SdF's Kingmaker - The Kingdom of Frieland

Game Master Dreaming Warforged

Where the leaders of Frieland coordinate the growth of their kingdom.

Kingmaker Campaign Thread


101 to 150 of 238 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

Malaswyn Tyddewi wrote:

Reading now.

Is there a list of who is in which leadership role?
Can I see the city grid anywhere?

Also in the Campaign Info tab at the top of the page.


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

Cool.

Although, I'm listed there as +4. My Wisdom bonus is +5 due to my lovely headband.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Okay, I was totally wrong about how much space we have left. We actually have quite a bit. Carry on, nothing to see here.


I think we should not worry with city planning. It's going to be too much. We can simply say you need to build a house when a house is mandatory.

Thoughts?


Turn 17

Upkeep phase

Control DC: 27; Total BP: 28

1. Stability check: 1d20 + 23 ⇒ (8) + 23 = 31 +1 BP
2. Pay Consumption: (+7 size, +1 city, +3 Edicts, -12 Farms) +1 BP
3. Fill Magic item slots: NA
4. Unrest: 0

Improvement Phase

1. Select Leadership: Malaswyn as High Priest; Janku Tolliver as Treasurer
2. Claim Hexes: NA
Establish and Improve Cities: NA
4. Build Roads: NA
5. Establish Farmlands: NA
6. Edicts: No change

Income Phase

1. Deposits: NA
2. Withdrawals: NA
3. Sell Valuable Items: NA
4. Generate Income (Command DC): 1d20 + 30 + 4 ⇒ (5) + 30 + 4 = 39 /4 Add 9 BP

Events: 1d100 ⇒ 69 25 % chance; 75 % chance if no event in the previous turn. 1d100 ⇒ 47 Monster Attack! Will-O’-Wisp have been active in the farmlands south of Providence. Several farmers have been killed.

[b]BP spent 0; BP gained 11; Total BP: 38

After Turn 16
Kingdom Name: Frieland
Alignment: Lawful Good
Size: 7
Control DC: 27
Population: 4,000
Unrest: 0
Consumption: -1 BP (+7 size, +1 city, +3 Edicts, -12 Farms)
Treasury: 27
Base Value: 1,200 gp
Minor Item: X

Buildings to date:
Farms: x6, -12 to consumption 
Roads: x7, +1 Economy 
Arena: Stability +4; Halves cost of Garrison or Theater in same city; halves Consumption increase penalty for festival edicts 
Herbalist: (must be adjacent to 1 house): 1 minor item; Loyalty +1, Stability +1. 
Library: Economy +1; Loyalty +1 
Monument: Loyalty +3; Unrest –1. 
Smith: Economy +1, Stability +1. 
Stable: (must be adjacent to 1 house): City base value +500 gp; Economy +1, Loyalty +1. 
Tavern: (must be adjacent to 1 house): City base value +500 gp; Economy +1, Loyalty +1. 
Theater: Halves cost of Brothel, Park, and Tavern in same city; Economy +2, Stability +2. 
Tannery: Economy +1, Stability +1.

Economy: +30 (+18 leadership, +2 edicts, +7 buildings, +2 alignment, +1 roads, no unrest, events, vacancies or resources)
Loyalty: +22 (+13 leadership, +0 edicts, +7 buildings, +2 alignment, no unrest, events, vacancies or resources)
Stability: +25 (+14 leadership, +2 edicts, +9 buildings, +0 alignment, no unrest, events, vacancies or resources)


Map of Frieland after turn 17.


I would like to get the kingdom done up to turn 24 at least. Volunteers to post a few turns?
You can assume the WoW are dealt with.


Are we rolling for events every turn now?

I'll refresh myself on the rules and see about running some turns. If anyone else has a chance to do any turns today, they are welcome to. Otherwise, I'll look at getting started tonight or tomorrow morning.


25 % chance of event if no event in previous tirn. 75 % otherwise.


Turn 18

Baron Kalsgrim’s insistence on a militia to patrol and respond to threats manifests itself in a new building for such efforts to be organized and prepared.

Upkeep phase

Control DC: 27; Total BP: 38

1. Stability check: 1d20 + 23 ⇒ (18) + 23 = 41+1 BP
2. Pay Consumption: (+7 size, +1 city, +4 Edicts, -12 Farms)0 BP.
3. Fill Magic item slots: NA
4. Unrest: 0

Improvement Phase

1. Select Leadership: No changes.
2. Claim Hexes: NA
3. Establish and Improve Cities: Build Garrison in Providence.
4. Build Roads: NA
5. Establish Farmlands: NA
6. Edicts: No change

Income Phase

1. Deposits: NA
2. Withdrawals: 14 (Garrison)
3. Sell Valuable Items: NA
4. Generate Income (Command DC): 1d20 + 30 + 4 ⇒ (11) + 30 + 4 = 45/4 Add 11 BP

Events: Event on 1-25 1d100 ⇒ 18 Event!

BP spent 14; BP gained 11; Total BP: 35

After Turn 18
Kingdom Name: Frieland
Alignment: Lawful Good
Size: 7
Control DC: 27
Population: 4,000
Unrest: 0
Consumption: -1 BP (+7 size, +1 city, +3 Edicts, -12 Farms)
Treasury:
Base Value: 1,200 gp
Minor Item: NA

Buildings to date:
Farms: x6, -12 to consumption 

Roads: x7, +1 Economy 

Arena: Stability +4; Halves cost of Garrison or Theater in same city; halves Consumption increase penalty for festival edicts 

Herbalist: (must be adjacent to 1 house): 1 minor item; Loyalty +1, Stability +1. 

Library: Economy +1; Loyalty +1 
Monument: Loyalty +3; Unrest –1. 
Smith: Economy +1, Stability +1. 

Stable: (must be adjacent to 1 house): City base value +500 gp; Economy +1, Loyalty +1. 

Tavern: (must be adjacent to 1 house): City base value +500 gp; Economy +1, Loyalty +1. 

Theater: Halves cost of Brothel, Park, and Tavern in same city; Economy +2, Stability +2. 

Tannery: Economy +1, Stability +1.
Garrison: Halves cost of City Wall, Granary, and Jail in same city; Loyalty +2, Stability +2; Unrest –2.

Economy: +30 (+22 leadership, +2 edicts, +7 buildings, +2 alignment, +1 roads, no unrest, events, vacancies or resources)
Loyalty: +24 (+13 leadership, +0 edicts, +9 buildings, +2 alignment, no unrest, events, vacancies or resources)
Stability: +27 (+14 leadership, +2 edicts, +11 buildings, +0 alignment, no unrest, events, vacancies or resources)

I'm leaning toward saving for a castle, but making sure to use our build phase each turn on a less expensive structure. I'm concerned about how little defense we have now, so maybe a city wall next? That would only be 4 BP since we have a garrison now. Any thoughts? Does anyone think we need to focus more on a cathedral or watefront?


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Yeah, I'll throw something out there in a bit. Will go with the city wall.


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Turn 18

Upkeep phase

Control DC: 27; Total BP: 35

1. Stability check: 1d20 + 26 ⇒ (4) + 26 = 30 +1BP
2. Pay Consumption: (+7 size, +1 city, +3 Edicts, -12 Farms) +1BP
3. Fill Magic item slots:
4. Unrest: 0

Improvement Phase

1. Select Leadership: NA
2. Claim Hexes: NA
3. Establish and Improve Cities: Build City Walls -4BP
4. Build Roads: NA
5. Establish Farmlands: NA
6. Edicts:
Promotion Level: Standard (+2 stability, +2 BP consumed)
Taxation Level: Normal (+2 economy, -2 loyalty)
Festivals per year: 6 (+2 Loyalty, +1 BP consumed)

Income Phase

1. Deposits: NA
2. Withdrawals: NA
3. Sell Valuable Items: NA
4. Generate Income: 1d20 + 31 + 4 ⇒ (17) + 31 + 4 = 52/4 +13 BP

Events (1-25%):1d100 ⇒ 48; No event for this month

--------------------------------------------------------------------------- ---------------------------------------------------------------------

Rolling for last month's actual event: 1d100 ⇒ 63

Plague(continuous): A deadly contagion strikes your kingdom! Choose a hex containing a city in your kingdom--this is where the plague strikes. If you control no cities, treat this as if no event had been rolled. Otherwise, make a Stability check to curtail the plague's spread. If you fail, increase Unrest by 1d6 and reduce your treasury by 1d6 BP. A plague-stricken city cannot build new structures.

Stability check: 1d20 + 26 ⇒ (18) + 26 = 44 Remember, this is last turn's event seeing how I don't have an event for this turn. 'Course that means it'll be 75% next turn.

--------------------------------------------------------------------------- ---------------------------------------------------------------------

BP spent 4; BP gained 15; Total BP: 46

After Turn 16
Kingdom Name: Frieland
Alignment: Lawful Good
Size: 7
Control DC: 27
Population: 4000
Unrest: 0
Consumption: +0 (+7 size, +1 city, +3 Edicts, -12 Farms)
Treasury:
Base Value: 700 gp
Defense: +4

Buildings to date:
Farms: x6, -12 to consumption
Roads: x7, +1 Economy
Arena: Stability +4; Halves cost of Garrison or Theater in same city; halves Consumption increase penalty for festival edicts
City Wall: City walls do not occupy a city block— rather, purchasing a city wall fortifies one of a district’s four outer borders. A city wall cannot be built on a water border. Defense Modifier +4.
Garrison: Halves cost of City Wall, Granary, and Jail in same city; Loyalty +2, Stability +2.
Herbalist: (must be adjacent to 1 house): 1 minor item; Loyalty +1, Stability +1.
Library: Economy +1; Loyalty +1
Monument: Loyalty +3; Unrest –1.
Smith: Economy +1, Stability +1.
Stable: (must be adjacent to 1 house): City base value +500 gp; Economy +1, Loyalty +1.
Tavern: (must be adjacent to 1 house): City base value +500 gp; Economy +1, Loyalty +1.
Theater: Halves cost of Brothel, Park, and Tavern in same city; Economy +2, Stability +2.
Tannery: Economy +1, Stability +1.

Economy: +31 (+19 leadership, +2 edicts, +7 buildings, +2 alignment, +1 roads, no unrest, events, vacancies or resources)
Loyalty: +24 (+13 leadership, +0 edicts, +9 buildings, +2 alignment, no unrest, events, vacancies or resources)
Stability: +26 (+13 leadership, +2 edicts, +11 buildings, +0 alignment, no unrest, events, vacancies or resources)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Okay, if we can take over one more hex and build a road, that'll be 8 roads which would equal +2 to Economy instead of +1 and a +1 to Stability.

We really need to clear out that blackened area to our east so we can get to Varnhold.


Is all of the exploration done in the character thread? Is there a guideline for how much we can explore in a month?


No, but I deal with it as part of your objectives for six months (how many other things you want to do, and how many people are working on it). In the last period, you've explored the Nomen country, east of Varnhold. As winter ends, it would be a good thing to explore between Providence and Varnhold in spring and summer, as you know there are mountains in this area.


Sorry, another question... On turn 18, I rolled that we had an event. Should I also be rolling to see what the event is and, if there are variables within the event, roll those variables? Or is that stuff you want to do "behind the screen"?


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Yeah I probably should have asked that myself.

Personally, I'd say that we as players roll the event. Because if it's positive, then we can take care of that ourselves right then, no prob.

If it's negative, then depending on what it is, act accordingly. The "Plague" one was easy. The reason I rolled the Stability check to avoid the "Plague" is because: 1) It says to and 2) I don't really see how you can roleplay something like that out. Not sure I'd want to honestly. Obviously the "Monsters Attack", "Sensational Crime" and stuff like that, can be determined by DW if we want to take care of that in character or just roll for it.

Anyway, that's just my take on it. I'm good with however we do it though.


That's my take as well.


So, then, turn 18 event: 1d100 ⇒ 93 A visiting celebrity!

Increase Treasury by 2d6 ⇒ (5, 1) = 6 BP.

93-100 Visiting Celebrity: A celebrity from elsewhere on Golarion visits your kingdom, causing a sudden influx of visitors and spending. Increase the Treasury by 2d6 BP(each time you roll a 6, reroll that die and add its results to the total).

That means going into turn 20, we actually have 52 BP. Just shy of of a castle!


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Okay, that works. Disregard my roll then. My bad for jumpin' the gun.


Javell DeLeon wrote:
Okay, that works. Disregard my roll then. My bad for jumpin' the gun.

OOOHHH. Duh. I'm sorry. I completely missed that yours was for the prior turn; I thought it was for the turn you generated. Then maybe we should keep them in order? The plague turn 18, and the visitor on the next turn we have an event?


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

That'd be fine if that's how you want to roll with it. I just feel like a chump now that I just went ahead and rolled all that. I should've brought it up first and then we could've handled it exactly like you did. I didn't even think of just rolling it in another post. Now that's truly DUH on my part.

I do think that's a pretty good idea by going ahead and rollin' with the plague event and then go with the visitor event for the next event we roll up. Either way works for me.


So next event that happens, you get a visit from a celebrity. Works for me.

Then you can add the 6 BP Kalsgrim rolled.


Thanks guys! I'll work on a turn 20 today and try to get that up before too long.


Turn 19 before 20 please :)


I've calculated the BP lost from dividing by five instead of four in the first t12 or 13 turns. It's retroactive payment of sorts. It comes up to 20 BP, to be added to the treasury.


I'll add the 20 BP in, thanks!

And I was counting Javell's last turn as 19, though I think it was mislabelled as 18. Monday afternoon I posted a turn 19, and six hours later Javell followed with another.


Ok, Javell's should have been 19. So next one is turn 20. It should have the +6 BP from Celebrity visit and +20 BP retro. So treasury at 72 BP. You can go wild Kalsgrim!!!


Turn 20

Baron Kalsgrim speaks to the council during their meeting. “I believe we need to start expanding our area of control and influence. If we start extending roads and patrols south to the Sootscales, it should make them feel like more of the barony. And doing so will start pushing us southeast more toward Varnhold as well. If we help some of the settlers establish farms near the roads, it will certainly help feed the growing population we hope will come with spring. And it looks like our castle is finally getting far enough along that we can move our operations in there.”

Upkeep Phase

Control DC: 27; Total BP: 72

1. Stability check: 1d20 + 23 ⇒ (1) + 23 = 24 +0 BP
2. Pay Consumption: (+7 size, +1 city, +3 Edicts, -12 Farms)0 BP.
3. Fill Magic item slots: NA
4. Unrest: 0 (-5 Unrest due to Garrison, City Wall and Monument).

Improvement Phase

1. Select Leadership: No changes.
2. Claim Hexes: We will claim the hex that we found the cache in early on. -1 BP
3. Establish and Improve Cities: Build Castle in Providence.
4. Build Roads: Road in hex claimed. -1 BP
5. Establish Farmlands: Farmlands in hex claimed. -2 BP
6. Edicts: No change (Standard Promotion, Normal Taxation, Six Festivals per Year)

Income Phase

1. Deposits: NA
2. Withdrawals: 58 (4 claiming and developing hex, 54 building a castle!)
3. Sell Valuable Items: NA
4. Generate Income (Command DC): 1d20 + 34 ⇒ (15) + 34 = 49 /4 Add 12 BP

Events: Event on 1-25 1d100 ⇒ 46 No Event. Next turn, 25% chance.

BP spent 58; BP gained 12; Total BP: 26

After Turn 20
Kingdom Name: Frieland
Alignment: Lawful Good
Size: 8
Control DC: 28
Population: 4,000
Unrest: 0 (modifier -9)
Consumption: -1 BP (+7 size, +1 city, +3 Edicts, -14 Farms)
Treasury: 26 BP
Base Value: 1,200 gp
Minor Item: NA

Providence:
Buildings to date:
Farms: x7, -14 to consumption.
Roads: x8, +2 Economy.
Arena: Stability +4; Halves cost of Garrison or Theater in same city; halves Consumption increase penalty for festival edicts.
Castle: Halves cost of Noble Villa or Town Hall in same city; Economy +2, Loyalty +2, Stability +2; Defense Modifier +8; Unrest –4; limit one per city.
City Wall: City walls do not occupy a city block— rather, purchasing a city wall fortifies one of a district’s four outer borders. A city wall cannot be built on a water border. Defense Modifier +4; Unrest –2.
Herbalist: (must be adjacent to 1 house): 1 minor item; Loyalty +1, Stability +1.
Library: Economy +1; Loyalty +1
Monument: Loyalty +3; Unrest –1.
Smith: Economy +1, Stability +1.
Stable: (must be adjacent to 1 house): City base value +500 gp; Economy +1, Loyalty +1.
Tavern: (must be adjacent to 1 house): City base value +500 gp; Economy +1, Loyalty +1.
Theater: Halves cost of Brothel, Park, and Tavern in same city; Economy +2, Stability +2.
Tannery: Economy +1, Stability +1.
Garrison: Halves cost of City Wall, Granary, and Jail in same city; Loyalty +2, Stability +2; Unrest –2.

Economy: +37 (+22 leadership, +2 edicts, +9 buildings, +2 alignment, +2 roads, no unrest, events, vacancies or resources)
Loyalty: +26 (+13 leadership, +0 edicts, +11 buildings, +2 alignment, no unrest, events, vacancies or resources)
Stability: +29 (+14 leadership, +2 edicts, +13 buildings, +0 alignment, no unrest, events, vacancies or resources)

If we get our size up to 11, then we can start building two buildings per turn and, when we are ready, claim two hexes per turn. I’m thinking we can try to start boosting our economy now that we have a castle; with a booming economy, we can start to really snowball things.


Kal's Castle! :)

If you reach Varnhold or Tzatzlfjord, you can annex the cities, economies and buildings as well... Just saying.

Edit: Castle will need a name.


Do we know what Varnhold and Tzatzlfjord offer in the way of economy and buildings?

Does anyone have any castle idea names? Beyond the obvious adoptions from Game of Thrones? :)


I'll try to come up with an approximate idea, though the formal appraisal could be part of the 6-month objectives.


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

"Castle [Insert town name]"

Or

"Castle Lodovoka"

Or

"Death Fortress"

Or

"Castle [Insert name of what was here first}"


Castle Providence sounds good. Castle Lodoovka may already be taken; Kalsgrim is from a large, prosperous family north of here (their territory is on the lake on the northern border of Brevoy). Death Fortress would be fun, but a little un-paladiny.

How about Blackfeather Castle?


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Oops. My bad on the turn error.

And I kinda like Blackfeather Castle. Especially for what it stands for. That's pretty cool.

But I fell out when I read "Death Fortress". Oh man that was too funny. Good one, Geraint. :) Actually, that would probably be right up Kriger's alley. ;)


I won't be able to do another turn tonight. I should be able to post another tomorrow afternoon.

Yeah, when I was reading through the Blackfeather description, the part about watching over strangers entering the village and protecting the town's inhabitants.

'Course, the connection to Erastil doesn't hurt either... :)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Yeah the Erastil connection is cool.

Okay, a few things on your latest turn.

1. It takes 1 month to prepare a hill hex.

2. It costs 4 BP(instead of 2) to designate it as a farm since it is a hill and not grassland.

3. It costs 2(instead of 1) BP to claim a hill hex.

A few items on our stats. This is what I have on these:

Economy: +34 (+19 leadership, +2 edicts, +9 buildings, +2 alignment, +2 roads, no unrest, events, vacancies or resources)
Loyalty: +26 (+13 leadership, +0 edicts, +11 buildings, +2 alignment, no unrest, events, vacancies or resources)
Stability: +28 (+13 leadership, +2 edicts, +13 buildings, +0 alignment, +1 roads, no unrest, events, vacancies or resources)

I've got our Stability at +13 for leadership. Economy is +19. Loyalty is right. Obviously adding Corso to Economy makes it a +38.

I went and checked your Leadership roles, DW, and found the issue. Servayn actually did increase his belt to a +4 belt. I only know this because I checked his character to make sure. I know he put his thoughts on what to do with the money but I don't recall if he ever mentioned exactly what he was going to do. Maybe I missed it.

Also, Malaswyn never upgraded his headband to +4. It's still a +2. He went a different route with his money. Unless I completely missed that somewhere as well.

So, barring me completely being wrong, Servayn has a +7 mod and Malaswyn still has a +5.

Also, for every 8 road hexes, you get a +1 to Stability. Every 4 is a +1 to Economy.

And we should be -3 more BP due to the above mentioned hill hex issue.

So we should be at +23.

BUT, we do actually have to prepare the site(which is 1 month which is the same as 1 turn) AND THEN we can build the road and farm for next turn, I believe.

If so, then we would GAIN the created road and farmland BP cost back, and lose 2 BP instead of 1 for claiming the hill hex.

So instead of 26 BP we would be at... +3 BP to undo road and farm, -2 for hill claim = 27 BP for the next turn.

So for the next turn, we could then spend the cost on the farm and road. Which would then mean we don't add the extra +1 to Economy and Stability for this turn. But we would get it next turn.

Our stability is at 28(27 until next turn) and our DC is now at 28 so we're cruising. Plus our consumption is at 0 so we're good there as well. So it's all good.

I'm thinking that's right anyway.

I'll throw out a turn tomorrow as well. We can have up to 4 city walls to cover each border so I may just go that route again. It won't be until tomorrow evening though. I'll have to see what Kalsgrim throws out there.


Turn 21

”I have to say, it has been great having a castle as a focal point of government business, but it has been presenting some problems. All of the people coming in and out has made it difficult to build up our stores, and the storage rooms for defensive equipment are being taken up with festival decorations and town records. Also, the hall won’t be big enough for town meetings if our population keeps booming like this. I think we need to have a town hall built, with a big enough space for meetings and storage rooms for things that are important to Providence, but not necessarily important for defense. Also, I hear things are going well with the Sootscales. I am planning on annexing their territory to see if it will bring them in more. Maybe even have a road built out that way.”

Upkeep Phase

Control DC: 28; Total BP: 26

1. Stability check: 1d20 + 23 ⇒ (16) + 23 = 39 +1 BP
2. Pay Consumption: (+8 size, +1 city, +3 Edicts, -12 Farms)0 BP.
3. Fill Magic item slots: NA
4. Unrest: 0

Improvement Phase

1. Select Leadership: No changes.
2. Claim Hexes: Claim the hex with the bridge, between the cache and the Sootscales. -1 BP.
3. Establish and Improve Cities: Build a Town Hall in Providence - 11 BP
4. Build Roads: Road in hex claimed. -1 BP
5. Establish Farmlands: Spending an extra 2 BP for the ‘cache’ hex per Javell’s correction. -2 BP
6. Edicts: No change (Standard Promotion, Normal Taxation, Six Festivals per Year)

Income Phase

1. Deposits: NA
2. Withdrawals: 15 BP
3. Sell Valuable Items: NA
4. Generate Income (Command DC): 1d20 + 38 ⇒ (7) + 38 = 45 /4 Add 11 BP

Events: Event on 1-25 1d100 ⇒ 18 Event!.
Event is 1d100 ⇒ 41 Good Weather! +4 on Loyalty checks until next event.
Next turn, 25% chance.

BP spent 15; BP gained 12; Total BP:23

After Turn 21
Kingdom Name: Frieland
Alignment: Lawful Good
Size: 9
Control DC: 29
Population: 4,000
Unrest: 0 (modifier -9)
Consumption: -1 BP (+9 size, +1 city, +3 Edicts, -14 Farms)
Treasury: 22 BP
Base Value: 1,200 gp
Minor Item: NA

Buildings to date:
General Kingdom:
Farms: x8, -16 to consumption.
Roads: x9, +2 Economy.

Providence:
Arena: Stability +4; Halves cost of Garrison or Theater in same city; halves Consumption increase penalty for festival edicts.
Castle: Halves cost of Noble Villa or Town Hall in same city; Economy +2, Loyalty +2, Stability +2; Defense Modifier +8; Unrest –4; limit one per city.
City Wall: City walls do not occupy a city block— rather, purchasing a city wall fortifies one of a district’s four outer borders. A city wall cannot be built on a water border. Defense Modifier +4; Unrest –2.
Herbalist: (must be adjacent to 1 house): 1 minor item; Loyalty +1, Stability +1.
Library: Economy +1; Loyalty +1
Monument: Loyalty +3; Unrest –1.
Smith: Economy +1, Stability +1.
Stable: (must be adjacent to 1 house): City base value +500 gp; Economy +1, Loyalty +1.
Tavern: (must be adjacent to 1 house): City base value +500 gp; Economy +1, Loyalty +1.
Theater: Halves cost of Brothel, Park, and Tavern in same city; Economy +2, Stability +2.
Tannery: Economy +1, Stability +1.
Town Hall: Halves cost of Barracks, Dump, and Watchtower in same city; Economy +1, Loyalty +1, Stability +1.
Garrison: Halves cost of City Wall, Granary, and Jail in same city; Loyalty +2, Stability +2; Unrest –2.

Economy: +38 (+26 leadership, +2 edicts, +10 buildings, +2 alignment, +2 roads, no unrest, events, vacancies or resources)
Loyalty: +26 (+13 leadership, +0 edicts, +12 buildings, +2 alignment, no unrest, events, vacancies or resources)
Stability: +29 (+13 leadership, +2 edicts, +14 buildings, +0 alignment, no unrest, events, vacancies or resources)

I’ve rolled in most of Javell’s observations into this turn (thanks for the audit!). The only thing that didn’t seem right was that it looks like claiming a hex is only 1 BP regardless of terrain type; the preparation cost is only if you are preparing it for a city site.

Annexing two more hexes will get us to the point where we can build two buildings per turn.

Javell, do you have time to check over that turn before running one of your own?


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Doh! You're absolutely right on that. I completely overlooked the fact that the preparation time for the different land types is for a city only. My bad.

The only thing I see incorrect is the +26 leadership on Economy. If you go through and add up all of the numbers, you get +42. :)
The Economy(Leadership) score - which I'm including Corso - should be at +23. Which puts us at a total of +39.

The Loyalty breakdown is correct, you just forgot to change the loyalty score to +27.

The Stability should actually be +30. When you have 8 roads, it's a +1 to Stability.

Just looks like mostly overlooked type stuff more than anything.

Okay, on this part:

Our Fearless Leader wrote:


1. Select Leadership: No changes.
2. Claim Hexes: Claim the hex with the bridge, between the cache and the Sootscales. -1 BP.
3. Establish and Improve Cities: Build a Town Hall in Providence - 11 BP
4. Build Roads: Road in hex claimed. -1 BP
5. Establish Farmlands: Spending an extra 2 BP for the ‘cache’ hex per Javell’s correction. -2 BP
6. Edicts: No change (Standard Promotion, Normal Taxation, Six Festivals per Year)

Did you build a farm on the "Bridge" hex? If so, we need to subtract 4 BP. I see the correction you made for the last turn, but I have no idea if you decided to go with a farm on this turn.

King Kal wrote:


Consumption: -1 BP (+9 size, +1 city, +3 Edicts, -14 Farms)
Treasury: 22 BP
Base Value: 1,200 gp
Minor Item: NA

Buildings to date:
General Kingdom:
Farms: x8, -16 to consumption.
Roads: x9, +2 Economy.

And the above is actually why I'm a bit confused on it.

Where "Consumption" is, you've got "-14 Farms". Which would mean we have farms on every hex(not including the city of course) except the last hex you claimed on Turn 21.

But under "Buildings to date" you have "Farms: x8" which would assume you did build a farm and just missed paying for it.

I would gather it to be the latter, but I figure I better make sure. Which would bring us back to just overlooked type stuff. So outside of that, it rocks! :)

I'm gonna be claiming the "Old Sycamore Mites" hex on the next turn. I'll get to it here in a bit.


You are right; there should be a charge for a farm for the bridge hex. I wanted to start building up our consumption buffer in case we decide to rapidly expand.

And you are also right in that I was including Corso on Economy stat.


From what I can glean, we are chartered to settle the barony going 36 miles west of Providence, 36 miles east and 110 miles south (originally 60, extended 50 more when the barony was established. With the events surrounding Varnhold and Vordakai, do we have any official right to expand to annex Varnhold? By my count, Tatzleford is at the western edge of what we are granted, so we are good there.


It'll come.


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Turn 22

Upkeep phase

Control DC: 29; Total BP: 19(This is after subtracting the 4 for the farm on the previous turn)

1. Stability check: 1d20 + 30 ⇒ (10) + 30 = 40 +1BP
2. Pay Consumption: (+9 size, +1 city, +3 Edicts, -16 Farms) 0BP
3. Fill Magic item slots:
4. Unrest: 0

Improvement Phase

1. Select Leadership: NA
2. Claim Hexes: "Old Sycamore Mites" hex: -1BP
3. Establish and Improve Cities: Build Jail -7BP
4. Build Roads: -1BP
5. Establish Farmlands: -4BP
6. Edicts:
Promotion Level: Standard (+2 stability, +2 BP consumed)
Taxation Level: Normal (+2 economy, -2 loyalty)
Festivals per year: 6 (+2 Loyalty, +1 BP consumed)

Income Phase

1. Deposits: NA
2. Withdrawals: NA
3. Sell Valuable Items: NA
4. Generate Income: 1d20 + 39 + 4 ⇒ (4) + 39 + 4 = 47/4 BP

Events (1-25%):1d100 ⇒ 71 No event; 75% chance next turn

BP spent 13; BP gained 12; Total BP: 18

After Turn 22
Kingdom Name: Frieland
Alignment: Lawful Good
Size: 10
Control DC: 30
Population: 4000
Unrest: 0
Consumption: +0 (+10 size, +1 city, +3 Edicts, -18 Farms)
Treasury:
Base Value: 700 gp
Defense: +12

Buildings to date:
Farms: x9, -18 to consumption
Roads: x10, +2 Economy, +1 Stability
Arena: Stability +4; Halves cost of Garrison or Theater in same city; halves Consumption increase penalty for festival edicts.
Castle: Halves cost of Noble Villa or Town Hall in same city; Economy +2, Loyalty +2, Stability +2; Defense Modifier +8; limit one per city.
City Wall: City walls do not occupy a city block— rather, purchasing a city wall fortifies one of a district’s four outer borders. A city wall cannot be built on a water border. Defense Modifier +4.
Garrison: Halves cost of City Wall, Granary, and Jail in same city; Loyalty +2, Stability +2.
Jail: Loyalty +2, Stability +2.
Herbalist: (must be adjacent to 1 house): 1 minor item; Loyalty +1, Stability +1.
Library: Economy +1; Loyalty +1
Monument: Loyalty +3; Unrest –1.
Smith: Economy +1, Stability +1.
Stable: (must be adjacent to 1 house): City base value +500 gp; Economy +1, Loyalty +1.
Tavern: (must be adjacent to 1 house): City base value +500 gp; Economy +1, Loyalty +1.
Theater: Halves cost of Brothel, Park, and Tavern in same city; Economy +2, Stability +2.
Tannery: Economy +1, Stability +1.
Town Hall: Halves cost of Barracks, Dump, and Watchtower in same city; Economy +1, Loyalty +1, Stability +1.

Economy: +35 (+19 leadership, +2 edicts, +10 buildings, +2 alignment, +2 roads, no unrest, events, vacancies or resources)
Loyalty: +29 (+13 leadership, +0 edicts, +14 buildings, +2 alignment, no unrest, events, vacancies or resources)
Stability: +32 (+13 leadership, +2 edicts, +16 buildings, +0 alignment, +1 roads, no unrest, events, vacancies or resources)

Sorry. I know I said Walls but went with Jail instead. It was only 3 more than the Walls so I figured what the heck.


The last hex contains a mine that the kobolds are exploiting, and for which Servayn had negotiated a partnership. It gives you a +1 bonus on Economy.

Also, you've managed to explore a few places during those months. The updated map shows the new areas discovered. (1st of Arodus (August))


Annexing Varnhold: a brewery, an exotic craftsman, a garrison, a granary, an inn, a smith, a tannery, a temple, 3 tradesmen, and 8 houses

Annexing Tzatzlford: Brewery, Brothel, Houses (4), Inn, Library, Shop, Smith, Tavern, Temple, Town Hall, Tradesman.

Also, your visit to Restov will be postponed to Fall. I'm waiting for the situation with Malaswyn to resolve before posting this information.


I updated the Leadership Roles in the Campaign Info. Thanks Kriger!


A jail is just fine! A good call actually; those are some nice bonuses, especially for the cost. While any players can help strategize the turns (and I do welcome recommendations on directions to go from anyone, not just Javell), I figure whoever puts in the time to run a turn has earned the right to tyrannically dictate how the fledgling nation goes. :)

I'll see about putting up turn 23 in the next few hours.

And thanks OM for the updates! Wow. Those two towns could be pretty valuable to take up from the looks of it.

Oh, and I missed seeing a narration from Kriger as to the reasoning behind a jail, in the same way I've been narrating turns with Kal. I pictured it going something like this.

Kriger: "We need to build us a jail! I'm tired of waking up in the street after a binge night! I miss waking up in a warm dry room with a good bed, and payin' the rent for it on the way out."

Servayn: "Technically, that is a cell, not a room. And it not rent, it is a fine."

Kriger: "Poh-tay-toe, poh-tah-toe. I think we need it!"


Javell, on the turn 22 economy roll to generate income, you have 1d20+39+4 /4. I know the 39 is our 35 economy plus the spymaster bonus, but what is the other +4?


Turn 23

”You know, the city is going up so quickly, it won’t be long before we’ll have to clear some more land for expansion. That’s a great thing, but it can take some time and money. I’m thinking when we do, we should make a marketplace the centerpiece of it. Since we have the luxury of building a city from nothing, I think it doesn’t hurt to plan it like that. Then we can surround the marketplace with all sorts of shops and a guildhall. When the time comes, we can send someone to recruit craftsmen from some of the nearby cities. For now, before we get too carried away, I want to set aside a little land for a park.”

”Servayn, I am considering officially claiming the land that the Sootscales’ live in. Do you think it is too early to do that? Would they take it well?”

Upkeep phase

Control DC: 32; Total BP: 18

1. Stability check: 1d20 + 30 ⇒ (20) + 30 = 50+1BP
2. Pay Consumption: (+10 size, +1 city, +3 Edicts, -18 Farms) 0BP
3. Fill Magic item slots:
4. Unrest: 0

Improvement Phase

1. Select Leadership: NA
2. Claim Hexes: Bridge hex just west of the newly acquired mine.: -1BP
3. Establish and Improve Cities: Build Park -2BP
4. Build Roads: -1BP
5. Establish Farmlands: -4BP
6. Edicts:
Promotion Level: Standard (+2 stability, +2 BP consumed)
Taxation Level: Normal (+2 economy, -2 loyalty)
Festivals per year: 6 (+2 Loyalty, +1 BP consumed)

Income Phase

1. Deposits: NA
2. Withdrawals: NA
3. Sell Valuable Items: NA
4. Generate Income: 1d20 + 40 ⇒ (14) + 40 = 54 /4 +13 BP

Events (1-75%):1d100 ⇒ 41 Event!
1d100 ⇒ 49 Monster Attack!
25% chance next turn

8 BP spent ; 14 BP gained ; Total BP: 24

After Turn 23
Kingdom Name: Frieland
Alignment: Lawful Good
Size: 11
Control DC: 31
Population: 3500 (2500 size, 1000 Providence)
Unrest: 0
Consumption: +0 (+10 size, +1 city, +3 Edicts, -18 Farms)
Treasury: 24 BP
Base Value: 1200 gp (Base, Tavern, Stable)
Defense: +12

Buildings to date:
Farms: x10, -20 to consumption
Roads: x11, +2 Economy, +1 Stability
Arena: Stability +4; Halves cost of Garrison or Theater in same city; halves Consumption increase penalty for festival edicts.
Castle: Halves cost of Noble Villa or Town Hall in same city; Economy +2, Loyalty +2, Stability +2; Defense Modifier +8; limit one per city.
City Wall: City walls do not occupy a city block— rather, purchasing a city wall fortifies one of a district’s four outer borders. A city wall cannot be built on a water border. Defense Modifier +4.
Garrison: Halves cost of City Wall, Granary, and Jail in same city; Loyalty +2, Stability +2.
Jail: Loyalty +2, Stability +2.
Herbalist: (must be adjacent to 1 house): 1 minor item; Loyalty +1, Stability +1.
Library: Economy +1; Loyalty +1
Monument: Loyalty +3; Unrest –1.
Smith: Economy +1, Stability +1.
Stable: (must be adjacent to 1 house): City base value +500 gp; Economy +1, Loyalty +1.
Tavern: (must be adjacent to 1 house): City base value +500 gp; Economy +1, Loyalty +1.
Theater: Halves cost of Brothel, Park, and Tavern in same city; Economy +2, Stability +2.
Tannery: Economy +1, Stability +1.
Town Hall: Halves cost of Barracks, Dump, and Watchtower in same city; Economy +1, Loyalty +1, Stability +1.

Economy: +36 (+19 leadership, +2 edicts, +10 buildings, +2 alignment, +2 roads, +1 resources (mine), no unrest, events or vacancies)
Loyalty: +30 (+13 leadership, +0 edicts, +15 buildings, +2 alignment, no unrest, events, vacancies or resources)
Stability: +32 (+13 leadership, +2 edicts, +16 buildings, +0 alignment, +1 roads, no unrest, events, vacancies or resources)

It looks like a marketplace and a guildhall are the two gate keepers for affordable bonuses to Economy, so I am probably going to stick to lower priced things on the turns I run with that in mind. Any thoughts? I was considering a brothel, but I just couldn’t see doing that as Kal since his thoughts are toward a marriage personally. I don’t think he’d oppose one; I don’t think any of Erastil’s tenants prohibit or discourage that.

And to add to our earlier discussions about farms… If we annex either of those towns, we’ll need all the farms we can to keep it from draining our treasury.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Kalsgrim Lodovka wrote:
Javell, on the turn 22 economy roll to generate income, you have 1d20+39+4 /4. I know the 39 is our 35 economy plus the spymaster bonus, but what is the other +4?

Ummm... whoops. You see? You got my back I got yours. This is what makes a kingdom thrive, bay-bee! :) The beauty of going over each turn with several pairs of eyes really pays off. Good catch.

So we should officially have 1 less BP.

The Kal-meister wrote:


Kriger: "We need to build us a jail! I'm tired of waking up in the street after a binge night! I miss waking up in a warm dry room with a good bed, and payin' the rent for it on the way out."

Servayn: "Technically, that is a cell, not a room. And it not rent, it is a fine."

Kriger: "Poh-tay-toe, poh-tah-toe. I think we need it!"

Lol! Good one. :)

Kal wrote:


While any players can help strategize the turns (and I do welcome recommendations on directions to go from anyone, not just Javell), I figure whoever puts in the time to run a turn has earned the right to tyrannically dictate how the fledgling nation goes. :)

Totally agree with this. Servayn, Malaswyn, feel free to speak up, build something, anything. It's all good. I would love to hear you guys thoughts on any/all of this.

1 to 50 of 238 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / SdF's Kingmaker - The Kingdom of Frieland All Messageboards

Want to post a reply? Sign in.