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


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Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Well then I say let's go for it! I'm no engineer but I love theme type stuff. It just makes sense. And it's orderly. I love orderly. It's neat. :)

Heck yeah! Let's do it.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I've got an idea. It's about selling the magic items we are suppose to be generating.

I can see how it can be abused by selling such and making tons of money off of it. So I propose selling such for BP only, maybe?

What if we sold these magic items, kept a running total, and then when it adds up, sell them for BP when we reach 4000g? It's only 1 BP but at least we aren't wasting the magic item part of it.

Now, for any individual items we may have that are over 4000g, then we just go about it as listed under Sell valuable items. Not sure how you determine minor, moderate, or major though.

Or was the BP gained the issue you were talking about that's being abused?

Unless I've misunderstood about what it is that has potential for being abused, I'm just trying to figure a way that allows us to take advantage of this part of the kingdom building without it being too "overpowered" I guess.


That seems like a reasonable solution on magic items. Do we have any idea how other folks have addressed it on the boards?


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I actually do not. I'll ask AK and get his thoughts on the matter. I'm kinda curious as to how he handled it. Because I know they're using the magic item rules, just not exactly sure how.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

What do you folks think about this?

Terrain Improvements

I'm kinda stealing a few handy bits from the UC.


I like the way they did things in UCa. I'm not sure if this is the campaign to start incorporating them in or not, because how do you decide what to include and what to omit without throwing off balance too much one way or the other.

One of my dreams is to have (or preferably be in) a Rappan Athuk campaign that has a kingdom building element in the region. I haven't bought RA yet (though it will be on my lists for birthday and Christmas if I can hold out that long), and the only RA game I've been in is here on the boards; it didn't go past first level.

That being said, if OM is on board and the elements we draw over don't throw things off, I would be all for it.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Okay, I'm gonna speak out my thoughts on the UC Kingdom building rules.

Here's my take on them. I think they're far better. But here's what I don't like:

I don't like all the Corruption, Fame, Lore, etc. That's just more crap to keep up with and just more involved than it needs to be.

What I do like is the Extra buildings, the Terrain improvements, I like how you can upgrade one building to the next.

Basically, if we could do this:

1. Keep the way we run the phases. They pretty much have the same phases in the UC, but they've basically just switched them all around for some reason.

2. Go with the Buildings and the Terrain improvements. But just ignore all the "Increase Lore blah, blah, blah" stuff that some buildings come with.

3. Keep the Events we've got now. The majority of the Events in UC affect the whole, Lore, Crime, Fame crud so that's why it's simpler to go with the ones we got now.

And it mentions building an Army. That sounds kind of neat also. I'm just not exactly sure on how to do that.

I like 'em. They're a great upgrade over the AP's rules. There's just that one issue I'm not too fond of. That's why I wasn't too keen on switching over to them. But if we just omit that, we're basically doing exactly what we are doing now, only with a few extra options which look like fun! Nothing would really change. Maybe a few building stats but that'd be about it.

What do y'all think?


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Here's a link to the Phases:

Upkeep Phase

After looking at it, I don't think it would that big of a deal going in this order. It's very little change really. A tweak here and there. I guess I really don't see a problem with doing it this way if we decide to go this route.

Farms now are grouped within Terrain Improvements. And those are really cool. I like having the different options instead of just Farm or City.

I tell you, these rules are explained in far greater detail that's for sure. Sure makes it easier to understand.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I asked AK how he handled it in his game, he mentioned that's how he house-ruled it. By keeping the running total until it reaches 4000g and then trade in for the 1 BP. Handle the more expensive stuff as mentioned in the rules.

You know we can actually buy any item we have for ourselves. As long as we have the money for it of course.


Let's see what DW says when he's had some time to look at it. In the meantime, I'll see about another turn or two...


Turn 31

Upkeep phase

Control DC: 45; Total BP: 60
1. Stability check: 1d20 + 47 ⇒ (2) + 47 = 49 +1 BP
2. Pay Consumption: (+25 size, +2 city, +3 Edicts, -32 Farms) 0 BP
3. Fill Magic item slots:
4. Unrest: 0

Improvement Phase

1. Select Leadership: NA

2. Claim Hexes:
Hex of the Stag Lord’s Fort -1 BP
Hex southeast of Sootscale’s Cavern -1 BP

3. Establish and Improve Cities: NA

4. Build Roads:
Hex of the Stag Lord’s Fort (bridge needed) -2 BP
Hex directly southeast of Sootscale’s Cavern -1 BP

5. Establish Farmlands:
Hex directly southeast of Sootscale’s Cavern -4 BP

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 + 54 ⇒ (20) + 54 = 74 /4 +19 BP

Events[b] Events (1-25%):1d100 ⇒ 2 [b] Event
Event is 1d100 ⇒ 3
Assassination Attempt! Stability roll 1d20 + 47 ⇒ (11) + 47 = 58
(% chance for next turn)

BP spent -9; BP gained +20; Total 71 BP:

[b]After Turn 31
Kingdom Name: Frieland
Alignment: Lawful Good
Size: 27
Control DC: 47
Population: 18,750 (Providence: 7750; Tzatzlfjord: 4250)
Unrest: 0
Consumption: +0 (+27 size, +2 city, +3 Edicts, -34 Farms)
Treasury: 71 BP
Base Value: Providence: 1200g; Tzatzlfjord: 2400g
Defense: Providence: +12; Tzatzlfjord: 0

General Barony Builds:
Farms: x17, -34 to consumption
Roads: x27, +6 Economy, +3 Stability

Providence
Arena: Stability +4; Halves cost of Garrison or Theater in same city; halves Consumption increase penalty for festival edicts.
Brothel (must be adjacent to 1 house):Economy +1, Loyalty +2, Unrest +1.
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.
Dump: Loyalty +1, Stability +1.
Garrison: Halves cost of City Wall, Granary, and Jail in same city; Loyalty +2, Stability +2.
Granary: Loyalty +1, Stability +1.
Herbalist: (must be adjacent to 1 house): 1 minor item; Loyalty +1, Stability +1.
House (x3): Unrest -1.
Jail: Loyalty +2, Stability +2.
Library: Economy +1; Loyalty +1
Monument: Loyalty +3; Unrest –1.
Park: Loyalty +1, Unrest -1.
Shrine (Abadar): 1 minor item, Loyalty +1, 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.

Tzatzlfjord
Brewery: City base value +200, Loyalty +1, Stability +1.
Brothel (must be adjacent to 1 house): Economy +1, Loyalty +2, Unrest +1.
House (x5): Unrest -1.
Inn (must be adjacent to 1 house): City base value +500, Economy +1, Loyalty +1.
Library: Economy +1, Loyalty +1.
Shop (must be adjacent to 1 house): City base value +500, Economy +1.
Smith: Economy +1, Stability +1.
Tavern (must be adjacent to 1 house): City base value +500, Economy +1, Loyalty +1.
Temple: Halves cost of Graveyard, Monument, and Shrine in same city; 2 minor items; Loyalty +2, Stability +2; Unrest –2.
Town Hall: Halves cost of Barracks, Dump, and Watchtower in same city; Economy +1, Loyalty +1, Stability +1.
Tradesman (must be adjacent to 1 house): A shopfront for a tradesman, such as a baker, butcher, candle maker, cooper, or rope maker. City base value +500 gp; +1 Economy, +1 Stability.

Economy: +54 (+23 leadership, +2 edicts, +11 Providence buildings, +8 Tzatzlfjord buildings, +2 alignment, +6 roads, +2 resources (mine, kobold clan) no unrest, events, vacancies)

Loyalty: +44 (+13 leadership, +0 edicts, +21 Providence buildings, +9 Tzatzlfjord buildings, +2 alignment, no unrest, events, vacancies or resources)

Stability: +47 (+18 leadership, +2 edicts, +18 Providence buildings, +6 Tzatzlfjord buildings, +0 alignment, +3 roads, no unrest, events, vacancies or resources)


So, I started to look at another turn, and I was concerned that our stability is hitting our Control DC. Maybe we should slow expansion for a bit until we can build more buildings in our towns? Thoughts?


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Yeah, I think we better start building some more buildings.

And build a new district also.

Ultimate Campaign wrote:
Most settlements only have 1 district. If your District Grid is full and you want to add another district (for example, if you run out of available lots in that settlement and want to construct additional buildings), you can create an additional district for that settlement by paying the preparation cost for the settlement's terrain as listed on Table Terrain and Terrain Improvements. Remember that your kingdom's Control DC is based on the number of districts in your settlement.

This seems like a fair way to do it. It only costs 1 BP.


I would suggest we get to the three year mark (turn 36( without changing anything.

From there, we will probably start the volume 4 of the AP. This will let me (and everyone else) take a closer look at the new kingdom rules and see what to do with them.

Volume 4 should keep us busy for a while as well!

I'll start to look at the rules right away anyhow, because I'm not sure yet whether I will waith another six months or year (kingdom time!) before starting the next volume.

So, in any case, decisions will be made before we work on turn 37.

I hope this works for you. Let me know if you have suggestions or comments :)

(Oh, and there will be mass combat at some point...)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

That sounds good. My guess is after turn 36 we will kind of back off on the king building for a bit. That'll give folks time to go over the UC rules.

Well if Mass Combat is sure to come, then I would suggest thinking about city walls and such for both cities, markofbane.

Also, now that we have 27 hexes we are at this rate of improvement per turn now:

New Cities = 1
New Buildings = 5
Hex Claims = 3
Roads = 3
Farmlands = 2


I certainly have no problem holding off on changing rules, especially if it may complicate the next module for you.

And I've been thinking about city walls, and perhaps a barracks or garrison for Tzaztlford. After I check some of my other game threads, I'll stop back for a turn or two.


Turn 32

Upkeep phase

Control DC: 47; Total BP: 71
1. Stability check: 1d20 + 47 ⇒ (13) + 47 = 60 +1 BP
2. Pay Consumption: (+27 size, +2 city, +3 Edicts, -32 Farms) 0 BP
3. Fill Magic item slots:
4. Unrest: 0

Improvement Phase

1. Select Leadership: No Change.

2. Claim Hexes: NA

3. Establish and Improve Cities:
Providence Watch Tower -6 BP
Tzaztlford Watch Tower -6 BP
Providence City Wall -4 BP
Providence City Wall -4 BP
Establish City: New district in Providence -1 BP

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 + 54 ⇒ (12) + 54 = 66 /4 + BP

Events Events (1-25%):1d100 ⇒ 19 Event!
Event is 1d100 ⇒ 41
Good Weather! No impact.
(25% chance for next turn)

BP spent -21; BP gained +17; Total BP: 67

[b]After Turn 32
Kingdom Name: Frieland
Alignment: Lawful Good
Size: 28
Control DC: 49
Population: 18,750 (Providence: 7750; Tzatzlfjord: 4250)
Unrest: 0
Consumption: +0 (+27 size, +3 city, +3 Edicts, -34 Farms)
Treasury: 67 BP
Base Value: Providence: 1200g; Tzatzlfjord: 2400g
Defense: Providence: +18; Tzatzlfjord: +2

General Barony Builds:
Farms: x17, -34 to consumption
Roads: x27, +6 Economy, +3 Stability

Providence
Arena: Stability +4; Halves cost of Garrison or Theater in same city; halves Consumption increase penalty for festival edicts.
Brothel (must be adjacent to 1 house):Economy +1, Loyalty +2, Unrest +1.
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 (x2): 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.
Dump: Loyalty +1, Stability +1.
Garrison: Halves cost of City Wall, Granary, and Jail in same city; Loyalty +2, Stability +2.
Granary: Loyalty +1, Stability +1.
Herbalist: (must be adjacent to 1 house): 1 minor item; Loyalty +1, Stability +1.
House (x3): Unrest -1.
Jail: Loyalty +2, Stability +2.
Library: Economy +1; Loyalty +1
Monument: Loyalty +3; Unrest –1.
Park: Loyalty +1, Unrest -1.
Shrine (Abadar): 1 minor item, Loyalty +1, 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.
Watchtower: A tall structure that serves as a guard post and landmark. +1 Stability; +2 Defense Modifier; Unrest –1.

Tzatzlfjord
Brewery: City base value +200, Loyalty +1, Stability +1.
Brothel (must be adjacent to 1 house): Economy +1, Loyalty +2, Unrest +1.
City Wall (x1): 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.
House (x5): Unrest -1.
Inn (must be adjacent to 1 house): City base value +500, Economy +1, Loyalty +1.
Library: Economy +1, Loyalty +1.
Shop (must be adjacent to 1 house): City base value +500, Economy +1.
Smith: Economy +1, Stability +1.
Tavern (must be adjacent to 1 house): City base value +500, Economy +1, Loyalty +1.
Temple: Halves cost of Graveyard, Monument, and Shrine in same city; 2 minor items; Loyalty +2, Stability +2; Unrest –2.
Town Hall: Halves cost of Barracks, Dump, and Watchtower in same city; Economy +1, Loyalty +1, Stability +1.
Tradesman (must be adjacent to 1 house): A shopfront for a tradesman, such as a baker, butcher, candle maker, cooper, or rope maker. City base value +500 gp; +1 Economy, +1 Stability.
Watchtower: A tall structure that serves as a guard post and landmark. +1 Stability; +2 Defense Modifier; Unrest –1.

Economy: +54 (+23 leadership, +2 edicts, +11 Providence buildings, +8 Tzatzlfjord buildings, +2 alignment, +6 roads, +2 resources (mine, kobold clan) no unrest, events, vacancies)

Loyalty: +44 (+13 leadership, +0 edicts, +21 Providence buildings, +9 Tzatzlfjord buildings, +2 alignment, no unrest, events, vacancies or resources)

Stability: +49 (+18 leadership, +2 edicts, +19 Providence buildings, +7 Tzatzlfjord buildings, +0 alignment, +3 roads, no unrest, events, vacancies or resources)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

City walls should be x3 in Providence. We had one built a while back.

Edit: Wait a minute. Never mind. I'm thinking one of those Providence City Walls should read Tzatzlfjord, correct? Because you actually have a City wall listed there.

If that's the case, Tzatzlfjord's Defense should be +6.


Yes, one of the city walls should be for Tzaztlford. Over the next year or so, I am leaning toward making sure all of our districts are walled, including Varnhold if we annex it. When our economy is going more, I'd also like to build a town at the site of the Stag Lord's fort. I suspect that would be enough settlements for us for a while.


Turn 33

Upkeep phase

Control DC: 47; Total BP: 67
1. Stability check: 1d20 + 49 ⇒ (9) + 49 = 58 +1 BP
2. Pay Consumption: (+27 size, +3 city, +3 Edicts, -34 Farms) 0 BP
3. Fill Magic item slots:
4. Unrest: 0

Improvement Phase

1. Select Leadership: No Change.

2. Claim Hexes: NA

3. Establish and Improve Cities:
Providence Dump-2 BP
Providence City Wall -4 BP
Tzaztlford City Wall -4 BP

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 + 54 ⇒ (18) + 54 = 72 /4 +18 BP

Events (1-25%):1d100 ⇒ 93 No Event
(75% chance for next turn)

BP spent -10; BP gained +19; Total BP: 76 BP

After Turn 33
Kingdom Name: Frieland
Alignment: Lawful Good
Size: 27
Control DC: 47
Population: 18,750 (Providence: 7750; Tzatzlfjord: 4250)
Unrest: 0
Consumption: +0 (+27 size, +3 city, +3 Edicts, -34 Farms)
Treasury: BP
Base Value: Providence: 1200g; Tzatzlfjord: 2400g
Defense: Providence: +22; Tzatzlfjord: +10

General Barony Builds:
Farms: x17, -34 to consumption
Roads: x27, +6 Economy, +3 Stability

Providence
Arena: Stability +4; Halves cost of Garrison or Theater in same city; halves Consumption increase penalty for festival edicts.
Brothel (must be adjacent to 1 house):Economy +1, Loyalty +2, Unrest +1.
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 (x3): 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.
Dump (x2): Loyalty +1, Stability +1.
Garrison: Halves cost of City Wall, Granary, and Jail in same city; Loyalty +2, Stability +2.
Granary: Loyalty +1, Stability +1.
Herbalist: (must be adjacent to 1 house): 1 minor item; Loyalty +1, Stability +1.
House (x3): Unrest -1.
Jail: Loyalty +2, Stability +2.
Library: Economy +1; Loyalty +1
Monument: Loyalty +3; Unrest –1.
Park: Loyalty +1, Unrest -1.
Shrine (Abadar): 1 minor item, Loyalty +1, 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.
Watchtower: A tall structure that serves as a guard post and landmark. +1 Stability; +2 Defense Modifier; Unrest –1.

Tzatzlfjord
Brewery: City base value +200, Loyalty +1, Stability +1.
Brothel (must be adjacent to 1 house): Economy +1, Loyalty +2, Unrest +1.
City Wall (x2): 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.
House (x5): Unrest -1.
Inn (must be adjacent to 1 house): City base value +500, Economy +1, Loyalty +1.
Library: Economy +1, Loyalty +1.
Shop (must be adjacent to 1 house): City base value +500, Economy +1.
Smith: Economy +1, Stability +1.
Tavern (must be adjacent to 1 house): City base value +500, Economy +1, Loyalty +1.
Temple: Halves cost of Graveyard, Monument, and Shrine in same city; 2 minor items; Loyalty +2, Stability +2; Unrest –2.
Town Hall: Halves cost of Barracks, Dump, and Watchtower in same city; Economy +1, Loyalty +1, Stability +1.
Tradesman (must be adjacent to 1 house): A shopfront for a tradesman, such as a baker, butcher, candle maker, cooper, or rope maker. City base value +500 gp; +1 Economy, +1 Stability.
Watchtower: A tall structure that serves as a guard post and landmark. +1 Stability; +2 Defense Modifier; Unrest –1.

Economy: +54 (+23 leadership, +2 edicts, +11 Providence buildings, +8 Tzatzlfjord buildings, +2 alignment, +6 roads, +2 resources (mine, kobold clan) no unrest, events, vacancies)

Loyalty: +45 (+13 leadership, +0 edicts, +22 Providence buildings, +9 Tzatzlfjord buildings, +2 alignment, no unrest, events, vacancies or resources)

Stability: +50 (+18 leadership, +2 edicts, +20 Providence buildings, +7 Tzatzlfjord buildings, +0 alignment, +3 roads, no unrest, events, vacancies or resources)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Yeah the Stag Lord's fort is perfect for that.

For the next district, should we shoot for a Marketplace to anchor it? Either that or build an Inn for Providence. Looking at it, I'd say Marketplace. That'll halve the cost of the Inn.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I could go ahead and knock that Marketplace on out if you think it's cool. Or should we hold off for possibly another round and gain a bit more BP?


Yeah, I would say marketplace as well. If we can get the economy snowballing, it will make all of the improvements that much easier. Also a guild hall to halve the costs of tradesmen.

Edit: go for it. I think we can recoup the buffer relatively quickly.


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 34

Upkeep phase

Control DC: 47; Total BP: 76

1. Stability check: 1d20 + 54 ⇒ (15) + 54 = 69 +1 BP
2. Pay Consumption: (+27 size, +3 city, +3 Edicts, -34 Farms) 0 BP
3. Fill Magic item slots:
4. Unrest: 0

Improvement Phase

1. Select Leadership: NA

2. Claim Hexes: NA

3. Establish and Improve Cities:
Providence: Houses(x2) -6 BP
Providence: Market -48 BP

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 + 54 ⇒ (4) + 54 = 58/4 +14 BP

Events (1-75%):1d100 ⇒ 99 No event
(75% chance for next turn)

BP spent -54; BP gained +15; Total BP: 37

After Turn 34
Kingdom Name: Frieland
Alignment: Lawful Good
Size: 27
Control DC: 47
Population: 20,250 (Providence: 9250; Tzatzlfjord: 4250)
Unrest: 0
Consumption: +0 (+27 size, +3 city, +3 Edicts, -34 Farms)
Treasury: 37
Base Value: Providence: 3200g; Tzatzlfjord: 2400g
Defense: Providence: +22; Tzatzlfjord: +10

General Barony Builds:
Farms: x17, -34 to consumption
Roads: x27, +6 Economy, +3 Stability

Providence
Arena: Stability +4; Halves cost of Garrison or Theater in same city; halves Consumption increase penalty for festival edicts.
Brothel (must be adjacent to 1 house):Economy +1, Loyalty +2, Unrest +1.
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(x3): 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.
Dump: Loyalty +1, Stability +1.
Garrison: Halves cost of City Wall, Granary, and Jail in same city; Loyalty +2, Stability +2.
Granary: Loyalty +1, Stability +1.
Herbalist: (must be adjacent to 1 house): 1 minor item; Loyalty +1, Stability +1.
House (x3): Unrest -1.
Jail: Loyalty +2, Stability +2.
Library: Economy +1; Loyalty +1
Market (must be adjacent to 2 houses): City base value +2,000 gp; halves cost of Black Market, Inn, and Shop in same city; 2 minor items; Economy +2, Stability +2.
Monument: Loyalty +3; Unrest –1.
Park: Loyalty +1, Unrest -1.
Shrine (Abadar): 1 minor item, Loyalty +1, 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.
Watchtower: +1 Stability; +2 Defense Modifier; Unrest –1.

Tzatzlfjord
Brewery: City base value +200, Loyalty +1, Stability +1.
Brothel (must be adjacent to 1 house): Economy +1, Loyalty +2, Unrest +1.
City Wall (x2): 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.
House (x5): Unrest -1.
Inn (must be adjacent to 1 house): City base value +500, Economy +1, Loyalty +1.
Library: Economy +1, Loyalty +1.
Shop (must be adjacent to 1 house): City base value +500, Economy +1.
Smith: Economy +1, Stability +1.
Tavern (must be adjacent to 1 house): City base value +500, Economy +1, Loyalty +1.
Temple: Halves cost of Graveyard, Monument, and Shrine in same city; 2 minor items; Loyalty +2, Stability +2; Unrest –2.
Town Hall: Halves cost of Barracks, Dump, and Watchtower in same city; Economy +1, Loyalty +1, Stability +1.
Tradesman (must be adjacent to 1 house): A shopfront for a tradesman, such as a baker, butcher, candle maker, cooper, or rope maker. City base value +500 gp; +1 Economy, +1 Stability.
Watchtower: +1 Stability; +2 Defense Modifier; Unrest –1.

Economy: +56 (+23 leadership, +2 edicts, +13 Providence buildings, +8 Tzatzlfjord buildings, +2 alignment, +6 roads, +2 resources (mine, kobold clan) no unrest, events, vacancies)
Loyalty: +45 (+13 leadership, +0 edicts, +22 Providence buildings, +9 Tzatzlfjord buildings, +2 alignment, no unrest, events, vacancies or resources)
Stability: +52 (+18 leadership, +2 edicts, +22 Providence buildings, +7 Tzatzlfjord buildings, +0 alignment, +3 roads, no unrest, events, vacancies or resources)


Great looking turn! I'll see about knocking out another this morning.


Turn 35

”Gentlemen, I give you the Wild Hart!” Kalsgrim gestures grandly at the new inn. It is a lodge style building, and the sign above the door depicts a stag rearing up. “Come on, let’s grab a drink and try it out.” Over drinks, Kalsgrim mentions “I did commission a mill down in Tzaztlford. It didn’t make sense to not take advantage to being right on a river there. This one is set up to help grind our grains for easier storage and shipment to market. I’m thinking they could use another one to help saw lumber, but that will have to wait a little; I don’t want to take too much of their effort and good will building new structures at the same time.”

Upkeep phase
Control DC: 47; Total BP: 37
1. Stability check: 1d20 + 51 ⇒ (5) + 51 = 56 +1 BP
2. Pay Consumption: (+27 size, +3 city, +3 Edicts, -34 Farms) 0 BP
3. Fill Magic item slots:
4. Unrest: 0

Improvement Phase
1. Select Leadership: No change, Spymaster for Economy.
2. Claim Hexes: NA
3. Establish and Improve Cities:
House -3 BP
Inn -5 BP
Tzatzlford Mill -6 BP
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 + 58 ⇒ (10) + 58 = 68 /4 +17 BP
Events (1-75%): 1d100 ⇒ 46 Event!
Nature of event: 1d100 ⇒ 73 Scandal! Loyalty check to mitigate 1d20 + 45 ⇒ (3) + 45 = 48 Successful!
"For the last time, no I am NOT gay. I just haven't found the right woman to be my bride AND to help rule this fledgling nation."
(25% chance for next turn)
BP spent 14; BP gained +18; Total BP: 41
After Turn 35
Kingdom Name: Frieland
Alignment: Lawful Good
Size: 27
Control DC: 47
Population: 20,500 (Providence: 9250; Tzatzlfjord: 4500; Rural: 6750)
Unrest: 0
Consumption: +0 (+27 size, +3 city, +3 Edicts, -34 Farms)
Treasury: 41 BP
Base Value: Providence: 3200g; Tzatzlfjord: 2400g
Defense: Providence: +22; Tzatzlfjord: +10
General Barony Builds:
Farms: x17, -34 to consumption
Roads: x27, +6 Economy, +3 Stability
Providence
Arena: Stability +4; Halves cost of Garrison or Theater in same city; halves Consumption increase penalty for festival edicts.
Brothel (must be adjacent to 1 house):Economy +1, Loyalty +2, Unrest +1.
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(x3): 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.
Dump (x2): Loyalty +1, Stability +1.
Garrison: Halves cost of City Wall, Granary, and Jail in same city; Loyalty +2, Stability +2.
Granary: Loyalty +1, Stability +1.
Herbalist: (must be adjacent to 1 house): 1 minor item; Loyalty +1, Stability +1.
House (x7): Unrest -1.
Inn (10 BP; must be adjacent to 1 house): A place for visitors to spend the night. City base value +500 gp; Economy +1, Loyalty +1.
Jail: Loyalty +2, Stability +2.
Library: Economy +1; Loyalty +1
Market (must be adjacent to 2 houses): City base value +2,000 gp; halves cost of Black Market, Inn, and Shop in same city; 2 minor items; Economy +2, Stability +2.
Monument: Loyalty +3; Unrest –1.
Park: Loyalty +1, Unrest -1.
Shrine (Abadar): 1 minor item, Loyalty +1, 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.
Watchtower: +1 Stability; +2 Defense Modifier; Unrest –1.
Tzatzlfjord
Brewery: City base value +200, Loyalty +1, Stability +1.
Brothel (must be adjacent to 1 house): Economy +1, Loyalty +2, Unrest +1.
City Wall (x2): 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.
House (x5): Unrest -1.
Inn (must be adjacent to 1 house): City base value +500, Economy +1, Loyalty +1.
Library: Economy +1, Loyalty +1.
Mill (must be next to a water border): A building used to cut lumber or grind grain. Economy +1, Stability +1.
Shop (must be adjacent to 1 house): City base value +500, Economy +1.
Smith: Economy +1, Stability +1.
Tavern (must be adjacent to 1 house): City base value +500, Economy +1, Loyalty +1.
Temple: Halves cost of Graveyard, Monument, and Shrine in same city; 2 minor items; Loyalty +2, Stability +2; Unrest –2.
Town Hall: Halves cost of Barracks, Dump, and Watchtower in same city; Economy +1, Loyalty +1, Stability +1.
Tradesman (must be adjacent to 1 house): A shopfront for a tradesman, such as a baker, butcher, candle maker, cooper, or rope maker. City base value +500 gp; +1 Economy, +1 Stability.
Watchtower: +1 Stability; +2 Defense Modifier; Unrest –1.
Economy: +58 (+23 leadership, +2 edicts, +14 Providence buildings, +9 Tzatzlfjord buildings, +2 alignment, +6 roads, +2 resources (mine, kobold clan) no unrest, events, vacancies)
Loyalty: +45 (+13 leadership, +0 edicts, +21 Providence buildings, +9 Tzatzlfjord buildings, +2 alignment, no unrest, events, vacancies or resources)
Stability: +52 (+18 leadership, +2 edicts, +21 Providence buildings, +8 Tzatzlfjord buildings, +0 alignment, +3 roads, no unrest, events, vacancies or resources)


Great! One more and I'll update the map of Frieland after three years. We'll then take a break from kingdom building to focus on the story.


Turn 36

”The fur trade has been booming, so I’ve given the go ahead to build another Tannery by the old one. That means that city block will just have tanneries and dumps, all downwind from the rest of Providence!”

Upkeep phase
Control DC: 47; Total BP: 41
1. Stability check: 1d20 + 51 ⇒ (8) + 51 = 59 +1 BP
2. Pay Consumption: (+27 size, +3 city, +3 Edicts, -34 Farms) 0 BP
3. Fill Magic item slots:
4. Unrest: 0

Improvement Phase
1. Select Leadership: No change, Spymaster for Economy.
2. Claim Hexes: NA
3. Establish and Improve Cities:
Tannery -6 BP
Tzatzlford Mill -6 BP
Tzatzlford Monument -3 BP
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 + 60 ⇒ (14) + 60 = 74 /4 +18 BP
Event: 1d100 ⇒ 94 No Event.
(75% chance for next turn)
BP spent 15; BP gained +19; Total BP: 45

After Turn 36
Kingdom Name: Frieland
Alignment: Lawful Good
Size: 27
Control DC: 47
Population: 22,000 (Providence: 10,250; Tzatzlfjord: 5,000; Rural: 6750)
Unrest: 0
Consumption: +0 (+27 size, +3 city, +3 Edicts, -34 Farms)
Treasury: 45 BP
Base Value: Providence: 3200g; Tzatzlfjord: 2400g
Defense: Providence: +22; Tzatzlfjord: +10
General Barony Builds:
Farms: x17, -34 to consumption
Roads: x27, +6 Economy, +3 Stability
Providence
Arena: Stability +4; Halves cost of Garrison or Theater in same city; halves Consumption increase penalty for festival edicts.
Brothel (must be adjacent to 1 house):Economy +1, Loyalty +2, Unrest +1.
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(x3): 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.
Dump (x2): Loyalty +1, Stability +1.
Garrison: Halves cost of City Wall, Granary, and Jail in same city; Loyalty +2, Stability +2.
Granary: Loyalty +1, Stability +1.
Herbalist: (must be adjacent to 1 house): 1 minor item; Loyalty +1, Stability +1.
House (x7): Unrest -1.
Inn (10 BP; must be adjacent to 1 house): A place for visitors to spend the night. City base value +500 gp; Economy +1, Loyalty +1.
Jail: Loyalty +2, Stability +2.
Library: Economy +1; Loyalty +1
Market (must be adjacent to 2 houses): City base value +2,000 gp; halves cost of Black Market, Inn, and Shop in same city; 2 minor items; Economy +2, Stability +2.
Monument: Loyalty +3; Unrest –1.
Park: Loyalty +1, Unrest -1.
Shrine (Abadar): 1 minor item, Loyalty +1, 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 (x2): Economy +1, Stability +1.
Town Hall: Halves cost of Barracks, Dump, and Watchtower in same city; Economy +1, Loyalty +1, Stability +1.
Watchtower: +1 Stability; +2 Defense Modifier; Unrest –1.
Tzatzlfjord
Brewery: City base value +200, Loyalty +1, Stability +1.
Brothel (must be adjacent to 1 house): Economy +1, Loyalty +2, Unrest +1.
City Wall (x2): 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.
House (x5): Unrest -1.
Inn (must be adjacent to 1 house): City base value +500, Economy +1, Loyalty +1.
Library: Economy +1, Loyalty +1.
Mill (x2) (must be next to a water border): A building used to cut lumber or grind grain. Economy +1, Stability +1.
Monument: Loyalty +3; Unrest –1.
Shop (must be adjacent to 1 house): City base value +500, Economy +1.
Smith: Economy +1, Stability +1.
Tavern (must be adjacent to 1 house): City base value +500, Economy +1, Loyalty +1.
Temple: Halves cost of Graveyard, Monument, and Shrine in same city; 2 minor items; Loyalty +2, Stability +2; Unrest –2.
Town Hall: Halves cost of Barracks, Dump, and Watchtower in same city; Economy +1, Loyalty +1, Stability +1.
Tradesman (must be adjacent to 1 house): A shopfront for a tradesman, such as a baker, butcher, candle maker, cooper, or rope maker. City base value +500 gp; +1 Economy, +1 Stability.
Watchtower: +1 Stability; +2 Defense Modifier; Unrest –1.
Economy: +60 (+23 leadership, +2 edicts, +15 Providence buildings, +10 Tzatzlfjord buildings, +2 alignment, +6 roads, +2 resources (mine, kobold clan) no unrest, events, vacancies)
Loyalty: +48 (+13 leadership, +0 edicts, +21 Providence buildings, +12 Tzatzlfjord buildings, +2 alignment, no unrest, events, vacancies or resources)
Stability: +54 (+18 leadership, +2 edicts, +22 Providence buildings, +9 Tzatzlfjord buildings, +0 alignment, +3 roads, no unrest, events, vacancies or resources)


So, that leaves us with two squares left in the original Providence district, plus the market and inn in the new district. We still have a little more than half of Tzatzlford’s original district left, too.

One more city wall will enclose Tzaztlford (except the river side, of course). One more will enclose Old Providence and three to enclose the market district.


Hexes Summary:

For hexes, I’m showing we have:
Providence with road, 2 districts.
Bokken’s with road and farm.
Spider’s Nest with road and farm.
East of Spider’s Nest with road and farm.
West of Providence with road and farm.
Cache with road and farm.
East of Bokken with road and farm.
East of Cache with road and farm.
Bridge between Cache and Sootscales with road and farm.
Old Sycamore with road and farm.
West of Old Sycamore with road and farm.
Sootscales with road and farm.
Two hexes east of Tzaztlford with road and farm.
East of Tzaztlford with road (no farm due to forest).
Tzaztlford with road, 1 district (no farm due to city).
Tuskgutter’s Lair with road (no farm due to forest).
East of Stag Lord’s Fort with road and farm.
West of Fort Serenko with road and farm.
West of cache with road (potential for farm).
Crooked Falls with road (potential for farm).
West of Sootscales with road (potential for farm).
West of Crooked Falls with road and farm.
Deadeye Cascade with road (potential for farm).
East of Crooked Falls with road (potential for farm).
Southeast of Deadeye Cascade with road and farm).
Stag Lord’s Fort with road (reserved for city site).
Southeast of Sootscales with road and farm).


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Actually, per the city walls, I like this from the UC:

CITY WALL
A fortification of one side of a district with a sturdy wall. The GM may allow for cliffs and other natural features to function as a City Wall for one or more sides of a district. You may construct GATES through your own city wall at no cost.

This makes a great deal of sense to me.

And good call on the Inn! Man I've been telling myself that we need to build us an Inn at some point. Always seem like there was something else that needed doing.


Great job guys! I'll see about getting the map done in the coming days.

Impressive!!!


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Our Fearless Leader wrote:
"For the last time, no I am NOT gay. I just haven't found the right woman to be my bride AND to help rule this fledgling nation."

I just died on this! That's just funny stuff. :)


The Duchy of Frieland after three years


The map looks just great! Thank you for the update. The completionist in me just bristle at the black spaces remaining... :)


The Duchy of Frieland after three years.

Moved to Google Drive.


I can access the maps on Google Drive. They look great! It really helped to start bring things back.

To help us prioritize, can you tell us if we are going to be advancing the kingdom as we start up, or before we start up? Should we take time to re-familiarize ourselves with the kingdom and the kingdom rules? Or do we have months (real time) of play before we'll be working on that?


Probably months before we can move the kingdom forward.

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