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 Kingdom issues (after claiming Varnhold)

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Leonis



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PostSubject: Re: Kingdom issues (after claiming Varnhold)   Fri May 06, 2011 12:39 pm

Rowan wrote:
Leonis wrote:
PDF printing is not native.
It is on a Mac. Razz

So is gender identification confusion king
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Rowan



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PostSubject: Re: Kingdom issues (after claiming Varnhold)   Fri May 06, 2011 12:43 pm

As for the 2 BPs, let's save then for next month.

Shil, what are the benefits to filling a city's district and starting a new district?

Leonis wrote:
Rowan wrote:
Leonis wrote:
PDF printing is not native.
It is on a Mac. Razz

So is gender identification confusion king
Um, what? Your snark needs explanatory footnotes. bom
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Leonis



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PostSubject: Re: Kingdom issues (after claiming Varnhold)   Fri May 06, 2011 12:51 pm

Rowan wrote:


Um, what? Your snark needs explanatory footnotes. bom

People who own Macs tend to be confused about their gender identity. scratch
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PostSubject: Re: Kingdom issues (after claiming Varnhold)   Fri May 06, 2011 1:03 pm

Rowan wrote:
As for the 2 BPs, let's save then for next month.

Okay. Applying Avi's previously made rolls, you successfully sell all the magic items (1 medium and 4 minor) possible for 16 BP and make 15 BP off the kingdom economy roll, so you have 33 BP at the end of the month (which is the end of the same month you dealt with the Ashbound terrorists). With Avi also successfully making the stability check for the start of the next month, you gain another BP and have no Consumption to pay, so you have 34 BP to work with this time.

Quote :
Shil, what are the benefits to filling a city's district and starting a new district?

Since you can sell 1 magic item per district per month, if a city has 2 districts it can sell 2 magic items, and so on. So the more you grow it the better your economy can do. And, of course, it gives you space for more buildings which can boost your stats and provide other benefits.

Leonis wrote:
People who own Macs tend to be confused about their gender identity. scratch

Why is that a criticism?
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PostSubject: Re: Kingdom issues (after claiming Varnhold)   Fri May 06, 2011 6:51 pm

I updated the NPC list thread and the Kingdom Development thread, and sent off an email with the Greenbelt area map.

Now, in the new year (since this is Zarantyr, the first month of 1002 YK), what hexes do you claim? You have a lot of choices, as you can see from the map.
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Rowan



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PostSubject: Re: Kingdom issues (after claiming Varnhold)   Fri May 06, 2011 7:03 pm

Can you put up the kingdom stats at the beginning of this month, after the building we did last month? I rather like only failing stability checks on a 1, and would like to know how much wiggle room we have for claiming hexes.

Also, if we have 2 medium items available for sale, why are we only selling one per month?

We have to decide what our strategy will be now. Should we just continue building in Lakeshore and the other settlements, or should we take a small detour to turn the abandoned tower into a new settlement? Shil, what would that tower be if we restore it, and how much would it cost to do so?
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PostSubject: Re: Kingdom issues (after claiming Varnhold)   Fri May 06, 2011 7:29 pm

Rowan wrote:
Can you put up the kingdom stats at the beginning of this month, after the building we did last month? I rather like only failing stability checks on a 1, and would like to know how much wiggle room we have for claiming hexes.

Current scores: Economy +60, Loyalty +55, Stability +63 (62), Unrest 0, Kingdom size = 38; Command DC 58; Consumption = 0; Treasury = 34 BP

So even if you claim 3 hexes this month (increasing your command DC to 61) and don't increase Stability at all, you're fine.

Quote :
Also, if we have 2 medium items available for sale, why are we only selling one per month?

Because you can only sell one item per district per month (and are restricted to items from a building in that district).

Quote :
We have to decide what our strategy will be now. Should we just continue building in Lakeshore and the other settlements, or should we take a small detour to turn the abandoned tower into a new settlement? Shil, what would that tower be if we restore it, and how much would it cost to do so?

Your councilors would generally suggest focusing on improving the settlements you have (though a couple of them do like the idea of claiming that tower). You're making enough money per month that you should be able to, in a couple of months, make some pretty major buildings with big short-term and long-term benefits, but not if you continue building more settlements.

On the other hand, it's a ruin which you could turn into a castle for half price (27 BP instead of 54 BP; 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), which would give you a big defensive settlement near the Drelev border. Since it's in a forest hex, you need to spend 4 BP to prepare it for construction and it takes 2 months before you can actually build the castle.

So if you did want to go that route, you could reach it in 2 hexes (2 BP) and pay the 4 BP to start the construction, and wouldn't have to pay the additional 27 BP for 2 months, which would let you do other things with your money in the interim.
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Leonis



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PostSubject: Re: Kingdom issues (after claiming Varnhold)   Fri May 06, 2011 8:11 pm

Let's get the tower. And Mike, stop hogging the rolls Smile I believe John retired you from rolling Smile
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PostSubject: Re: Kingdom issues (after claiming Varnhold)   Fri May 06, 2011 8:22 pm

Leonis wrote:
Let's get the tower.

Sounds like that's what Mike wants to do too. Right, Mike?

Quote :
And Mike, stop hogging the rolls Smile I believe John retired you from rolling Smile

Not to worry. We're through all of Mike's rolls, so I've been using the ones from the last big set you rolled.
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Rowan



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PostSubject: Re: Kingdom issues (after claiming Varnhold)   Fri May 06, 2011 8:32 pm

Admin wrote:
Sounds like that's what Mike wants to do too. Right, Mike?
I'm not sure.
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PostSubject: Re: Kingdom issues (after claiming Varnhold)   Fri May 06, 2011 8:34 pm

Rowan wrote:
I'm not sure.

NOOOOOOO!!!

Stop looking at the menu ... or the shiny stuff ...
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Leonis



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PostSubject: Re: Kingdom issues (after claiming Varnhold)   Fri May 06, 2011 11:08 pm

Mike's made enough decisions for the past few days. We are taking the tower Smile
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PostSubject: Re: Kingdom issues (after claiming Varnhold)   Fri May 06, 2011 11:17 pm

Leonis wrote:
Mike's made enough decisions for the past few days. We are taking the tower Smile

Fair point. Though I think you just want people to show people where Leonis put his arcane mark on the tower. Unless Mike comes up with a brilliant point that we missed, you take the tower.

So you can get to the tower by taking 2 hexes (-2 BP; +2 Consumption) and start the construction (-4 BP). Do you want to take a third hex this month too? And if so, which one?
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Rowan



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PostSubject: Re: Kingdom issues (after claiming Varnhold)   Sat May 07, 2011 12:02 am

Admin wrote:
Fair point. Though I think you just want people to show people where Leonis put his arcane mark on the tower. Unless Mike comes up with a brilliant point that we missed, you take the tower.

So you can get to the tower by taking 2 hexes (-2 BP; +2 Consumption) and start the construction (-4 BP). Do you want to take a third hex this month too? And if so, which one?
Take a hex of plains, and turn it into farmland. Then next month we can take 3 more hexes of plains, build farms on two of them, and reduce our consumption to 0 again.

Lets spend 10 more BP (19 total) on a Jail and a Granary in Lakeshore, and maybe save the rest to build a guild hall next month. I'd also like to build a theatre at some point, so we can attract traveling entertainers who will then tell our tales to groups outside Khatovar.

Shil, is there anything that lets you sell more than one item per district? Why do so many buildings give four or more items if only one can be sold per month?

EDIT: It's probably also a good idea to build a road from the temple settlement (which really needs a name, BTW) to Tatzlford.

We also need to have spies in Drelev, to know their activities.
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PostSubject: Re: Kingdom issues (after claiming Varnhold)   Sat May 07, 2011 6:41 am

Rowan wrote:
Take a hex of plains, and turn it into farmland. Then next month we can take 3 more hexes of plains, build farms on two of them, and reduce our consumption to 0 again.

You don't have any hex adjacent to the plains area to the northwest, so you'd only be able to take a forest hex this time and start taking plains hexes next month. You could take the hex with the Frog Pond & Hot Springs this month, gaining +1 Loyalty as well, since it's a landmark hex. Or the hex with the Ancient Statue of Balinor, which has the same effect. Which one do you want?

Quote :
Lets spend 10 more BP (19 total) on a Jail and a Granary in Lakeshore, and maybe save the rest to build a guild hall next month. I'd also like to build a theatre at some point, so we can attract traveling entertainers who will then tell our tales to groups outside Khatovar.

Good ideas. After claiming the 3 hexes and preparing the abandoned tower site for construction, you have 27 BP for building construction. So you can easily afford to do that and still have a bunch left over for next month.

BTW, since you might want to be building some large structures in the near future, I'm putting a list of them at the end of this post.

Quote :
Shil, is there anything that lets you sell more than one item per district? Why do so many buildings give four or more items if only one can be sold per month?

Nope. That's a hard limit. The buildings giving multiple items is because of what I mentioned earlier about those items being available for immediate purchase by the PCs, rather than having to specially order them from outside the city/country because your base price for the settlement isn't high enough to buy what you want.

Quote :
EDIT: It's probably also a good idea to build a road from the temple settlement (which really needs a name, BTW) to Tatzlford.

You only need 1 more hex of road to connect Tatzlford for the temple settlement (any idea for a name for it?), which would cost 2 BP and give you another +1 to Economy. If you do that, which is a good idea, you have 25 BP for construction.

Quote :
We also need to have spies in Drelev, to know their activities.

I presumed that Leonis has something like that going on, though in a general sense. If you want to make sure to have one or more specific spies in there, we can roleplay that out and you may gain more specific benefits.

Here's the list of major structures (everything costing 20+ BP) I mentioned:

Quote :
Academy (52 BP): An institution of higher learning that can focus on any area of knowledge or education, including magic. Halves cost of Caster’s Tower, Library, and Magic Shop in same city; 3 minor items, 2 medium items; Economy +2, Loyalty +2.

Arena (40 BP): A large public structure for competitions, demonstrations, team sports, or bloodsports. Halves cost of Garrison or Theater in same city; halves Consumption increase penalty for festival edicts; Stability +4; limit one per city.

Black Market (50 BP; must be adjacent to 2 houses): A number of shops with secret and usually illegal or dangerous wares. City base value +2,000; 2 minor items, 1 medium item, 1 major item; Economy +2, Stability +1; Unrest +1.

Caster’s Tower (30 BP): The home and laboratory for a spellcaster. 3 minor items, 2 medium items; Economy +1, Loyalty +1.

Castle (54 BP): The home of the city’s leader or the heart of its defenses. 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.

Cathedral (58 BP): The focal point of the city’s religion and spiritual leadership. Halves cost of Temple or Academy in same city; halves Consumption increase penalty for promotion edicts; 3 minor items, 2 medium items; Loyalty +4; Unrest –4; limit one per city.

Garrison (28 BP): A large building to house armies, train guards, and recruit militia. Halves cost of City Wall, Granary, and Jail in same city; Loyalty +2, Stability +2; Unrest –2.

Guildhall (34 BP; must be adjacent to 1 house): A large building that serves as headquarters for a guild or similar organization. City base value +1,000 gp; halves cost of Pier, Stable, and Tradesman in same city; Economy +2, Loyalty +2.

Luxury Store (28 BP; must be adjacent to 1 house): A shop that specializes in expensive wares and luxuries. City base value +2,000 gp; 2 minor items; Economy +1.

Magic Shop (68 BP; must be adjacent to 2 houses): A shop that specializes in magic items and spells. City base value +2,000 gp; 4 minor items, 2 medium items, 1 major item; Economy +1.

Market (48 BP; must be adjacent to 2 houses): An open area for mercantile pursuits, traveling merchants, and bargain hunters. City base value +2,000 gp; halves cost of Black Market, Inn, and Shop in same city; 2 minor items; Economy +2, Stability +2.

Noble Villa (24 BP): A sprawling manor with luxurious grounds that houses a noble. Halves cost of Exotic Craftsman, Luxury Store, and Mansion in same city; Economy +1, Loyalty +1, Stability +1.

Temple (32 BP): A large place of worship dedicated to a deity. Halves cost of Graveyard, Monument, and Shrine in same city; 2 minor items; Loyalty +2, Stability +2; Unrest –2.

Theater (24 BP): A venue for providing entertainment such as plays, operas, concerts, and the like. Halves cost of Brothel, Park, and Tavern in same city; Economy +2, Stability +2.

Town Hall (22 BP): A public venue for town meetings and repository for town records. Halves cost of Barracks, Dump, and Watchtower in same city; Economy +1, Loyalty +1, Stability +1.

Waterfront (90 BP; must be adjacent to a water border): A port for arrival and departure when traveling by water, facilities for building ships, and a center of commerce. City base value +4,000 gp; 3 minor items, 2 medium items, 1 major item; halves cost of Guildhall and Market in same city, halves Loyalty penalty for tax edicts; Economy +4; limit one per city.

BTW, major magic items (which only the Black Market, Magic Shop and Waterfront provide) generate a whopping 15 BP each when sold. Once you can do that, you'll really be raking in the cash!
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Rowan



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PostSubject: Re: Kingdom issues (after claiming Varnhold)   Sat May 07, 2011 12:57 pm

Admin wrote:
Take a hex of plains, and turn it into farmland. Then next month we can take 3 more hexes of plains, build farms on two of them, and reduce our consumption to 0 again.
Are all of the hexes along the top row of the map not ours? I thought it was just the ones beyond what looks to be a river.

Quote :
You don't have any hex adjacent to the plains area to the northwest, so you'd only be able to take a forest hex this time and start taking plains hexes next month. You could take the hex with the Frog Pond & Hot Springs this month, gaining +1 Loyalty as well, since it's a landmark hex. Or the hex with the Ancient Statue of Balinor, which has the same effect. Which one do you want?
Let's claim the hill hex northwest of Lakeshore and turn it into farmland. Then next month we can claim the hot springs and two plains, and make two more farms.

I'd like to arrange it such that our soon-to-be castle is in the direct line of attack from Drelev. Maybe we can create a "trading road" between our two kingdoms through that hex. Does the half-hex two steps to the northwest of the abandoned tower border on non-forest in Drelev? Would that be a good route for our road?

Quote :
You only need 1 more hex of road to connect Tatzlford for the temple settlement (any idea for a name for it?), which would cost 2 BP and give you another +1 to Economy. If you do that, which is a good idea, you have 25 BP for construction.
Done.

Does the high priest of Balinor have any suggestions? Maybe Hunterton, since Balinor is the patron of hunting and the wild.

Quote :
BTW, major magic items (which only the Black Market, Magic Shop and Waterfront provide) generate a whopping 15 BP each when sold. Once you can do that, you'll really be raking in the cash!
Oh yes. Once we have a second district in Lakeshore, let's build one of those in it.

One of the benefits of our new castle is that it gives us a fortified district to build expensive structures that produce medium and major items. Building a caster's tower in it shortly after construction would be a good investment. Once we get our consumption back down to zero next month, we can focus our energies (and BPs) on major building.


Last edited by Rowan on Sat May 07, 2011 4:36 pm; edited 1 time in total
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Leonis



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PostSubject: Re: Kingdom issues (after claiming Varnhold)   Sat May 07, 2011 1:57 pm

Black market. I wants it. affraid
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Rowan



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PostSubject: Re: Kingdom issues (after claiming Varnhold)   Sat May 07, 2011 3:57 pm

Leonis wrote:
Black market. I wants it. affraid
Let's have a Market before we build a black market. Suspect

(That was in character. Out of character, that's probably a good strategic move. It's the cheapest of the major-item-producing buildings.)

I think a caster's tower would be appropriate for the new castle, some time in the future. Or we could build a black market in the castle in the woods, which might bring about certain trade with Drelev.

Shil, how many more squares do we have to fill in Lakeshore before we get a new district? It might be worth it to fill it with parks and other inexpensive buildings, so we can make a second district, which will eventually have a Waterfront and a Cathedral in it. Can you post the map of Lakeshore? Even a scan or a clear photo would be fine.

We should think about making a big festival some time in the future, to attract people from all around.

Rowan will be composing a letter to Darro ir'Lain, to report the success of incorporating Varnhold, and our alliance with the centaurs.

Rowan also wants to learn as much about Pitax and Irovetti before we travel there for the tournament.

Finally, we need to think of some way to support the Tiger Lord barbarians, in a way that cannot be traced back to us. If we visit with them, or send an unofficial ambassador, it'll have to be in hats of disguise so they can't ID us if any are captured and charmed/interrogated. As soon as we reach 10th level it'll be easier to travel there, through scrying and teleportation. What language do they speak? Rowan will be probably learning Giant at 10th level. Are there any other languages that would be especially useful to know, in dealing with barbarians or in Pitax?
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PostSubject: Re: Kingdom issues (after claiming Varnhold)   Sat May 07, 2011 5:03 pm

Rowan wrote:
Are all of the hexes along the top row of the map not ours? I thought it was just the ones beyond what looks to be a river.

No, they're not yours. The Aundairans have the row of hexes immediately beyond (east of) Olegton.

Quote :
Lets claim the hill hex northwest of Lakeshore and turn it into farmland. Then next month we can claim the hot springs and two plains, and make two more farms.

Good plan.

Quote :
I'd like to arrange it such that our soon-to-be castle is in the direct line of attack from Drelev. Maybe we can create a "trading road" between our two kingdoms through that hex. Does the half-hex two steps to the northwest of the abandoned tower border on non-forest in Drelev? Would that be a good route for our road?

Unfortunately, the half-hex you mentioned wouldn't really work for a trade road for a couple of reasons - it's near the absolute northwestern edge of your territory (since that line of hexes, with things like the Troll Caves, is where your territory ends) and thus at the extreme SW edge for Drelev, and the area immediately on the other side for him is forest with swamp beyond (he has a fair amount of marshy/swampy land, hence his area being called Hooktongue Slough).

You could make the road through the Temple settlement to Tatzlford continue on to the new castle that you'll have, and then turn NW and up into the plains before meeting with Drelev's border, but that's not quite as good. You're probably better off counting on the castle as a place to have a strong presence which'll be safe from attack and also able to patrol the border and help Tatzlford and the Temple if needed.

Quote :
Done.

Okay. So here's your spending for the construction aspect of your month thus far:

Available BP: 34
3 Hex claims (-3 BP)
Castle construction begins (-4 BP)
1 road in forest (-2 BP)
1 farmland in hills (-4 BP)
Jail and Granary in Lakeshore (-10 BP)
BP left over for next month: 11 BP

Look good?

Quote :
Does the high priest of Balinor have any suggestions? Maybe Hunterton, since Balinor is the patron of hunting and the wild.

Poor Jhod isn't that imaginative in these areas, so he's quite happy to go with Hunterton.

Quote :
One of the benefits of our new castle is that it gives us a fortified district to build expensive structures that produce medium and major items. Building a caster's tower in it shortly after construction would be a good investment. Once we get our consumption back down to zero next month, we can focus our energies (and BPs) on major building.

You could also do a Caster's Tower in Varnhold next month (which would bump up your item production to 2 medium and 3 minor items a month, or +22 BP) from this one, with the Castle coming up the next month and then adding something there.

Leonis wrote:
Black market. I wants it. affraid

Rowan wrote:
Black market. I wants it. Suspect

(That was in character. Out of character, that's probably a good strategic move. It's the cheapest of the major-item-producing buildings.)

Yes. Going that route (market & then black market) would probably be a good option for your second district in Lakeshore too.

Quote :
I think a caster's tower would be appropriate for the new castle, some time in the future. Or we could build a black market in the castle in the woods, which might bring about certain trade with Drelev.

That's a good idea too.

Quote :
Shil, how many more squares do we have to fill in Lakeshore before we get a new district? It might be worth it to fill it with parks and other inexpensive buildings, so we can make a second district, which will eventually have a Waterfront and a Cathedral in it. Can you post the map of Lakeshore? Even a scan or a clear photo would be fine.

After doing the Jail and Granary this month, you have 25 of the 36 squares filled in. Since you are building a Jail this month, you could afford to build a couple of Tenements (1 BP each) too this month to fill up space, since the +1 Unrest each of them cause would be negated by the Jail's -2 to Unrest. That would still leave you 9 BP for next month. Do you want to do that?

Quote :
We should think about making a big festival some time in the future, to attract people from all around.

You could call it the Summerlight Festival. With caps!

Quote :
Rowan will be composing a letter to Darro ir'Lain, to report the success of incorporating Varnhold, and our alliance with the centaurs.

Rowan also wants to learn as much about Pitax and Irovetti before we travel there for the tournament.

Okay. I'll handle this during the next session.

Quote :
Finally, we need to think of some way to support the Tiger Lord barbarians, in a way that cannot be traced back to us. If we visit with them, or send an unofficial ambassador, it'll have to be in hats of disguise so they can't ID us if any are captured and charmed/interrogated. As soon as we reach 10th level it'll be easier to travel there, through scrying and teleportation. What language do they speak? Rowan will be probably learning Giant at 10th level. Are there any other languages that would be especially useful to know, in dealing with barbarians or in Pitax?

And this we should definitely do in-game. It might be worth it for the PCs (or some of them), traveling incognito, to check out Drelev's lands anyway, and meet up with the barbarians while doing so. Language-wise, they do speak Common, with some speaking Sylvan and Giant and a few actually speaking Abyssal (since they are descended from the barbarian tribes that exist in the Demon Wastes and the Ghashkaala who guard the approaches to the Wastes).

And, on a totally unconnected note, Mike - drop into Carrion Crown. Hijinks are ensuing.
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Rowan



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PostSubject: Re: Kingdom issues (after claiming Varnhold)   Sat May 07, 2011 6:09 pm

Admin wrote:
You could make the road through the Temple settlement to Tatzlford continue on to the new castle that you'll have, and then turn NW and up into the plains before meeting with Drelev's border, but that's not quite as good. You're probably better off counting on the castle as a place to have a strong presence which'll be safe from attack and also able to patrol the border and help Tatzlford and the Temple if needed.
That makes sense. Do we have any idea why that castle was built in the first place, or by who?

Quote :
Poor Jhod isn't that imaginative in these areas, so he's quite happy to go with Hunterton.
Does anyone else have suggestions? We could also make it something like Hunter's Hold, which is a bit less generic than Hunterton.

Quote :
You could also do a Caster's Tower in Varnhold next month (which would bump up your item production to 2 medium and 3 minor items a month, or +22 BP) from this one, with the Castle coming up the next month and then adding something there.
Does Varnhold have any buildings that produce medium items? If not, then that's probably a good idea.

Quote :
After doing the Jail and Granary this month, you have 25 of the 36 squares filled in. Since you are building a Jail this month, you could afford to build a couple of Tenements (1 BP each) too this month to fill up space, since the +1 Unrest each of them cause would be negated by the Jail's -2 to Unrest. That would still leave you 9 BP for next month. Do you want to do that?
Rowan doesn't like the idea of tenements (i.e. of Lakeshore being the sort of place that has overcrowding and slumlords). She'd rather spend a bit more for things that contribute to the city, like parks or monuments or craftsmen. She could be talked out of it though, if others adviser her to make some tenements.

Quote :
You could call it the Summerlight Festival. With caps!
Very Happy

Quote :
And this we should definitely do in-game. It might be worth it for the PCs (or some of them), traveling incognito, to check out Drelev's lands anyway, and meet up with the barbarians while doing so. Language-wise, they do speak Common, with some speaking Sylvan and Giant and a few actually speaking Abyssal (since they are descended from the barbarian tribes that exist in the Demon Wastes and the Ghashkaala who guard the approaches to the Wastes).
We're a pretty distinctive group, which makes travelling incognito difficult. Rowan's hair can be dyed, but nothing will change how Grabthar and Leonis look. We should maybe pool some group gold into buying two or three hats of disguise. They're only 1,800 gold each.

Quote :
And, on a totally unconnected note, Mike - drop into Carrion Crown. Hijinks are ensuing.
Will do, after I get home tonight. Sorry, it completely slipped my mind to check in.
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PostSubject: Re: Kingdom issues (after claiming Varnhold)   Sat May 07, 2011 6:28 pm

Rowan wrote:
That makes sense. Do we have any idea why that castle was built in the first place, or by who?

It's very ancient and seems to have been of elven/fey construction, so it was probably designed by someone millennia ago for personal protection (perhaps as the center of a little realm).

Quote :
Does anyone else have suggestions? We could also make it something like Hunter's Hold, which is a bit less generic than Hunterton.

That sounds good, actually. You could do some other variations thereof, like Hunter's Rest. Or perhaps Hunter's Horn (which references Balinor's title - Sovereign of Hunt and Horn)?

Quote :
Does Varnhold have any buildings that produce medium items? If not, then that's probably a good idea.

No, it doesn't. That's why you're selling only 1 medium item a month (from Lakeshore) and 4 minor items (Varnhold, Olegton, Temple and Tatzlford).

Quote :
Rowan doesn't like the idea of tenements (i.e. of Lakeshore being the sort of place that has overcrowding and slumlords). She'd rather spend a bit more for things that contribute to the city, like parks or monuments or craftsmen. She could be talked out of it though, if others adviser her to make some tenements.

Nobody'd be pushing the tenements strongly, and Svetlana would actually be opposed to it, so let's say you skip it then.

Quote :
We're a pretty distinctive group, which makes travelling incognito difficult. Rowan's hair can be dyed, but nothing will change how Grabthar and Leonis look. We should maybe pool some group gold into buying two or three hats of disguise. They're only 1,800 gold each.

That's not a bad idea at all. When I mentioned traveling incognito, I did think that it would be a case of using magic, for the reasons you mentioned.

Quote :
Will do, after I get home tonight. Sorry, it completely slipped my mind to check in.

No problem.

Since we're seemingly done for the month, someone please roll me a dozen d20 rolls. I'll run through them after I use up Avi's previous rolls (of which I have about 4 left to use).
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Rowan



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Registration date : 2006-09-16

PostSubject: Re: Kingdom issues (after claiming Varnhold)   Sun May 08, 2011 2:06 pm

I'd rather roll the rolls as they come up, rather than have a list of rolls beforehand. It feels better that way, for some reason.
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Leonis



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PostSubject: Re: Kingdom issues (after claiming Varnhold)   Sun May 08, 2011 2:44 pm

Hunters Horn is good. Let's give hommage to Balinor.

No tenements if we can avoid it.

Dozen rolls.

NO WAMMIES!

Yuck on the lower rolls.


Last edited by Leonis on Sun May 08, 2011 2:45 pm; edited 1 time in total
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Localisation : RBDM with a heart of gold
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PostSubject: Re: Kingdom issues (after claiming Varnhold)   Sun May 08, 2011 2:44 pm

The member 'Leonis' has done the following action : Dice roller

#1 'd20' : 15

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#2 'd20' : 6

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#3 'd20' : 19

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#4 'd20' : 15

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#5 'd20' : 20

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#6 'd20' : 3

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#7 'd20' : 4

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#8 'd20' : 6

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#9 'd20' : 14

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#10 'd20' : 3

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#11 'd20' : 18

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#12 'd20' : 2
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PostSubject: Re: Kingdom issues (after claiming Varnhold)   Sun May 08, 2011 5:07 pm

Rowan wrote:
I'd rather roll the rolls as they come up, rather than have a list of rolls beforehand. It feels better that way, for some reason.

Okay. We can do that in future, once I run through the rolls Avi made this time.

Leonis wrote:
Hunters Horn is good. Let's give hommage to Balinor.

Hunter's Horn it is. Even if you're just saying that so that he lets your helm work 3 times a day Very Happy

With Avi's rolls, you sell all items (1 medium from Lakeshore, 4 minor items from the other settlements) successfully, so that's 16 BP. You also make 15 BP from the regular kingdom economy. So that gives you 31 BP + the 11 BP you didn't spend, for a total of 42 BP for next month.

The next month, which is Olarune (the equivalent of February in Khorvaire), the month before the tournament in Pitax, you make your opening stability check (gaining +1 BP) and then pay 1 BP for consumption, leaving you with the 42 BP when you come to kingdom improvement phase.

So what do you want to be doing? I believe that you were going to do a Caster's Tower in Varnhold (30 BP) and also claim 3 hexes (Frog Pond and 2 plains hexes) for 3 BP, before converting the 2 plain hexes to farmland (4 BP) and dropping consumption to 0. Does that sound right? And if so, are you spending the remaining 5 BP or holding onto it?

In case it helps, here are your kingdom stats at the start of the month:

Quote :
Current scores: Economy +61, Loyalty +58, Stability +66 (65), Unrest 0, Kingdom size = 41; Command DC 61; Consumption = 1; Treasury = 42 BP

Lakeshore statistics: Base Value = 700 gp; Defense Modifier +10; Districts = 1; contains Barracks, Brothel, Caster's Tower, Castle, Dump, Exotic Craftsman (x2), Garrison, Granary, Inn, Jail, Noble Villa, Park, Smith, Town Hall and Houses (x4); 4 minor items, 2 medium items

Hunter's Horn statistics: Base Value = 200 gp; Defense Modifier +0; Districts = 1; contains Temple and Graveyard; 2 minor items

Olegton statistics: Base Value = 700 gp; Defense Modifier +0; Districts = 1; contains Stable, Shrine, and House (x2); 1 minor item

Tatzlford statistics: Base Value = 700 gp; Defense Modifier +0; Districts = 1; contains Brewery, House (x3), Shrine, Smith, Tavern; 1 minor item

Varnhold city statistics: Base Value = 2200 gp; Defense Modifier +0; Districts = 1; contains Brewery, Brothel, Exotic Craftsman, Garrison, Granary, Graveyard, Inn, Jail, Smith, Tannery, Temple, Tradesmen (x3), and Houses (x8); 3 minor items
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