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PostSubject: Kingdom Development   Kingdom Development Icon_minitimeThu Nov 25, 2010 8:49 pm

This is a thread for me to track the process of your kingdom-building/handling as time passes. I'll be posting things in the format and shorthand I use for my notes, so some of it will presumably be opaque or confusing, but other parts should be clearer. That'll probably put you as players in the same position as your PCs, where you're learning more and more about kingdom management over time, but certain things are still uncertain and will be grasped better in the future.

EDIT: Now we're well into the kingdom creation, here's a list of available buildings, with costs, stats and benefits.

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.

Alchemist (18 BP; must be adjacent to 1 house): The laboratory and home of a creator of potions, poisons, and alchemical items. City base value +1,000 gp; 1 minor item; Economy +1.

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.

Barracks (6 BP): A building to house city guards, militia, and military forces. Defense Modifier +2; Unrest –1.

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.

Brewery (6 BP): A building for beermaking, winemaking, or similar use. Loyalty +1, Stability +1.

Brothel (4 BP; must be adjacent to 1 house): A place to pay for companionship of any sort. Economy +1, Loyalty +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.

City Wall (8 BP): City walls do not occupy a city block—rather, purchasing a city wall fortifies one of a district’s four outer borders. A city wall cannot be built on a water border. Defense Modifier +4; Unrest –2.

Dump (6 BP): A centralized place to dispose of refuse. Loyalty +1, Stability +1.

Exotic Craftsman (10 BP; must be adjacent to 1 house): The workshop and home of an exotic craftsman, such as a creator of magic items, a tinker, a fireworks maker, or a glassblower. 1 minor item; Economy +1, Stability +1.

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.

Granary (6 BP): A place to store grain and food. Loyalty +1, Stability +1.

Graveyard (4 BP): A plot of land to honor and bury the dead. Loyalty +1.

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.

Herbalist (10 BP; must be adjacent to 1 house): The workshop and home of a gardener, healer, poisoner, or creator of potions. 1 minor item; Loyalty +1, Stability +1.

House (3 BP): A number of mid-sized houses for citizens. Houses serve as prerequisites for many other buildings. The first house you build during any Improvement Phase does not count against the total number of buildings you can build during the phase. 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 (14 BP): A fortified structure for housing criminals. Loyalty +2, Stability +2; Unrest –2.

Library (6 BP): A large building containing books, often presided over by a sage or other scholar. Economy +1, Loyalty +1.

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.

Mansion (10 BP): A single huge manor housing a rich family and its servants. Stability +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.

Mill (6 BP; must be next to a water border): A building used to cut lumber or grind grain. Economy +1, Stability +1.

Monument (6 BP): A monument can be a statue of a city founder, a bell tower, a large tomb, or a public display of art. Loyalty +2; Unrest –1.

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.

Park (4 BP): A plot of land set aside for its natural beauty. Loyalty +1.

Piers (16 BP; must be adjacent to a water border): Warehouses and workshops for docking ships and handling cargo and passengers. City base value +1,000 gp; +1 Economy, +1 Stability.

Shop (8 BP; must be adjacent to 1 house): A general store. City base value +500 gp; Economy +1.

Shrine (8 BP): A small shrine or similar holy site. 1 minor item; Loyalty +1; Unrest –1.

Smith (6 BP): An armor smith, blacksmith, or weapon smith. Economy +1, Stability +1.

Stable (10 BP; must be adjacent to 1 house): A structure for housing or selling horses and other mounts. City base value +500 gp; Economy +1, Loyalty +1.

Tannery (6 BP; cannot be adjacent to a house): A structure that prepares hides and leather. Economy +1, Stability +1.

Tavern (10 BP; must be adjacent to 1 house): An eatery or drinking establishment. City base value +500 gp; Economy +1, Loyalty +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.

Tenement (1 BP): A staggering number of low-rent, cheap housing units. Tenements count as houses for the purpose of fulfilling building requirements, but building too many tenements can increase a kingdom’s Unrest quickly. You can build a house over an existing tenement for 2 BP. 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.

Tradesman (10 BP; 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 (12 BP): A tall structure that serves as a guard post and landmark. +1 Stability; +2 Defense Modifier; Unrest –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.


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PostSubject: Month 1 - Barrakas, 1000 YK   Kingdom Development Icon_minitimeThu Nov 25, 2010 8:54 pm

Name of Kingdom: Khatovar
Kingdom alignment: Chaotic Good (+4 Loyalty)
Current size: 0 = Control/Command DC of 20
Treasury: 50 BP

Upkeep Phase:
Since kingdom has 0 hexes, skip to Improvement Phase

Improvement Phase:
1 – Select Leadership:
Ruler: Kara (+2 to Economy)
Councilor: Svetlana (+2 to Loyalty)
General: Rowan (+5 to Stability)
Grand Diplomat: Jubilost (+2 to Stability)
High Priest: Jhod (+4 to Stability)
Magister: Leonis (+5 to Economy)
Marshal: Kesten (+2 to Economy)
Royal Assassin: Grabthar (+5 of to Loyalty, plus reduces Unrest by 1 each Upkeep Phase)
Spymaster: Corax (+2 to Economy)
Treasurer: Oleg (+2 to Economy)
Warden: Akiros (+3 to Loyalty)

Current scores: Economy +13, Loyalty +14, Stability +11, Unrest 0

2 – Claim Hexes: Claim hex with Stag Lord’s Fort (-1 BP;Consumption +1)

3 – Establish and Improve Cities: Prepare first hex (not needed, due to Stag Lord’s Fort) and begin a city there (base value 200 gp;Consumption +1). Build a House (-3 BP) and a Castle (-27 BP; Halves cost of Noble Villa or Town Hall in same city; Economy +2, Loyalty +2, Stability +2; Defense Modifier +8;Unrest –4) and gain +1 to Economy, Loyalty and Stability due to location).

4 – Build Roads: Build a road in hex 1 (-1 BP; total roads = 1)

5 – Establish Farmlands: No space for Farmlands yet

6 – Edicts: Promotion = (+1 Stability, -1 BP); Taxation = Light (+1 Economy, -1 Loyalty); Festivals per Year = 1 (+1 Loyalty)

Income Phase:
1 – Deposits: None

2 – Sell Valuable Items: None

3 – Generate Income: Made Economy check (34 vs. Command DC 21), so gain +6 BP

Event Phase:
None


Last edited by Admin on Sat Nov 27, 2010 2:02 pm; edited 1 time in total
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PostSubject: Month 2 - Rhaan, 1000 YK   Kingdom Development Icon_minitimeThu Nov 25, 2010 9:00 pm

Starting scores: Economy +16 (17), Loyalty +17, Stability +14 (15), Unrest 0, Kingdom size = 1; Command DC 21; Consumption = 2; Treasury = 23 BP

Main city statistics: Base Value = 200 gp; Defense Modifier +8; Districts = 1; contains Castle and House

Upkeep Phase:
1 – Determine Kingdom Stability: Failed (19 vs. DC 21)

2 – Pay Consumption: Pay 2 BP

3 – Fill Vacant Magic Item Slots: None

4 – Unrest: None

Improvement Phase:
1 – Select Leadership: No changes

2 – Claim Hexes: Claim hex with River Crossing (-1 BP;Consumption +1)

3 – Establish and Improve Cities: Build a Noble Villa (-12 BP; Halves cost of Exotic Craftsman, Luxury Store, and Mansion in same city; Economy +1, Loyalty +1, Stability +1)

4 – Build Roads: Build a road in hex 2 (-1 BP; total roads = 2)

5 – Establish Farmlands: Designate hex 2 as Farmland (-4 BP, Consumption -2)

6 – Edicts: Promotion = None (-1 Stability); Taxation = Light (+1 Economy, -1 Loyalty); Festivals per Year = 0 (-1 Loyalty)

Income Phase:
1 – Deposits: None

2 – Sell Valuable Items: None

3 – Generate Income: Made Economy check (34 vs. Command DC 22), so gain +6 BP

Event Phase:
1 – Loy & Latricia Rezbin ask permission for creating village to Tatzlford

2 – PCs return from exploration to find problem with slain townsfolk. They kill the werewolf involved - a barbarian named Kundal.


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PostSubject: Month 3 - Sypheros, 1000 YK   Kingdom Development Icon_minitimeThu Nov 25, 2010 9:02 pm

Current scores: Economy +17 (18), Loyalty +18 (16), Stability +15 (14), Unrest 0, Kingdom size = 2; Command DC 22; Consumption = 1; Treasury = 9 BP

Main city statistics: Base Value = 200 gp; Defense Modifier +8; Districts = 1; contains Castle, Noble Villa and House

Upkeep Phase:
1 – Determine Kingdom Stability: Made it (30 vs. 22), so gain 1 BP

2 – Pay Consumption: Pay 1 BP

3 – Fill Vacant Magic Item Slots: None

4 – Unrest: None

Improvement Phase:
1 – Select Leadership: No changes. Oleg and Svetlana each improve in their respective jobs, giving Loyalty and Economy a +1 boost

2 – Claim Hexes: Claim hex with Sootscale Caverns (-1 BP, +1 Economy; Consumption +1)

3 – Establish and Improve Cities: Build a Exotic Craftsman (5 BP; 1 minor item, Economy +1, Stability +1)

4 – Build Roads: Build a road in hex 3 (-1 BP; total roads = 3)

5 – Establish Farmlands: Not enough money

6 – Edicts: Promotion = None (-1 Stability); Taxation = Light (+1 Economy, -1 Loyalty); Festivals per Year = 0 (-1 Loyalty)

Income Phase:
1 – Deposits: None

2 – Sell Valuable Items: Sells 1 minor item for 2 BP

3 – Generate Income: Made Economy check (38 vs. Command DC 23), so gain +7 BP

Event Phase:
None

Extras:
1 – Aid to kingdom from Melianse (nixie) and Tiressia (dryad): +4 to Stability
2 – Criticism of kingdom by Grigori: +2 Unrest


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PostSubject: Month 4 - Aryth, 1000 YK   Kingdom Development Icon_minitimeThu Nov 25, 2010 9:05 pm

Current scores: Economy +20 (21), Loyalty +19 (17), Stability +20 (19), Unrest 2, Kingdom size = 3; Command DC 23; Consumption = 2; Treasury = 11 BP

Main city statistics: Base Value = 200 gp; Defense Modifier +8; Districts = 1; contains Castle, Noble Villa, Exotic Craftsman and House; 1 minor item

Upkeep Phase:
1 – Determine Kingdom Stability: Made it (natural 20), so lowers Unrest by 1

2 – Pay Consumption: Pay 2 BP

3 – Fill Vacant Magic Item Slots: None

4 – Unrest: Lowers Unrest by 1

Improvement Phase:
1 – Select Leadership: No changes.

2 – Claim Hexes: Claim hex with Old Sycamore (-1 BP; Consumption +1)

3 – Establish and Improve Cities: Build a House (-3 BP; Unrest -1)

4 – Build Roads: Build a road in hex 4 (-1 BP; total roads = 4; Economy +1)

5 – Establish Farmlands: Designate hex 4 as Farmland (-4 BP, Consumption -2)

6 – Edicts: Promotion = None (-1 Stability); Taxation = None (+1 Loyalty); Festivals per Year = 0 (-1 Loyalty)

Income Phase:
1 – Deposits: None

2 – Sell Valuable Items: Sells 1 minor item for 2 BP

3 – Generate Income: Made Economy check (39 vs. Command DC 24), so gain +7 BP (but becomes 1 less due to Corax)

* Income phase: When PCs make Economy check to generate income, they get 1 BP less. They themselves don’t realize it, but a week later, Oleg comes to them and says that he’s discovered close to 4,000 gp missing from the money they’ve collected and been spending. He’s not sure where it went but is trying to find out. Is VERY apologetic and offers to make up the amount on his own, but asks for a few days to do so, since he doesn’t have that kind of cash at hand and will have to call in a few favors. (PCs don’t take the money from him, so he thanks them and works extra hard, effectively boosting their economy by +1 for a month).

Event Phase:
* Event: Outstanding Success – Flavor: House Orien sends a small group to discuss setting up an outpost in Khatovar. Led by a middle-aged woman called Aluna d’Orien. Discusses details with PCs and hopes to sign a contract, either offering a financial payment (equal to 4 BP) right now or to have her House construct an Orien road connecting Oleg’s Trading Post to the capital city (i.e. builds a road through six squares, but PCs only gain benefits as they take each square, so it’ll take 6 months to get all of it – but it’s equal to 6 BP). Whatever choice PCs make, it provides +4 on Economy checks till next Event phase. Reduce Unrest by 2. Result: PCs take long-term route.

Grigori increases unrest by 1d4-2 every month but 0 this month


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PostSubject: Month 5 - Vult, 1000 YK   Kingdom Development Icon_minitimeThu Nov 25, 2010 9:07 pm

Current scores: Economy +21 (26), Loyalty +19, Stability +20 (19), Unrest 0, Kingdom size = 4; Command DC 24; Consumption = 0; Treasury = 8 BP

Main city statistics: Base Value = 200 gp; Defense Modifier +8; Districts = 1; contains Castle, Noble Villa, Exotic Craftsman and House (x2); 1 minor item

Upkeep Phase:
1 – Determine Kingdom Stability: Failed it (natural 2), but no change in Unrest

2 – Pay Consumption: None

3 – Fill Vacant Magic Item Slots: Done

4 – Unrest: None

Improvement Phase:
1 – Select Leadership: No changes.

2 – Claim Hexes: Claim hex with Gold Mine (-1 BP, Economy +1; Consumption +1)

3 – Establish and Improve Cities: None

4 – Build Roads: Get free road in hex 5 due to House Orien (total roads = 5; 5 free roads left)

5 – Establish Farmlands: None

6 – Edicts: Promotion = None (-1 Stability); Taxation = None (+1 Loyalty); Festivals per Year = 0 (-1 Loyalty)

Income Phase:
1 – Deposits: None

2 – Sell Valuable Items: Sells 1 minor item for 2 BP

3 – Generate Income: Made Economy check (41 vs. Command DC 25), so gain +8 BP (but becomes 1 less due to Corax)

Event Phase:

Troll sightings: Successful Loyalty check (33 vs. DC 25), so no increase in Unrest

Grigori increases unrest by 1d4-2 every month but 0 this month

PCs deal with Corax and recover the 2 BP that was lost
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PostSubject: Month 6 - Zarantyr, 1001 YK   Kingdom Development Icon_minitimeWed Dec 01, 2010 10:42 pm

Current scores: Economy +22, Loyalty +19, Stability +20 (19), Unrest 0, Kingdom size = 5; Command DC 25; Consumption = 1; Treasury = 18 BP

Main city statistics: Base Value = 200 gp; Defense Modifier +8; Districts = 1; contains Castle, Noble Villa, Exotic Craftsman and House (x2); 1 minor item

Upkeep Phase:
1 – Determine Kingdom Stability: Failed it (natural 1), so Unrest +2

2 – Pay Consumption: Pay 1 BP

3 – Fill Vacant Magic Item Slots: Done

4 – Unrest: Grabthar lowers Unrest by 1

Improvement Phase:
1 – Select Leadership: Swamp Witch takes over as Magister and Leonis becomes Spymaster (+3 to Economy)

2 – Claim Hexes: Claim hex with Spider’s Nest (-1 BP; Consumption +1)

3 – Establish and Improve Cities: Build a House (-3 BP; Unrest -1) and an Inn (-10 BP; City base value +500 gp, Economy +1, Loyalty +1)

4 – Build Roads: Get free road in hex 6 due to House Orien (total roads = 6; 4 free roads left)

5 – Establish Farmlands: Designate hex 6 as Farmland (-2 BP, Consumption -2)

6 – Edicts: Promotion = None (-1 Stability); Taxation = None (+1 Loyalty); Festivals per Year = 0 (-1 Loyalty)

Income Phase:
1 – Deposits: None

2 – Sell Valuable Items: Sells 1 minor item for 2 BP

3 – Generate Income: Made Economy check (45 vs. Command DC 26), so gain +9 BP

Event Phase:
Event: Bandit Activity (continuous) – Successful Stability check (natural 20), so no loss in BP.

Grigori increases unrest by 1d4-2 every month, which is 1 this month
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PostSubject: Month 7 - Olarune, 1001 YK   Kingdom Development Icon_minitimeFri Dec 03, 2010 2:30 pm

Current scores: Economy +26, Loyalty +20, Stability +20 (19), Unrest 0, Kingdom size = 6; Command DC 26; Consumption = 0; Treasury = 12 BP

Main city statistics: Base Value = 700 gp; Defense Modifier +8; Districts = 1; contains Castle, Noble Villa, Exotic Craftsman, Inn and House (x3); 1 minor item

Upkeep Phase:
1 – Determine Kingdom Stability: Success (37 vs. DC 26), so reduces Unrest by 1

2 – Pay Consumption: None

3 – Fill Vacant Magic Item Slots: Done

4 – Unrest: No change

Improvement Phase:
1 – Select Leadership: No change

2 – Claim Hexes: Claim hex with Oleg’s Trading Post (-1 BP; Consumption +1)

3 – Establish and Improve Cities: Prepare site at Oleg’s Trading Post for construction of a settlement named Olegton (-1 BP, +1 Consumption). Transform the Post into a free Stable (City base value +500 gp, Economy +1, Loyalty +1) and build a Shrine (-8 BP; 1 minor item, Loyalty +1, Unrest -1)

4 – Build Roads: Get free road in hex 7 due to House Orien (total roads = 7; 3 free roads left)

5 – Establish Farmlands: None

6 – Edicts: Promotion = None (-1 Stability); Taxation = None (+1 Loyalty); Festivals per Year = 0 (-1 Loyalty)

Income Phase:
1 – Deposits: None

2 – Sell Valuable Items: Sells 2 minor items for 4 BP

3 – Generate Income: Made Economy check (44 vs. Command DC 27), so gain 8 BP

Event Phase:
Event: None

Current scores: Economy +27, Loyalty +22, Stability +20 (19), Unrest 0, Kingdom size = 7; Command DC 27; Consumption = 2; Treasury = 14 BP

Main city statistics: Base Value = 700 gp; Defense Modifier +8; Districts = 1; contains Castle, Noble Villa, Exotic Craftsman, Inn and House (x3); 1 minor item

Olegton statistics: Base Value = 700 gp; Defense Modifier +0; Districts = 1; contains Stable, Shrine; 1 minor item
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PostSubject: Month 8 - Therendor, 1001 YK   Kingdom Development Icon_minitimeMon Dec 13, 2010 11:58 am

Current scores: Economy +27, Loyalty +22, Stability +20 (19), Unrest 0, Kingdom size = 7; Command DC 27; Consumption = 2; Treasury = 14 BP

Main city statistics: Base Value = 700 gp; Defense Modifier +8; Districts = 1; contains Castle, Noble Villa, Exotic Craftsman, Inn and House (x3); 1 minor item

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

PC activity:
Rescue of shifter child and destruction of lizardfolk village (Loyalty +2)

Upkeep Phase:
1 – Determine Kingdom Stability: Made it (33 vs. DC 27), so gain 1 BP

2 – Pay Consumption: Paid 2 BP

3 – Fill Vacant Magic Item Slots: Done

4 – Unrest: No change

Improvement Phase:
1 – Select Leadership: No change

2 – Claim Hexes: Claim hex with Bokken’s Hut (-1 BP; Consumption +1)

3 – Establish and Improve Cities: Build a House in Olegton (-3 BP)

4 – Build Roads: Get free road in hex 8 due to House Orien (total roads = 8; 2 free roads left; Economy & Stability +1)

5 – Establish Farmlands: Build farm in hex 8 (-2 BP; Consumption -2)

6 – Edicts: Promotion = None (-1 Stability); Taxation = None (+1 Loyalty); Festivals per Year = 0 (-1 Loyalty)

Income Phase:
1 – Deposits: None

2 – Sell Valuable Items: Sells 2 minor items for 4 BP

3 – Generate Income: Made Economy check (35 vs. DC 28), so gain 7 BP

Event Phase:
Troll Activity (continuous): Trolls are attacking travelers to the northwest. Made Loyalty check (29 vs. DC 28), so the kingdom’s people are loyal enough to not be concerned – yet.

Current scores: Economy +28, Loyalty +24, Stability +21 (20), Unrest 0, Kingdom size = 8; Command DC 28; Consumption = 1; Treasury = 18 BP

Main city statistics: Base Value = 700 gp; Defense Modifier +8; Districts = 1; contains Castle, Noble Villa, Exotic Craftsman, Inn and House (x3); 1 minor item

Olegton statistics: Base Value = 700 gp; Defense Modifier +0; Districts = 1; contains Stable, Shrine and House; 1 minor item
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PostSubject: Month 9 - Eyre, 1001 YK   Kingdom Development Icon_minitimeMon Jan 10, 2011 2:05 pm

Current scores: Economy +28, Loyalty +24, Stability +21 (20), Unrest 0, Kingdom size = 8; Command DC 28; Consumption = 1; Treasury = 18 BP

Main city statistics: Base Value = 700 gp; Defense Modifier +8; Districts = 1; contains Castle, Noble Villa, Exotic Craftsman, Inn and House (x3); 1 minor item

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

PC activity:
Recovery of equipment and materials from troll lair (+4 BP); influx of people and wealth as result (+10 BP)

Upkeep Phase:
1 – Determine Kingdom Stability: Made it (35 vs. DC 28), so gain 1 BP

2 – Pay Consumption: Paid 1 BP

3 – Fill Vacant Magic Item Slots: Done

4 – Unrest: No change

Improvement Phase:
1 – Select Leadership: No change

2 – Claim Hexes: Claim hex next to Oleg's (-1 BP; Consumption +1)

3 – Establish and Improve Cities: Build a Caster's Tower in capital (-30 BP; 2 medium items, 3 minor items, +1 Economy, +1 Stability, )

4 – Build Roads: Get free road in hex 9 due to House Orien (total roads = 9; 1 free road left)

5 – Establish Farmlands: None

6 – Edicts: Promotion = None (-1 Stability); Taxation = None (+1 Loyalty); Festivals per Year = 0 (-1 Loyalty)

Income Phase:
1 – Deposits: None

2 – Sell Valuable Items: Sells 1 medium and 1 minor item for 10 BP

3 – Generate Income: Made Economy check (49 vs. DC 29), so gain 9 BP

Event Phase:
Attack on capital: Made Stability check (41 vs. 29). Lost 1 House and Inn (-500 gp to City base value; -1 Economy, Loyalty and Stability; +2 Unrest)

Current scores: Economy +28, Loyalty +23, Stability +21 (20), Unrest 2, Kingdom size = 9; Command DC 29; Consumption = 2; Treasury = 20 BP

Main city statistics: Base Value = 200 gp; Defense Modifier +8; Districts = 1; contains Castle, Noble Villa, Exotic Craftsman, and House (x2); 4 minor items, 2 medium items

Olegton statistics: Base Value = 700 gp; Defense Modifier +0; Districts = 1; contains Stable, Shrine and House; 1 minor item
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PostSubject: Month 10 - Dravago, 1001 YK   Kingdom Development Icon_minitimeTue Jan 25, 2011 1:08 pm

Current scores: Economy +28, Loyalty +23, Stability +21 (20), Unrest 2, Kingdom size = 9; Command DC 29; Consumption = 2; Treasury = 20 BP

Main city statistics: Base Value = 200 gp; Defense Modifier +8; Districts = 1; contains Castle, Noble Villa, Exotic Craftsman, Caster's Tower and House (x2); 4 minor items, 2 medium items

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

PC activity:
Hunting down the bralani who attacked the town and returning with a Decanter of Endless Water and Continual Flame stones to use in town (+4 each to Economy, Loyalty and Stability; Unrest goes to 0)

Upkeep Phase:
1 – Determine Kingdom Stability: Failure (natural 1), so Unrest increases by 2

2 – Pay Consumption: Pay 2 BP

3 – Fill Vacant Magic Item Slots: 1 medium item

4 – Unrest: Grabthar lowers Unrest by 1

Improvement Phase:
1 – Select Leadership: No change

2 – Claim Hexes: Claim hex with Fairy Nest (-1 BP; +1 Consumption)

3 – Establish and Improve Cities: Build Town Hall (-11 BP; +1 Economy, +1 Stability, +1 Loyalty) and a House (-3 BP; Unrest -1) at capital

4 – Build Roads: Get last free road in hex 10 due to House Orien (total roads = 10)

5 – Establish Farmlands: Designate hex 5 (gold mine) as farmland (-4 BP; -2 Consumption)

6 – Edicts: Promotion = None (-1 Stability); Taxation = None (+1 Loyalty); Festivals per Year = 0 (-1 Loyalty)

Income Phase:
1 – Deposits: None

2 – Sell Valuable Items: Made checks (35 and 49) so sell 1 minor and 1 medium, so +10 BP

3 – Generate Income: Made Economy check (50 vs. 30) and gained +10 BP

Current scores: Economy +33, Loyalty +28, Stability +26 (25), Unrest 0, Kingdom size = 10; Command DC 30; Consumption = 1; Treasury = 21 BP

Main city statistics: Base Value = 200 gp; Defense Modifier +8; Districts = 1; contains Castle, Noble Villa, Exotic Craftsman, Caster's Tower, Town Hall and House (x3); 4 minor items, 2 medium items

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


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PostSubject: Month 11 - Nymm, 1001 YK   Kingdom Development Icon_minitimeWed Feb 02, 2011 2:22 pm

Current scores: Economy +33, Loyalty +28, Stability +26 (25), Unrest 0, Kingdom size = 10; Command DC 30; Consumption = 1; Treasury = 21 BP

Lakeshore statistics: Base Value = 200 gp; Defense Modifier +8; Districts = 1; contains Castle, Noble Villa, Exotic Craftsman, Caster's Tower, Town Hall and House (x3); 4 minor items, 2 medium items

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

Upkeep Phase:
1 – Determine Kingdom Stability: Made it (36 vs. DC 30), so BP +1 since Unrest = 0

2 – Pay Consumption: Pay 1 BP

3 – Fill Vacant Magic Item Slots: 1 medium and 1 minor item

4 – Unrest: None

Improvement Phase:
1 – Select Leadership: No change

2 – Claim Hexes: Claim hex with Temple of the Elk (-1 BP; +1 Consumption). Increases kingdom size to 11, allowing 2 new hex claims, 2 new buildings and 2 new roads a month (can still only convert 1 hex into farmland per month).

3 – Establish and Improve Cities: Begin preparing site at Temple (-4 BP; takes 2 months before structure can be built). Build a Barracks at Lakeshore (-3 BP due to Town Hall; Defense Modifier +2, Unrest -1) and a House at Lakeshore (-3 BP; Unrest -1), as well as a House at Olegton (-3 BP; Unrest -1)

4 – Build Roads: Build road in hex 11 (-2 BP; total roads = 11)

5 – Establish Farmlands: Designate hex 9 (hex north of Oleg's) as farmland (-2 BP; -2 Consumption)

6 – Edicts: Promotion = None (-1 Stability); Taxation = None (+1 Loyalty); Festivals per Year = 0 (-1 Loyalty)

Income Phase:
1 – Deposits: None

2 – Sell Valuable Items: Made checks (48 and 41) to sell 1 minor and 1 medium, so +10 BP

3 – Generate Income: Made Economy check (44 vs. 31) and gained +8 BP

Event Phase:
PCs send emissaries to Fort Drelev: Will return next month (-4 BP)

Visit from Lord Darro ir'Lain, from Aundair

Result of treaty/trade with Varnhold and Darro's visit (+7 BP)

Trade visit from House Lyrandar (agreements made to facilitate future development)

Current scores: Economy +33, Loyalty +28, Stability +26 (25), Unrest 0, Kingdom size = 11; Command DC 31; Consumption = 0; Treasury = 24 BP

Lakeshore statistics: Base Value = 200 gp; Defense Modifier +10; Districts = 1; contains Castle, Noble Villa, Exotic Craftsman, Caster's Tower, Town Hall, Barracks and House (x4); 4 minor items, 2 medium items

Olegton statistics: Base Value = 700 gp; Defense Modifier +0; Districts = 1; contains Stable, Shrine, and House (x2); 1 minor item
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PostSubject: Month 12 - Lharvion, 1001 YK   Kingdom Development Icon_minitimeFri Apr 22, 2011 6:59 pm

Current scores: Economy +33, Loyalty +28, Stability +27 (26), Unrest 0, Kingdom size = 11; Command DC 31; Consumption = 0; Treasury = 24 BP

Lakeshore statistics: Base Value = 200 gp; Defense Modifier +10; Districts = 1; contains Castle, Noble Villa, Exotic Craftsman, Caster's Tower, Town Hall, Barracks and House (x4); 4 minor items, 2 medium items

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

Upkeep Phase:
1 – Determine Kingdom Stability: Made it (39 vs. DC 31), so BP +1 since Unrest = 0

2 – Pay Consumption: None

3 – Fill Vacant Magic Item Slots: 1 medium and 1 minor item

4 – Unrest: None

Improvement Phase:
1 – Select Leadership: No change

2 – Claim Hexes: Claim hex with Lonely Barrow and grassland hex to SW of Bokken's hut (-2 BP; +2 Consumption; Loyalty +1)

3 – Establish and Improve Cities: Continue preparing site at Temple (takes 1 month before structure can be built). Build an Inn (-10 BP; City base value +500 gp; Economy +1, Loyalty +1) and a Park (-4 BP; Loyalty +1) in Lakeshore

4 – Build Roads: Build road in hex 13 (-1 BP; total roads = 12; Economy +1)

5 – Establish Farmlands: Designate hex 13 (grassland hex near Bokken's) as farmland (-2 BP; -2 Consumption)

6 – Edicts: Promotion = Token (-1 BP; +1 Stability); Taxation = None (+1 Loyalty); Festivals = 0 (-1 Loyalty)

Income Phase:
1 – Deposits: None

2 – Benefit From Trade Options: Risked 2 BP and rolled 3 on 1d4, so gained 1 BP

3 – Sell Valuable Items: Made checks (49 and 38) to sell 1 minor and 1 medium, so +10 BP

4 – Generate Income: Made Economy check (40 vs. DC 33) and gained +8 BP

Event Phase:
Public scandal about Leonis' indiscretions: Made Loyalty check (48 vs. DC 33), so no repercussions

Fire in Olegton: 1 on 1d4 for city blocks affected; made Stability check (38 vs. DC 33, with aid from Decanter of Endless Water and House Lyrandar) to avoid any damage

A merchant caravan to Aundair is attacked and wiped out, presumably by bandits. Leads to Unrest +1 and a loss of 2 BP.

Current scores: Economy +35, Loyalty +31, Stability +27 (28), Unrest 1, Kingdom size = 13; Command DC 33; Consumption = 0; Treasury = 22 BP

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

Olegton statistics: Base Value = 700 gp; Defense Modifier +0; Districts = 1; contains Stable, Shrine, and House (x2); 1 minor item
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PostSubject: Month 13 - Barrakas, 1001 YK   Kingdom Development Icon_minitimeFri Apr 22, 2011 7:09 pm

Current scores: Economy +35, Loyalty +31, Stability +27 (28), Unrest 1, Kingdom size = 13; Command DC 33; Consumption = 0; Treasury = 22 BP

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

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

Upkeep Phase:
1 – Determine Kingdom Stability: Made it (44 vs. DC 33), so Unrest becomes 0

2 – Pay Consumption: None

3 – Fill Vacant Magic Item Slots: 1 medium and 1 minor item

4 – Unrest: None

Improvement Phase:
1 – Select Leadership: No change

2 – Claim Hexes: Claim hex with Garuum the Boggard and grassland hex to south of Bokken's hut (-2 BP; -2 Consumption)

3 – Establish and Improve Cities: Complete site for temple of Balinor (+1 Consumption). Build Temple at site (-16 BP due to half price; Halves cost of Graveyard, Monument, and Shrine in same city; 2 minor items; Loyalty +2, Stability +2; Unrest –2) and Graveyard (-2 BP due to half price; Loyalty +1)

4 – Build Roads: None

5 – Establish Farmlands: Designate hex 15 (grassland hex south of Bokken's) as farmland (-2 BP; -2 Consumption)

6 – Edicts: Promotion = None (-1 Stability); Taxation = None (+1 Loyalty); Festivals per Year = 0 (-1 Loyalty)

Income Phase:
1 – Deposits: None

2 – Benefit From Trade Options: None this month

3 – Sell Valuable Items: Made checks (49, 51 and 49) to sell 2 minor and 1 medium, so +12 BP

4 – Generate Income: Made Economy check (48 vs. DC 35) and gained +9 BP

Event Phase:
None

Current scores: Economy +35, Loyalty +34, Stability +29 (28), Unrest 0, Kingdom size = 15; Command DC 35; Consumption = 1; Treasury = 21 BP

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

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

Temple settlement statistics: Base Value = 200 gp; Defense Modifier +0; Districts = 1; contains Temple and Graveyard; 2 minor items
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PostSubject: Month 14 - Rhaan, 1001 YK   Kingdom Development Icon_minitimeSun Apr 24, 2011 11:00 pm

Current scores: Economy +35, Loyalty +34, Stability +29 (28), Unrest 0, Kingdom size = 15; Command DC 35; Consumption = 1; Treasury = 21 BP

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

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

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

Special:
PCs return from Varnhold after dealing with Vordakai; gain +6 BP, Stability +2 and Loyalty +1

Upkeep Phase:
1 – Determine Kingdom Stability: Failed it (33 vs. DC 35), so no change

2 – Pay Consumption: Paid 1 BP

3 – Fill Vacant Magic Item Slots: 1 medium and 2 minor items

4 – Unrest: None

Improvement Phase:
1 – Select Leadership: No change. Grabthar (24 Str) adds +2 to Loyalty. Kara (16 Int) adds +1 to Economy. Leonis (22 Int) adds +1 to Economy. Rowan (24 Cha) adds +2 to Stability.

2 – Claim Hexes: Claim hex N of Shrike Cascades and hex with Shrike Cascades (-2 BP; -2 Consumption). Thanks to claiming these hexes, gain hex with Varnhold City and 2 hexes in every direction, making 19 more hexes in total. Of these hexes, 4 are road and 5 are farmland. Increases kingdom size to 36, allowing 3 new hex claims, 5 new buildings, 3 new roads and 2 hexes converted to farmland each month.

The statistical results of gaining these new hexes is: Kingdom size +19; Consumption +10 (19 hexes +1 settlement -10 for farmland); Command DC +19; Economy +8; Loyalty +6; Stability +13; can sell 1 extra minor item during income phase; total road hexes become 16

Must make Stability check to avoid +1d6 Unrest (Succeeds with a 61)

3 – Establish and Improve Cities: Build Exotic Craftsman (-5 BP due to half price; 1 minor item; Economy +1, Stability +1), Dump (-3 BP due to half price; Loyalty +1, Stability +1) and Smith (-6 BP; Economy +1, Stability +1) in Lakeshore

4 – Build Roads: Build roads in two latest hexes (-4 BP; total roads = 18)

5 – Establish Farmlands: Convert hex SE of Revenant Ford and another hex to farmland (-6 BP; -4 Consumption)

6 – Edicts: Promotion = None (-1 Stability); Taxation = None (+1 Loyalty); Festivals per Year = 0 (-1 Loyalty)

Income Phase:
1 – Deposits: None

2 – Benefit From Trade Options: None this month

3 – Sell Valuable Items: Made checks to sell 3 minor and 1 medium, so +14 BP

4 – Generate Income: Made Economy check (64 vs. DC 56) and gained +12 BP

Event Phase:
None

Current scores: Economy +47, Loyalty +44, Stability +49 (48), Unrest 0, Kingdom size = 36; Command DC 56; Consumption = 9; Treasury = 26 BP

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

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

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

Varnhold city statistics: Base Value = 2200 gp; Defense Modifier +0; Districts = 1; contains Brewery, Exotic Craftsman, Garrison, Granary, Inn, Smith, Tannery, Temple, 3 Tradesmen, and 8 Houses; 3 minor items


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PostSubject: Month 15 - Sypheros, 1001 YK   Kingdom Development Icon_minitimeFri May 06, 2011 6:11 pm

Current scores: Economy +47, Loyalty +44, Stability +49 (48), Unrest 0, Kingdom size = 36; Command DC 56; Consumption = 9; Treasury = 26 BP

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

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

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

Varnhold city statistics: Base Value = 2200 gp; Defense Modifier +0; Districts = 1; contains Brewery, Exotic Craftsman, Garrison, Granary, Inn, Smith, Tannery, Temple, 3 Tradesmen, and 8 Houses; 3 minor items

Upkeep Phase:
1 – Determine Kingdom Stability: Success (60 vs. DC 56), so BP +1 because Unrest = 0

2 – Pay Consumption: Pay 9 BP

3 – Fill Vacant Magic Item Slots: 1 medium and 3 minor items

4 – Unrest: None

Improvement Phase:
1 – Select Leadership: Changes in multiple positions. Current leaders now:

Ruler: Rowan (+7 to Economy and Stability, due to kingdom size)
Councilor: Svetlana (+3 to Loyalty)
General: Retief (+4 to Stability)
Grand Diplomat: Youma (+4 to Stability)
High Priest: Jhod (+4 to Stability)
Magister: Elga (+5 to Economy)
Marshal: Kara (+7 to Economy)
Royal Assassin: Grabthar (+7 to Loyalty, plus reduces Unrest by 1 each Upkeep Phase)
Spymaster: Leonis (+6 to Economy)
Treasurer: Oleg (+3 to Economy)
Warden: Akiros (+4 to Loyalty)

Resulting stat changes: Economy +9, Loyalty +1, Stability +8

2 – Claim Hexes: Claim hex with Tatzlford in it (-1 BP; Consumption +2). Tatzlford contains a Brewery (Loyalty +1, Stability +1), 3 Houses, a Shrine (1 minor item; Loyalty +1), Smith (Economy +1, Stability +1), Tavern (+500 base value; Economy +1, Loyalty +1). Gives Khatovar Economy +2, Loyalty +3, Stability +2. Made Stability check (65 vs. DC 57) to avoid increase in Unrest.

3 – Establish and Improve Cities: None

4 – Build Roads: Build road in hex N of Varnhold Pass (-2 BP; total roads = 19)

5 – Establish Farmlands: Convert hex with Blood Furrows and hex NW of Blood Furrows to farmland (-4 BP; -4 Consumption)

6 – Edicts: Promotion = None (-1 Stability); Taxation = None (+1 Loyalty); Festivals per Year = 0 (-1 Loyalty)

Income Phase:
1 – Deposits: None

2 – Benefit From Trade Options: None this month

3 – Sell Valuable Items: Made checks (60, 67, 73, 76, 72) to sell 1 medium and 4 minor items for 16 BP

4 – Generate Income: Made Economy check (72 vs. DC 57) and gained +14 BP

Event Phase:
Good weather (+4 to Loyalty checks till next Event Phase)
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PostSubject: Month 16 - Aryth, 1001 YK   Kingdom Development Icon_minitimeFri May 06, 2011 6:15 pm

Current scores: Economy +58, Loyalty +48 (52), Stability +59 (58), Unrest 0, Kingdom size = 37; Command DC 57; Consumption = 7; Treasury = 41 BP

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

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

Varnhold city statistics: Base Value = 2200 gp; Defense Modifier +0; Districts = 1; contains Brewery, Exotic Craftsman, Garrison, Granary, Inn, Smith, Tannery, Temple, 3 Tradesmen , and 8 Houses; 3 minor items

Upkeep Phase:
1 – Determine Kingdom Stability: Success (62 vs. DC 57), so BP +1 because Unrest = 0

2 – Pay Consumption: Pay 7 BP

3 – Fill Vacant Magic Item Slots: 1 medium and 4 minor items

4 – Unrest: None

Improvement Phase:
1 – Select Leadership: No changes

2 – Claim Hexes: No hex claims

3 – Establish and Improve Cities: Build Jail in Varnhold city (7 BP due to Garrison; Loyalty +2, Stability +2; Unrest –2), a Graveyard in Varnhold (2 BP due to Temple; Loyalty +1), a Brothel in Varnhold city (4 BP; Economy +1, Loyalty +1; Unrest +1) and a Brothel in Lakeshore (4 BP; Economy +1, Loyalty +1; Unrest +1).

4 – Build Roads: None

5 – Establish Farmlands: Convert hex with Kobold Silver Mine and hex N of Varnhold Pass to farmland (-8 BP; -4 Consumption)

6 – Edicts: Promotion = None (-1 Stability); Taxation = None (+1 Loyalty); Festivals per Year = 0 (-1 Loyalty)

Income Phase:
1 – Deposits: None

2 – Benefit From Trade Options: None this month

3 – Sell Valuable Items: Made checks (69, natural 1, 76, 71, 76) to sell 1 medium and 3 minor items for 14 BP

4 – Generate Income: Made Economy check (76 vs. DC 57) and gained +15 BP

Event Phase:
None
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PostSubject: Month 17 - Vult, 1001 YK   Kingdom Development Icon_minitimeFri May 06, 2011 6:17 pm

Current scores: Economy +60, Loyalty +53, Stability +61 (60), Unrest 0, Kingdom size = 37; Command DC 57; Consumption = 3; Treasury = 39 BP

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

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

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

Upkeep Phase:
1 – Determine Kingdom Stability: Success (74 vs. DC 57), so BP +1 because Unrest = 0

2 – Pay Consumption: Pay 3 BP

3 – Fill Vacant Magic Item Slots: 1 medium and 3 minor items

4 – Unrest: None

Improvement Phase:
1 – Select Leadership: No changes

2 – Claim Hexes: Claim hex N of Crooked Falls (-1 BP; +1 Consumption)

3 – Establish and Improve Cities: Build Garrison in Lakeshore (-28 BP; Halves cost of City Wall, Granary, and Jail in same city; Loyalty +2, Stability +2; Unrest –2)

4 – Build Roads: None

5 – Establish Farmlands: Convert hex N of Crooked Falls and hex with Wight Barrow (-6 BP; -4 Consumption)

6 – Edicts: Promotion = None (-1 Stability); Taxation = None (+1 Loyalty); Festivals per Year = 0 (-1 Loyalty)

Income Phase:
1 – Deposits: None

2 – Benefit From Trade Options: None this month

3 – Sell Valuable Items: Made checks (75, 79, 69, 72, 72) to sell 1 medium and 4 minor items for 16 BP

4 – Generate Income: Made Economy check (75 vs. DC 58) and gained +15 BP

Event Phase:
Attack by Ashbound druids. Made Loyalty check to avoid increase in Unrest.
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PostSubject: Month 18 - Zarantyr, 1002 YK   Kingdom Development Icon_minitimeMon May 16, 2011 7:57 am

Current scores: Economy +60, Loyalty +55, Stability +63 (62), Unrest 0, Kingdom size = 38; Command DC 58; Consumption = 0; Treasury = 33 BP

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

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

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

Upkeep Phase:
1 – Determine Kingdom Stability: Success (70 vs. DC 58), so BP +1 because Unrest = 0

2 – Pay Consumption: None

3 – Fill Vacant Magic Item Slots: 1 medium and 4 minor items

4 – Unrest: None

Improvement Phase:
1 – Select Leadership: No changes

2 – Claim Hexes: Claim hexes with Tiressia's Grove, Abandoned Tower and NE of Lakeshore (-3 BP; +3 Consumption)

3 – Establish and Improve Cities: Name Temple settlement Hunter's Horn. Begin preparing Abandoned Tower for construction (-4 BP; takes 2 months). Build a Jail (-7 BP, due to half price; Loyalty +2, Stability +2; Unrest –2) and a Granary (-3 BP, due to half price; Loyalty +1, Stability +1) in Lakeshore.

4 – Build Roads: Build road in hex with Garuum the Boggard (-2 BP; Economy +1; total roads = 20)

5 – Establish Farmlands: Convert hex NE of Lakeshore into farmland (-4 BP; -2 Consumption)

6 – Edicts: Promotion = None (-1 Stability); Taxation = None (+1 Loyalty); Festivals per Year = 0 (-1 Loyalty)

Income Phase:
1 – Deposits: None

2 – Benefit From Trade Options: None this month

3 – Sell Valuable Items: Made checks (69, 76, 66, 66, 72) to sell 1 medium and 4 minor items for 16 BP

4 – Generate Income: Made Economy check (76 vs. DC 58) and gained +15 BP

Event Phase:
None


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PostSubject: Month 19 - Olarune, 1002 YK   Kingdom Development Icon_minitimeMon May 16, 2011 8:00 am

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

Upkeep Phase:
1 – Determine Kingdom Stability: Success (67 vs. DC 61), so BP +1 because Unrest = 0

2 – Pay Consumption: Pay 1 BP

3 – Fill Vacant Magic Item Slots: 1 medium and 4 minor items

4 – Unrest: None

Improvement Phase:
1 – Select Leadership: No changes

2 – Claim Hexes: Claim hex with Frog Pond and plains hexes to its N and NE (-3 BP; +3 Consumption)

3 – Establish and Improve Cities: Construction continues at Abandoned Tower (1 month remaining). Build Caster's Tower (-30 BP; 2 medium items, 3 minor items, +1 Economy, +1 Stability) in Varnhold.

4 – Build Roads: None

5 – Establish Farmlands: Convert two new plains hexes to farmland (-4 BP; -4 Consumption)

6 – Edicts: Promotion = None (-1 Stability); Taxation = None (+1 Loyalty); Festivals per Year = 0 (-1 Loyalty)

Income Phase:
1 – Deposits: None

2 – Benefit From Trade Options: None this month

3 – Sell Valuable Items: Made checks (81, 77, 82, 65, 66) to sell 2 medium and 3 minor items for 22 BP

4 – Generate Income: Made Economy check (68 vs. DC 64) and gained +13 BP

Event Phase:
Aid from the Green King (+6 BP)
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PostSubject: Month 20 - Therendor, 1002 YK   Kingdom Development Icon_minitimeMon May 16, 2011 5:51 pm

Current scores: Economy +62, Loyalty +58, Stability +67 (66), Unrest 0, Kingdom size = 44; Command DC 64; Consumption = 0; Treasury = 46 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, Caster's Tower, Exotic Craftsman, Garrison, Granary, Graveyard, Inn, Jail, Smith, Tannery, Temple, Tradesmen (x3), and Houses (x8); 3 minor items

Upkeep Phase:
1 – Determine Kingdom Stability: Success (76 vs. DC 64), so BP +1 because Unrest = 0

2 – Pay Consumption: None

3 – Fill Vacant Magic Item Slots: 1 medium and 4 minor items

4 – Unrest: None

Improvement Phase:
1 – Select Leadership: No changes

2 – Claim Hexes: Claim three plain hexes to N, NE and SE of the easternmost hex of farmland from last month (-3 BP; +3 Consumption)

3 – Establish and Improve Cities: Construction completed at Abandoned Tower hex (+1 Consumption). Build Castle (-27 BP due to ruin; Halves cost of Noble Villa or Town Hall in same city; Economy +2, Loyalty +2, Stability +2; Defense Modifier +8; Unrest –4) in new settlement. Build House Phiarlan enclave in Lakeshore (-12 BP; Base value +500 gp, Economy +1, Loyalty +1)

4 – Build Roads: None

5 – Establish Farmlands: Convert two of the new plains hexes to farmland (-4 BP; -4 Consumption)

6 – Edicts: Promotion = None (-1 Stability); Taxation = None (+1 Loyalty); Festivals per Year = 0 (-1 Loyalty)

Income Phase:
1 – Deposits: None

2 – Benefit From Trade Options: None this month

3 – Sell Valuable Items: Made checks (72, 72, 84, natural 1, 77) to sell 2 medium and 2 minor items for 20 BP

4 – Generate Income: Made Economy check (76 vs. DC 67) and gained +15 BP

Event Phase:
None
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PostSubject: Month 21 - Eyre, 1002 YK   Kingdom Development Icon_minitimeWed Dec 07, 2011 9:28 am

Current scores: Economy +65, Loyalty +61, Stability +69 (68), Unrest 0, Kingdom size = 44; Command DC 67; Consumption = 0; Treasury = 36 BP

Lakeshore statistics: Base Value = 1200 gp; Defense Modifier +10; Districts = 1; contains Barracks, Brothel, Caster's Tower, Castle, Dump, Exotic Craftsman (x2), Garrison, Granary, Inn, Jail, Noble Villa, Park, Phiarlan Enclave, Smith, Town Hall and Houses (x4); 5 minor items, 2 medium items

Castle in forest: Base Value = 200 gp; Defense Modifier +8; Districts = 1; contains Castle

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, Caster's Tower, Exotic Craftsman, Garrison, Granary, Graveyard, Inn, Jail, Smith, Tannery, Temple, Tradesmen (x3), and Houses (x8); 6 minor items, 2 medium items

Upkeep Phase:
1 – Determine Kingdom Stability: Success (80 vs. DC 67), so BP +1 because Unrest = 0

2 – Pay Consumption: None

3 – Fill Vacant Magic Item Slots: 2 medium and 2 minor items

4 – Unrest: None

Improvement Phase:
1 – Select Leadership: No changes

2 – Claim Hexes: None

3 – Establish and Improve Cities: Build Caster's Tower (-30 BP; 2 medium items, 3 minor items, +1 Economy, +1 Stability) at Castle in forest. Pay House Phiarlan 1 BP.

4 – Build Roads: None

5 – Establish Farmlands: None

6 – Edicts: Promotion = None (-1 Stability); Taxation = None (+1 Loyalty); Festivals per Year = 0 (-1 Loyalty)

Income Phase:
1 – Deposits: None

2 – Sell Valuable Items: Made checks (73, 79, 71, 82, 84, 69) to sell 3 medium and 3 minor items for 30 BP

3 – Generate Income: Made Economy check (73 vs. DC 67) and gained +14 BP

Event Phase:
None
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PostSubject: Month 22 - Dravago, 1002 YK:   Kingdom Development Icon_minitimeWed Dec 07, 2011 9:30 am

Current scores: Economy +66, Loyalty +61, Stability +70 (69), Unrest 0, Kingdom size = 44; Command DC 67; Consumption = 0; Treasury = 50 BP

Lakeshore statistics: Base Value = 1200 gp; Defense Modifier +10; Districts = 1; contains Barracks, Brothel, Caster's Tower, Castle, Dump, Exotic Craftsman (x2), Garrison, Granary, Inn, Jail, Noble Villa, Park, Phiarlan Enclave, Smith, Town Hall and Houses (x4); 5 minor items, 2 medium items

Castle in forest: Base Value = 200 gp; Defense Modifier +8; Districts = 1; contains Caster's Tower, Castle; 3 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, Caster's Tower, Exotic Craftsman, Garrison, Granary, Graveyard, Inn, Jail, Smith, Tannery, Temple, Tradesmen (x3), and Houses (x8); 6 minor items, 2 medium items

Upkeep Phase:
1 – Determine Kingdom Stability: Success (73 vs. DC 67), so BP +1 because Unrest = 0

2 – Pay Consumption: None

3 – Fill Vacant Magic Item Slots: 3 medium and 3 minor items

4 – Unrest: None

Improvement Phase:
1 – Select Leadership: No changes, but PCs give Headbands of Wisdom +2 to Oleg and Jhod, gaining +1 to Stability and Economy. Current leadership (and stats) is:

Ruler: Rowan (+7 to Economy and Stability, due to kingdom size)
Councilor: Svetlana (+3 to Loyalty)
General: Retief (+4 to Stability)
Grand Diplomat: Youma (+4 to Stability)
High Priest: Jhod (+5 to Stability)
Magister: Elga (+5 to Economy)
Marshal: Kara (+7 to Economy)
Royal Assassin: Grabthar (+7 to Loyalty, plus reduces Unrest by 1 each Upkeep Phase)
Spymaster: Leonis (+6 to Economy)
Treasurer: Oleg (+4 to Economy)
Warden: Akiros (+4 to Loyalty)

2 – Claim Hexes: Claim 3 hexes – hexes with Statue of Balinor, Lake Silverstep and Ghost Stone (Loyalty +2; Economy +1; -3 BP; +3 Consumption).

3 – Establish and Improve Cities: Build Caster's Tower in Olegton (-30 BP; 2 medium items, 3 minor items, +1 Economy, +1 Stability). Pay House Phiarlan 1 BP.

4 – Build Roads: None

5 – Establish Farmlands: Convert hex to NW of Barbarian Cairn to farmland (-2 BP; -2 Consumption)

6 – Edicts: Promotion = None (-1 Stability); Taxation = None (+1 Loyalty); Festivals per Year = 0 (-1 Loyalty)

Income Phase:
1 – Deposits: None

2 – Sell Valuable Items: Sold 4 medium & 1 minor items (rolled natural 1 for 1 minor) for 34 BP

3 – Generate Income: Made Economy check (75 vs. DC 70) and gained 15 BP

Event Phase:
Economic Boom, gaining 3 BP
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PostSubject: Month 23 - Nymm, 1002 YK   Kingdom Development Icon_minitimeWed Dec 07, 2011 9:33 am

Current scores: Economy +69, Loyalty +63, Stability +72 (71), Unrest 0, Kingdom size = 47; Command DC 70; Consumption = 1; Treasury = 67 BP

Lakeshore statistics: Base Value = 1200 gp; Defense Modifier +10; Districts = 1; contains Barracks, Brothel, Caster's Tower, Castle, Dump, Exotic Craftsman (x2), Garrison, Granary, Inn, Jail, Noble Villa, Park, Phiarlan Enclave, Smith, Town Hall and Houses (x4); 5 minor items, 2 medium items

Castle in forest: Base Value = 200 gp; Defense Modifier +8; Districts = 1; contains Caster's Tower, Castle; 3 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 Caster's Tower, Stable, Shrine, and House (x2); 4 minor items, 2 medium items

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, Caster's Tower, Exotic Craftsman, Garrison, Granary, Graveyard, Inn, Jail, Smith, Tannery, Temple, Tradesmen (x3), and Houses (x8); 6 minor items, 2 medium items

Events:
PCs defeat and recruit group of former Drelev archers and 2 mages, led by Asaia Bell: BP +1, Loyalty +1
PCs donate money to the families of guards & workers slain in the attack: BP -1, Loyalty +1
Trade negotiations at Fort Drelev mean Khatovar will gain +6 BP each month during Income Phase

Upkeep Phase:
1 – Determine Kingdom Stability: Success (78 vs. DC 70), so BP +1 because Unrest = 0

2 – Pay Consumption: Pay 1 BP

3 – Fill Vacant Magic Item Slots: 4 medium and 1 minor items

4 – Unrest: None

Improvement Phase:
1 – Select Leadership: No changes

2 – Claim Hexes: Claim 3 hexes – to north of Barbarian Cairn, two hexes north of Frog Pond and to north of statue of Balinor (-3 BP; +3 Consumption).

3 – Establish and Improve Cities: Build Caster's Towers in Hunter's Horn (-30 BP; 2 medium items, 3 minor items, +1 Economy, +1 Stability) and Tatzlford (-30 BP; 2 medium items, 3 minor items, +1 Economy, +1 Stability). Pay House Phiarlan 1 BP.

4 – Build Roads: None

5 – Establish Farmlands: Convert hex to north of Barbarian Cairn to farmland (-2 BP; -2 Consumption)

6 – Edicts: Promotion = None (-1 Stability); Taxation = None (+1 Loyalty); Festivals per Year = 0 (-1 Loyalty)

Income Phase:
1 – Deposits: None

2 – Sell Valuable Items: Sold 5 medium items (rolled 1 for one) for 40 BP

3 – Generate Income: Made Economy check (90 vs. DC 73) and gained +18 BP

4 – Trade agreements with Pitax: Gain 6 BP

Event Phase:
Nil
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PostSubject: Month 24 - Lharvion, 1002 YK   Kingdom Development Icon_minitimeMon Jan 30, 2012 12:51 am

Current scores: Economy +71, Loyalty +65, Stability +74 (73), Unrest 0, Kingdom size = 53; Command DC 73; Consumption = 2; Treasury = 65 BP

Lakeshore statistics: Base Value = 1200 gp; Defense Modifier +10; Districts = 1; contains Barracks, Brothel, Caster's Tower, Castle, Dump, Exotic Craftsman (x2), Garrison, Granary, Inn, Jail, Noble Villa, Park, Phiarlan Enclave, Smith, Town Hall and Houses (x4); 5 minor items, 2 medium items

Castle in forest: Base Value = 200 gp; Defense Modifier +8; Districts = 1; contains Caster's Tower, Castle; 3 minor items, 2 medium items

Hunter's Horn statistics: Base Value = 200 gp; Defense Modifier +0; Districts = 1; contains Caster's Tower, Graveyard and Temple; 2 medium items, 5 minor items

Olegton statistics: Base Value = 700 gp; Defense Modifier +0; Districts = 1; contains Caster's Tower, Stable, Shrine, and House (x2); 4 minor items, 2 medium items

Tatzlford statistics: Base Value = 700 gp; Defense Modifier +0; Districts = 1; contains Brewery, Caster's Tower, Shrine, Smith, Tavern and House (x3); 2 medium items, 4 minor items

Varnhold city statistics: Base Value = 2200 gp; Defense Modifier +0; Districts = 1; contains Brewery, Brothel, Caster's Tower, Exotic Craftsman, Garrison, Granary, Graveyard, Inn, Jail, Smith, Tannery, Temple, Tradesmen (x3), and Houses (x8); 6 minor items, 2 medium items

Events:
PCs obtain Deneith mercenaries to guard all of their councilors: BP -10, Loyalty +1
PCs defeat Thuranni ambush: Stability +2

Upkeep Phase:
1 – Determine Kingdom Stability: Success (78 vs. DC 73), so BP +1 because Unrest = 0

2 – Pay Consumption: Pay 2 BP

3 – Fill Vacant Magic Item Slots: 5 medium items

4 – Unrest: None

Improvement Phase:
1 – Select Leadership: No changes

2 – Claim Hexes: Claim one hex north of Tatzlford, one north of Tiressia's grove and one in forest 2 hexes north of Olegton (-3 BP; +3 Consumption)

3 – Establish and Improve Cities: Build City Wall around Lakeshore (-4 BP, due to Garrison; +8 Defense) and Olegton (-8 BP; +8 Defense). Build Theater (-24 BP; Halves cost of Brothel, Park, and Tavern in same city; Economy +2, Stability +2) and Park (-2 BP due to Theater; Loyalty +1) at Lakeshore.

4 – Build Roads: Build 4 hexes of road connecting Olegton to border (-5 BP; total roads = 24; +1 Economy and Stability)

5 – Establish Farmlands: Convert hex two north of Frog Pond and Varnhold hex SE of Ghost Stone to farmland (-6 BP; -4 Consumption)

6 – Edicts: Promotion = None (-1 Stability); Taxation = None (+1 Loyalty); Festivals = 1 (-1 BP; +1 Loyalty)

Income Phase:
1 – Deposits: None

2 – Sell Valuable Items: Sold 5 medium items (rolled 1 for one) for 40 BP

3 – Generate Income: Made Economy check (90 vs. DC 76) and gained 18 BP

4 – Trade agreements with Pitax: Gain 6 BP

Current scores: Economy +74, Loyalty +67 (69), Stability +79 (78), Unrest 0, Kingdom size = 56; Command DC 76; Consumption = 1; Treasury = 65 BP

Lakeshore statistics: Base Value = 1200 gp; Defense Modifier +18; Districts = 1; contains Barracks, Brothel, Caster's Tower, Castle, City Wall, Dump, Exotic Craftsman (x2), Garrison, Granary, Inn, Jail, Noble Villa, Park (x2), Phiarlan Enclave, Smith, Theater, Town Hall and Houses (x4); 5 minor items, 2 medium items

Castle in forest: Base Value = 200 gp; Defense Modifier +8; Districts = 1; contains Caster's Tower, Castle; 3 minor items, 2 medium items

Hunter's Horn statistics: Base Value = 200 gp; Defense Modifier +0; Districts = 1; contains Caster's Tower, Graveyard and Temple; 2 medium items, 5 minor items

Olegton statistics: Base Value = 700 gp; Defense Modifier +8; Districts = 1; contains Caster's Tower, City Wall, Stable, Shrine, and House (x2); 4 minor items, 2 medium items

Tatzlford statistics: Base Value = 700 gp; Defense Modifier +0; Districts = 1; contains Brewery, Caster's Tower, Shrine, Smith, Tavern and House (x3); 2 medium items, 4 minor items

Varnhold city statistics: Base Value = 2200 gp; Defense Modifier +0; Districts = 1; contains Brewery, Brothel, Caster's Tower, Exotic Craftsman, Garrison, Granary, Graveyard, Inn, Jail, Smith, Tannery, Temple, Tradesmen (x3), and Houses (x8); 6 minor items, 2 medium items
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