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Post by WxMAN on Jul 24, 2020 13:21:46 GMT -6
Chapter 4 will begin right after the end of Chapter 3; namely, directly after the PC's have received word that their defeat of Vordakai has destroyed the invading undead forces before they were able to reach Fort Voronkov. Some notes: - Three PCs (J'varis, Melikova, and Babus) are now NPCs and two new PCs (Norann and Yechegor) are being brought in.
- Kingdom building should become more important now. I have not been doing a good enough job balancing how important it is and somehow spreading out things such that the kingdom can grow naturally
- I also want to make each PC feel more like their council position is meaningful to both themselves and the kingdom as a whole. In theory there would be no real "right" or "wrong" decisions so much as this would help flavor how the kingdom feels and what challenges it will face.
- This will be the first time Fantasy Grounds will be used, though I plan on keeping the interaction with that to a minimum unless the players really really want to use it.
Is there anything you'd like to see more of / less of / something new?
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Post by Rigil Kent on Aug 8, 2020 1:09:38 GMT -6
Evidently, I had some old stats for Norann's character. Updated with latest which jumped his future competence up pretty nicely (by 3 points, I think.) Actually doing a bit better off than originally thought with regards to the consumption. Our spreadsheet was (unsurprisingly) wrong - I didn't have enough Farms plugged into it - we have a total of 11 farms, 2 of which have resources, and I only had 8 plugged in. Currently, our consumption is 8/mo ... and with a normal Economy score of +44 ... oof. I also cleaned up the locations according to their proper terrain type. Further, the sheer number of hexes we have with Rivers in them (15) is a major boon. For every 4 hexes with a river in it, we get a +1 Economy (so currently +3!) and for every 8 hexes, we get a +1 to Stability. That was input wrong as well. We also forgot to add the bonus +2 BPs earned from the mine resource. I've plugged that in. Our stability is rocking, by the way. Currently, even on a 1, we succeed. We also failed to add the +1 BP to the treasury since we succeeded at our Stability check and our Unrest was already at 0. I've added that in as well. Current kingdom stats sit at at Economy 48*, Loyalty 30*, Stability 50, DC 51, Treasury 45, Consumption is 7+1, Unrest is 0. * We've got the +4 to Economy, -1 to Loyalty for one month from the helping out Mivon ... but at what point in the process does that go away? At the beginning of next month? The end? During the edict phase? Etc. Next month: - Stability DC 51 and we have a +50. Presuming successful (which I don't think can fail - is this like an attack roll (a natural 1 always fails even if it would have hit when you add everything up) or a skill roll (a natural 1 isn't an auto-fail, depending on your bonsues)? - +1 BP.
- Paying consumption of 8 leaves us with 37 BP. Very nice.
- At our current size (26), we can claim three hexes (1 BP apiece). I recommend we claim 2,6 (Plains); b,1 (PLains); and b,2 (Plains with River ... although it might be Hills with River) - this will link the Shieldlands proper to the Varnhold territories.
- At our current size, we can also build up to five terrain improvements and I'm currently thinking we should extend our road through hexes 4,4 and 3,5 (total BP expenditure of 6BP); as well as preparing hexes 5,5, 2,5 and 2,6 (3 BP total); the two extra lengths of road will increase Economy by +1 (since we'd have 4 hexes of Roads). Preparation of 5,5 allows us to build a mine over a resource next month which will be very useful (extra money!).
- At our current size, we can build up to 5 buildings and we currently have 28 BP - Meilikova wanted an orphanage in the capital which Andrei is up for (4 BP). We might want to build a couple more houses (3BP) in the capital - if we do that, then the first one doesn't count toward the total so we could actually cheat and build six buildings (if we've got the money.) City Walls (2BP per side, total of 6BP since we have a waterside) might be a good idea, although that Sacred Grove of Walkers (12BP) is also a decent idea. We should also look at building up some of the other settlements like Svetlanagrad and Tatzlford. Anyone have strong feelings there?
- Note also, we're at 75% chance for an Event this month.
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Post by WxMAN on Aug 8, 2020 21:06:04 GMT -6
We've got the +4 to Economy, -1 to Loyalty for one month from the helping out Mivon ... but at what point in the process does that go away? At the beginning of next month? The end? During the edict phase? Etc. This effect ends after the first roll that the given attribute affects is done... I wanted it to be a one time thing, so if you've done a check with Economy, then the effect is now over. Same for Loyalty and consumption.
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Post by Rigil Kent on Aug 9, 2020 8:31:00 GMT -6
Then that puts our stats at:
Current kingdom stats sit at at Economy 45, Loyalty 31, Stability 50, DC 51, Treasury 45, Consumption is 7+1, Unrest is 0.
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Post by WxMAN on Aug 11, 2020 18:34:36 GMT -6
Month 2.
Things you need to know before rolling:
Mivon wishes to show their appreciation for the extra stores of food for the war effort, and supplies some excess materials that will be useful for building [+2 BP].
I believe we need a d20 control check, a d20 economy check, and a d4 "event" check (2-4 means event happens)
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Post by Rigil Kent on Aug 11, 2020 18:42:11 GMT -6
When does the +2 BP apply? Immediately?
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Post by WxMAN on Aug 11, 2020 18:43:07 GMT -6
When does the +2 BP apply? Immediately? Yep. You can use it to buy things this month.
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Post by Gigermann on Aug 11, 2020 18:48:56 GMT -6
Xon1XOya1-201-201-41-1001-1001-1001-20·1-20·1-4·1-100·1-100·1-100
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Post by Rigil Kent on Aug 11, 2020 19:14:12 GMT -6
- Improved BP by 2, putting us at 47 BP
- So Stability successful. +1 BP. Leaves us at 48 BP
- Pay 8 for consumption, so 40 BP.
- Claimed 3 hexes (2,6 - Plains); b,1 (Plains); and b,2 (Plains with River) [3 BP] At 37 BP.
- Improvements
- Roads thru 4,4 and 3,5 - costs 6 BP (31 BP total) but now have 4 hexes of roads, which adds +1 Economy
- Added a farm at d,5 (2 BP) (29 BP remain)
- Prepped 2,5 and 5,5 (3 BP total) (26 BP)
- Buildings
- Added Orphanage (6 BP) (20 BP)
- Added Shop (8 BP) (12 BP)
- Added House (3 BP) (9 BP)
- Banked the rest
- Collect taxes d20 result was 16 + Economy 47 = 63/3 = 21 BP. +2 BP for the mine, so 23 + 9 = 32 BP in treasury
- No event due to Daniel's rolls.
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Post by Rigil Kent on Aug 11, 2020 21:22:38 GMT -6
Also, we're looking at the following for Claims: - MO 3 Claims: 8,3 (Condlemere); 8,4 (farming resource); c,2 (Landmark)
- MO 4 Claims: f,3; g,3 (mining resource); h,3 (farming resource)
- MO 5 Claims: i,3 (mining resource); h,4 (mining resource); g,5 (Landmark)
- MO 6 Claims: Probably concentrate on additional connective tissue between Shieldlands proper & Varnhold...
So, next roller is up. Need: - Stability check (1d20)
- Fill Vacant Magic Item Slots for Capital Temple (d% is 50% yes); if yes, we'll have to figure what this item is
- Fill Vacant Magic Item Slots for Varnhold Exotic Artisan (d%, 50% yes); if yes, we'll have to figure what this item is
- Fill Vacant Magic Item Slots for Varnhold Temple (d%, 50% yes); ROLL THIS TWICE; if yes, we'll have to figure what this item is
- Treasury check (1d20 - roll high, dammit!)
- Event - technically, this is a d%. There is currently a 75% chance of an Event. If yes, we'll have to figure out what happened.
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Post by strategist on Aug 11, 2020 21:25:30 GMT -6
caO2y|He1-201-1001-1001-1001-201-41-20·1-100·1-100·1-100·1-20·1-4
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Post by strategist on Aug 11, 2020 21:29:02 GMT -6
For the event, since an event did occur KHdeuTu41-100 TESTING: Original value of 40
to determine if the event is good or bad:1-2 TESTING: Original value of 2 To determine which settlement is affected: 1-5 TESTING: Original value of 5 To determine which event type occurred:1-100 TESTING: Original value of 39
Loyalty check for the event:1-20 TESTING: Original value of 19 Stability check for the event:1-20 TESTING: Original value of 1
For magic item generation, first set of rolls: 1-100 TESTING: Original value of 19 1-100 TESTING: Original value of 81 1-100 TESTING: Original value of 89
Spell level for the 35:1-100 TESTING: Original value of 74 Spell level for the 39:1-100 TESTING: Original value of 81
d3 for the roll of a 19: 1-3 TESTING: Original value of 1 Ring type:1-100 TESTING: Original value of... Ring of protection +2
Roll for potions: Potion 1:1-32 Original value of 18 Potion 2:1-32 Original value of 8
Roll for riots: Building destroyed: 1-19 Original value of 4 Additional buildings damaged: 1-3 Original value of 2 Building damaged: 1-19 Original value of 1
Additional building damaged: 1-19 Original value of 17 Additional building damaged: 1-19 Original value of 141-100·1-2·1-100·1-100·1-100·1-100·1-100·1-100·1-3·1-3·1-100·1-3·1-100·1-32·1-32·1-19·1-3·1-19·1-19·1-19
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Post by Rigil Kent on Aug 11, 2020 23:05:04 GMT -6
Month 3 (October): A tumultuous month indeed. - Stability successful. +1 BP. Leaves us at 33 BP
- Fill Vacant Magic Items: successful for Varnhold Exotic Artisan (Ring of Protection +2), both Varnhold Temple slots (Potion of Cure Moderate Wounds, Potion of Owl's Wisdom)
- Pay 9 for consumption, so 24 BP.
- Claimed 3 hexes (8,3 - Candlemere, Forest with River & Coast); 8,4 (Hills with River/Coast & Farming Resource); and c,2 (Hills with River & Landmark) [3 BP] At 21 BP.
- Improvements
- Begin prep of Candlemere (8,3) (4 BP, will take 2 mos) 17 BP
- Build Mine at 5,5 (6 BP!) 11 BP
- Build Sawmill at 2,4 (3 BP) 8 BP
- Buildings
- Built nothing, banked all 8 BPs
- Collect taxes d20 result was 10 + Economy 50 = 60/3 = 20 BP. +6 BP for the mines & sawmill, +8 already in treasury, leaves 34 BP in treasury.
- Event: "Thugs and dissidents riot and destroy property. Attempt a Loyalty check and a Stability check. If you succeed at both, the vandals are stopped before your kingdom takes any penalties. If you fail at one check, Society decreases by 1 and one random building in the settlement is damaged. If you fail at both, one random building is destroyed (Unrest increases by 1 for each lot of the destroyed building), and 1d3 other random buildings are damaged. a damaged building provides no benefits until half its cost is spent repairing it"
- Loyalty check: 19
- Stability check: 1
- Both fail. Granary destroyed. Brewery and trade shop damaged; must spend 3 BP and 5 BP respectively before those are functional again. Clearly this was Barrin's fault.
Current kingdom stats sit at at Economy 48, Loyalty 30, Stability 49, DC 57, Treasury 34, Consumption is 11+1, Unrest is 1So, next roller is up. Need: - Stability check (1d20) - need an 8!
- Fill Vacant Magic Item Slots for Capital Temple (d% is 50% yes); if yes, we'll have to figure what this item is
- Treasury check (1d20 - roll high, dammit!)
- Event - technically, this is a d%. There is currently a 25% chance of an Event. If yes, we'll have to figure out what happened.
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Post by Rigil Kent on Aug 11, 2020 23:17:46 GMT -6
So I'll play: Stability check: JURtEShs1-20 Fill Vacant Magic Item Slots for Capital Temple (d% is 50% yes); if yes, we'll have to figure what this item is: 1-100 Treasury check: 1-20 Event - technically, this is a d%. There is currently a 25% chance of an Event. 1-41-20·1-100·1-20·1-100
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Post by Rigil Kent on Aug 11, 2020 23:20:20 GMT -6
So, as I grok, that's successful stability (-1 Unrest), the shrine generated a magic item, I rolled great on the Treasury check, and ... no event? I think that's how Nate was doing that?
Will go into further detail tomorrow when I'm not zoning out and creeping toward sleep...
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Post by CommJunkee on Aug 12, 2020 7:55:17 GMT -6
So, as I grok, that's successful stability (-1 Unrest), the shrine generated a magic item, I rolled great on the Treasury check, and ... no event? I think that's how Nate was doing that? Will go into further detail tomorrow when I'm not zoning out and creeping toward sleep... Unfortunately, no the shrine did not produce. 51%+ produces. But we got BPs for days after this month!
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Post by Rigil Kent on Aug 12, 2020 10:51:38 GMT -6
Month 4 (November): A month of calm as we seek to recover - Stability successful. -1 Unrest. BP at 34.
- Fill Vacant Magic Items: unsuccessful for Capital Shrine magic items
- Pay 12 for consumption, so 22 BP.
- Claimed no hexes this round; we're leaning toward alternating "claim and upgrade settlements in one month, stabilize and terrain improvements the next."
- Improvements
- This is the second and final month of Prep for Candlemere Isle. Next month, we can build on it.
- Build Roads at 2,5 and 1,5 for 2 BP; leaves us at 20 BP
- Prep 2,6 for farm (1 BP, immediate availability); leaves us at 19 BP
- Build two farms on 2,5 and 2,6 (4 BP); leaves us at 15 BP
- Buildings
- Spent 3 BP to repair the Varnhold Brewery; leaves us at 12 BP
- Spent 5 BP to repair the Varnhold Trade Shop; leaves us at 8 BP
- Banked the rest.
- Collect taxes d20 result was 20 + Economy 51 = 71/3 = 23 BP. +6 BP for the mines & sawmill, +8 already in treasury, leaves 36 BP in treasury.
- Event: No Event
Current kingdom stats sit at at Economy 51, Loyalty 32, Stability 53, DC 57, Treasury 36, Consumption is 7+1, Unrest is 0Note also: we have a Ring of Protection +2 for sale in Varnhold if someone has a spare 2000GP who wants to buy it. If not, I'm thinking we should sell for the +1 BP... So, next roller is up for December and LabRat asked to do it. Need: - Stability check (1d20) - need an 4
- Fill Vacant Magic Item Slots for Capital Temple (d%; 51 or higher fills this); if yes, we'll have to figure what this item is
- Per GM, for the coming month of December, Svatlana will say with the unrest and change of year, to boost our Holiday Edict to quarterly, so "new years", "the founding", "equinox", and "booze & harvest fest". We are currently at Annual holidays which are -1 Economy, -2 Loyalty and +1 BP consumption; going to Quarterly removes the stat reductions entirely and changes the BP consumption to 1d3. Andrei likes this idea and will be behind it...
- Treasury check (1d20 - roll high, dammit!)
- Event - technically, this is a d%. There is currently a 75% chance of an Event. If yes, we'll have to figure out what happened, though we should do this last like we're supposed to
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Post by LabRat on Aug 12, 2020 11:29:51 GMT -6
Stability - YZtoD8Py1-20
Fill vacant magic item slots 1-100
Agree with more holidays, Tess will approve
Treasury 1-20
Event 1-4
Type of magic item 1-3
Magic Item Scroll 1-100
Event: Low is Bad 1-2 Low is Kingdom 1-2 Settlement 1-5 Type of good event 1-100
Magical Item Roll due to good event 1-100 Type of magic item 1-1001-100 1-100
Original Rolled Values
Stability: 16 Magic Item: 96 Treasury: 15 Event: 2 Type of Magic Item: 21-20·1-100·1-20·1-4·1-3·1-100·1-2·1-2·1-5·1-100·1-100·1-100·1-100·1-100
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Post by Rigil Kent on Aug 12, 2020 13:22:09 GMT -6
Month 5 (December): A month of expansion - Stability successful. +1 BP. BP at 37.
- Fill Vacant Magic Items: successful for Capital Shrine magic items; it's a lowly Scroll of Guidance
- Pay 8 for consumption, so 29 BP.
- Claims
- f,3 (Hills with River/Coast) [1 BP] 28 BP left
- g,3 (Hills with River and Coast, also has mining resource) [1 BP] 27 BP left
- h,3 (Hills with River/Coast) [1 BP] 26 BP left
- Improvements
- Build Roads at 2,6 and d,4 for 2 BP; leaves us at 24 BP
- Buildings
- Spent 6 BP to build Sacred Grove in capital (technically on Candlemere Isle); leaves us at 18 BP
- Spent 4 BP to build a Bath(house) in capital; leaves us at 14 BP
- Banked the rest.
- Collect taxes d20 result was 15 + Economy 59 = 74/3 = 24 BP. +6 BP for the mines & sawmill, +14 already in treasury, leaves 44 BP in treasury.
- Event: Local citizens discover a forgotten magical item. The settlement gains one temporary minor (01–70) or medium (71–100) magic item slot that is automatically filled in the next Upkeep Phase. This slot and the item go away if the item is purchased or in the next Event Phase, whichever comes first
: +2 rapier.
Current kingdom stats sit at at Economy 60, Loyalty 37, Stability 56, DC 60, Treasury 44, Consumption is 7+1d3, Unrest is 0So, next roller is up for January and CommJunkee asked to do it. Need: - Stability check (1d20) - need an 4
- Fill Vacant Magic Item Slots for Capital shrine (1 minor potion, scroll or wondrous item) (d%; 51 or higher fills this); if yes, we'll have to figure what this item is
- Fill Vacant Magic Item Slots for Sacred Grove (1 minor item) (d%; 51 or higher fills this); if yes, we'll have to figure what this item is
- Fill Vacant Magic Item Slots for Varnhold Temple (1 minor item) (d%; 51 or higher fills this); if yes, we'll have to figure what this item is
- Need a 1d3 roll for Consumption since we're at 11+1d3 (the 1d3 comes from Quarterly Holidays)
- Will likely need an Economy check (1d20) to try and sell the ring of prot +2 on the market.
- Treasury check (1d20 - roll high, dammit!)
- Event - technically, this is a d%. There is currently a 25% chance of an Event. If yes, we'll have to figure out what happened, though we should do this last like we're supposed to
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Post by CommJunkee on Aug 12, 2020 14:36:23 GMT -6
JANUARY Here goes nothing!
So, next roller is up for January and CommJunkee asked to do it. Need: Stability check (1d20) - need an 4 StabilityDDgQb4nm1-20
Fill Vacant Magic Item Slots for Capital shrine (1 minor potion, scroll or wondrous item) (d%; 51 or higher fills this); if yes, we'll have to figure what this item is Shrine1-100
Fill Vacant Magic Item Slots for Sacred Grove (1 minor item) (d%; 51 or higher fills this); if yes, we'll have to figure what this item is Sacred Grove1-100
Fill Vacant Magic Item Slots for Varnhold Temple (1 minor item) (d%; 51 or higher fills this); if yes, we'll have to figure what this item is Temple Slot#11-100 Temple Slot#21-100
Need a 1d3 roll for Consumption since we're at 11+1d3 (the 1d3 comes from Quarterly Holidays) Consumption1-3
Will likely need an Economy check (1d20) to try and sell the ring of prot +2 on the market. Sell Item Slot1-20
Treasury check (1d20 - roll high, dammit!) Economy1-20
Event - technically, this is a (1d4, 1=No Event, 4=Event, 2-3=Event if at 75%). There is currently a 25% chance of an Event. If yes, we'll have to figure out what happened, though we should do this last like we're supposed to Event1-4
1-20·1-100·1-100·1-100·1-100·1-3·1-20·1-20·1-4
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Post by CommJunkee on Aug 12, 2020 14:49:24 GMT -6
Magic Items - January Going to pre-roll 5 time each just so I don't have to come back. Using both Page 461 of PHB for item type.
Then Ultimate Equipment Guide, tables starting on page 370.
Sacred Grove (Minor Magic)
Roll #130y9_nOr1-100 Roll #21-100 Roll #31-100 Roll #41-100 Roll #51-100
Temple Item #1: Roll #11-100 Roll #21-100 Roll #31-100 Roll #41-100 Roll #51-100
Temple Item #2: Roll #11-100 Roll #21-100 Roll #31-100 Roll #41-100 Roll #51-1001-100·1-100·1-100·1-100·1-100·1-100·1-100·1-100·1-100·1-100·1-100·1-100·1-100·1-100·1-100
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Post by Rigil Kent on Aug 12, 2020 19:57:10 GMT -6
Month 6 (January): A month of expansion - Gained +10 BP per GM, which will be covered in F2F RP; 54 BP in Treasury
- Stability successful. +1 BP. BP at 55.
- Fill Vacant Magic Items: successful for Capital Sacred Grove magic items;
it's a Scroll of Shield Other (150gp) - Fill Vacant Magic Items 1: successful for Temple; its a Potion of Stabilize (25gp)
- Fill Vacant Magic Items 2: successful for Temple; its a Phylactery of Faithfulness (1000gp)
- Pay 12 for consumption, so 43 BP.
- Claims
- h,4 (Mountain with River, has a mining resource) [1 BP]; leaves us at 42 BP
- i,3 (Hills, has farming resource) [1 BP]; leaves us at 41 BP
- Improvements
- Prep b,1 [1 BP] (immediately available); leaves us at 40 BP
- Prep b,2 [1 BP] (immediately available); leaves us at 39 BP
- Build Farm at b,1 [2 BP]; leaves us at 37 BP
- Buildings
- Upgrade capital shrine to Temple [24 BP]; leaves us at 13 BP
- Build an Inn at Tatzlford [10 BP]; this leaves us at 3 BP
- Banked the remaining BP.
- Collect taxes d20 result was 6 + Economy 63 = 69/3 = 23 BP. +6 BP for the mines & sawmill, +3 already in treasury, leaves 32 BP in treasury.
- Event: No event
Current kingdom stats sit at Economy 63, Loyalty 40, Stability 60, DC 62, Treasury 32, Consumption is 11+1d3, Unrest is 0So, next roller is up for January and GM mentioned having MagMan do it on Friday. Will need: - Stability check (1d20) - need an 2
- Fill Vacant Magic Item Slots for Capital Temple (1 minor potion, scroll or wondrous item) (d%; 51 or higher fills this); if yes, we'll have to figure what this item is
- Fill Vacant Magic Item Slots for Capital Temple (1 minor potion, scroll or wondrous item) (d%; 51 or higher fills this); if yes, we'll have to figure what this item is
- Fill Vacant Magic Item Slots for Varnhold Exotic Artisan (1 minor item) (d%; 51 or higher fills this); if yes, we'll have to figure what this item is
- Need a 1d3 roll for Consumption since we're at 11+1d3 (the 1d3 comes from Quarterly Holidays)
- Treasury check (1d20 - roll high, dammit!)
- Event - technically, this is a d%. There is currently a 75% chance of an Event. If yes, we'll have to figure out what happened, though we should do this last like we're supposed to
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Post by WxMAN on Aug 18, 2020 10:43:53 GMT -6
Aldori Duels: An Overview
Aldori Swordlords are a proud group of expert swordsman with their personal honor typically tied to their abilities with the blade. Duels are commonplace among Aldori Swordlords in situations where two parties cannot come to an amicable agreement over a situation. These duels can even determine matrimony pairings, especially in highly politicized situations.
Once a challenge has been made and accepted, one week is given for each person to put their affairs in order. Generally this entails each participant finding a healer which is willing to provide life-saving aid in the case of fatal wounds are inflicted, writing a will in the rare case the duel turns fatal, and finding someone to verify outside aid is provided to the other participant or magic items are not employed.
Participants of the duel begin with an Aldori Dueling Sword in one hand and each person's choice of either a shield, a second Aldori Dueling sword, or nothing in the other hand. Mundane armor of any type is permitted, unless agreed upon otherwise. The participants begin 20ft away and each are offered the chance to show their talents through a dazzling display. Once the initial prowess display is complete, the duel itself begins in earnest. No "dishonorable" moves are permitted (thrown weapons, pocket sand, etc) and no outside interference is allowed. A dishonorable move is cause for immediate forfeit of the duel and loss of respect by the society at large. Outside interference nullifies the duel until it is determined which party is to blame for the interruption, in which case that party forfeits the duel and loses respect by the society at large. The duel continues until one party submits or a fatal would is suffered. The winner of the duel is permitted to use magical healing in order to restore their vitality, while the loser is only permitted to have magic used to prevent death but must otherwise heal naturally; to do otherwise is considered dishonorable.
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Post by Magman on Aug 18, 2020 17:03:00 GMT -6
Are we still waiting on rolls for February?
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Post by WxMAN on Aug 18, 2020 19:45:39 GMT -6
Yes, but I figured we'd wait and do that in session so you can be the roller and the outcome of the duel may determine what gets built
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Post by Rigil Kent on Aug 19, 2020 12:54:14 GMT -6
And just so everyone knows, I blame all of this Hana nonsense on Walays. He had the chance to redirect her crazy elsewhere when she reached out to him, but noooooo. He had to make up some BS that has come back and bit Andrei in the butt. It's probably a good thing that he (Andrei) doesn't know about what exactly Walays did...
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Post by CommJunkee on Aug 19, 2020 15:39:43 GMT -6
Yes, but I figured we'd wait and do that in session so you can be the roller and the outcome of the duel may determine what gets built Yeah, if Andrei loses he is going to need somewhere else to stay .
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Post by Rigil Kent on Aug 27, 2020 9:52:55 GMT -6
My current thinking for the next month of kingdoming (this isn't including filling of magic items or anything like that): - Presuming success on Stability (needs a 2 or higher); no unrest, so +1 BP
- Consumption: 33-11=22-3=20BP
- NO EXPANSION THIS MONTH
- Prepare h,3 [2BP, 18] - want a farm there next month since it has a farming resource that will double the farm's output for Consumption reduction
- Build farm on b,2 [2 BP, 16]
- Build road b,2 & b,3 [2 BP total, 14] - b,2 is a Landmark and adding a road to a Landmark hex increases LOY by 1; adding just one more hex of road (b,2) means we'll have +1 to ECO
- I thought about prepping g,3 (the Lake Silverstep fish hex) so we could build a fishery next month to further reduce Consumption), but since that's a Hill terrain, that'll cost us 4 BP). We may still want to do that though this presumes we're not.
- Suggest a Inn at Svetlanagrad [11 BP] since it is now connected to the northern road so its only logical that people travelling along that road, or the road to our capital (which needs a name, I suppose ... Kingsroad seems a bit much since Andrei does not claim a crown. Maybe something simple like the Southron Road?
- This leaves us with 4BP ... unless we decide to actually prep g,3, in which case we're at 0BP until the Treasury check. If we have 4 BP, we could build another bordello in Tatzlford [4BP] to cater to the sad, lonely woodsmen (and woodswomen!) operating out of that region (again, presuming we made the Stability check. If not, we're at 3 BP and can just build a House there instead).
- This presumably brings us to ECO 66, LOY 41, STA 61, Control DC 62, 0 Unrest, Consumption now at 9+1d3
- Rolling at 66 is pretty good for the Treasury check, so hopefully MagMan doesn't hose that ...
- No event last month, so we're at a 75% chance of one this month. Wheeee...
Other thinky-thoughts?
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Post by LabRat on Aug 27, 2020 12:38:31 GMT -6
Should be do something with Tazleford? They are usually the ones that get left out of the picture when it comes to development.
**Edit** just saw the bordello comment....is there something more...constructive we can build there?
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Post by Rigil Kent on Aug 27, 2020 12:52:59 GMT -6
Bordello provides +1 ECO and +1 LOY.
Looking at this with regards to the map, we should probably build a farm on 8,4 because that's got a mushroom resource. If we do that instead of the one on b,2 (or in addition to), we won't be able to build at Tatzlford because we'd only have 2 BP (or 0 if we build both farms) but it might be worth it...
If we do both farms and no bordello in Tatzlford, we have ECO 65, LOY 40, STA 61, DC 62, 0 Unrest, Consumption 6+1d3
And that's not bad at all.
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