration: under stress Follow the Expert, Otherwise foraging. HP 35 . Initiative +1. Perception +6. AC 17. Flat AC 14 Touch AC 13 CMD20 Saves f4 r3 w7

Back from wandering aimlessly in the woods. I am good with the Trade shop and the roads. We do need to add a bathhouse soon-ish though.


Male HP:43/43 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+6 CMD:+18 EA: Defend Human Cavalier 4

On a side note...I am thinking Caerwyn Callandriil is not coming back as he has not posted in this game since February but has been posting in his other game regularly. Shall we replace him or just keep going on without him.


birthday: 6th of Kuthona Oracle 4. Exploration: under stress Follow the Expert, Otherwise foraging. HP 35 . Initiative +1. Perception +6. AC 17. Flat AC 14 Touch AC 13 CMD20 Saves f4 r3 w7

Shall I send a message?


KM Handouts Headwaters

I think he is gone. I was just going to continue with the four of you. If you guys want to recruit we can. This would be the time to do it. Let me know.

TURN 8 (Gorzan, (April), 4711)::

Initial Treasury: 18 BP
Initial Unrest: 0 (7)

UPKEEP PHASE

Step 1—Determine Kingdom Stability (DC 31): Stability: 1d20 + 26 ⇒ (3) + 26 = 29 Failure. Unrest returns to 8.

Step 2—Pay Consumption: Your cities, armies and quarterly holiday edict costs you 1-1+1 Consumption, giving you a total cost of 1 and leaving your Treasury with 17 BP.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EDICT PHASE

Step 1— Change Leadership Assignments? Nope

Step 2—Claim and Abandon Hexes? Nope

Step 3—Build Terrain Improvements?

Road in F20 (3 BP)
Road in G19 (3 BP)

Step 4—Create and Improve Cities?

Trade Post in Olegstwon (10 BP)

Step 5—Step 5—Create Army Units? Nope

Step 6—Issue Edicts? Nope

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
INCOME PHASE

Step 1—Make Withdrawals from the Treasury: Can't. No emergency.

Step 2—Make Deposits into the Treasury: Can't. No emergency.

Step 3—Sell Expensive Items for BP: Can't. No emergency.

Step 4—Collect Taxes:
Economy:: 1d20 + 21 ⇒ (12) + 21 = 33, divided by 3 is 11 BP, giving you a total of 12 BP. +5 for your mines, foundry and quarries and +1 for the sawmills (and lumberyards) = 18 BP

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Event Occurs? (75% because there was no event last month):: 1d100 ⇒ 82 Nope

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kingdom Statistics at the End of the Turn:

Population: 2140
Size: 9 (9 hexes, 2 Settlement grids) (Control DC: 31)
Economy: 21
Loyalty: 16
Stability: 27
Unrest: 0 (8)
Fame: 1
Infamy: 0
Corruption: 0
Crime: 1
Law: 0
Lore: 3
Productivity: 0
Society: 1
Consumption: 1-1+1

Settlement at the End of the Turn (Stagfell):

Population: 180

Economy: 4
Loyalty: 3
Stability: 2
Corruption: 0
Crime: 1
Law: 1
Lore: 3
Base Value: 1500 gp
Defense: 3
Productivity: 0
Society: 1
Fame: 0
Infamy: 0

Major Buildings:
Barracks
House x2
Inn
Stable

Settlement at the End of the Turn (Oleg's Town):

Population: 160

Economy: 3
Loyalty: 0
Stability: 3
Corruption: 0
Crime: 1
Law: 0
Lore: 3
Base Value: 1500 gp
Defense: 3
Productivity: 2
Society: 0
Fame: 0
Infamy: 0

Major Buildings:
North City Wall
House x2
Smithy
Trade Shop
Watchtower

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Armies: None

TURN 9 (Desnus, (May), 4711):

Initial Treasury: BP
Initial Unrest:

UPKEEP PHASE

Step 1—Determine Kingdom Stability (DC 31): Stability: 1d20 + 27 ⇒ (9) + 27 = 36 [ooc]Success. Unrest reduced to 7.

Step 2—Pay Consumption: Your cities, armies and quarterly holiday edict costs you 1-1+1 Consumption, giving you a total cost of 1 and leaving your Treasury with 17 BP.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

What are you doing in Turn 9? Go!


birthday: 6th of Kuthona Oracle 4. Exploration: under stress Follow the Expert, Otherwise foraging. HP 35 . Initiative +1. Perception +6. AC 17. Flat AC 14 Touch AC 13 CMD20 Saves f4 r3 w7

I think we could use an extra body. Either a damage dealer or a prepared caster would come in handy.


Male HP:43/43 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+6 CMD:+18 EA: Defend Human Cavalier 4
Jackob Mulle wrote:
I think we could use an extra body. Either a damage dealer or a prepared caster would come in handy.

I agree but we also need a sneaky trap person as well.

What about a bath house and two roads. G18, F21

Do we need to build our own roads on A20 A21 to get the benefits or are those considered already a road? Does that make sense?


KM Handouts Headwaters

The path that exists in the north is not actually a road. Its just a rough cart path currently. To get the benefits you need to build new roads.

We can try and recruit 1-2 more then. I will put up a recruitment later today.


Halfling CN Female Halfling Arcanist 4 HP:22/22 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+8 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

@Coreyllon - In the Charts tab, table 4-6 says a road "connects" to all adjacent hexes. (And costs double if the hex has rivers as a bridge is built in)...
On the map it looks like roads are linear
My brain is having a hard time reconciling logic/reality and the game rules... I know part of the kingdom/city building is more symbolic than practical.... so; what's the deal there?

@All
Roads in G18 and F21 would both be double cost 6bp of roads total, that would only leave E19 for road development.
What about an herbalist or exotic artisan instead of the bath while we are limited to one building, use 10 bp rather than 4 and leaving 6-7 unspent.


KM Handouts Headwaters

That is just for purposes of the map. Technically, its not just a road but a network of roads going all over the zone and to all adjacent zones. If you built a road in E19 I would show connections to all three areas (D20, E20, F20) that already have roads in them. But putting a spiral of roads going everywhere immediately would just clutter the map.


Halfling CN Female Halfling Arcanist 4 HP:22/22 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+8 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

That was what I hoping! Thank you!!

Party- see previous post for building suggestions


Male HP:43/43 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+6 CMD:+18 EA: Defend Human Cavalier 4

If we spend the BP on those roads, we gain an additional +1 Stability and +1 Economy due to 8 hexes of roads.
"Economy +1 for every 4 hexes of Road, Stability +1 for every 8 hexes of Road"

I do like the idea of other one of the herbalist or exotic artisans.
If we do the bath and the roads, we can get all three with 1 PB remaining.

What does the productivity +1 do?


Halfling CN Female Halfling Arcanist 4 HP:22/22 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+8 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

Rillka was supporting roads but bath is a cheap buy; it can be picked up even if funds are low - we should buy something more costly while we have the funds and can only build 1 building (not counting the houses we already have a couple of)


Male HP:43/43 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+6 CMD:+18 EA: Defend Human Cavalier 4

Understandable.
If we do either one of those 10 BP buildings, we could only do 1 road (6bp). Costing us 16 Bp
Giving us +1 Stability and +1 to either Economy or Loyalty.
leaving us with 1 bp.
An Economy of +22 and +6BP (per a Round) (+5 for your mines, foundry and quarries and +1 for the sawmills/ lumberyards) A minimum of 13Bp a round (23/3=7+6=13) A max of 20Bp a round (42/3=14+6=20)
A Stability of +28 on a DC31 which we seem to fail a lot.

If we do the two roads (6bp each) and a bath(4bp)
Costing us 16Bp
This would give us +2 Economy +2 Stability.
leaving us with 1 bp.
An Economy of +24 and +6BP (per a Round) (+5 for your mines, foundry and quarries and +1 for the sawmills/ lumberyards) A minimum of 14Bp a round (24/3=8+6=14) A max of 20Bp a round (44/3=14+6=20)
A Stability of +29 on a DC31 meaning we can only fail on a 1.
I think I may have jinx us for next round.

While I agree that spending the most on what we can while we have the funds is a good idea. I am looking at the current situation as this.
Building the cheaper item and the two roads, nets us a better bonus than buying the more expensive item. More stability per a round and higher minimum money.

At least that is if I am doing this correctly, which I very well may not.


KM Handouts Headwaters

Remember that once you get to size 11 you can do two buildings a turn. Which can be a useful option.

You could also build mines in all of the hill regions. They give a static BP per turn.


| HP: 25/31 | AC: 21 (12 Tch, 19 Fl) | CMB: 4, CMD: 16 | F: +6, R: +9, W: +5 | Init: +2 | Perc: +17, Lowlight vision | Exploration Action: Investigation | Bomb: 2/6 | Inspiration 5/5 | Cognatogen (+4 int, -2 str, +2 AC) | Speed 30ft | Active conditions: Shield |PDF character sheet
Extracts:
Alchemist - bomber's eye, heightened awareness, Cure Light Wound | Investigator: illusion of calm, shield, 1 unused

I would also go for the most effective at this point, with the two roads and the bath.

But then I think we need to get to size 11 to get 2 buildings a turn. That will lower out stability, as we right now have a +2 bonus from the expansion edict.

GM_Coreyllon wrote:
You could also build mines in all of the hill regions. They give a static BP per turn.

The only region I think we have left for a mine is F20, right?

And technically also E20, but there we have the lair that would be good for a watchtower. And putting a watchtower there would create line-of-sight to both towns, giving us a way of warning the other town of trouble very fast. So I think we should leave that open for that. I don't think we can have a mine and a watchtower in the same square, right?


Halfling CN Female Halfling Arcanist 4 HP:22/22 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+8 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

Sorry math is not Rillka's strong suit; Yeah, I thought it was 6BP for the two roads total, not each...

I am asking - would it be better to do a road/expensive building; road building (bath or other) over two turns vice vs 2 roads+bath and then what for the next turn? I don't know, and do not have a good answer and seek insight from the better planners.


Male HP:43/43 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+6 CMD:+18 EA: Defend Human Cavalier 4

With the way the die roller treats us...lol.
I am very much for getting all the bonuses we can right now so that it is not as hard when we do expand again. A DC of 31 with +27 to the roll and yet we still fail...lol.

I think the two roads to gain the bonuses for longest road (Catan) and a bath will give us a good standing for the next round. From there we can build something else.


KM Handouts Headwaters

Currently, E20 and F20 are the two places to build a mine.


KM Handouts Headwaters

So lets get a plan going! Someone throw up the plan and lets get a second going.

I posted a recruitment post. We will see what pops up.


Halfling CN Female Halfling Arcanist 4 HP:22/22 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+8 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

There are two options being discussed
1= Two roads and a bath and then no plan….
2= Road bath this turn, road herbalist or exotic artisan the following turn before expanding again.

I requested feedback on option two; but didn’t get an actual answer. I am waiting on that to determine my preferred way forward.


Male HP:43/43 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+6 CMD:+18 EA: Defend Human Cavalier 4
Sir Andreas Eisfalke Von Ulm wrote:
I think the two roads to gain the bonuses for longest road (Catan) and a bath will give us a good standing for the next round. From there we can build something else.

I am assuming that the rules for only one terrain improvement are for those without an "*". Meaning I can have only one mine in a hex, but I could have a road, a farm, a watchtower and a mine in the same hex. Am I correct?

For the next round... I say we start building on our wealth for a bit before we expand again.

Build a terrain improvement of a mine (6) in E20, A city improvement of an Exotic Artisan (10) and a road(2x2=4) (if we have the funds) in G18.
The mine will give us Economy, BP. The artisan will give us Economy and Stability plus a minor magical item.

****Please can someone explain to me what it means when it states that we have a productivity +1 from a Lumberyard****

If it was already done, please do again as I did not see it...lol


KM Handouts Headwaters

@Sir Andreas Anything with an * can be built in a region with other items having an *. I read that as there can be 1 non-* item like the mine in the region as well. It would make no sense not to have a road to and from your mine.

Productivity effects Trade Edicts.


Male HP:43/43 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+6 CMD:+18 EA: Defend Human Cavalier 4
GM_Coreyllon wrote:


Productivity effects Trade Edicts.

Thank you


Male HP:43/43 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+6 CMD:+18 EA: Defend Human Cavalier 4

I vote for 2 roads and a bath for the round we are in right now.
I vote for a mine (e20) and exotic Artisan for next round.


KM Handouts Headwaters

Do we have a second?

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