Saga of a New Land

Game Master karlprosek

A Kingmaker campaign of politics, intrigue, and war.

Maps:
Combat Map | Current Area Map
Greenbelt and Barony Map | Needs updating Stolen Lands Map

Reference:
Kingdom Tracker Spreadsheet
BLANK Loot Sheet | Quest Tracker | Known NPCs


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Female Changeling Sorcerer (Sage) 7 | 37/37 HP | AC16 T13 FF14 | CMD15 | F +3 R +5 W +8 | SR 13 | Init +3 | Perc +9 | Arcana +17, Dungeoneering +15, Fly +6, History +13, Local +11, Planes +16, Religion +12, Sing +8, Spellcraft +17 | Spells: 3rd 5/5 2nd 7/7 1st 7/8 | Conditions: Mount

Based on earlier posts we might want Oleg for Councilor and Svetlana for Diplomat. Then we're all set, at least for now.

Namewise, Syretia has no preferences, since she just got here.


Male Human (Ulfen) Ranger 7; Hp: 76/76; AC 18; F:8, R:7, W:4; Perc +12
Fenrir:
HP 44/44; AC 19; F: 7, R:8, W:5 ; Perc +6

I'd concur on Oleg for Councilor and Svetlana for Diplomat.


Male Dwarf Forgepriest 7 | hp 68 | AC25 T11 FF 24 | CMD 16 | F +9 R +3 W +9 | Spd 20' | Init +5 | Perception +14
Spoiler:
Blessing: 6/6, Fervor 2d6 6/7, Sacred Weapon +1 7/7, Sacred Armor +1 7/7

So I entered Oleg and Svetlana at their new jobs on the spreadsheet. With all positions filled, this give us a good start for our future Kingdom.

DM Vayelan, if you could add the modifier missing, the sheet will be pretty much complete.


Orlog BrightShield wrote:

So I entered Oleg and Svetlana at their new jobs on the spreadsheet. With all positions filled, this give us a good start for our future Kingdom.

DM Vayelan, if you could add the modifier missing, the sheet will be pretty much complete.

I've added the modifiers for your NPC council members.

I've also added formulas to automatically update the kingdom statistics based on edicts and unrest, and I've edited the link to the Kingdom Building rules so that it leads to the d20PFSRD version, which I believe is better and easier to navigate.


After we roleplay the curing of Cavan, we can move on to the first kingdom turn.

Orlog, thank you for keeping the kingdom tracker updated. Would you like to manage the rolls for the kingdom turns, or would you prefer if I handled it?


Male Human Cleric 7 (HP 42/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

With the founding and curing, we have our first holiday.

We need a name for it "Founders' blessing" Day might be enough :)


Male Dwarf Forgepriest 7 | hp 68 | AC25 T11 FF 24 | CMD 16 | F +9 R +3 W +9 | Spd 20' | Init +5 | Perception +14
Spoiler:
Blessing: 6/6, Fervor 2d6 6/7, Sacred Weapon +1 7/7, Sacred Armor +1 7/7
DM Vayelan wrote:
Orlog BrightShield wrote:

So I entered Oleg and Svetlana at their new jobs on the spreadsheet. With all positions filled, this give us a good start for our future Kingdom.

DM Vayelan, if you could add the modifier missing, the sheet will be pretty much complete.

I've added the modifiers for your NPC council members.

I've also added formulas to automatically update the kingdom statistics based on edicts and unrest, and I've edited the link to the Kingdom Building rules so that it leads to the d20PFSRD version, which I believe is better and easier to navigate.

The modification for the edict added the same bonuses twice. The Edicts column is in both the bonuses and the penalties side. I corrected it.

Also, I changed Mr. Pink bonus from Loyalty to Stability.

For the control DC, I put it back down to 21. I'm assuming that the Inn and the House aren't built yet since we haven't been there for a month, or am I mistaken?

I can do the rolls, but I though that was the Ruler's job. After all, he should have to do some of the work... ;)

I noticed that there is now an activity log on the spreadsheet. Are you the one of is going to fill that one up?


Orlog BrightShield wrote:
DM Vayelan wrote:
Orlog BrightShield wrote:

So I entered Oleg and Svetlana at their new jobs on the spreadsheet. With all positions filled, this give us a good start for our future Kingdom.

DM Vayelan, if you could add the modifier missing, the sheet will be pretty much complete.

I've added the modifiers for your NPC council members.

I've also added formulas to automatically update the kingdom statistics based on edicts and unrest, and I've edited the link to the Kingdom Building rules so that it leads to the d20PFSRD version, which I believe is better and easier to navigate.

The modification for the edict added the same bonuses twice. The Edicts column is in both the bonuses and the penalties side. I corrected it.

Also, I changed Mr. Pink bonus from Loyalty to Stability.

For the control DC, I put it back down to 21. I'm assuming that the Inn and the House aren't built yet since we haven't been there for a month, or am I mistaken?

I can do the rolls, but I though that was the Ruler's job. After all, he should have to do some of the work... ;)

I noticed that there is now an activity log on the spreadsheet. Are you the one of is going to fill that one up?

Thank you for correcting the issue with the edicts.

Yes, I will fill out the activity log. I added it to help me keep track of each turn's additions and events.

The Control DC is equal to 20 plus the kingdom's size in hexes plus the total number of districts in all your settlements.
A settlement district refers to the 9 blocks of 4 lots where we place the buildings. Regardless of whether the inn, house, or other future buildings are constructed, the settlement still has that one district. That's why I had increased the Control DC to 22.


Male HP:72/72 AC:20 T:15 FF:14 F:+6 R:+5 W:+4 Perc:+11 Init:+5 Bastard Sword +12, 1d10+3 CMB:+10 CMD:+20 Human Cavalier 7 (Daring Champion)

I will have a post up later tonight on this difficult situation. Lol


Male Human Cleric 7 (HP 42/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

Fah, difficult.

Put a rose and hammer somewhere on the corners of the heraldry with the dragon in the center and you're done ;)

EDIT: On a more serious note, Bydar isn't just intending to focus on Shelyn and Torag, hence his comments on 'Goodly gods'. So if you folks feel your character's deity is being ignored, I think as soon as he learns who the other PCs (and NPCs ) favor he'll try to see some respect there too.

Just trying to high priest right


Male Human Cleric 7 (HP 42/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

A question for our DM, with the Shrine already built and needing mostly a few repairs, touched up, reconsecrated to Torag, etc will we get a discount on BPs for it? I'm hoping so but not sure of the rules on that


Mechanically, the labyrinth beneath the fort would be treated as a hex of Cavern terrain, which itself functions as an additional hex under the surface hex. Thus, it has its own listing for Exploration Time, Preparation Time, and Preparation Cost on the Terrain and Terrain Improvements Table in the kingdom building rules.

If you invest the time and resources to covert this underground hex into another district for your capital settlement, you would get a 50% discount for repairing and reconsecrating the shrine.


Male HP:72/72 AC:20 T:15 FF:14 F:+6 R:+5 W:+4 Perc:+11 Init:+5 Bastard Sword +12, 1d10+3 CMB:+10 CMD:+20 Human Cavalier 7 (Daring Champion)

I will be away till Monday or Tuesday for some vacation time.
I will be able to post but when I will be free is a different story.
Most likely late at night.
I will have a post up tonight


Male Human Cleric 7 (HP 42/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

Hope you and yours have a fun vacation!


Male HP:72/72 AC:20 T:15 FF:14 F:+6 R:+5 W:+4 Perc:+11 Init:+5 Bastard Sword +12, 1d10+3 CMB:+10 CMD:+20 Human Cavalier 7 (Daring Champion)
Bydar wrote:
Hope you and yours have a fun vacation!

Thank you.

I just got to the hotel. Will they for a post tomorrow.


Male HP:72/72 AC:20 T:15 FF:14 F:+6 R:+5 W:+4 Perc:+11 Init:+5 Bastard Sword +12, 1d10+3 CMB:+10 CMD:+20 Human Cavalier 7 (Daring Champion)

I am wondering what we were able to take out fromm last time. The armors and the coins, etc. If nothing was taken that is ok.


Lord Christian D'Elagante wrote:
I am wondering what we were able to take out fromm last time. The armors and the coins, etc. If nothing was taken that is ok.

I reviewed the posts from when the party met Sapphira and she showed you the hidden treasury. No one mentioned taking anything, so everything (except the jewelry that Sapphira had previously stored in her backpack) is still where you left it.

Given the nature of the labyrinthine tunnels, I had not prepared a map for it. Instead, I created a list of landmarks within the complex and which ones were connected. If you would prefer an actual map to better keep track of exploration, then I can try to put together a visual aid.


Female Changeling Sorcerer (Sage) 7 | 37/37 HP | AC16 T13 FF14 | CMD15 | F +3 R +5 W +8 | SR 13 | Init +3 | Perc +9 | Arcana +17, Dungeoneering +15, Fly +6, History +13, Local +11, Planes +16, Religion +12, Sing +8, Spellcraft +17 | Spells: 3rd 5/5 2nd 7/7 1st 7/8 | Conditions: Mount

For exploration, I'm totally fine with just directly transitioning between landmarks. I would prefer a combat map if we get into a fight, though.

Also, I realize I forgot to say this in the actual post, but Syretia was just using read magic to decipher the scroll.


Male Human (Ulfen) Ranger 7; Hp: 76/76; AC 18; F:8, R:7, W:4; Perc +12
Fenrir:
HP 44/44; AC 19; F: 7, R:8, W:5 ; Perc +6

We definitely left the wired iron thing. And it wouldn’t have made sense to load up on heavy stuff


1 person marked this as a favorite.
Syretia wrote:

For exploration, I'm totally fine with just directly transitioning between landmarks. I would prefer a combat map if we get into a fight, though.

Also, I realize I forgot to say this in the actual post, but Syretia was just using read magic to decipher the scroll.

No worries. For combat, I will definitely provide an encounter map.


1 person marked this as a favorite.
Male HP:72/72 AC:20 T:15 FF:14 F:+6 R:+5 W:+4 Perc:+11 Init:+5 Bastard Sword +12, 1d10+3 CMB:+10 CMD:+20 Human Cavalier 7 (Daring Champion)

Ok so here we go.
I truly hope that this will give everyone an idea of where we are in the ruins.
This will give new meaning to the phrase Kender Map.
In my RL gaming group, one of our players played a Kender that made the maps for the party...That player refused to look at the maps the Dm provided instead he created the maps off of the descriptions. It was so confusion but fun.

I could be completely wrong on everything here.
We enter the ruins heading east from the fort. Came to an intersection with passages head North(1) East(2) and South(3).
Here Brand mention going the the left which in turn should have been North(1) but Mr Pink went South(3). So South(3) we went and came to the first dead Halfling. A spellcaster. The path continued on to three more pathways. Left(4), Straight(5) and Right(6). We turn Left(4) which brought us into a oblong room where we found an old cook fire. The Path continued out of this room to another intersection of three passages. Left(7), Straight(8), and Right(9). To the Left(7) we found and fought three cyclops creature thingies. We found another two dead Halflings. There was a large door like in the fort that opened out to the outside. 1/4 Mile West of the Fort. Backtracking to the intersection. We went to the Right(9) and found a collapsed tunnel that may be near a river?. It looked like something tried to dig its way out or something like that. Again backtracking to the intersection we took the last pathway open to us. Straight(8) This lead to the Shrine to Gorum, Medusa, the secret treasury and the red orb.
This is all I could figure out as I do not know which path Sapphira took to find the last surviving Halfling and the sinkhole.

Until I can figure that out, it looks like we three passages that we did not explore...and one the is the sinkhole.


Female Changeling Sorcerer (Sage) 7 | 37/37 HP | AC16 T13 FF14 | CMD15 | F +3 R +5 W +8 | SR 13 | Init +3 | Perc +9 | Arcana +17, Dungeoneering +15, Fly +6, History +13, Local +11, Planes +16, Religion +12, Sing +8, Spellcraft +17 | Spells: 3rd 5/5 2nd 7/7 1st 7/8 | Conditions: Mount

I had to read that a few times but I think I have a handle on it now. Thank you for putting that together for us!


I like the Kender Maps that come with chocolate and a toy. [badum tiss]

Joking aside, thank you for keeping track of the mapping, Christian.


Female Changeling Sorcerer (Sage) 7 | 37/37 HP | AC16 T13 FF14 | CMD15 | F +3 R +5 W +8 | SR 13 | Init +3 | Perc +9 | Arcana +17, Dungeoneering +15, Fly +6, History +13, Local +11, Planes +16, Religion +12, Sing +8, Spellcraft +17 | Spells: 3rd 5/5 2nd 7/7 1st 7/8 | Conditions: Mount

Gentlemen, I believe that our doing 158 damage in a single round just about ought to do the job.


Male Human Cleric 7 (HP 42/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}
Syretia wrote:
Gentlemen, I believe that our doing 158 damage in a single round just about ought to do the job.

"Kill it a lot!" :)


Syretia wrote:
Gentlemen, I believe that our doing 158 damage in a single round just about ought to do the job.

I could've had two more leap out of the shadows, and you still would've dealt enough damage to drop all three in one round.


Male Human (Ulfen) Ranger 7; Hp: 76/76; AC 18; F:8, R:7, W:4; Perc +12
Fenrir:
HP 44/44; AC 19; F: 7, R:8, W:5 ; Perc +6

Seriously, that's a DPS system win. Hey and we can RP too!


Male HP:72/72 AC:20 T:15 FF:14 F:+6 R:+5 W:+4 Perc:+11 Init:+5 Bastard Sword +12, 1d10+3 CMB:+10 CMD:+20 Human Cavalier 7 (Daring Champion)

So according to my kender map...

We continued down a tunnel (11) to an ossuary which has a tunnel leading off to the left as we entered. That path (12) was used as a means to catch prey unaware of danger in a set of three natural caverns. The largest cave had an exit (B) that faced NW.


Male HP:72/72 AC:20 T:15 FF:14 F:+6 R:+5 W:+4 Perc:+11 Init:+5 Bastard Sword +12, 1d10+3 CMB:+10 CMD:+20 Human Cavalier 7 (Daring Champion)

Just a pokie poke at the DM...Everything OK?


Lord Christian D'Elagante wrote:
Just a pokie poke at the DM...Everything OK?

Sorry to worry you. I am still here. Let me just catch up on the gameplay posts, then I will make my own.


Male HP:72/72 AC:20 T:15 FF:14 F:+6 R:+5 W:+4 Perc:+11 Init:+5 Bastard Sword +12, 1d10+3 CMB:+10 CMD:+20 Human Cavalier 7 (Daring Champion)

@DM Vaylen
A quick question before I post as this will effect my post.
The ring on the barbarian...is this the same one from the Barbarian cairn location? Do we know if the group that was exploring before us found this ring at that location?


Lord Christian D'Elagante wrote:

@DM Vaylen

A quick question before I post as this will effect my post.
The ring on the barbarian...is this the same one from the Barbarian cairn location? Do we know if the group that was exploring before us found this ring at that location?

Correct, this is the ring from the barbarian cairn. Since it can have plot significance later in the AP, I did not want to deny you the opportunity to claim it.

The Whitehollow party did not disturb the cairn; however, in our telling of the Kingmaker story, the ring was passed down through a family rather than being buried in the cairn - hence why it was carried by this warrior who died in the past couple months.


Male HP:72/72 AC:20 T:15 FF:14 F:+6 R:+5 W:+4 Perc:+11 Init:+5 Bastard Sword +12, 1d10+3 CMB:+10 CMD:+20 Human Cavalier 7 (Daring Champion)

Squirrels ate my internet cable.. Post later tonight.


Male HP:72/72 AC:20 T:15 FF:14 F:+6 R:+5 W:+4 Perc:+11 Init:+5 Bastard Sword +12, 1d10+3 CMB:+10 CMD:+20 Human Cavalier 7 (Daring Champion)

I have been giving it a lot of thought on what buildings we should build and in what order.

Now this is my opinion on the subject and is not set in stone at any level. We are all here in this game together and all have a say. I do like the RPing on what we want to do next.

We have built/building
Houses: Unrest -1
Tavern: Economy +1, Loyalty +1

We have locate areas that can be built on at a reduced rate.
Academy: Economy+2, Loyalty +2 Cost 26 (52) and 2 lots.
Temple: Loyalty +2, Stability +2, Unrest –2 Cost 16 (32)

I listed the buildings into 5 groups.
Arcane, Commoner, Divine, Military and Other

ARCANE
1 Academy
3 Alchemist
5 Caster's Tower
6 Exotic Artisan
4 Herbalist
7 Luxury Store
9 Magic Shop
8 Magical Academy
2 Shop

COMMONER
9 Brewery
10 Foundry
7 Granary
1 House
4 Inn
11 Library
5 Market
12 Mill
19 Millpond
3 Monument
8 Pier
6 Smithy
13 Stable
14 Stockyard
15 Tannery
2 Tavern
18 Tenement
16 Town Hall
17 Trade Shop

DIVINE
6 Cathedral
7 Fortress of the Faithful
4 Hospital
5 Monastery
1 Shrine
2 Temple
3 University

MILITARY
1 Barracks
6 Castle
2 City Walls
3 Garrison
5 Military Academy
8 Moat
7 Palace
4 Watch Tower
2 Watergate

OTHER(as needed)
Arena
Bank
Bardic College
Black Market
Bridge
Bureau
Cistern
Dance Hall
Dump
Ever-flowing Spring
Foreign Quarter
Graveyard
Guildhall
Jail
Magical Streetlamps
Mansion
Menagerie
Mint
Museum
Noble Villa
Observatory
Orphanage
Park
Sewer System
Theater
Waterfront
Waterway

I hope this helps


Male Human (Ulfen) Ranger 7; Hp: 76/76; AC 18; F:8, R:7, W:4; Perc +12
Fenrir:
HP 44/44; AC 19; F: 7, R:8, W:5 ; Perc +6

Wow, very thorough I’ll check it out and throw some ideas together too!


Male Human (Ulfen) Ranger 7; Hp: 76/76; AC 18; F:8, R:7, W:4; Perc +12
Fenrir:
HP 44/44; AC 19; F: 7, R:8, W:5 ; Perc +6

Impressive homework Christian, I'm curious why you prioritized some high expense buildings (Cathedral/Academy) over their smaller and cheaper analogues especially since we're just starting out, and I'm pretty sure we'll need BP to claim hexes or improve them as well as build structures?

Unrelated note: does it make sense for us to sell some of our weapon loot which we'll never use or gift it to various NPCs we've encountered? If we keep selling things we can convert that into BPs eventually for more kingdom improvements and still maintain a reserve for what we need.


Male HP:72/72 AC:20 T:15 FF:14 F:+6 R:+5 W:+4 Perc:+11 Init:+5 Bastard Sword +12, 1d10+3 CMB:+10 CMD:+20 Human Cavalier 7 (Daring Champion)

I listed them alphabetically and then I have a number in front that indicates what my personal order was.

The Cathedral is listed as number 6 on the divine group.

The academy I have as first because we can build it at half the price and it will give us some magical items that we can then sell or purchase. This can increase our BPs...At least that is how I am seeing it. The academy also reduces the cost of several buildings.

Using the space in the caverns for an academy is of better use for us than making it a museum.


Male Human (Ulfen) Ranger 7; Hp: 76/76; AC 18; F:8, R:7, W:4; Perc +12
Fenrir:
HP 44/44; AC 19; F: 7, R:8, W:5 ; Perc +6

Ah gotcha, so the numbers are the priority, I don't know why I didn't see it that way.

So that makes a LOT more sense to me now, and putting the Academy below ground is a cool idea for the space.

Thanks for taking that on and giving us a jumping off point!


Male Human Cleric 7 (HP 42/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

Academy does seem better than a museum to me as well. Who knows, eventually it might be bumped up to a magical academy, but hey :)

DM Vayelan - I know it's yet more work, but can we have a record of some of the named NPCs, even the ones not on the council to go along with the resources and so on?

Seems we're all making friends or at least contacts ICly. Bydar and Cavan, Brandt and Lira, etc.


1 person marked this as a favorite.
Bydar wrote:

DM Vayelan - I know it's yet more work, but can we have a record of some of the named NPCs, even the ones not on the council to go along with the resources and so on?

Seems we're all making friends or at least contacts ICly. Bydar and Cavan, Brandt and Lira, etc.

Funny you should mention that. With the addition of Nanya, I was thinking of creating just such a record.

Fortunately, I actually enjoy documenting NPCs and organizing information, so rather than being extra work, this will be fun for me.


Mechanically, we can count the inn and house lots as completed.

For the first proper kingdom turn, though, we need to decide whether you will be claiming any adjacent hexes, building any terrain improvements, and what buildings you will next construct in the settlement.

I've updated the Greenbelt map with a marker around your first hex to indicate the current area of control for your kingdom.


Male Human (Ulfen) Ranger 7; Hp: 76/76; AC 18; F:8, R:7, W:4; Perc +12
Fenrir:
HP 44/44; AC 19; F: 7, R:8, W:5 ; Perc +6

Which extra hexes could we claim? and which ones would we be able to? If its anything adjacent, I'd say the river crossing, and improve that thing.


Male Dwarf Forgepriest 7 | hp 68 | AC25 T11 FF 24 | CMD 16 | F +9 R +3 W +9 | Spd 20' | Init +5 | Perception +14
Spoiler:
Blessing: 6/6, Fervor 2d6 6/7, Sacred Weapon +1 7/7, Sacred Armor +1 7/7

The crossing would be my choice also, then maybe the hex on the left of it. Since the map shows the the ressources already discovered on the north side of the map, it would make sense that we expand it that direction.


Female Changeling Sorcerer (Sage) 7 | 37/37 HP | AC16 T13 FF14 | CMD15 | F +3 R +5 W +8 | SR 13 | Init +3 | Perc +9 | Arcana +17, Dungeoneering +15, Fly +6, History +13, Local +11, Planes +16, Religion +12, Sing +8, Spellcraft +17 | Spells: 3rd 5/5 2nd 7/7 1st 7/8 | Conditions: Mount

For purposes of the Kingdom rules, we're in the Edict phase, right? I think we still need to do the Upkeep phase so I'm going to think that through before the rest of this post.

1) Stability Check with +17, DC 22. 80% of success, which since we're at 0 Unrest means we get 1BP (for a total of 35). 20% of failing by 4 or less, which would increase Unrest by 1. 0% of failing by 5 or more.
2) Pay consumption. Currently 4, so assuming we succeed on the previous check we're at 31 BP.
3) No vacant magic item slots, I think.
4) Modify Unrest. None of our stats are negative and Unrest is already 0, so nothing to do here.

Edict Phase, with (hopefully!) 31BP.

I agree with Brandt on expanding into the River Crossing hex, but I think we should wait to build a Road there until next turn. In the Capital hex, I suggest a Road and a Farm. I assume the hexes we're dealing with right now are Hill terrains, so a farm costs 4BP, but it reduces Consumption by 2. It would pay for itself in 2 turns, and by turn 3 it'll be a net profit. Claiming the hex, building the Farm, and building the Road (doubled because of River) will run us 11BP. That leaves us with 19-20BP for a building.

We can construct one building, so I'm going to offer my suggestions, in ranked order:
1) Mill (6BP). +1 to Economy and Stability, which lag behind Loyalty by 3 and 1 point, respectively. Must be adjacent to a water border (though the rules give Vayelan leeway to let us make it a windmill instead for the same cost). Also adds +1 to the settlement's Productivity, which would be a bonus to any Craft, Perform, or Profession checks. Not critical, but a nice bonus.
2) Smithy (6BP). +1 to Economy and Stability. Same cost and benefit to the Kingdom as the Mill, but has a different flavor and can be built in any tile. Does not have the +1 to Productivity.
3) Library (6BP). +1 to Economy and Loyalty. Also gives a +1 to the settlement's Lore modifier, which is a bonus to Knowledge checks made while doing research and to Gather Information using Diplomacy. This would probably be better to use in the Cavern hex below when we get around to claiming that, because it can be upgraded to the Academy, taking the Library's 6BP off of the discounted 26.
4) Shop (8BP, plus 3BP for required House). +1 to Economy and adds 500gp to the settlement's base value, making it easier for us to find magical items to buy.

My main priority was finding buildings that improve Economy at a low cost, particularly if it had some other knock on effect.

In terms of near-future hex expansion I think we should aim for building a road to Oleg's Trading Post. We can claim another bridge along the way, along with the gold mine that's on the map. I think the icon on the Spider Nest is a Lair, so claiming that will also increase our Stability.


Male Human Cleric 7 (HP 42/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}
DM Vayelan wrote:


Funny you should mention that. With the addition of Nanya, I was thinking of creating just such a record.

Fortunately, I actually enjoy documenting NPCs and organizing information, so rather than being extra work, this will be fun for me.

Win Win!

And thank you.

"Brand" wrote:
Which extra hexes could we claim? and which ones would we be able to? If its anything adjacent, I'd say the river crossing, and improve that thing.

I'll join the Chorus and say the River Crossing too. Just makes sense on every level.


Male HP:72/72 AC:20 T:15 FF:14 F:+6 R:+5 W:+4 Perc:+11 Init:+5 Bastard Sword +12, 1d10+3 CMB:+10 CMD:+20 Human Cavalier 7 (Daring Champion)

From a logistics standpoint...The river crossing hex is the one we should claim. The fact that there is a ford already there...we can build a road there for normal cost and not double. It is also leads to two areas that we should claim as soon as possible. The gold mine and the silver mine.

As for the capital. I think we need to stabilize our foundation.
We have shelter. We need food and some form of protection.
I am not too familiar with the rules...so please be gentle when telling me I am wrong about something...lol

If we build farms in the current hex we can also build a fishery. The cost would be 8 I think but we would have consumption down to 1...We could build in the newly claimed hex some vineyards to reduce the consumption down to 0 and that would cost an additional 3 BP for a total of 11 spent.

Since we are having people telling stories and getting others all worked up...we should build a city wall in the capital. Unrest reduced by two and it should help to make the citizens feel safer as a cost of 2 BP. We could also do a library (for some reason I am thinking we have a place below that could be used as a library for half the cost...along with the shrine, Academy/Museum) for 6 BP and a mill for 6 BP... For a total of 14 BP and with +2 to Economy, +1 to Loyalty and +1 to stability, +1 Productivity, Lore +1

A grand total of 25 BP spent.
I do not know but I can only imagine that there is a rule that states you can only build one building at a time.

Now on another note.
We will go back down and recover all the items we left behind to add to the treasury which will give us even more build points.

I will have a post up some time soon....I wanted to get more input for others before I post.

and....
did we lost Mr.Pink
has not post in almost a month.


Female Changeling Sorcerer (Sage) 7 | 37/37 HP | AC16 T13 FF14 | CMD15 | F +3 R +5 W +8 | SR 13 | Init +3 | Perc +9 | Arcana +17, Dungeoneering +15, Fly +6, History +13, Local +11, Planes +16, Religion +12, Sing +8, Spellcraft +17 | Spells: 3rd 5/5 2nd 7/7 1st 7/8 | Conditions: Mount

I agree that a Road in the river crossing hex should definitely be on the agenda, but right now if we build a road there it won't connect to anything. Our road needs to start somewhere, and the Capital hex is a logical place. It'll also help if we need to run back and forth in the hex itself, because it reduces our overland travel speed penalty from 50% to 25%. In Plains hexes it takes us up to full speed. It's also worth remembering that every 4 Roads gives +1 to Economy, and every 8 gives +1 to Stability.

I also think a Fishery is a good improvement to build later when we have more consumption and have built as many Farms as we can in the current territory we have. The trouble is they cost the same or more as a Farm, with half the benefit. If we do claim the River crossing hex, we can build a farm there for the same cost and reduce our consumption by a further two. Consumption will go up one because our size has increased so we will need to be very careful to ensure it doesn't spiral out of control.

We do have discounts in the cavern for a Shrine and an Academy, but claiming that hex, preparing it for expansion, and adding a district to it will be a pretty significant investment and will increase our kingdom's Control DC. We currently have plenty of space in the existing district so I think we should focus on developing it before expanding.

And there are indeed rules for how many buildings we can build each turn. Until we control 11 hexes, we're restricted to 1 new settlement/army, 1 new building, 1 hex claim, and 2 terrain improvements per turn.

As for Mr Pink: he hasn't posted in here for a while, but he's still active on the forums, so he might just be taking a break from the game. Not sure.


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Syretia, thank you for the very helpful, accurate summary of the rules.

You can also build one house or tenement each turn in addition to the normal construction allotment.


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Rather than create an entirely new spreadsheet, I've added a new tab to the Party Loot spreadsheet that tracks NPCs you've encountered.


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Male HP:72/72 AC:20 T:15 FF:14 F:+6 R:+5 W:+4 Perc:+11 Init:+5 Bastard Sword +12, 1d10+3 CMB:+10 CMD:+20 Human Cavalier 7 (Daring Champion)

I agree that we should not build a road in the middle of nowhere...I was just pointing out that the cost would be the same in that hex because of the ford.

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