Male Human Rogue 1 (Scout)
campfire chat The Restov Militia, all boys of 16 years are required to undergo militia training. Day 4 Well originally, we planned to explore the 6 hexes on the map surrounding our village. This is hill country, but we're on horseback, so we can clear a hex in a day. It's been 3 days and we've cleared 3 hexes so we're halfway done, barring any unfortunate circumstances, we should be done in 3 days. 1d20 + 5 ⇒ (1) + 5 = 6 I needed a 20 to see anything and I didn't get it
Male Human Rogue 1 (Scout)
Lyle dismounts from his horse, pulls out a silk rope from his saddlebags and ties one end around his waist. Turning to the group he says Nimeon, Khalil if you two will hold on to this, I'll scout the bridge to see if it's still sound enough for our horses to cross. If I fall in pull me out. The rope is 50 ft. long and probably 3-5 ft. is currently wrapped around his waist, so the others should be able to give him about 40 ft. of slack. Lyle is going to attempt to use Disable Device to find the least hazardous path across the bridge, the same principle should apply. Disable Device 1d20 + 8 ⇒ (7) + 8 = 15
Male Human Rogue 1 (Scout)
Quote: "Hah! I think I remember that story Lyle! The one where the Sable Company fights the dragon on their mounts, right?" Sounds like it Lyle agrees. Quote: "I would hate to encroach on any of Erastil's creatures, are they likely to be a threat to the town if we leave them here?" Lyle holds up his hands in a helpless gesture, I don't honestly know, if their is enough hunting around here I think they're far enough from the town they won't be an immediate problem. If we plan to expand into this area, we'll run into them again, but if we're going to avoid a fight we had better leave now, because they've probably caught our scent by now.
Male Human Rogue 1 (Scout)
I wouldn't say I know a lot about them mostly stories, but from what I've heard they can be trained to bear riders, so I'd say they have to be at least as smart as horses. I think the ones who were trained were reared as infants though, wild full grown adults would probably be unlikely to welcome riders, or trespassers in their territory for that matter.
Male Human Rogue 1 (Scout)
Knowledge: Nature1d20 + 6 ⇒ (17) + 6 = 23 Hearing the calls, Lyle reigns in Dusty, I don't think those are raptors, I think they're Hippogriffs. If I'm right and we go any further into their territory we could have a rather vicious fight on our hands. It might be safer to go around.
Male Human Rogue 1 (Scout)
That is good news, just having that resource in that hex increases our Economy by 1, building a mine at the site for 6 BP gives us a +1 to Stability and because it's Iron ore, we get another +1 to each stat, for a final score of Economy +2 and Stability +2. If we choose to build a Smithy later for 6 BP, we get an additional +1 to Economy and Stability. We would however have to claim that hex, so we might have to wait until next month, unless we want to put our farm plans on hold, probably not a good idea.
Male Human Rogue 1 (Scout)
We might want to consider a small building for this month, such as a Baker for 6 BP, which would give us a +1 for Economy and Stability. Or a Brewery which would cost the same, but would give us a +1 to Loyalty and Stability. Another possibility would be a Town Commons for 4 BP, which would give us a +1 to Loyalty. Since we're already planning on turning 1 hex into Farms this month, we can't really develop any other open space. But after we build our farms, I think at least 2 maybe 3, I'd suggest building an Apiary for 6 BP. It can go in the same hex as a Farm, adds +1 to Economy and Loyalty, and reduces Consumption by 1 BP. Also for the same amount we can declare the lake in our hex a Reservoir, which would give us a +1 to Loyalty and a -1 to Unrest. We're in hill country so a Winery would cost us 8 BP, but it would give us the same benefits as a Reservoir and reduce Consumption like an Apiary. Aqueducts at 3 BP each our cheap and give a -1 to Unrest as well as a +2 to Stability against Plague events. But as most of the adjoining hexes have either a lake or a river there is no real need for them at the moment. We can also build a House for 3 BP, if I'm reading it right you can build more than 1 building during the Improvement Phase, so long as 1 of them is a House and each House gives you a -1 to Unrest. Don't have to do it right now, we can decide to explore first, then build whatever for next month, just some food for thought.
Male Human Rogue 1 (Scout)
Ya think? Do we have anyone who wants to take up those positions? If I'm reading it right building a Town Hall would open up 3 positions Councilor, Grand Diplomat and Treasurer. And if those positions are filled we get bonuses to Economy, Stability and Loyalty. But if they aren't filled we take penalties to those 3 stats. I assume the position doesn't exist, if the building doesn't exist, so we won't take those penalties, only if the office exists, but remains vacant. So unless we have 3 PC's willing to step into those offices, we'll have to assign NPC's instead, something we may wind up doing anyway. Then there is the cost involved, a Town Hall would cost 22 BP to build, but it would give us a +1 to Economy, Loyalty and Stability, halve the cost of building Barracks, Dump and Watchtower, as well as 3 offices to fill. On the other hand the Office of the City Guard, costs 8 BP to build, gives a +1 to Loyalty and Stability and lowers Unrest by 1. And you would only have 1 office to fill. Also for an additional 14 BP, you can build a Jail next to the Office of the City Guard (where it has to go anyway). Which will further increase Loyalty and Stability by 2, as well as lower Unrest by 2. So when we have 22 BP to spend, we can figure out where we go from there. Not saying a Town Hall wouldn't be a good thing to have, but in the short term it might make more sense to go the other way. Also would the part of Kobold's Claw Lake which is in our hex be considered a Resource? Because if it does we get a +1 to our Economy.
Male Human Rogue 1 (Scout)
Step 1 - Well, I can't speak for Alexi, but since we don't have a bonus to Economy, because of our alignment I assume that's where he would be putting his Charisma bonus. But again it's his call. Step 2 - I think we all agreed that the bottom of Kobold's Claw, would be the first hex we claimed. At least I haven't heard anyone say we wouldn't. Step 3 - Last I heard we'd all agreed to build a Mill, it was the primary reason we chose a hex with a lake and a river. Step 6 - Not that I know of, not this month anyhow, but I don't speak for everyone.
Male Human Rogue 1 (Scout)
Not to mention, whatever the DM chooses to throw at us. So, we've got a group, a location for our town, an alignment for our community, a ruler, a plan of action and a stated direction to begin exploring in. I could be wrong, but I think we're ready to start adventuring. All Patcher needs to do is update the map and give us the go ahead. Unless, someone can think of something else we need to do?
Male Human Rogue 1 (Scout)
Sounds like a plan, by my count it will take us 4 months in game time to claim 4 hexes. In that time we should be able to explore most of the lower valley. So, I'd recommend after we explore the hexes next to our town, that we intend to claim. We head up over the mountains, toward the Brevoy Border, head along the border towards the back of the map, work are way down and going up and down the map, head for the Old Narlwoods. By the time we get there, at 100 xp per hex, not including any random encounters, we should be at least 3rd or 4th lvl., maybe even 5th. And we'd also have a good idea of what's in our backyard. At least that's what I think, how bout you guys?
Male Human Rogue 1 (Scout)
Ok, it's tomorrow and it looks like my memory is correct. I concur with Calavas's suggestion, we should place our village in the bottom half of the hex, where the Kobold's Claw lake outlet's to a river. That way as Nimeon said, we can put the plan we had in action. So after we claim the Fairweather hex, we can explore the river hexes next to us, with an eye towards claiming them and turning them into farmland. Sound good? O.K., had a chance to review the rules (again), if I'm reading the map right at the new location, we will be in hill country. Looking at Table 1-1, on page 3 of the Book of the River Nations, that means it will take us 2 days to explore each Hill hex and 3 days to explore each Mountain hex. That's assuming our lowest movement rate is 30 ft., it would also take 3 days to explore each Swamp hex. And on page 14, it states that it will cost 4 BP, to turn each Hill hex into Farms, instead of the 2 BP it will cost in Grassland hexes. But since Table 2-1 on page 7, shows that for a Kingdom our size we can only claim 1 hex a month (thanks for bringing that to my attention Alexi), I personally don't see how we'd be worse off moving to the Kobold Lake site. P.S. I printed out the rulebook for Kingdom Building, does it show?
Male Human Rogue 1 (Scout)
I don't see the roads you're talking about, I was going to suggest that we follow the river that runs through Fairweather. We already control 1 hex that has a river running through it, and according to the rules if we have 3 more river hexes, for a total of 4, it boosts are Economy by 1. Also if we have 8 hexes that have roads in them, it gives us a +1 to our Stability. So if we follow the river and build a road through those 3 hexes and we have 5 more with roads through them we have an easy 1 time bonus to Economy and Stability. After that I think it would be good to go to the Narlwoods so we can get wood for building materials, I also think being connected to a forest reduces your Consumption by 1. The only problem is how to get there, If we go the short route through the Narlmarshes it's only 3 hexes to the forest. But I think it takes about 4 days to explore each swamp hex, and 8 BP to build a road through each swamp hex. So going the short route would take us 2 weeks and cost us at least 24 BP. In the short term it would probably make better sense to go around the lake, we have to explore 8 grassland hexes which I think only takes about a day per hex and build a road through each. Which would cost 8 BP, we'd probably also have to establish a camp in a forest hex which cost at least 6 BP, I think. Not sure of my math, and we may not have enough BP next month to make it happen, so this is all speculation at this point. Going south might be more practical after all. 2 questions, first are the dark green hexes that aren't forest or mountains, hill country? Sounds obvious when I put it like that, but I like to be sure about these things. And two, has everyone thought about what office they might like to hold? I know Alexi, is going to be our Ruler, Calavas has said he wants to be our Magister, Khalil I think said he wants to be a Marshal, I myself am thinking of being either a Spymaster or a Warden. I just think it would give us an idea of what buildings it would prioritize. Make that 3 questions can a PC hold more than one office? I believe in the rules it says that every office that isn't held by a PC has to be held by a NPC. I'm just wondering if it's only 1 PC per office. Actually, now that I think about it if the A and B teams merged their two villages and lands together, we could pool our resources and each one of us could hold an office, we could adventure apart and get together once a month to fulfill our offices. That might be the most efficient way to go about it, of course it's all speculation at this point, neither village even knows the other one exists and even if they did that doesn't mean they would automatically decide to join together. Or that such a merger would be without problems, for 1 thing I think each village has their own Ruler, which means 1 would have to step aside for the other. Yeah, that probably wouldn't go over too well, I'm probably getting ahead of myself, let's take it one step at a time and see where it goes. So, North or South, what do you guys think?
Male Human Rogue 1 (Scout)
Wow, I didn't realize the other village was that close, I thought it was on the other side of the forest by Whitelake. We night run into them sooner than we thought. So I was reviewing the kingdom building rules, and I noticed something rather interesting. Each farm you own reduces your Consumption by 2, so if we have two farms are Consumption will be reduced by 4. I definitely think that would be worth 4 BP, I also think building a Mill is a good idea, particularly with our location.
Male Human Rogue 1 (Scout)
Okay, so if we start with 15 BP and we take out 2 (1 for hex, 1 for city) that leaves us 13 BP. So going over the rules you sent me I see what we can buy with what we have. Claiming a hex for farmland is 1 BP and if I read it right you have to build a road through it so that's another BP, for a total cost of 2 BP, which would leave us with 11 BP. I would recommend that we turn 1 of the hexes adjacent to our town into farmland, because of consumption levels. After that things aren't so clear, we could build a total of 3 Houses and have 2 BP left over. We could build up to 11 Tenements, which only cost 1 BP each, but they boost Unrest by 2 per Tenement. On the plus side you can build a house over a Tenement for only 2 BP. We could build a business such as a Baker, Butcher, Brewery, Mill, Fletcher, Tannery, Weaver, or Smith, for 6 BP each. Any one of these would increase our Economy and Stability by 1, I favor the Mill because we're close to a water source and you can build a Carpentry on that later. Though off the top of my head I don't think there is a forest close to our town, and I'd have to check the map to see how far from the river we are. I know we're at least several hexes from the lake so a Mill might not be practical right now. Or we could build a Dump to dispose of refuse which I believe gives you a +1 bonus to Loyalty, or a Village Commons which boosts Stability by 1 and either Economy or Loyalty by the same I can't remember which. Each would cost 4 BP. Finally we have Edicts:
Promotions - they cost BP and we don't have that much to spend, so again I would recommend None. Festivals - If I remember right it raises your consumption level, not now, maybe later, NONE again. So that's my take on the situation, what do the rest of you think?
Male Human Rogue 1 (Scout)
I agree with with Nimeon's reasoning with the alignment for our town, and I have no objection to Alexi being our Mayor, or whatever title he wants to call himself. Got your e-mail Patcher, were we supposed to decide on the initial layout for our town? or do we start with a basic framework and add on to it as we go along? Oh, and good luck with your exams.
Male Human Rogue 1 (Scout)
I thought we'd already decided on NG, but I won't fight against LG if that's what everybody wants. Yes, to independence, yes to quests and other villages, no to a second character. Since we only have a town, I guess our ruler would be titled Mayor. Not sure who should be the ruler, the one with the highest Charisma? I'd probably be the Spymaster, if they have one.
Male Human Rogue 1 (Scout)
For the town, Sylavael has already been proposed and Lyle doesn't have a problem with that. For the country we don't have one yet do we? Let's see town name, location, alignment of village, 6 people in group, about the only thing I think we might need is a group name, personally I'm fine with B-Team.
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