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Ruling a Kingdom.

Posted by The StorytellerFor group 0
The Storyteller
GM, 8 posts
Wed 10 Oct 2012
at 11:32
  • msg #1

Ruling a Kingdom

UPKEEP PHASE

Step 1—Determine Kingdom Stability:
Make a Stability check against your Command DC to determine your kingdom’s level of security for the month. If you make the check, reduce your kingdom’s Unrest by 1 (if your Unrest is at 0, gain 1 BP as a result of surplus goods and services). If you fail this check by 5 or more, increase Unrest by 2.

Step 2—Pay Consumption:
Deduct your kingdom’s Consumption from the kingdom’s Treasury BP. If you
aren’t able to pay for the month’s Consumption, your kingdom’s BP drops into the negative. Every time you end an Upkeep phase with negative BP in your Treasury, your kingdom’s Unrest increases by 2.

Step 3—Fill Vacant Magic Item Slots:
If there are any vacant magic item slots in any cities, randomly roll new
items to fill these slots.

Step 4—Unrest:
If the kingdom’s Unrest is 11 or higher, it loses one hex chosen by the kingdom’s leaders. Any improvements in that hex (farmlands and roads) are lost and must be rebuilt after the hex is reclaimed. Any settlements
in that hex become towns that must be annexed if they are to be reclaimed into the kingdom (see page 56). Finally, if the kingdom employs a Royal Assassin, reduce your total Unrest by 1 at the end of this phase.

IMPROVEMENT PHASE

Step 1—Select Leadership:
Assign leaders to any vacant leadership roles. Leaders must be PCs or closely allied NPCs. You can change leaders as often as you want with
no impact on your nation’s statistics (apart from changing what bonuses apply, as the ability scores of leaders differ).

Step 2—Claim Hexes:
Each hex on the maps of the Stolen Lands measures 12 miles across, and the PCs’ kingdom must be built hex by hex. To claim a hex, you must explore it and clear it of monsters or dangerous hazards; the hex must also be adjacent to a hex that is already part of the kingdom (with the exception of the first hex, which can be anywhere). At this point, you can claim the hex as part of the kingdom by spending 1 BP. Increase your kingdom’s size (and thus its Consumption) by 1 for
each hex you claim. You can abandon a hex to reduce your kingdom’s Size. Doing so increases Unrest by 1 (or by 4, if the abandoned hex contained a city).

Step 3—Establish and Improve Cities:
Prepare land for city districts and then purchase new buildings for your
kingdom’s cities. The building’s adjustments to your nation apply immediately. You can also destroy buildings at this time in order to clear a space to build something new; if you destroy a building, don’t forget to remove its benefits from your kingdom’s statistics!

Step 4—Build Roads:
Roads have an immediate initial cost but over the long term can pay for the investment handsomely. It costs 1 BP to build a road though a hex.
This cost increases to 2 BP in forests and to 4 BP in swamps and mountains. If the road crosses a river, a bridge must be built—this doubles the road’s cost.

Step 5: Establish Farmlands:
You can develop any grassland or hill hex that contains roads into farmlands to help sustain your kingdom’s Consumption. It costs 2 BP to designate a grassland hex as farmland and 4 BP to designate a hill hex as farmland. You cannot build a city on a farmland hex. Every farmland hex in your kingdom reduces your Consumption by 2 BP.

Step 6: Edicts:
Pick or adjust your edict levels as you wish.

INCOME PHASE

Step 1—Deposits:
You can add funds to a kingdom’s treasury by donating coins, gems, jewelry, weapons, armor, magic items, and other valuables you find while
adventuring. For every full 4,000 gp in value of the deposit, increase your kingdom’s BP by 1. Items that individually cost more than 4,000 gp must be sold as detailed under Step 3 below.

Step 2—Withdrawals:
You can also withdraw funds from the kingdom’s treasury, but doing so runs the risk of annoying the citizens. Each time you withdraw funds,
the kingdom’s Unrest increases by 1. In addition, you must make a Loyalty check (DC = Command DC + number of BP being withdrawn); a failure causes your kingdom to gain Unrest equal to the total BP withdrawn. Each BP
withdrawn in this manner converts into 2,000 gp.

Step 3—Sell Valuable Items:
You can attempt to sell items that cost more than 4,000 gp through your city’s markets to bolster your kingdom’s Treasury; these can be items you
recover during an adventure or they can be magic items currently held by any of your cities. To sell these items, make an Economy check (DC 20 for minor items, DC 35 for moderate items, and DC 50 for major items). A failed check indicates the item doesn’t sell. Success indicates that the
item sells and you can increase your kingdom’s treasury by 2 BP (for minor items), 8 BP (for moderate items), or 15 BP (for major items). You can make one Economy check per city district during each Income phase.

Step 4—Generate Income:
Make an Economy check against your Command DC at the end of your Income
phase. If you’re successful, divide your result by 5 (dropping any fractions) and increase your Treasury’s BP by that amount.

EVENT PHASE


_______________________________________________

Dette er reglerne som beskrevet i Kingdoms. Der kan forekomme små ændringer, men nok mest for Flavour.
This message had punctuation tweaked by the GM at 11:01, Sun 14 Oct 2012.
The Storyteller
GM, 9 posts
Wed 10 Oct 2012
at 11:40
  • msg #2

Re: Ruling a Kingdom

Her går Runde 1 nu i gang. Det drejer sig om Kuthona 4709 AR (november), og den første sne begynder snart at falde ...

Hvem starter?

Jeg forstiller mig at vi tager det regel-tekniske herinde, hvorefter jeg sammenkæder det med hvad I beslutter i The Council og skriver det sammen med Events i History of The Kingdom, og så kan I diskutere videre i The Council omkring hvordan I tackler det event der måske dukker op.

Det er forsøgsbasis det her.
Aradlon
player, 10 posts
Sun 14 Oct 2012
at 20:34
  • msg #3

Re: Ruling a Kingdom

Kuthona måned:

Stability: Ruller 19+14 = 33 mod DC 22. Klarer det og da unrest er på 0 får vi et ekstra BP

BP 42

Pay consumption: 1 BP

BP 41

Improve cities: Bygger en smedje (6 BP)

BP 35

Generate Income: Ruller 20+19 = 39 mod DC 22. Tjener (39/5=) 7 BP

BP 42
This message was last edited by the player at 10:39, Thu 18 Oct 2012.
Isabel
player, 10 posts
Mon 15 Oct 2012
at 08:04
  • msg #4

Re: Ruling a Kingdom

In reply to Aradlon (msg # 3):

Jeg tror faktisk at unrest var på 2 i den måned... men det gør nok ingen forskel med det super slag :-)

Jeg vil skrive resultaterne ind i vores analoge kingdom analer. Philip kan du give mig de præcise tal for en smedje?
Isabel
player, 12 posts
Mon 15 Oct 2012
at 08:09
  • msg #5

Re: Ruling a Kingdom

In reply to Isabel (msg # 4):

Nå ja vi havde vist bare en -2 penalty til stabiliti slaget... vi havde ingen unrest. Jeg vrøvlede bare :-)

PS: Jeg kan se din navneændring er permanent Aradlon ! :-D
The Storyteller
GM, 44 posts
Mon 15 Oct 2012
at 08:38
  • msg #6

Re: Ruling a Kingdom

Smith: Economy +1, Stability +1.
Shivira
player, 13 posts
Mon 15 Oct 2012
at 08:59
  • msg #7

Re: Ruling a Kingdom

Det hele er opdateret i regnearket på wikispasser.

I burde selv kunne åbne regnearket via google documents. Bare husk at alt der er markeret med rødt er felter der automatisk bliver beregnet - ikke ændre noget... ;)
Isabel
player, 14 posts
Mon 15 Oct 2012
at 19:01
  • msg #8

Re: Ruling a Kingdom

In reply to Shivira (msg # 7):

I følge det skriv jeg har om de forskellige bygninger så lader det til at man skal udspecificere hvilken type smed man bygger! Der er en blacksmith, amor smith & weapon smith... hva vælger vi?
Shivira
player, 15 posts
Mon 15 Oct 2012
at 19:06
  • msg #9

Re: Ruling a Kingdom

Det tror jeg ikke er helt rigtigt. Et felt på bykortet (og dermed en bygning) er meget stor og repræsenterer flere bygninger af samme art. Men jeg kan tage fejl - og så har vi ikke en smedje men en smedefabrik....
Isabel
player, 15 posts
Mon 15 Oct 2012
at 19:26
  • msg #10

Re: Ruling a Kingdom

In reply to Shivira (msg # 9):

Det er muligt der skulle have stået 'and' istedet for 'or' i de bygning beskrivelser jeg har. Det lyder også underligt hvis man skal have forskellige smedjer til at lave rustninger og våben. Jeg mener en smed har muligvis forskellige skills, men det er sgu det samme værktøj og værksted han skal bruge for enten at lave våben eller rustninger...
The Storyteller
GM, 50 posts
Mon 15 Oct 2012
at 20:13
  • msg #11

Re: Ruling a Kingdom

Jeg er rimelig sikker på der er en kæmpe forskel på en våbensmed, en rustningssmed, en klejnsmed, en grovsmed osv.

Men Kingdom-reglerne er mere overordnet så en Smith gælder det hele. Det Der hvor I så placerer Smith i Thornburg er så bare den del af byen hvor alle smedene holder til. Lidt på samme måde som når I køber et House så er det ikke kun ET hus der bygges men mere et område hvor folk bor tæt sammen.
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