King's Patron - Emermark management and discussion

Game Master Mardavig

Welcome to Emermark.


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Lantern Lodge

Worg Hunter's are howling for another round of Kingdom Building.

They're eager to put an end to summer and bring us into Lamashtan. What say you?


Female Kitsune, Usually Human form Kitsune Sorcerer (Tattood) from Tian Xia | HP 8/8 | AC 11 | Perception +1 | Twitchy

Fine by me


Female Human Pistolero Lev 5 HP 28/39 | AC 20 (FF 15 T 16) Init+7, Saves (Fort+5,Reflex+8,Will+4) Grit 1/3 | Per +11

Ok from the Gameplay thread to avoid cluttering it up Emermark is as follows:
Neutral Good kingdom, size 2, Control DC 23

Population 2000

Econ +25
Loyalty +22
Stability +16

Edicts: Emermark does not promote itself, has light taxes and only hosts one festival a year.

Emermark has 2 farms, 2 roads. and 1 landmark.

Freewater has a base value of 500gp, a population of 1500.
It features a castle, a general store (shop), and a section of houses.

Freewater is a small town with:
corruption -2
crime -2
law -2
lore -2
productivity -1
Society -2
Danger -5

Emermark has a Fame of 2 and an infamy of 0

Treasury 12 bp.

Is Anton still with us? I think he had the consolidated map.

Lantern Lodge

Due to some work/school issues (he works at a school) and computer issues Anton is generally unavailable for the remainder of the month.

He may pop in to say hello, but for the time being he is on hiatus. I am running him through the current combat, but once that is done he will retire to Freewater to deal with ecclesiastical duties until he is able to play again.

(For those who don't know Team Fox's Antlers are currently fighting an entire tribe of lizardfolk)

Thank you Jenya for that recap.

Kindom Turn Three The month of Lamashtan - Year of the founding.

Upkeep phase -

Step 1 - Determine kingdom stability: Attempt a stability check

Would Big sister Natalya do the honours. Roll stability check. 1d20+16 vs a dc of 23. You guys are pretty safe on this one. Let's hope it goes well.


Female Tiefling Kineticist 3, hp 30/30, AC 17|T 13|FF 14, F +6|R +6|W +2, Init +3, Perception +6 Darkvision 60 ft
skills:
Acrobatics +9, Disable Device +11, Perception +6, Sleight of Hand +11, Stealth +9

Ooh exciting :D

Just to note Natalya's warden bonus is also now +4

With no further ado...

stability: 1d20 + 16 ⇒ (15) + 16 = 31


Male Half Elf Fighter Crossbowman 4/ Ranger 1

Just when we escaped the time paradox, those out and about are thrown back in it. Like our team, yet again. xD


Female Tiefling Kineticist 3, hp 30/30, AC 17|T 13|FF 14, F +6|R +6|W +2, Init +3, Perception +6 Darkvision 60 ft
skills:
Acrobatics +9, Disable Device +11, Perception +6, Sleight of Hand +11, Stealth +9

This time around I suggest we pretend we are back in town and actually participate in any discussion!


Male Human Fighter 1

I'm going to disagree with Natalya here. While everyone likes having the multiple groups out and about, the inherent disadvantage is that some folks may not be around to make leadership decisions. Such is the price of being adventurous!

My take would be to have those are available, make the decisions. Those who are not (like our group) must live by the decisions as made. Or make sure to be around next time! When we reach appropriate levels, movement and/or communications back and forth will be easier. My RL group made sure to buy the necessary scrolls for the wandering groups.

For now, it is what it is.


Female Human Pistolero Lev 5 HP 28/39 | AC 20 (FF 15 T 16) Init+7, Saves (Fort+5,Reflex+8,Will+4) Grit 1/3 | Per +11

I'd veer the other way. I've been fortunate enough to have been in Freewater the first time and now the second time that we go into Empire Building but it feels unfair that other groups due to timing get unlucky and left out. And I might get left out the next time. Who knows?

We're making the decisions in the Discussion tab of a separate thread and not in the Gameplay thread becuase we're really not roleplaying as we discuss how many 'BPs' to spend and how much they will bump up our 'stab' and 'econ' anyway so why put in a RP restriction? Anyway I vote for everybody active being able to put their 2 cents in. :)


Male Half Elf Fighter Crossbowman 4/ Ranger 1

Well lets see this from a few points of view.

Long Post:

If we go by who ever is there makes the decisions. Then we may get unbalanced because one group is around more then others. Not to mention if we have no voice then what was the point of creating a council and assigning roles. Also remove all the position bonuses and put in effect the absence penalties. Sense we have no voice or make decisions then why would our bonuses and position effects apply? You have to take the bad things with the good if you go that way.

Now let us not forget that our DM asked everyone if they wanted to move forward. Well if you get no say when your not around, then you would be more inclined to vote no on moving ahead. Looking at the numbers we have more out and about then staying in. It would be easy to halt any advance before a sizeable number was home, if everyone voted in their own interest or majority of group. Which could slow the kingdom down or even stop it dead. It would not be fun for anyone.

Moving on, a kingdom phase is a month. That is why I mentioned the time paradox to begin with. Pretty sure no one has used up 30 game days at one time sense we started. As long as you get back before the minimum to hold your position bonus in the kingdom. There should be no reason you can't have a say as if you were there. But again it's a time paradox, we can't recon everything if for some reason we stay out to long when we already acted in the phase. The logistics become a nightmare.

The short version is that is best all around that everyone be involved and it makes more sense, at least to me. Otherwise a lot of things will effect the game in a, again my opinion, negative way. Choosing to stay out of something and being disallowed are two very different things in my book. I think everyone is here to have fun, so if they wish it, without it bogging down someone else. Do it. ;D

Lantern Lodge

Lorald and Jenya are correct.

Kingdom turns:
Because the kingdom phase is a month long in game, there is actually plenty of time for all council members to gather together.

If groups want to act in character, as our Worg Hunters recently did when they spoke to petitioners and acted upon some kingdom business in the gameplay thread that's great, but it does not preclude others from participating in the kingdom building.

The history of Emermark has not always been so peaceful Sebastian, things have gotten heated in the past when people feel they are being cut out and put at the whims of other. And who can blame them?

For now, however, Emermark has succeeded in it's stability check, causing the treasury to increase from 12 to 13.

Step 2 - Pay consumption

Your consumption is currently 0, thank your farmers.

Step 3 - Fill Vacant Magic Item Slots N/A

Step 4 - Modify unrest N/A

Edict Phase

Step 1 - Assign Leadership N/A

Step 2 - Claim and Abandon Hexes

Here is where you decide which hex you want to claim. The plan was to open a path up to Oleg's. For those playing along at home you have the Stag Lord's Fort hex and the River Crossing hex. The next step would be to claim the Rickety Bridge hex to the North West or the North East Hex, The Old Sycamore, which has been cleared of mites.

The bridge negates the building cost of making a road in a river hex, saving you 3 bp in the process.

The sycamore counts as a

lair/cave.:
A Lair is usually a cave or defensible shelter that can be used as a defensive fallback point, a storage location, or even a guardpost or prison. If you claim a hex with a Lair, Stability increases by 1. If you construct a Fort or Watchtower over a Lair, its Defense increases by 1. At the GM's option, a Lair may allow access to an underground cavern hex
The sycamore does not open up into a cavern (at this time, who knows what excavation may reveal?) The sycamore also counts as a
landmark:
A Landmark is a site of great pride, mystery, and wonder, such as an outcropping in the shape of a human face, a smoking volcano, or a lake with an unusual color or unique properties. The Landmark bolsters your kingdom's morale. If you claim a hex with a Landmark, Loyalty increases by 1. If the hex also has a Road or Highway, Loyalty increases by an additional 1

For those who aren't familiar with this sycamore: Looming over all the hills in the northern Kamelands, a graying hulk of a sycamore tree clings precariously to
its last years of life. The 100-foot-tall tree is a well-known landmark and is visible for miles around. It's quite a sight, and now that mites aren't digging at it's roots it's actually coming back to life somewhat. It was also the site of our first inter-party crossover, which nearly ended in our first inter-party murder(see earlier point about peace in the realm).

In either case it costs a single bp to claim a hex


Female Human Pistolero Lev 5 HP 28/39 | AC 20 (FF 15 T 16) Init+7, Saves (Fort+5,Reflex+8,Will+4) Grit 1/3 | Per +11

Man, it's hard to argue against claiming the tree hex and building a road on it. +1 stab, +2 loyalty.

Does the tree hex count as a plain? In that case we get all that for 2 BP (1 to claim, 1 to build road)

Mardavig: as a request could you host one of the maps on your wiki? I can't access photo sharing sites at all from work and my phone browser doesn't get along well with them either (Windows Phone.. I know I know)


Male Human Fighter 1

IMHO: Claim the surrounds of Freeport first, then stretch a line to Oleg's. Its good place for a second settlement, and good to have communication lines established. From there connect to the East Rostland road.

Lantern Lodge

Sadly the sycamore is located in the hills of the Kamelands. As such a road would cost 3 bp.

Here you go geography fanatics

We all have the best phone we can afford. The purpose of life is not to have a better phone than anyone else.


Female Tiefling Kineticist 3, hp 30/30, AC 17|T 13|FF 14, F +6|R +6|W +2, Init +3, Perception +6 Darkvision 60 ft
skills:
Acrobatics +9, Disable Device +11, Perception +6, Sleight of Hand +11, Stealth +9

Thank you farmers!

I don't see how we can't go with The Old Sycamore, definitely a vote for that from me!

Let's also not forget the possibilities something visible for miles around affords, we could rent out advertising space in the branches "Shop at Oleg's for all your ex-bandit gear needs!" or even "Visit Emermark - less dangerous every day!" ;p

And Jenya I share your pain with my Lumia 820 :s


Female Human Pistolero Lev 5 HP 28/39 | AC 20 (FF 15 T 16) Init+7, Saves (Fort+5,Reflex+8,Will+4) Grit 1/3 | Per +11

I quite like my phone :). It's just website and app makers don't develop for it. I knew that going in so it's all good.

Ah boo 4 BP total cost. Still good deal for the bonuses. Keeping the people happy.


@Mardavig: Ive read through that part of the history. I'm just not one to hold those types of grudges against players. Here is the inherent problem with Kingmaker: someone has to be king. I'm using that in its loosest form of course. I really should say someone has to be in charge. And "someone" could be "someones", meaning a small group. Even in a case with a Council of 3, someone is going to be upset that their idea didn't get voted for. The lesson for all here is: get over it. Have fun, and if you aren't then drop out. Its really that simple.

I will use Sebastian's case as an example. I would have loved to have a greater role than Treasurer. But I was new to the campaign, and took it on because we needed one. Then made the best of it. That's how it should work. I've seen too many groups/campaigns/games fail when people get their feelings hurt over it. Just play, and make the best of it. That's what I am doing, and I am having fun with it. I commend you for taking on all these players, in this kind of sandbox.

All of that said, I will go with the flow, because I'm having fun, and because that's what Sebastian would do, barring some blatant breach of justice.

oh,and before you ask: Econ Roll: 1d20 + 25 ⇒ (5) + 25 = 30


Male Half Elf Fighter Crossbowman 4/ Ranger 1

I vote for the tree. :-)

Lantern Lodge

Our fabled histories. I have spoken about the King factor before. Thank fully we arrived at a peaceful settlement.

Three cheers for SIX MONTHS and still going strong

I'll put that econ roll in the bank for the income phase.

Three voices for the tree. Any opposed? We'll move on the issue in about 6 hours. I'd like to get to the events phase before the weekend if possible. That's where I have the most fun.


Female Drow
VITALS:
AC: 21, T: 16, FF: 15; HP: 90/90; F7, R:11, W:4; CMD 28; CMB +10; Init: +5 ; Perc:+15
Ranger/Shadowdancer
SKILLS:
Acrobatics +16, Bluff +14 (+15 vs.attracted), Diplomacy +14 (+15 vs.attracted), Disguise +14, Escape Artist +12, Linguistics +8, Perception +15, Perform (dance) +14, SoH +16, Stealth +21, Survival +2

Great... not a single update... ever.... i blame forum

The Drow votes for the tree

-Posted with Wayfinder


Human map

Well, I vote for the sycamore tree as well..

nothing says landmark like the site of the first "Founder's Feud"

I think I remember bits of that as well...I think I may have been one of the intended victims.


Female Human Pistolero Lev 5 HP 28/39 | AC 20 (FF 15 T 16) Init+7, Saves (Fort+5,Reflex+8,Will+4) Grit 1/3 | Per +11

Didn't find anything about this, how many terrain improvements can a hex have? Like could you put a farm and a mine in one hex?

Lantern Lodge

It was fun for the whole family! Thankfully we're all friends now.

You guys claim the sycamore. Which costs one bp, tresury goes back down to 12. Your stability and Loyalty each go up by one.

Step 4 - Build terrain improvements. At this step you may build: farms, roads, mines, quarries, watchtowers, forts, fisheries, canals and aqueducts. Your kingdom can only make 2 terrain improvements per turn.

A road on the new hex is 3 bp, I know you guys want that because it would also provide another Loyalty, and continue the Grand Road.

Farm is 4 bp.

ect.

You can also prepare land for a new settlement, which I don't expect you are interested in.

There are two types of terrain improvements. Some are the 'there can only be one' type. Once one of those is built the hex can only have the 'sharesies' type added to it.

There can only be one improvements are: Sawmills, mines, quarries.

Sharesies types are all the rest: Aqueduct, bridge, canal, farm, fishery, fort, highway, road, sawmill, watchtower.

So while you are limited to 2 improvements per turn, and sawmills, mines and quarries cannot share a hex, I believe all the rest are stackable.


Female Human Pistolero Lev 5 HP 28/39 | AC 20 (FF 15 T 16) Init+7, Saves (Fort+5,Reflex+8,Will+4) Grit 1/3 | Per +11

For terrain improvements I'd suggest just building a road and not a farm. That'll take us to 9 BP to use for improving Freewater.

Lantern Lodge

Buildings for 9 bp or less include: Barracks, brewery, cistern, city wall (1 side), dance hall, dump, graveyard, house, library, mill, moat (1 side), monument, orphanage (better make some orphans), park, another shop, shrine, smithy, tannery, tenement, watergate, waterway.

All good options. Unless you set out to fill either the graveyard or orphanage yourself, or both, that would be a bad choice.


Female Drow
VITALS:
AC: 21, T: 16, FF: 15; HP: 90/90; F7, R:11, W:4; CMD 28; CMB +10; Init: +5 ; Perc:+15
Ranger/Shadowdancer
SKILLS:
Acrobatics +16, Bluff +14 (+15 vs.attracted), Diplomacy +14 (+15 vs.attracted), Disguise +14, Escape Artist +12, Linguistics +8, Perception +15, Perform (dance) +14, SoH +16, Stealth +21, Survival +2

I vote housing. Better living conditions for people

-Posted with Wayfinder


Female Human Pistolero Lev 5 HP 28/39 | AC 20 (FF 15 T 16) Init+7, Saves (Fort+5,Reflex+8,Will+4) Grit 1/3 | Per +11

I'd vote Mill. 6 BP and you get +1 econ and +1 stability. It's also not discounted by anything else so it's not like we could save money by building it later.

We *could* build a Mill AND a House. But one of the benefits of a house is Unrest -1 and we don't have any Unrest right now. Might have some depending on how the Event Phase goes :O.


M Half-Elf Summoner lvl 5 Hp 47/47 AC 13,11,12 Fort: +3, Ref +2, Will +3 Perc.+1 Init. +1 +2 vs enchantment Immune to sleep effects

With what Jenya mentioned i'd vote for the Mill.
Absence of unrest= postive.


Female Human Keleshite Oracle 3/ Cleric of the Queen of Ravens 2
Tracked:
AC 21/11/20 HP 19/28, Channels 5/5 Bleeding Touch 6/6 Oracle Spells 5/6 1st.
Mardavig wrote:
Unless you set out to fill either the graveyard or orphanage yourself, or both, that would be a bad choice.

Who says? Both at the same time would more efficient anyway.. [/evil] [/threadjack]

Lantern Lodge

That's so Raven. Hashtag dated references.


Female Human Keleshite Oracle 3/ Cleric of the Queen of Ravens 2
Tracked:
AC 21/11/20 HP 19/28, Channels 5/5 Bleeding Touch 6/6 Oracle Spells 5/6 1st.

Nice...

Raven of course would throw in her customary reminder about a temple...

-Posted with Wayfinder


Male Half Elf Fighter Crossbowman 4/ Ranger 1

I'll go with the majority. Really the only thing I think we need to do that's important right now is connect to Oleg's. Once we do it's an auto connect to brevoy and we have a big bonus in the trading post and their personnel. :)

Lantern Lodge

ok, One road, no farm. -3 bp, 9 left in the kitty.

Step 5 - Create and improve settlements.

So far we have votes for a temple, mill and a house house.

I'm getting a lot of majority rules, and go along to get along vibes. The strongest argument is for the mill.

Does anyone oppose this plan?


Male Half Elf Fighter Crossbowman 4/ Ranger 1

Nope ;)


Female Drow
VITALS:
AC: 21, T: 16, FF: 15; HP: 90/90; F7, R:11, W:4; CMD 28; CMB +10; Init: +5 ; Perc:+15
Ranger/Shadowdancer
SKILLS:
Acrobatics +16, Bluff +14 (+15 vs.attracted), Diplomacy +14 (+15 vs.attracted), Disguise +14, Escape Artist +12, Linguistics +8, Perception +15, Perform (dance) +14, SoH +16, Stealth +21, Survival +2

Mill. A temple will come with time. First build things that we need then what we want

-Posted with Wayfinder


Female Tiefling Kineticist 3, hp 30/30, AC 17|T 13|FF 14, F +6|R +6|W +2, Init +3, Perception +6 Darkvision 60 ft
skills:
Acrobatics +9, Disable Device +11, Perception +6, Sleight of Hand +11, Stealth +9

+1 for a Mill


Male Half orc Warpriest 1

Mill is good!

Lantern Lodge

A mill it is.

Thus is the ground broken for the new mill. The people of Freewater will enjoy grain for a life time. Economy, Stability and Productivity all go up by one.

The treasury now contains 3 bp.

Step 6 - Create Army Units N/A

Step 7 - Issue Edicts.

Does anyone want to adjust any of the edict levels?


Female Human Pistolero Lev 5 HP 28/39 | AC 20 (FF 15 T 16) Init+7, Saves (Fort+5,Reflex+8,Will+4) Grit 1/3 | Per +11

I'd suggest keeping the edicts at the same level for now unless someone else has any ideas.


Female Tiefling Kineticist 3, hp 30/30, AC 17|T 13|FF 14, F +6|R +6|W +2, Init +3, Perception +6 Darkvision 60 ft
skills:
Acrobatics +9, Disable Device +11, Perception +6, Sleight of Hand +11, Stealth +9

Agreed, our bonuses are good enough at the moment not to worry, we need our bp for building!!

Lantern Lodge

Everyone is happy with the Edicts.

Which brings us to The Income Phase

Step 1 - Make Withdrawals from the treasury
Step 2 - Make deposits to the treasury
Step 3 - Sell Expensive items for BP.

I believe all these steps are N/A

Step 4 - Collect Taxes

Our kind treasurer rolled previously and the result was 30, therefore 10 BP are added to the treasury, for a total of 13 BP.

Now the Event Phase, my personal favourite.

In the Month of Rova, you guys had no event, as such your chance of an event this turn is 75%, FUN!

The news is good. As Lamashtan starts and the Farmer's start bringing in their crops it becomes clear that a Food Surplus will result. Next upkeep phase Emermark's consumption is effectively halved. Everyone eats well this month.

Thus ends the Lamashtan Kingdom Building turn. We gained a hex, a road and a mill. The Harvest is off to a booming start. The people are happy and everything is going well.

I'll post a summary in the gameplay thread shortly. Congratulations founders on another good month.


Male Human Fighter 1

I don't know if it would matter, but the Mill would've added +1 to my roll.


Female Human Pistolero Lev 5 HP 28/39 | AC 20 (FF 15 T 16) Init+7, Saves (Fort+5,Reflex+8,Will+4) Grit 1/3 | Per +11

Do we want to go for another round of building? Seems like everyone might be out and about again.

Lantern Lodge

It's up to you guys, if you want to push ahead feel free.


Human map

I suggest no on another round. I really would like to see a chance for others to particpate more.


Female Tiefling Kineticist 3, hp 30/30, AC 17|T 13|FF 14, F +6|R +6|W +2, Init +3, Perception +6 Darkvision 60 ft
skills:
Acrobatics +9, Disable Device +11, Perception +6, Sleight of Hand +11, Stealth +9

I appreciate your comment CWE, it's always nice when more peeps are involved :)

What I would say though is that the notion of a new kingdom turn has been up for 5 days now, so at least to my mind that's way enough time to give anyone who wants to participate a chance to do so.

Just my 2 copper pieces :)


Female Human Pistolero Lev 5 HP 28/39 | AC 20 (FF 15 T 16) Init+7, Saves (Fort+5,Reflex+8,Will+4) Grit 1/3 | Per +11

I'll echo Natalya. We could increase the discussion time if people feel like they're not getting any input. It took about four days for the last building round to play out.

Of course there are no Founders in Freemark right now. Which could cause issues during the event round.

Lantern Lodge

Let's manage this kingdom!


Female Human Pistolero Lev 5 HP 28/39 | AC 20 (FF 15 T 16) Init+7, Saves (Fort+5,Reflex+8,Will+4) Grit 1/3 | Per +11

Hey Mardavig I think you need to inactivate the thread somehow? Maybe by posting in gameplay?

Lantern Lodge

Let's try that.

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