
Quince Medvyed |

Month 7: Pharast
Starting BP: 62
1- Stability vs Control DC 108: 1d20 + 163 ⇒ (16) + 163 = 179 Auto success + 1 BP
2- Consumption -0: Treasury: 63BP
3- Magic Item Slots (4 Minor 2 Medium)
50% Chance of Availability Minor: 1d100 ⇒ 57 Yes: Corset of the Vishkanya 2,000gp
50% Chance of Availability Minor: 1d100 ⇒ 9 No
50% Chance of Availability Minor: 1d100 ⇒ 89 Yes: Vambraces of Defense 6,000gp
50% Chance of Availability Minor: 1d100 ⇒ 29 No
50% Chance of Availability Medium: 1d100 ⇒ 66 Yes: Belt of Physical Might +2 10,000gp
50% Chance of Availability Medium: 1d100 ⇒ 48 No
1- Leaders-
2- Claim Hexes- 4 Hexes: N50 N51 N58 N47 Costs 4BP: 63-4=61BP
3- Establish and Improve Cities (10 Buildings):
1-
2-
3-
4-
5-
6-
7-
8-
9-
10-
Total Cost ?BP ?-?=?BP
4- Terrain Improvements (7)
Roads (3) N17 N23 N24 Costs 10BP: 61-10=51BP
Farms (4) N50 N51 N58 N52 Costs 16BP: 51-16=35BP
5- Edicts no change
1- Deposits- None
2- Withdrawals- None
3- Magic Item Sales
Medium Magic Item - Belt of Physical Might 10,000gp: Auto Success +2BP= 37BP
4- BP generated from Mines and Resources: +10BP= 47BP
5- Generate Income Economy Vs Command DC Economy vs Command DC 108: 1d20 + 160 ⇒ (6) + 160 = 166 Divide by 166/5 = 33BP + 47= 80BP
Chance for Event 25%: 1d100 ⇒ 35 No Event Triggered

Quince Medvyed |

Month 8: Gozran
Starting BP: 80
1- Stability vs Control DC 108: 1d20 + 163 ⇒ (14) + 163 = 177 Auto success + 1 BP
2- Consumption -0: Treasury: 81BP
3- Magic Item Slots (4 Minor 2 Medium)
50% Chance of Availability Minor Tazlford: 1d100 ⇒ 61 Yes: Necklace of Fireballs iii 4,350gp
50% Chance of Availability Minor: 1d100 ⇒ 87 Yes: Aquatic Cummerbund 2,600gp
50% Chance of Availability Minor: 1d100 ⇒ 37 No
50% Chance of Availability Minor: 1d100 ⇒ 16 No
50% Chance of Availability Medium: 1d100 ⇒ 15 No
50% Chance of Availability Medium Ft. Promise: 1d100 ⇒ 71 Yes: Mask of a Thousand Tomes 10,000gp
1- Leaders-
2- Claim Hexes- 4 Hexes: 25 26 27 34 Costs 4BP: 81-4=77BP
3- Establish and Improve Cities (10 Buildings):
1-
2-
3-
4-
5-
6-
7-
8-
9-
10-
Total Cost ?BP ?-?=?BP
4- Terrain Improvements (7)
Roads (5) N23 N24 N26 Costs 16BP: 77-16=61BP
Farms (2) N59 N57 Costs 8BP: 61-8=53BP
5- Edicts no change
1- Deposits- None
2- Withdrawals- None
3- Magic Item Sales
Medium Magic Item - Boots of Escape 8,000gp: Auto Success +2BP= 79BP
4- BP generated from Mines and Resources: +10BP=89BP
5- Generate Income Economy Vs Command DC Economy vs Command DC 108: 1d20 + 164 ⇒ (8) + 164 = 172 Divide by 172/5 = 34BP + 89= 123BP
Chance for Event 25%: 1d100 ⇒ 36
No Event Triggered

Kendryl |

GM Wolf will want to put up the guidelines for wishes.
If I remember correctly. You can up your stats but I forget what limits he put on this but depending on how much you want it can be pretty substantial.
You can also wish for magic items up to 25k gp. You can combine enchantments but the gold piece cost of the second is double. But the final item must cost less than 25k gp.
** spoiler omitted **
He also allows some stacking of wishes but those are best asked for individually.
Sooooooooooooo if I take Craft Wondrous Item and I already have Fly, could I use 1 wish to cover the 27,000gp cost per item?
I could make an Air Corp Squadron consisting of 2 flights of 10 Corpsmen.
A dream come true for the last of the aeromancers!
(and 16 wishes left to become even more nimble)

Quince Medvyed |

Month 9: Desnus
Starting BP: 123
1- Stability vs Control DC 108: 1d20 + 163 ⇒ (11) + 163 = 174 Auto success + 1 BP= 124
2- Consumption -0: Treasury: 124BP
3- Magic Item Slots (4 Minor 2 Medium)
50% Chance of Availability Minor: 1d100 ⇒ 100 Yes: Wand of Ray of Enfeeblement CL1 750gp
50% Chance of Availability Minor: 1d100 ⇒ 87 Yes: Wooden Armor +2 4,170gp
50% Chance of Availability Minor: 1d100 ⇒ 81 Yes: Ring of Maniacal Devices 5,000gp
50% Chance of Availability Minor: 1d100 ⇒ 74 Yes: Bracers of Armor +1 1,000gp
50% Chance of Availability Medium: 1d100 ⇒ 12 No
50% Chance of Availability Medium Ft. Promise: 1d100 ⇒ 89 Yes: Veil of Fleeting Glances 9,000gp
1- Leaders-
2- Claim Hexes- 4 Hexes: 33 43 N41 N42 Costs 4BP: 124-4=120BP
3- Establish and Improve Cities (10 Buildings):
1- Luxury Store 28BP
2-Market 48BP
3-
4-
5-
6-
7-
8-
9-
10-
Total Cost 76BP 120-76=44BP
4- Terrain Improvements (7)
Roads (2) 26 27 ? Costs 4BP: 44-4=40BP
Farms (3) N41 N42 1 Costs 10BP: 40-10=30BP
Bridge (2) N45, N51 Costs 6BP: 30-6=24BP
5- Edicts no change
1- Deposits- None
2- Withdrawals- None
3- Magic Item Sales
Medium Magic Item -
Belt of Physical Might 10,000gp: Auto Success +2BP= 26BP
4- BP generated from Mines and Resources: +10BP=36BP
5- Generate Income Economy Vs Command DC Economy vs Command DC 124: 1d20 + 170 ⇒ (15) + 170 = 185 Divide by 185/5 = 37BP + 24= 61BP
Chance for Event 25%: 1d100 ⇒ 42
No Event Triggered.

Quince Medvyed |

Month 10: Sarenith
Starting BP: 61
1- Stability vs Control DC 124: 1d20 + 165 ⇒ (17) + 165 = 182 Auto success + 1 BP= 62BP
2- Consumption -0: Treasury: 62BP
3- Magic Item Slots (4 Minor 2 Medium)
50% Chance of Availability Minor: 1d100 ⇒ 43 No
50% Chance of Availability Minor: 1d100 ⇒ 77 Yes: Cloak of Fiery Vanishing 2,600gp
50% Chance of Availability Minor: 1d100 ⇒ 61 Yes: Sling +1 2,300gp
50% Chance of Availability Minor: 1d100 ⇒ 38 No
50% Chance of Availability Medium Ft. Promise: 1d100 ⇒ 79 Yes: Divine: Awaken CL9 3,125gp
50% Chance of Availability Medium: 1d100 ⇒ 56 Yes: Divine: Freedom of Movement CL7 700
1- Leaders-
2- Claim Hexes- 4 Hexes: N48 N49 41 42 Costs 4BP: 62-4=58BP
3- Establish and Improve Cities (10 Buildings):
1-
2-
3-
4-
5-
6-
7-
8-
9-
10-
Total Cost ?BP ?-?=?BP
4- Terrain Improvements (7)
Roads (5) 25 33 34 N31Costs 12BP: 62-12=50BP
Farms (2) N48 N49 Costs 8BP: 50-8=42BP
5- Edicts no change
1- Deposits- None
2- Withdrawals- None
3- Magic Item Sales
Medium Magic Item - Veil of Fleeting Glances 9,000gp: Auto Success +2BP= 44BP
4- BP generated from Mines and Resources: +10BP=54
5- Generate Income Economy Vs Command DC Economy vs Command DC 126: 1d20 + 173 ⇒ (8) + 173 = 181 Divide by 181/5 = 36BP + 54= 90BP
Chance for Event 25%: 1d100 ⇒ 76
No Event Triggered

Quince Medvyed |

Month 11: Erastus
Starting BP: 90
1- Stability vs Control DC 126: 1d20 + 166 ⇒ (20) + 166 = 186 Auto success + 1 BP= 91BP
2- Consumption -0: Treasury: 91BP
3- Magic Item Slots (4 Minor 2 Medium)
50% Chance of Availability Minor Tazlford: 1d100 ⇒ 80 Yes: Belf of Incredible Dexterity +2 4,000gp
50% Chance of Availability Minor Tazlford: 1d100 ⇒ 64 Yes: Wand of Bless CL1 750
50% Chance of Availability Minor: 1d100 ⇒ 56 Yes: Ring of Sustenance 2,500gp
50% Chance of Availability Minor: 1d100 ⇒ 72 Yes: Ring of Spell Knowledge 1,500gp
50% Chance of Availability Medium: 1d100 ⇒ 4 No
50% Chance of Availability Medium Tazlford: 1d100 ⇒ 80 Yes: Monkey Belt 9,400gp
1- Leaders-
2- Claim Hexes- 4 Hexes: 49 50 58 59 Costs 4BP: 91-4=87BP
Break Ground on City 50 (Abandoned Keep) Cost 4BP= 83BP
3- Establish and Improve Cities (10 Buildings):
1-
2-
3-
4-
5-
6-
7-
8-
9-
10-
Total Cost ?BP ?-?=87BP
4- Terrain Improvements (7)
Roads (7) 44 43 42 50 51 52 N17 Costs 15BP: 87-15=72BP
5- Edicts no change
1- Deposits- None
2- Withdrawals- None
3- Magic Item Sales
Medium Magic Item - Mask of a Thousand Tomes 10,000gp: Auto Success +2BP= 74BP
4- BP generated from Mines and Resources: +10BP=84BP
5- Generate Income Economy Vs Command DC Economy vs Command DC 130: 1d20 + 178 ⇒ (1) + 178 = 179 Divide by 179/5 = 35BP + 84= 119BP
Chance for Event 25%: 1d100 ⇒ 4
Kingdom Event: 1d100 ⇒ 82
Sensational Crime (continuous): A serial killer, arsonist, flamboyant thief, or daring bandit plagues your kingdom. Make a Stability check to catch the criminal; otherwise increase Unrest by 2.
Stability Check vs Control DC 130: 1d20 + 167 ⇒ (17) + 167 = 184 Crook captured!

Quince Medvyed |

I keep forgetting to break ground on future cities. Back in Gozran we had the time. To break ground on the site of Varnhold Pass. It would have cost 12BP to prep the ground and already has a watchtower.

Quince Medvyed |

Month 12: Arodus
Starting BP: 119BP
1- Stability vs Control DC 130: 1d20 + 167 ⇒ (3) + 167 = 170 Auto success + 1 BP=120BP
2- Consumption -0: Treasury: 120BP
3- Magic Item Slots (4 Minor 2 Medium)
50% Chance of Availability Minor: 1d100 ⇒ 84 Yes: Levitate CL 3 300gp
50% Chance of Availability Minor: 1d100 ⇒ 73 Yes: Handy Haversack 2,000gp
50% Chance of Availability Minor: 1d100 ⇒ 15 No
50% Chance of Availability Minor: 1d100 ⇒ 27 No
50% Chance of Availability Medium: 1d100 ⇒ 40 No
50% Chance of Availability Medium: 1d100 ⇒ 8 No
1- Leaders-
2- Claim Hexes- 8 Hexes: N 53 N54 N55 N60 66 67 68 57 65 Costs 8BP: 119-8=111BP
3- Terrain Improvements (9)
Roads (5) N1 N2 N8 41 49Costs 11BP=100BP
Farms (2) N60 N9Costs 6BP =94BP
4-Establish and Improve Cities (10 Buildings):
1-Inn Talon Peak 10BP
2-Library Talon Peak 6BP
3-House Varnhold Pass 3BP
4-Inn Varnhold Pass 10BP
5-House Narlmarch Keep 3BP
6-Inn Narlmarch Keep 10BP
7-
8-
9-
10-
Total Cost 42BP=52BP
5- Edicts no change
1- Deposits- None
2- Withdrawals- None
3- Magic Item Sales
Medium Magic Item - Monkey Belt 9,400gp: Auto Success +2BP= 52BP
4- BP generated from Mines and Resources: +10BP=62BP
5- Generate Income Economy Vs Command DC Economy vs Command DC 130: 1d20 + 182 ⇒ (10) + 182 = 192 Divide by 192/5 = 38BP + 62= 100BP
Chance for Event 25%: 1d100 ⇒ 90
No Event Trigger

Quince Medvyed |

Alright so that is a full year of Kingdom turns. We control the entire Greenbelt Map and all but a few of the Nomen Heights map. Both Districts of Elkheart, Ft. Promise, Tazlford, and Varnhold have completed grids. All of these cities have education institutions, libraries, hospitals, sewers and walls. The new cities Talon Peak (Site of the Monestary), Varnhold Pass (Which we could pick a better name), and Narlmarch Keep have very little to them. Each site had existing architecture to roll into the city. Varnhold Pass had a watchtower, Narmarch Keep had an abandoned castle. I added a house and an inn to all the locations. I did not do as much builing the second half of the year as the first. We still have 100BP if there are any buildings that you want to add to the newer sites.

Quince Medvyed |

During the year we crossed the threshold into "Kingdom" size.

Quince Medvyed |

Kreppes with the King!

Kendryl |

Quince Medvyed wrote:GM Wolf will want to put up the guidelines for wishes.
If I remember correctly. You can up your stats but I forget what limits he put on this but depending on how much you want it can be pretty substantial.
You can also wish for magic items up to 25k gp. You can combine enchantments but the gold piece cost of the second is double. But the final item must cost less than 25k gp.
** spoiler omitted **
He also allows some stacking of wishes but those are best asked for individually.
Sooooooooooooo if I take Craft Wondrous Item and I already have Fly, could I use 1 wish to cover the 27,000gp cost per item?
I could make an Air Corp Squadron consisting of 2 flights of 10 Corpsmen.
A dream come true for the last of the aeromancers!(and 16 wishes left to become even more nimble)
How many wishes = an additional feat?

Kendryl |

Kendryl wrote:How many wishes = an additional feat?Quince Medvyed wrote:GM Wolf will want to put up the guidelines for wishes.
If I remember correctly. You can up your stats but I forget what limits he put on this but depending on how much you want it can be pretty substantial.
You can also wish for magic items up to 25k gp. You can combine enchantments but the gold piece cost of the second is double. But the final item must cost less than 25k gp.
** spoiler omitted **
He also allows some stacking of wishes but those are best asked for individually.
Sooooooooooooo if I take Craft Wondrous Item and I already have Fly, could I use 1 wish to cover the 27,000gp cost per item?
I could make an Air Corp Squadron consisting of 2 flights of 10 Corpsmen.
A dream come true for the last of the aeromancers!(and 16 wishes left to become even more nimble)
AND I still need an answer on the Wish = 27K gps of crafting materials
(I'm really only asking, I could use an 11th wish for the difference)
GM Wolf |

Sorry not sure how I missed those post Kendryl.
One wish = 25k gp of crafting materials.
What exactly were your plans for these wishes?
Two wishes = 2 bonus feats (max)
@ 10th level it will open up another chance.
Kendryl which council position were you looking forward to or will you just be supporting Saren as General with your Air Corp Squadron?
Lykan same question for you! Which council position were you looking forward to take?

GM Wolf |

GM Wolf |

Jacques Boullinger, new Spymaster. So you are localized in Varnhold?
Its fine as we have the town portal network up and running. Just trying to get some things written down before we start the next module, otherwise it is just a blur.
You should get to know the other council members before then!
If you have any questions please ask!

Jacques Boullinger |

Ok, so at 36 wishes, 3 wishes to be used per day...I'll boost each stat by +3 once, so that would be 18 wishes.
2 wishes to get bonus feats. I'll note which ones later.
leaves 16. crap. I'll boost every stat but strength by 3 and boost that one by two. if that works. I just honestly can't think of any items I need and I don't want to hold things up waiting on me to choose.
And yes, based in Varnhold. Works for me.

Jacques Boullinger |

Jacques Boullinger, new Spymaster. So you are localized in Varnhold?Its fine as we have the town portal network up and running. Just trying to get some things written down before we start the next module, otherwise it is just a blur.
You should get to know the other council members before then!
If you have any questions please ask!
When you say getting to know the other council members, do you want me to begin posting in the gameplay thread of the other module, or in the gameplay thread here? I realize there's a lot of plates being balanced right now, and I just want to make sure I'm going to the right place at the right time.

Quince Medvyed |

Hey guys make sure that you make an appearance in the new campaign tab that Wolf made for the next chapter. There are quite a few new folks there that have already started posting.

Kendryl |

GM Wolf |
1 person marked this as a favorite. |

When you say getting to know the other council members, do you want me to begin posting in the gameplay thread of the other module, or in the gameplay thread here? I realize there's a lot of plates being balanced right now, and I just want to make sure I'm going to the right place at the right time.
I was think more about broad strokes, you should know all the Council Members at least by name.
What does your day to day look like in your Spymaster role? Do you check into each town/outpost every day/week?
---
You would know that Jorne is invisible and standing in attention in the room, at least within 50 feet of Quince. He will shadow as long as possible.

Jacques Boullinger |

Jacques Boullinger wrote:When you say getting to know the other council members, do you want me to begin posting in the gameplay thread of the other module, or in the gameplay thread here? I realize there's a lot of plates being balanced right now, and I just want to make sure I'm going to the right place at the right time.I was think more about broad strokes, you should know all the Council Members at least by name.
What does your day to day look like in your Spymaster role? Do you check into each town/outpost every day/week?
---
You would know that Jorne is invisible and standing in attention in the room, at least within 50 feet of Quince. He will shadow as long as possible.
Sounds good. I'll note that.
Regarding the role, I'd have a contact in each town/outpost that sends a daily report. Going to each location every day would be a bit much, but visiting each outpost on a routine once a week visit to check in and make sure all is in order would be the regular process. There would be one day reserved to pursue specific investigations as needed, but a good spymaster needs a good network.

Quince Medvyed |

So you won't be using the town portal array?
Isn't that exactly what I described to them????

Quince Medvyed |

LOL. Oh.