Strength and Fear: An Ustalavic Kingmaker Campaign

Game Master vayelan

Kingdom Building Rules
Rulership Tracker
Map: Canterwall and Neighbors

Map: The Town of Ravengro
Map: Harrowstone Grounds

Current Encounter: Koldukar - The Great Hall


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CG Kineticist7 l 80hp, Burn 0/8 l F +11, R +10, W +6, Ini +3 l AC19, Touch14, FF16, CMB +6, CMD20 l Perc +11 l Darkvision 60ft l Spd30

Bashuk is a Sarenite, and her tribe is already something of a black sheep in Belkzen anyway--so if the dwarves are willing to play nice she's ready to welcome them. She'll retain some wariness but she'll also feel a little guilty about that.


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8
Bashuk Cinderhand wrote:
Bashuk is a Sarenite, and her tribe is already something of a black sheep in Belkzen anyway--so if the dwarves are willing to play nice she's ready to welcome them. She'll retain some wariness but she'll also feel a little guilty about that.

Yes, agreed... waiting for the next post. Guess I'm thinking one step at a time... just don't want Dwarves overrunning Canterwall. So, trying for obey the law... first.


NG Human Witch (hedge witch) 7 | hp 55(41)/55(41)| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +7(5) Ref +5 Will +7 | mage armor (7 hours), message (refreshing regularly), bear's endurance 3 min

Should have posted sooner: yesterday through Friday, nose is to the grindstone for annual reporting period. I'll check in periodically but please bot if necessary.


Kingdom Turn 4: Erastus 4720

Upkeep Phase

Stability Check DC 25: 1d20 + 16 ⇒ (16) + 16 = 32
Result: +1 BP

Pay Consumption: -2 BP

Current Treasury: 19 BP

.....

For the edict phase, what did you want to construct?
Do you want to claim another hex?


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

We're already a month later?

I need to review the spreadsheet, but probably yes to another Hex.

We need to construct what gives us the most return.


CG Kineticist7 l 80hp, Burn 0/8 l F +11, R +10, W +6, Ini +3 l AC19, Touch14, FF16, CMB +6, CMD20 l Perc +11 l Darkvision 60ft l Spd30

I know we've discussed this before but alas I've forgotten--is there a map key? Those three blue-outlined hexes represent our domain's directly administered holding right?

I'm not sure how to assess the relative merits of each hex, but the green one to the west (bordering the two water hexes) moves us closer to our orc & dwarf allies, though creating a contiguous territory there will take a long time even if we decide that's what we want to strive for.


NG Human Witch (hedge witch) 7 | hp 55(41)/55(41)| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +7(5) Ref +5 Will +7 | mage armor (7 hours), message (refreshing regularly), bear's endurance 3 min
Bashuk Cinderhand wrote:

I know we've discussed this before but alas I've forgotten--is there a map key? Those three blue-outlined hexes represent our domain's directly administered holding right?

I'm not sure how to assess the relative merits of each hex, but the green one to the west (bordering the two water hexes) moves us closer to our orc & dwarf allies, though creating a contiguous territory there will take a long time even if we decide that's what we want to strive for.

That hex would be a good one to take; in addition for the reasons you describe, it would buffer Canterwall and having fertile land next to water is a good idea. I'd aim to get the foothills to the west of it eventually as well. Good way to secure the border to the north also.

I think the other option would be the foothills hex directly east of Ravengro, or the forested piedmont south of it, just to give us more protected land right around our capital


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

All good points!

There is a game mechanic, we should keep in mind as we grow (in this beginning stage)... consumption and the cost of maintaining army/militia through "farms." That and the cost of building farms on specific types of land or hexes.

Sadly (in our nascent state), it's an exercise of minimum cost, maximum yield from a hex perspective. This will allow us to grow faster and do all the things you mention more freely.

Asking with hexes, we need to select buildings, we had mentioned stables... or can we skip stables (expensive) to acquire other buildings that increase economy, loyalty, etc... We also have a lot of buildings to repair (at a discount).

Upgrade tenements, etc...


Female Humanoid (Dhampir) Bard 7 | HP 54/43 | AC: 19/14/15 | Fort: +3 (+5), Ref: +9, Will: +6 | BAB: +5, Melee +7, Ranged +9, CMB: +6, CMD: 19, | Init: +3 | Perception: +11

Rebuilding the tavern in Clover's Crossing would be a reasonably cheap boost to the economy.


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

So, just gathering ideas:

1) Claim a Hex - I'd suggest the least expensive and Farms
2) Upgrading Tenements (Ravengro)
3) Rebuild Tavern (Clover's Crossing)
4) Rebuild 1 Houses (Clover's Crossing)
5) Rebuild Town Hall (Ravengro) - would be nice, we've been
6) Another Army Unit, since we probably are not going mounted this turn


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

It's a little like the compounding effect of interest... if you spend too much money on fancy stuff instead of saving and reinvesting.

You don't get the compounding effect and you're constantly playing catch up and never have enough money.

This comes from a guy who for decades never had enough money :(


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Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8
Nadiya wrote:
Bashuk Cinderhand wrote:
...but the green one to the west (bordering the two water hexes) moves us closer to our orc & dwarf allies...
That hex would be a good one to take...

Agreed the Hex to the "West-North West," it's actually a thing :)

Based on our current size, I believe we can ONLY:

*) claim 1 hex
*) improve 2 hexes
*) build 1 building (first house doesn't count)
*) establish 1 settlement or create 1 army unit

I think:
1) 1.0 BP to Claim N_NW Hex1
2) 2.0 make it a Farm
3) 6.0 make Hex East-North East a Mine?] Effect: Economy +1, earn +1 BP per turn when collecting taxes during the Income Phase.
4) 6.0 BP to Rebuild Tavern (Clover's Crossing)
5) 1.5 BP to Rebuild 1 Houses (Clover's Crossing)
6) 1.0 BP Another Army Unit


NG Human Witch (hedge witch) 7 | hp 55(41)/55(41)| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +7(5) Ref +5 Will +7 | mage armor (7 hours), message (refreshing regularly), bear's endurance 3 min

That all sounds good to me.

Do we need to explore the hex or is it already explored?

(And when I said Canterwall earlier, I meant Clover's Crossing)


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8
Nadiya wrote:
Do we need to explore the hex or is it already explored?

I'm trying to absorb as much of the mechanics as possible, but I've no clue :)

The about is my stab at putting guardrails around what we are allowed. I found it helped me to distill what's allowed and check them off (do the most we can).

Is Clover's Crossing the third Hex to the right - rightmost, Eastern hex?


Female Humanoid (Dhampir) Bard 7 | HP 54/43 | AC: 19/14/15 | Fort: +3 (+5), Ref: +9, Will: +6 | BAB: +5, Melee +7, Ranged +9, CMB: +6, CMD: 19, | Init: +3 | Perception: +11

Technically I think the "Explore Hex" requirements would require adventurers to go through for a day (exploring) and also clearing it of hostile creatures. So if we haven't RP'd through doing that for that hex in the past, I'd guess the DM needs to make a call what's necessary.


NG Female Human Inquisitor (Ravener Hunter) of Sarenrae 7 | 55/55 HP | AC22 T16 FF17 | CMD21 | F +8 R +8 W +8 | Init +7 | Perc +12 | Climb +4, Dance +1, Diplomacy +6, Dungeoneering +7, Geography +8, Heal +15, Intimidate +12, Linguistics +3, Nature +9, Planes +11, Religion +11, Ride +11, Sense Motive +15, Survival +6, Swim +4 | Spells: 3rd 1/1 2nd 4/4 1st 5/5 | Bane 7/7 | Judgment 3/3 | Conditions: None

Thank you for the summary, Valeska! I'm on board with this plan as well.


NG Human Witch (hedge witch) 7 | hp 55(41)/55(41)| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +7(5) Ref +5 Will +7 | mage armor (7 hours), message (refreshing regularly), bear's endurance 3 min

I will only have intermittent Internet access for the next week through Monday Oct 30. Please bot me as needed. Nadiya is likely to continue to focus on her potions making with the apothecary and offer healing to those who need it. I expect unless we decide to invade another nation she will be amenable to whatever kingdom actions the group takes.


M Cavalier Cavalier 7 HP: 65/65| AC:22(25)| T: 12| FF:21(24)| Fort:+9 | Ref: +5 | Will: +10| Init: +4| Perception: +13 | Resolve: 3/4

That seems fine to me, building up is good.


CG Kineticist7 l 80hp, Burn 0/8 l F +11, R +10, W +6, Ini +3 l AC19, Touch14, FF16, CMB +6, CMD20 l Perc +11 l Darkvision 60ft l Spd30
Valeska Talanova wrote:
Nadiya wrote:
Bashuk Cinderhand wrote:
...but the green one to the west (bordering the two water hexes) moves us closer to our orc & dwarf allies...
That hex would be a good one to take...

Agreed the Hex to the "West-North West," it's actually a thing :)

Based on our current size, I believe we can ONLY:

*) claim 1 hex
*) improve 2 hexes
*) build 1 building (first house doesn't count)
*) establish 1 settlement or create 1 army unit

I think:
1) 1.0 BP to Claim N_NW Hex1
2) 2.0 make it a Farm
3) 6.0 make Hex East-North East a Mine?] Effect: Economy +1, earn +1 BP per turn when collecting taxes during the Income Phase.
4) 6.0 BP to Rebuild Tavern (Clover's Crossing)
5) 1.5 BP to Rebuild 1 Houses (Clover's Crossing)
6) 1.0 BP Another Army Unit

I'm on board with all of this, let's do it!


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Some quick clarifications based on questions that have been raised...

We will be handwaving the need to explore hexes prior to claiming them. That rule is more fitting when building a nation on the frontier or in the sheer wilderness. Since you are revitalizing an established county within an existing nation, we can assume that reliable maps of Canterwall are available to you, and the main work to be done is reclaiming and taming these already charted lands.

On the region map, blue outlines indicate hexes that you have claimed. Lavender circles are your settlements. Yellow circles are points of interest outside your control. Red dotted lines are borders between Ustalavic counties, and solid red lines are borders with neighboring nations.

Also, mines need to be built in hill, mountain, desert, or cavern terrain. I will rule that the moors to the southeast of Ravengro can be improved with mines or quarries (similar terrain improvement, but adds to Stability instead of Economy). Of course, you would need to first claim such land on a future turn.

...

Kingdom Turn 4, Cont.

Edict Phase

Claim Hex NW of Ravengro (1 BP)
Build farms in new hex (2 BP)
Rebuild Tavern (Clover's Crossing) (6 BP)
Rebuild House (Clover's Crossing) (1.5 BP)

Establish Army Unit (1 BP) - Putting this down as a heavy infantry unit for now, listing them as Canterwall Regulars on the kingdom tracker. If you want to create a second militia unit, instead, I can correct this easily.

Treasury at 9.5 BP

Income Phase
Collect Taxes: 1d20 + 28 ⇒ (8) + 28 = 36 /3 = 12 BP

Treasury at 21.5 BP

Event Phase
Extra Event on 1-25: 1d100 ⇒ 15
Event Type: 1d100 ⇒ 45 = Dangerous Kingdom Event
Event: 1d100 ⇒ 86 = Public Scandal

Public Scandal: One of your leaders is implicated in a crime or an embarrassing situation, such as an affair with another leader’s spouse. Infamy increases by 1. Attempt a Loyalty check. If you fail, Unrest increases by 2 and you take a –4 penalty on all Loyalty checks until the next Event Phase.

Loyalty Check DC 26: 1d20 + 22 ⇒ (6) + 22 = 28 = Success


So we'll resolve two events this kingdom turn.

One is the randomly generated Public Scandal, which has been handled as well as possible. The most likely scenario is Gharen Muricar, your Grand Diplomat and a notorious rake, having some sort of affair. If anyone has a more interesting suggestion for fluff, feel free to suggest it.

We also have an influx of orcish settlers and refugees from the Belkzen arriving. We will treat this as a free New Subjects event, but you need to make use of your skills to get your Ustalavic subjects to accept them and avoid having Unrest spike.

New Subjects: A small group of indigenous intelligent creatures joins your kingdom and submits to your rule. Society and Stability increase by 1, Unrest decreases by 1, and your Treasury increases by 1d6 BP (each time you roll a 6, add the result to the total and roll again).


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

Thank you!


Female Humanoid (Dhampir) Bard 7 | HP 54/43 | AC: 19/14/15 | Fort: +3 (+5), Ref: +9, Will: +6 | BAB: +5, Melee +7, Ranged +9, CMB: +6, CMD: 19, | Init: +3 | Perception: +11

I'd like to suggest the following:

Leta knew about the diplomat's affair almost as soon as she was acclimated to court life, but she didn't bother turning him in because hey, he's just having a good time. Once news of the affair broke however, she turned to damage control, and spent many nights among the populace countering rumors (true or false) and presenting the situation in the best light.


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8
DM Vayelan wrote:
We also have an influx of orcish settlers and refugees from the Belkzen arriving. We will treat this as a free New Subjects event, but you need to make use of your skills to get your Ustalavic subjects to accept them and avoid having Unrest spike.

Do we RP this, just roll Diplomacy (or both) or are we waiting for a "setup" post from you, Sir?


Valeska Talanova wrote:
DM Vayelan wrote:
We also have an influx of orcish settlers and refugees from the Belkzen arriving. We will treat this as a free New Subjects event, but you need to make use of your skills to get your Ustalavic subjects to accept them and avoid having Unrest spike.
Do we RP this, just roll Diplomacy (or both) or are we waiting for a "setup" post from you, Sir?

I'm actually typing up the post in a different tab right now.


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8
DM Vayelan wrote:
Valeska Talanova wrote:
DM Vayelan wrote:
We also have an influx of orcish settlers and refugees from the Belkzen arriving. We will treat this as a free New Subjects event, but you need to make use of your skills to get your Ustalavic subjects to accept them and avoid having Unrest spike.
Do we RP this, just roll Diplomacy (or both) or are we waiting for a "setup" post from you, Sir?
I'm actually typing up the post in a different tab right now.

Bravo!

I've recently had a rash of, "Ah heck... we were waiting on me?!" Figured I'd check in.


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

That was a lot to cover, hopefully not too railroad-y. Mostly broad brushstroke direction. With guidelines do's and don'ts.

If I've missed something, we can RP it or OOC it.


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

Apologies, I'd never updated my character sheet here, although I did level up in HeroLab.

I'll move it over.

One question regarding language. I see I have (among others) Common, Hallit, Kelish and Varisian.

My idea was being a Diplomat and trying to establish a "welcome with open arms" policy, she's excel in linguistics. She's Varisian/Desnan... so that one can stay.

Are we using that level of "regional" language or would I be better served with the Racial languages?


NG Human Witch (hedge witch) 7 | hp 55(41)/55(41)| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +7(5) Ref +5 Will +7 | mage armor (7 hours), message (refreshing regularly), bear's endurance 3 min

Thanks for bringing that up, Valeska. I can't answer your question of course, but I forgot Nadiya speaks Orc, which is relevant to the current scenario. She can translate as needed and speak to anyone who takes her up on her offer for healing in Orc.

(Nadiya also speaks Varisian and Skald as I ran with the assumption local languages would be useful, but I don't know. She also speaks Sylvan.)


M Cavalier Cavalier 7 HP: 65/65| AC:22(25)| T: 12| FF:21(24)| Fort:+9 | Ref: +5 | Will: +10| Init: +4| Perception: +13 | Resolve: 3/4

Kain also speaks orc.


Female Humanoid (Dhampir) Bard 7 | HP 54/43 | AC: 19/14/15 | Fort: +3 (+5), Ref: +9, Will: +6 | BAB: +5, Melee +7, Ranged +9, CMB: +6, CMD: 19, | Init: +3 | Perception: +11

Leta has "Common, Varisian, Draconic" listed. She can comprehend at need as well.


NG Female Human Inquisitor (Ravener Hunter) of Sarenrae 7 | 55/55 HP | AC22 T16 FF17 | CMD21 | F +8 R +8 W +8 | Init +7 | Perc +12 | Climb +4, Dance +1, Diplomacy +6, Dungeoneering +7, Geography +8, Heal +15, Intimidate +12, Linguistics +3, Nature +9, Planes +11, Religion +11, Ride +11, Sense Motive +15, Survival +6, Swim +4 | Spells: 3rd 1/1 2nd 4/4 1st 5/5 | Bane 7/7 | Judgment 3/3 | Conditions: None

I have Common, Skald, Celestial, Draconic, and Aklo.


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

Sorry, it was a general question. Regional vs Racial tongues.

I have Orc (after we captured our Orc buddy) and befriended the Burning Sun.

I was thinking of adding Dwarven.

As a summoner, she needs to be able to communicate with the summoned creatures as well.


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This discussion of languages has gotten me thinking.

Dwarven and Orcish will definitely be useful languages as you deal with immigrants from the Belkzen and dwarven lands.

However, in the near future I think I will also include interactions making use of Varisian, Hallit, and/or Skald.


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

Is Common still a thing or is it usually one of those languages mentioned?

I've seen places say Common/Hallit are that same, etc...

@Kain, thanks for the assist. Getting to that 35 was sweet.


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NG Female Human Inquisitor (Ravener Hunter) of Sarenrae 7 | 55/55 HP | AC22 T16 FF17 | CMD21 | F +8 R +8 W +8 | Init +7 | Perc +12 | Climb +4, Dance +1, Diplomacy +6, Dungeoneering +7, Geography +8, Heal +15, Intimidate +12, Linguistics +3, Nature +9, Planes +11, Religion +11, Ride +11, Sense Motive +15, Survival +6, Swim +4 | Spells: 3rd 1/1 2nd 4/4 1st 5/5 | Bane 7/7 | Judgment 3/3 | Conditions: None

Common is usually interchangeable with Taldane in the Inner Sea region, but in the Mwangi Expanse it usually means Mwangi, while it's Tien in Tian Xia. In Arcadia I imagine Razatlani does the job.


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8
Miruna Blackthorn wrote:
Common is usually interchangeable with Taldane in the Inner Sea region, but in the Mwangi Expanse it usually means Mwangi, while it's Tien in Tian Xia. In Arcadia I imagine Razatlani does the job.

Ah, not universal. Makes sense.


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Miruna is correct. "Common" is more of a status for a language rather than a language itself, comparable to the term "lingua franca." In fact, in real life, one of the alternate terms for lingua franca is actually "common language."

This is one of the small world-building details that makes me love the Pathfinder setting.

RPG Superstar 2015 Top 8

Btw, if y'all are looking for something a bit different in addition to what you are playing now, I am now recruiting for short, high level PF1 adventure. Please check it out of you are interested.


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

How large is Valorforge vs Urgir? The structure, surrounding area and strategic positioning for war and trade?


NG Human Witch (hedge witch) 7 | hp 55(41)/55(41)| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +7(5) Ref +5 Will +7 | mage armor (7 hours), message (refreshing regularly), bear's endurance 3 min

I have nothing to add IC at the moment, but I am definitely down with the expedition Bashuk mentioned.


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Valeska Talanova wrote:
How large is Valorforge vs Urgir? The structure, surrounding area and strategic positioning for war and trade?

There are some significant contrasts between Valorforge and Urgir. We can assume that, during downtime, you make some Knowledge (Geography and History) checks, assisted by NPCs and allies, that provide this information in character.

Valorforge was built by the people of Ustalav around 900 years ago as part of the Sunwall, and it's described as a "cathedral-like fortress." Urgir, originally Koldukar, was built by the dwarves during the Age of Darkness, making it roughly around 9000 years old.

At its height, Koldukar had over 100,000 inhabitants. Today, as Urgir, it has about 29,000 inhabitants. Based on the overhead map of the city from the Belkzen sourcebook, I'd say the surface level of Urgir is a little more than a mile across. Concrete numbers on garrison and size aren't provided for Valorforge, but suffice to say that it is much smaller.

Valorforge is located in the southern foothills of the Tusk Mountains, in the Gap of Valballus that connects Ustalav and Belkzen. Urgir sits on a small hill alongside the Flood Road (the highway of cracked mud that bisects Belkzen from north to south, and becomes a raging river 2 months out of the year following the spring ice melt from the Tusk Mountains).

In summation, Urgir is significantly larger and better engineered for defense, although I'd say Valorforge's geography is more defensible - especially since its closer to the Bleakwall as a backup set of fortifications (assuming you guys reclaim and rebuild those walls and towers). Urgir is very strategically located for trade through the Belkzen, but Valorforge would be more strategically located for you guys because it is a midway point between Ravengro, Urgir, and Gerduhm.


CG Kineticist7 l 80hp, Burn 0/8 l F +11, R +10, W +6, Ini +3 l AC19, Touch14, FF16, CMB +6, CMD20 l Perc +11 l Darkvision 60ft l Spd30

Oooh, rebuilding the Bleakwall as a long-term goal is cool--we could investigate Andrachi and Valballus.

Although...I have enough ranks in Knowledge (Meta) to suspect that we'll want south-facing defenses, rather than west-facing :p


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Treasury windfall: 1d6 ⇒ 4 BP

Since we're treating the orc refugees as an extra New Subjects kingdom event, you gain +1 Society and +1 Stability, -1 Unrest, and +4 BP.


NG Human Witch (hedge witch) 7 | hp 55(41)/55(41)| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +7(5) Ref +5 Will +7 | mage armor (7 hours), message (refreshing regularly), bear's endurance 3 min

Mmm, tasty tasty build points.


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

Does that mean a turn or can we head out to Valorforge and Urgir?


CG Kineticist7 l 80hp, Burn 0/8 l F +11, R +10, W +6, Ini +3 l AC19, Touch14, FF16, CMB +6, CMD20 l Perc +11 l Darkvision 60ft l Spd30

I think it's a bonus event but not a full Kingdom Turn, just something for us to utilize in the next one


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8
Bashuk Cinderhand wrote:
I think it's a bonus event but not a full Kingdom Turn, just something for us to utilize in the next one

Cool beans...

Just to clarify in-character intentions, I'm hoping that tensions have been quelled enough (over a day or 3) that we can head out. I did not mean for an extended stay/delay (before the flooding).


Yes, the windfall of Build Points is (in essence) an addendum to the previous kingdom turn.

You have soothed tensions enough that any other conflicts that might arise will be much smaller (between individuals, rather than whole groups) and your subordinates will be able to handle those situations in your absence.


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

Awesome!

Aside, can we/do we need to claim the lake/water Hex? I feel like we should.

Thoughts?

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