Boondoggle's Kingmaker - A Game of Thorns - Kingdom Building Thread


Play-by-Post Discussion


This thread has been created to facilitate Boondoggle's Kingmaker - A Game of Thorns.


Urku HP rolls:

Level 2 1d12 ⇒ 12
Level 3 1d12 ⇒ 9
Level 4 1d12 ⇒ 4
Level 5 1d12 ⇒ 2
Level 6 1d12 ⇒ 10
Level 7 1d12 ⇒ 2


Unmodified Random Number Generation

Kingdom Turn #17

Stability Check: 1d20 ⇒ 4

Income Check: 1d20 ⇒ 2

Random Event Check: 1d100 ⇒ 90


This seems to work...go ahead and do the next 11 turns...you know about the 75% chance for an event if there was no event the previous turn, yes? If you roll out the entire event, (when we have one), I can build and use your numbers that you roll. If you do roll an event, unless it's a Roleplay event, roll the effect right then, and give me the numbers. :-)


Kingdom Turn #18

Stability Check: 1d20 ⇒ 15

Income Check: 1d20 ⇒ 15

Random Event Check: 1d100 ⇒ 42

Event confirmed! 1d4 ⇒ 1


Bad event! 1d12 ⇒ 2

Animal Crime Lord Activity (continuous): A
large awakened animal (such as a horse) has set
itself up as a crime lord in a random city district.
Make a Stability check. If you succeed, the animal
is caught and charged with criminal activity. If you
fail, the crime boss reduces all Economy bonuses
from buildings in the district by half (rounding
down).

Stability check: 1d20 ⇒ 1

According to the rules, we will endure that penalty until we can make the stability check, which we can retry next turn.


Kingdom Turn #19

Spoiler:

Stability Check: 1d20 ⇒ 11

Income Check: 1d20 ⇒ 8

Random Event Check: 1d100 ⇒ 71

no event

Animal Lord Stability Check: 1d20 ⇒ 17 (if we determine a separate check is needed for that)


Kingdom Turn #20

Spoiler:

Stability Check: 1d20 ⇒ 13

Income Check: 1d20 ⇒ 5

Random Event Check: 1d100 ⇒ 79

no event!


Kingdom Turn #21

Spoiler:

Stability Check: 1d20 ⇒ 13

Income Check: 1d20 ⇒ 9

Random Event Check: 1d100 ⇒ 59

Event: 1d4 ⇒ 3 = leadership event

1d12 ⇒ 3

Feud: Nobles in your cities are bickering.
Unless you can smooth over ruffled feathers with
a successful Loyalty check, the feud increases
Unrest by 1d6.

loyalty check: 1d20 ⇒ 18


Kingdom Turn #22

Spoiler:

Stability Check: 1d20 ⇒ 2

Income Check: 1d20 ⇒ 17

Random Event Check: 1d100 ⇒ 87

no event!


Kingdom Turn #23

Spoiler:

Stability Check: 1d20 ⇒ 14

Income Check: 1d20 ⇒ 9

Random Event Check: 1d100 ⇒ 16

event type: 1d4 ⇒ 1 Bad Event!

1d12 ⇒ 7

Monster Attack (continuous): A monster (or group of monsters) attacks the kingdom. The GM picks a kingdom hex in which the monster is
active and determines the type of monster by rolling on a wandering monster table of CR 7 or higher. Either the PCs choose to set out to defeat the monster or a Stability check is made representing local garrison action. If the monster is not defeated, Unrest increases by 4. If your kingdom’s Unrest is 5 or higher, the monster’s hex becomes unclaimed. (See Losing A Hex on page 18.)


What table are you using for events? It's a percentage table on the handout... On turn 23, we get a monster. Current Stability is 26, current DC is 29. We need to roll a 3+ on a d20 now, or stop here to play it out. What do you think? What is your phone number? We built the caster tower on this turn. With our economy at 37, we will make the DC 35 check to sell a medium magic item automatically every turn, adding 8 BP. I'm not going to bother rolling individual items, since our characters don't just get them, anyway.


I'm using a table from the Book of River Nations: Complete Player's Reference to Kingdom Building.


How does that table differ from the handout? It seems to suck...3 bad events in a row...

Turn 17 Hex Road (Road toward Tatz)
18 Hex Road Farm (Horse crime lord...that's ridiculous)
19 Hex Road Farm Mill built Horse thing ends
20 Hex Road Farm Smith Built
21 Saved up $ Noble feud, made roll
22 Saved up $
23 Built Caster tower Monster E=37 L=23 S=26 BP=15


stability check: 1d20 ⇒ 20

Kingdom Turn #24

Spoiler:

Stability Check: 1d20 ⇒ 14

Income Check: 1d20 ⇒ 5

Random Event Check: 1d100 ⇒ 26
no event.


Kingdom Turn #25

Spoiler:

Stability Check: 1d20 ⇒ 3

Income Check: 1d20 ⇒ 8

Random Event Check: 1d100 ⇒ 65

event type: 1d4 ⇒ 1

1d12 ⇒ 8

Pest Swarms: Bug swarms (spiders, locusts,
etc.) have become a problem for nearby farms.
Roll 1d8 to determine how many farm hexes are
affected. Make a Stability check for each affected
hex to determine if they were able to protect the
crops and fend off the invading pests. Success on
the Stability check halves the Consumption
benefit of the farm (from 2 to 1); failure means
that the farm provides no Consumption benefit for
the month.

1d8 ⇒ 2
stability check 1d20 ⇒ 14
stability check 1d20 ⇒ 9


Not letting me edit it...?


The table I'm using has more over all events. We've rolled mostly 1's on the d4 which takes us to the d12 bad event table.

Kingdom Turn #26

Spoiler:

Stability Check: 1d20 ⇒ 13

Income Check: 1d20 ⇒ 17

Random Event Check: 1d100 ⇒ 99


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Kingdom Turn #27

Spoiler:

Stability Check: 1d20 ⇒ 14

Income Check: 1d20 ⇒ 4

Random Event Check: 1d100 ⇒ 75

event type: 1d4 ⇒ 3 Leadership Event

1d12 ⇒ 11

Time of Faithfulness: The High Priest calls for
all followers to be truer to the tenants of the faith
and the people respond. Decrease Unrest by 2.
This event does not occur if the High Priest role is
vacant.

Good event!


Kingdom Turn #28

Spoiler:

Stability Check: 1d20 ⇒ 7

Income Check: 1d20 ⇒ 19

Random Event Check: 1d100 ⇒ 71
no event


Kingdom Turn #29

Spoiler:

Stability Check: 1d20 ⇒ 19

Income Check: 1d20 ⇒ 14

Random Event Check: 1d100 ⇒ 60

event type: 1d4 ⇒ 2 adventurer event
1d4 ⇒ 4

Rowdy Adventurers: An adventuring party gets drunk and causes a major fight in a tavern, inn or brewery, trashing the place. The building is
damaged and needs repair before it can be used again. Lose the bonus granted by the building until it is repaired (1/2 the BP to build a new one). If no such buildings are present in your kingdom, randomly choose a building that is damaged. Adventurers can get drunk anywhere.

That's 12 months of kingdom building. Should we go for 12 more? I don't think it would be a bad idea to further grow our kingdom. We should probably give Bill time to strategize and advise before we push on.


Turn 28 was the 12th turn we did today, since the first turn of kingdom building was actually turn 0... Turn 29 will be the first turn of the second year. How do I edit that spreadsheet?


Sorry I am new to google documents. I had to check a box so you can edit it. Note you have to access the spread sheet from out Obsidian Portal wiki link in order to edit.


organized wrote:
Sorry I am new to google documents. I had to check a box so you can edit it. Note you have to access the spread sheet from out Obsidian Portal wiki link in order to edit.

Might be going out tonight. Doing update now...


Turn 24 Noble Villa built Monster defeated +8,+8 BP
25 Bugs attack...make both rolls. No effect Build Ex. Craftsman +8, +9 BP
Turn 26 Build brothel +8, +11 BP
27 Build Jail Faithfulness event (no effect) +8, +8 BP
28 Build Tradesman and house +8, +11 BP

Saving turn 29 for the following year. Have to stop for tonight.


Lord Orion wrote:

Turn 24 Noble Villa built Monster defeated +8,+8 BP

25 Bugs attack...make both rolls. No effect Build Ex. Craftsman +8, +9 BP
Turn 26 Build brothel +8, +11 BP
27 Build Jail Faithfulness event (no effect) +8, +8 BP
28 Build Tradesman and house +8, +11 BP

Saving turn 29 for the following year. Have to stop for tonight.

OK.

That was a good start. Lots o' bad luck.

Remember to move the lord and lady and spymaster where they are needed bonus wise.

Semper Fi mofo


As far as expanding, we should only add a hex when all 3 Kingdom scores exceed the Control DC by 4. So...Our Control DC is now 29 (8 hexes, 1 city district - You were correct about that, Bill) Our scores are: EC 42, LOY 28, and ST 32. We should add a hex when we can get all 3 scores to 33. (Adding 1 ST and 5 LOY. This is a safe and fast way to expand. We should prepare a second district in Elkton soon. Same rule as adding a hex...it increases our Control DC by 1) I like the idea of each of us designing our own city.
Oleg's old place is a good site. We can discuss others next time. I have no idea how Tatzelford is going to work. If 12 months have gone by...they must be building in their village, right? A second city district in Elkton will be able to afford some of the medium priced buildings in a few turns...enough to do the selling of a medium item for 8 BP.
That bug event REALLY could have been bad...we got lucky. I fixed a glitch in the spreadsheet...was giving us 1 EC instead of 1 LOY for the Exotic Craftsman. Only caught it because I had been doing the record keeping manually, and the numbers were off. Had to figure out how to edit the spreadsheet. Wonder how many other glitches there might be...
I rather enjoyed the Baker's square meet up. Doing the Kingdom stuff at the game table would be an all evening thing. We should fight the monster next time, though.

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