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Civilization Thread

Three votes picks race
>>
>>2304688
:)
>>
>>2304688
:)
>>
>>2304688
00111010 00101001
>>
Sentient ducks

World War 2 japan
>>
>>2304688
LGBT union

Saudi Arabia
>>
>>2304688
fuck off
>>
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325 KB JPG
>>2304729
>>2304737
>>2304782

I'm just trying to start a normal civ thread, please no bully.
>>
>>2304838
Id be more invested if you could describe the setting we play in.
>>
>>2304838
Make it multiplayer and with a map like here and I'll join >>2304645 I'm not playing any more of these zero effort single player civs with no maps and which die after a day no more nigga
>>
>>2304845
Also this
>>
>>2304845 sure although it'll be a bit vague until we have our choices of race, location and a few others
>>2304860 sorry it's centered around a single civ, it's not a builder it's a civ thread, I might make a map later but I won't provide one from the get go. It will likely last longer than a day and will not be a zero effort thing, for me at least.

The gods once walked the earth amongst the mortals, it was a time of great and powerful magic where archmages battled out to figure out who was the fiercest but the magic over the centuries seems to have weakened - artifacts from this bygone golden era of magic lie buried in ancient towers and dungeons for those bold enough to face the perils to go fetch them. The era of the gods came to an end when the good gods led by Tyemis the god of order defeat the forces of Qiqton the god of the underworld and his allies and banished them out of the material plane. The good gods then left the material plane out of their own accord, but not before teaching their mysteries to their respective chosen races. The mysteries of the dark gods were also preserved although mainly in more secretive circles.

In more recent times an ancient continental island who was deemed long lost was rediscovered and several factions from the old world decided to send settlers to colonize the place. These islands however already had some inhabittants plus settlers from another continent then unknown to the people of the old world.

In these new lands you'll carve a place for yourself and your race in the history of this world or perish like countless other did before you.
>>
Dang, I was expecting a quick start.

Oh well, guess I can wait. If we don't get enough votes today until around midnight I'll be back tomorrow around 16h UTC to start the thread.
>>
Rolled 2 (1d2)

>>2304961
Yo Pretty sure i was in your other thread till the autists showed up like these guys>>2304885
>>2304860
>>2304737
>>2304729
>>2304719
>>2304720
but Swamp or Desert Humans seem like fun rolling for which terrain in case there's no ther people yet
>>
>>2304991

You're the first one to give a proper vote so far

So it's Desert Humans? Could be fun, let's wait awhile to see if more people show up.
>>
Are you the dude from the cucked Elf Civ?

Anyway, ignore the faggots, they just want attention.

I'm feeling like doing a little Demon stuff but I don't want this to slow down even more.

Desert Humans please.
>>
>>2305100 yep it's me
>>2304991


So two votes for Desert Humans so far.
Should we begin already or wait for another one?
>>
>>2305208
I say we go now, seems to be pretty slow today.
>>
>>2305208
Might as well start
>>
>>2305223
>>2305228


We are humans, a versatile bunch adept at the use of technology and diplomacy to solve our problems.


Versatility -> Artisans + 10
Technology Research + 10
Diplomacy + 10
Easy to Manipulate - 10
Orc Intolerance - 20

What is the form of government adopted by our people?
> Dictatorship. Our supreme leader has uncontested rule over our population. No bonuses nor penalties.
> Republic. In theory anyone can run for public office but in practice the oldest families hoard all the power. Small bonus to diplomacy.
> Nobility. Our land is ruled by a noble, a count or duke, bound by oaths to the king who has god given rights to rule and the duty to protect the serfs. Large bonus to militarism, small penalty to diplomacy.
> Council. We're ruled by a council that has authority over our military appoints new members once the older members retire or die led by a lawspeaker also appointed by the council. Small bonus to militarism.
> other?

Where is our settlement located?

> In a big oasis in the middle of the desert where we keep our herds
> On the margins of a caudalous river coursing through the desert
> On the mouth of a caudalous river coursing through the desert
> On the edge of the desert near some waterholes on a vast expanse of savanna
> other?

How familiar are we with our surroundings?
> We live in our traditional lands. Our population is large and well established.
> We recently split from a larger clan. We have plenty of tools and eager settlers to start building a new settlement
> We're newcomers in this land. We have many brave explorers who ventured forth into this land and deemed it appropriate for settlement.
> We're actively invading enemy land. We have a contingent of warriors ready to wage war at a moment's notice
> other?
>>
>>2305231
> Nobility. Our land is ruled by a noble, a count or duke, bound by oaths to the king who has god given rights to rule and the duty to protect the serfs. Large bonus to militarism, small penalty to diplomacy.

> On the margins of a caudalous river coursing through the desert

> We live in our traditional lands. Our population is large and well established.
>>
>>2305260
Support.
>>
>>2305260
>>2305285

Our land is ruled by a noble bound by oaths to the king who has god given rights to rule and the duty to protect the serfs.

> Name leader

We live on the margins of a caudalous river coursing through the desert, timing our sowings and harvests according to the flood and drought seasons of the river.

> Name river

We live in our traditional lands. Our population is large and well established.

about 5000 people
Treasury 1000 gold (+100 gold/year)
Tax rate 10% (750 gold/year)
30 Town Guards (150 gold/year)
50 Swordsmen (500 gold/year)


Quarry -> Stone
Mines -> Iron ore
Farms -> mostly Wheat, Rye, Barley
Granary -> food storage
Brewery -> Beer
Smith -> Iron
Barracks -> Swordsmen
Tavern -> Adventurers
Market -> Tax revenue + 50%


What is our tribe known for (pick three instead of two due to human versatility)
> Our well trained hunting dogs
> Our impressive herds of cows
> Our large flocks of sheeps
> Our large swine herds
> Our steeds bred for speed
> Our steeds bred for combat
> Our skilled foot soldiers
> The accuracy of our ranged soldiers
> The devastating charges of our horsemen
> Our powerful divine magic
> Our powerful arcane magic
> Our learned scholars
> Our highly skilled masons
> Our highly skilled carpenters
> Our highly skilled metalsmiths
> Our highly skilled artisans
> The competency of our hunters
> The competency of our farmers
> A powerful and renowned adventurer
> A famous mercenary company
> other

What gods do we traditionally worship (pick up to three)

> Fithar, God of War
> Uius, God of Harvest
> Fuzneas, Goddess of Weddings
> Irthys, Goddess of Health
> Xikraura Goddess of Music
> Yagi, God of Nature
> Yfdea, Goddess of Finance
> Kinla, Goddess of Children
> Gewlena, Goddess of Fall
> Tydar, God of Magic
> Ahrus, God of Time
> Weenar, God of Night and Day
> Kaphine, Goddess of Oracles
> Meana, Goddess of Misfortune
> Yyja, Goddess of Good Luck
> Husrasil, God of Beauty
> Tyemis, God of Order
> Oteus, God of Fire
> Wobagi, God of Blacksmiths
> Qiqton, God of the Underworld
> We worship our ancestors
> We worship no gods
> other?
>>
>>2305355
Im terrible at naming so ill wait for other anon to suggest something but my other suggestions are

> Our steeds bred for speed
> The accuracy of our ranged soldiers
> A famous mercenary company
A band of highly skilled heavy horse archers would be sweet

> Weenar, God of Night and Day
> Kaphine, Goddess of Oracles
> Yfdea, Goddess of Finance
Cause these seem like a fun combo to me
>>
>>2305372

> Our steeds bred for speed
> The accuracy of our ranged soldiers
> A famous mercenary company
Our horses are some of the finest in the known world, coming from a long lineage of steeds bred for speed. Our town is famous for being the hometown of the "Irontip Brigade", a band of highly skilled heavy horsearchers who sell their services to whoever has the gold to pay for it. Last you heard they were asking a whooping 4,000 gold coins for a year of service - not that anyone would likely need them for more than an odd season anyway. We have a number of horses and we can train horsemen, their upkeep is twice as costly as that of a swordsmen.

Stables -> Horsemen

Our traditional gods are Weenar, the God of Night and Day, Kaphine, the Goddess of Oracles and Yfdea the Goddess of Finance. We've built shrines to each of the three gods in our town, the shrine to Weenar bestowing upon us the boon of Watchfulness ritual giving us a bonus to exploration, the shrine to Kaphine bestowing upon us the boon of Prophetic Dreams ritual, giving us a bonus to diplomacy, and the shrine to Yfdea bestowing upon us the boon of Rubbing Hands ritual that gives a bonus to trade.

Weenar's Watchfulness Ritual -> Exploration bonus
Kaphine's Prophetic Dreams Ritual -> Diplomacy bonus
Yfdea's Rubbing Hands Ritual -> Trade bonus

But we're not alone in the world!

Living around here for so long we've had our share of feuds with the surrounding races. Which races do we have unresolved feuds with? (pick two, you can pick the same race more than once)

> humans
> elves
> dwarves
> halflings
> gnomes
> fairies
> undeads
> formians
> orcs
> minotaurs
> demons
> trolls
> dark elves
> centaurs
> lizardfolk
> vampire
> goblin
> dryads
> satyrs
> homunculus
> other?


We also have good relationships with two other groups, pick two allies from the same list, you can pick the same race more than once.
>>
>>2305355
> Name leader
Trit Atatau

> Name river
The Gety River

Feuds
Trolls
Goblins

Buds
Dwarf
Centaurs
>>
>>2305355

> Our steeds bred for speed
> A famous mercenary company
Horse archers are great, but I don't know if I'd want to devote all our bonuses to them, especially since we're not nomadic or in immediate danger. But knowledge never goes out of style.
> Our learned scholars
knowledge + oracles = divination = superpower
This way even in peacetime, we can sell horses and make money from mercs while we focus on economics and fun stuff.

> Kaphine, Goddess of Oracles
> Yfdea, Goddess of Finance
not sure about third, night & day sounds weird and interesting, but so does ancestor worship. Or we could do something practical like Time or Luck, or something fancy like Music or Beauty.
>>
>>2305434
If you wouldnt mind QM could we switch to > Our learned scholars, he makes some good points

Yeah i was thinking day and night time and oracles but then thought MONEY
>>
>>2305481
Yeah, I like the exploration bonus tho, good call on that.

The neighbors sound good. Perhaps we can be the middleman between dwarven goods and centaur caravans while we ply the rivers.
>>
>>2305434
Feuds
>Human
>trolls
Allies
>Dwarves
>Humans
>>
>>2305434
>>2305452
Switching my feuds to
>>2305611
>>
>>2305452
>>2305459
>>2305481
>>2305527
>>2305611

I'm having trouble with captch lately so expect delays.

Alright, switching to

> Our learned scholars

Our scholars are famous for their vast collections of scrolls that they acquired from three continents, they are learned in wisdom that scholars from other lands can only dream of.

Library -> Bonus to research

>Name settlement

Lord Trit Atatau the ruler of the settlement built upon the margins of the Gety river has had to contend with the trolls from Golurtz and the goblins from Suma in the east way too many times. Luckily we have our trusty allies the dwarves in their southern citadel of Khela and the centaurs of the Brine tribe who roam in the vast expanse of the savanna to the west. Besides them we know of the halflings in the northern city of Asminster on the mouth of the Gety river. We're also aware from ancient lore and tales of travellers of the existence of lizardmen, elves, vampires, orcs and demons in this continental island, although we aren't certain about where they dwell.


It's the year 801 and it's Spring.

We replant our farms as usual. Our tax rate is 10%. The tax collectors go around doing their business and after paying the wages of our military we raise our treasury to 1109 gold coins.

Our most recent census report our population at a whooping 5067. Our population have 329 horses, 2567 cows, 4325 sheep and 5320 pigs.

In our tavern circulates rumors about a necromantic tower in the far southeast, orcs cultuating demons in the far southwest, a war between elves and humans in the northeast and a war between halflings and lizardmen in the northwest.

Our artisans complain that we don't have any wood! Perhaps we could trade with one of our allies for some.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, treeplanter's cottage 200 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/yearp; horsemen 20 gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Take a census
> other?
>>
>>2305644
I like the idea of trading with the dwarves, and it makes sense to be allied and hostile different human faction considering we're well established.
>>
>>2305644
>>2305653


Those last minute switches really mess things up. Do you expect me to redo the whole post? I was already drawing up the map and fleshing up the factions. Make your call, it's now or never.
>>
>>2305658
It's fine how it is
>>
>>2305658
>>2305661
I'd rather just get things moving, and don't want you to do a bunch of extra and get burnt out
>>
>>2305665

relax we're only at the beginning, I could scrape the whole thing now and I'd lose about fifteen minutes of effort, but since you're alright with it let's keep going.
>>
>>2305649
>Send trade caravan to Khela to trade with the Dwarves, try to trade sheep for wood and seeds to start planting here, send an escort of 6 horsemen for for 120 gp
do we have stone to start building walls with?
>>2305672
sorry for the last minute, I just got here
>>
We have two actions per turn by the way, so pick two.
>>
>>2305681

yes we have a quarry so we have stone.
>>
>>2305688
Then >>2305681
and start building first tier stone walls
>>
>>2305649

Start Stone Wall
Build Scholar's Guild

I think the guild would be best since we got learned scholars
>>
>>2305690
>>2305681

It's the year 801 and it's Summer

Our miners do open pit mining for stone and iron ore at a nearby hill. It's neither safe nor particularly profitable but get us enough trued stone and iron ore to serve our everyday needs.

We decide to send a large trade caravan to Khela to trade with the Dwarves. We trade 263 sheep for a couple wagon loads of funguswood. The dwarves only had seeds for underground fungus trees so we took some of those. We hire 6 horsemen and equip them for 120 gp, they'll cost an additional 120 gp upkeep every spring. Our treasury is down to 989 gold.

We also start building a stone wall. How large should this stone wall be?
> Large enough to encompass most of our houses (1/8)
> Large enough to encompass all our houses and some of our fields (1/16)
> Large enough to encompass most of our fields (1/32)
> other?

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, treeplanter's cottage 200 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/yearp; horsemen 20 gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Take a census
> other?
>>
>>2305712
I need to post faster...

> Large enough to encompass most of our houses (1/8)
> Build Scholar's Guild
>>
>>2305712
>Large enough to encompass most of our houses (1/8)
>Build Scholar's Guild
like >>2305709 said
> Send exploring party consisting of our 6 horsemen to the NE
>>
So guys what direction should we take the civ? looking at the basic research options we dont really have basic magics
>>
>>2305738
I was actually going to ask if we could do a wizard-lord ruler, but I got here late, at this point I think we should focus on trade and setting up defenses, while trying to chain the scholars into magic users on the side
>>
>>2305723
>>2305729


It's the year 801 and it's Autumn.

We decide to build a stone wall large enough to encompass most of our houses. Our miners are hard at work stripping the hill of stone to our masons specifications while our laborer's do the foundations work.

Stone wall (1/8)

We decide to spend 800 gold buying and crafting all the special aparatus our scholar's need to perform their research. We build them a large guild house where they can experiment with all kinds of tools and components. Our treasury is down to 189 gold.

Scholar's guild -> Research bonus

We send an exploring party consisting of our 6 horsemen to the northeast. They travel past the goblins territory and reach some lush forests. Perhaps these are the lands where the elves dwell? They also find a ruined tower with gargoyles guarding it. They return to report their findings.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, treeplanter's cottage 200 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/yearp; horsemen 20 gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Take a census
> other?
>>
>>2305745
Sounds good to me and tie Magic and Knowledge into our concept of Nobility
>>
>>2305755

COntinue wall
Research Arcane theory
>>
>>2305755
> Research [arcane theory]
>Send trading caravan to Khela, escorted by our horsemen to try to establish a consistent trade route to make more money, bring pigs to sell
>>
>>2305755
does the wall construction use an action every turn or can we still do two?
>>
>>2305766
>>2305772
>>2305779
it takes an action every turn, or two if you want to spend both on the wall

roll 1d100 with your choices from now on to make it easy for me to decide when there's ties since it's just the two of you

It's the year 801 and it's Winter.

We decide to have our laborers continue building the stone wall around our houses.

Stone Wall (2/8)

We have our scholars start researching arcane theory. Luckily we have plenty of scrolls detailing basic rituals so we should be able to start casting at least some cantrips soon enough.

This winter is not particularly harsh, we're well prepared to survive it with warm clothig made out of leather and wool.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, treeplanter's cottage 200 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/yearp; horsemen 20 gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Take a census
> other?
>>
>>2305794
> continue building the stone wall around our houses.
>Send trading caravan to Khela, escorted by our horsemen to try to establish a consistent trade route to make more money, bring pigs to sell
>>
Rolled 99 (1d100)

>>2305794
Once we start research it continues in the background right? Also can we have state controlled adventurer groups?

Also
> Continue wall

> Send trading caravan to Khela, escorted by our horsemen to try to establish a consistent trade route to make more money, bring pigs to sell
>>
>>2305802
forgot roll
>>
>>2305814
also forgot how apparently, what do you put in the option box?
>>
Rolled 93 (1d100)

>>2305819
dice+1d100
>>
>>2305823
thanks
>>
>>2305745
>>2305756
Reminder not to neglect the gods, especially the Oracle. Divination is the purest form of scholarly magic.
Also don't neglect the river. We should build a tree farm and some boats asap.
>>
>>2305834
Well we have weird underground fungus tree seeds right now not much good for us just yet and lets have a major festival this coming turn you make a good point
>>
>>2305834
tree farm is why I wanted seeds but we got subterranean plant seeds
You're probably right about the gods though
>>
>>2305802
>>2305808

If you hire the adventurers you can gave state controlled ones, sure. Humans are all about money.

It's the year 802 and it's Spring.

Your tax collectors go around again and after paying our army we end up with a deficit of 11 gold! Our treasury is down to 178 gp. Your advisors say we should consider either lowering our expenses or raising taxes.

We have our laborers continue building the stone wall around our houses.

Stone Wall (3/8)

We send a trading caravan to Khela trying to establish a consistent trade route to sell our pigs attempting to make some extra money! The dwarves are happy to buy 155 pigs from us, our caravan has netted us 63 gold and will keep netting us more gold every year! Our treasure is up to 241 gold.

Our army catches sight of about twenty goblins trying to sneak into our territory to steal cattle! Our swordsmen and horsemen go after them and make them flee for their lives! Our horsemen manage to kill two goblins and wound three others before they flee.

Some travellers who came recently from the west tell tales about a small band of jackalweres stealing from lone travellers in a small oasis in the desert.
> Place a bounty of 50 gold on the jackalweres
> Send our army against the jackalweres
> Hire an experienced adventurer to pretend being a normal traveller to take the jackalweres by surprise for 30 gold
> Don't do anything about the jackalweres
> other?

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, treeplanter's cottage 200 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/yearp; horsemen 20 gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Take a census
> other?
>>
Rolled 59 (1d100)

>>2305851
> Continue wall
> Hire an experienced adventurer to pretend being a normal traveller to take the jackalweres by surprise for 30 gold
>>
Rolled 42 (1d100)

>>2305851
> Send our army against the jackalweres
5 Horsemen
15 Soldiers

Continue stone wall
Research Healing Magic
>>
>>2305851
>Continue wall

>Send Exploring party to the nearest known forest to hopefully aquire some seeds/saplings

>>2305841
in case you weren't in OP's last bread, sacrificing/celebrating to a particular god gives you access to another ritual (grants a bonus) and upgrading their shrine allows you to perform multiple rituals.
>>
Rolled 9 (1d100)

>>2305875
>>
>>2305865
>>2305871
>>2305875


It's the year 802 and it's Summer.

We decide to hire an experienced adventurer to pretend being a normal traveller and surprise the jackalweres. Ardric the Brave takes upon himself the task for 30 gold. He travels to the small oasis wearing a cloak over his armor and sure enough he finds himself surrounded by four jackalweres. He draws his sword and kills two jackalweres on the spot, then runs after a third one and kills it. The last jackalwere manages to flee, but jackalweres are a coward bunch, a lone one won't be harassing anyone. Ardric still tries to track him but alas that was a windy day and the shifting sands of the desert made the task all but impossible. He claims his reward after recounting his tale and bringing the three heads of the slain jackalweres. Our treasury is down to 211 gold.

We decide to have our laborers continue building a stone wall around our homes.

Stone wall (4/8)

Some of out farmers report having lost several sheeps from their herds! Nobody saw the culprits but it must have been the goblins in another of their cattle raids!

We consider having our priests start researching healing magic! Channeling the divine energies to heal the wounded and the sick is an obscure art but if we don't try we'll never know if we'll be able to do it. Our priests are optimist about the research even though so far they didn't manage to channel any divine healing magic at all.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, treeplanter's cottage 200 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/yearp; horsemen 20 gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Take a census
> other?
>>
Rolled 65 (1d100)

>>2305897
Have a large festivals with all of the traditional trappings(animal sacrifices or whatever)
Continue wall
>>
>>2305909
>>2305897
a large festivals for our traditional gods
>>
Rolled 74 (1d100)

>>2305909
supporting

we should build a watchtower next turn to prevent cattle raiding
>>
>>2305914
I was thinking a stockade but watch towers are probably better short term we should limit the long term projects early game
>>
>>2305921
yea and watch towers take one turn each
>>
>>2305909
>>2305913
>>2305914

It's the year 802 and it's Autumn.

We decide to hold a large festival to celebrate our harvest and to honor our traditional gods with plenty of animal sacrifices to them! We feast night and day, praising Weenar, Kaphine and Yfdea, and the general mood of our population improves, travellers from small nomad communities around our town come to partake of song and drink with us. We hear tales about air elementals and djinns dwelling in the most desolate corners of the desert. We organize a small tournament of mock combat that Torpher the Mighty wins.

We decide to have our laborers continue building the stone wall around our houses

Stone Wall (5/8)

A caravan from Brine shows up in our lands! The centaurs wish to trade jungle wood for warm clothes for the winter! Our stocks of warm clothes are kinda low, if we trade them away we might not have enough for ourselves if the winter is particularly harsh. On the other hand wood could be used as firewood if the winter turns out to be really harsh.
> Accept their deal
> Ask for tree seeds instead
> Offer them wool instead
> Deny their offer
> other?

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, treeplanter's cottage 200 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/yearp; horsemen 20 gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Take a census
> other?
>>
Rolled 37 (1d100)

>>2305947
> Offer them wool and a smaller amount of clothes
>Ask for less wood but ask for some seeds

Continue wall
3 horsemen scout east
>>
>>2305947
supporting>>2305965 except I'd rather build a watchtower than send a patrol, but we should probably cut back on building/spending so I'm fine with a patrol instead
>>
>>2305965
>>2305969


It's the year 802 and it's Winter.

We offer the centaurs wool and a smaller amount of clothes. We ask them for less wood and some seeds. They hadn't actually milled the trees rather just felled them and dragged them around in sleds so a great deal many seeds where still preserved, they say we can have those. They thank us for our business and take their leave.

We have our labourers continue work on the stone wall around our homes.

Stone Wall (6/8)

We decide to send a group of 3 horsemen to scout east. They go through the goblin lands with great peril to themselves. They approach one of the goblin's settlement, a large amount of animal pens can be seen in the savana nearing the forests and mountains farther away in the east. Past the goblin lands in those mountains we know lie the troll lands of Golurtz. The goblins assemble a group of armed goblins to come after our horsemen so they are forced to flee. They explore a bit further through goblin territory and find a marks of heavy wagons going southeast in a trail meandering through a valley in between the mountains. They see a watchtower in the mountain with an orc on it! Once they approach the orc blows a horn and within a few minutes a group of ten orcs on horseback show up; our own horsemen flee at top speed from the orcs. They then return to report.

The winter wasn't very harsh, we barely had any snow.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, treeplanter's cottage 200 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/yearp; horsemen 20 gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Take a census
> other?
>>
Rolled 89 (1d100)

>>2306017
>Wall x2
>>
Rolled 82 (1d100)

>>2306017
Continue wall x2

And thats probably not a good thing to see orcs
>>
>>2306032
Hive mind
>>
>>2306033
probably really not good considering the goblin AND troll territory being in the same general area and all of them being [spoilers] evil [/spoilers]
>>2306039 we may have trouble with the spring upkeep of our soldiers though
>>
>>2306048
we have a regular Pig trade route with the dwarves i think
>>
>>2306054
that's true, but it doesn't make us much
>>
>>2306062
But enough to cover like the 11 gold wed be losing without
>>
>>2306032
>>2306033


It's the year 803 and it's Spring.

After taxes and paying our troops and selling some pigs to the dwarves we end up with an extra 58 gold this year. Our treasury is up to 269 gold coins.

We have our labourers work overtime to finish the stone wall around our homes.

Stone wall (8/8) -> Bonus to defense

News about the orcs spread like wildfire through our settlement. Our population is very concerned about these newfound neighbours. We know very little about them but what we know - that they're ready to do battle at a moment's notice - we don't like.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, treeplanter's cottage 200 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/yearp; horsemen 20 gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Take a census
> other?
>>
>>2306077
Build Tree Planters cottage
Research Cheesemaking
>>
Rolled 42 (1d100)

>>2306094
>>
>>2306017
>continue wall

>build treeplanter cottage
>>
Rolled 57 (1d100)

>>2306077
>Have our scholars/priests try to perform an arcane ritual to give us info on the orcs
>further research magic/arcane arts if possible
>>
>>2306106
wall's done
>>
Rolled 44 (1d100)

>>2306077
>>2306106
replace wall with
>research fishing boats
>>
>>2306094
>>2306106
>>2306107
>>2306117


It's the year 803 and it's Summer.

We decide to built a tree planter's cottage, buying and crafting all the vases and fertilizers needed for large scale tree planting.

Treeplanter's cottage -> Planting trees

Our research on the arcane arts is going slowly. Some of our scholars can perform simple cantrips with much preparation, we're still far from being able to use magic to scry far off lands.

We have our priests perform a sacrifice to Kaphine in order to gleam some wisdom about the orcish situation. One of our priests have a vision of several warships filled with orcs landing in some beaches. He takes that as an omen of sorts.

The goblins send another group to steal cattle from us! This time our patrols catch them before they can run away with our cows and the goblins are forced to leave our cattle behind and run for their lives. Our horsemen still manage to kill two goblins.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, treeplanter's cottage 200 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/yearp; horsemen 20 gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Take a census
> other?
>>
Rolled 47 (1d100)

>>2306140
>build watchtower in the east
>send emissary to improve relations with the dwarves/see what they need/want
>>
Rolled 56 (1d100)

>>2306140

>Research Arcane Arts
>Research Cheesemaking
>>
Rolled 98 (1d100)

>>2306140
>Research fishing boats

>Sacrifice to Kaphine for more Oracle buffs

I assume that planting trees is automatic?
>>
>>2306172
I would think so since we built something for the task and not a bonus to a roll
>>
>>2306157
>>2306163
>>2306172

sure, in three years or so we should have some trees


It's the year 803 and it's Autumn

We have a plentiful harvest this season.

We decide to research fishing boats. We'd need a lumber mill to work the raw wood into usable shapes and a shipwright to actually assemble the boats, but it's all doable, our carpenters are confident that we can do it anytime.

We perform a sacrifice to Kaphine! We unveil the ritual The Good Stuff that gives a bonus against unrest. We could build a temple to Kaphine, or switch the shrine to perform this ritual instead of the Prophetic Dreams one. We don't actually have enough money to build a temple, with only 69 gold in our treasuty.

What should we do next?
> Build basic infrastructure (lumber mill, shipwright, other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, treeplanter's cottage 200 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/yearp; horsemen 20 gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Take a census
> other?
>>
>>2306205
>send emissary to improve relations with the dwarves/see what they need/want

I don't care what else
>>
Rolled 60 (1d100)

>>2306213
>>
Rolled 78 (1d100)

>>2306205
Ill back >>2306213
and add cheesemaking
>>
>>2306205
>>2306213
>>2306249
supporting
perhaps we can get a regular trade for dwarven wares that we can trade to centaurs and whoever else.
>>
>>2306213
>>2306217
>>2306249

It's the year 803 and it's Winter

We decide to send an emissary to the dwarves at Khela to improve relations with them and ask what they need or want. They are in need of salt to preserve the cave meat that they hunt in the lower levels of the caverns they inhabit and they could use some glassware. The dwarves themselves produce large amounts of metal and stone trade goods that they could trade for our commodities, or they could buy from us paying money (silver and/or gold).

We decide to start researching cheesemaking to store milk into an edible form for a longer period of time. Our cooks manage to craft some generic gouda, and start experimenting to see what other kinds of cheese they can make.

The elvish heroine Findelye the Bright, a reasonably accomplished spellcaster, offer her services as an adventurer and magic tutor to our town for 60 gold/year.

What should we do next?
> Build basic infrastructure (lumber mill, shipwright, other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, treeplanter's cottage 200 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/yearp; horsemen 20 gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Take a census
> other?
>>
Calling it a night, I'll probably be back tomorrow around 16h UTC
>>
Rolled 71 (1d100)

>>2306319
60 gold a year is pretty good for a consistent magic user, I say we hire her for a year and have her train some guys for now.
>Search for a source of salt, maybe look in the quarry/the surrounding hills
> Have Findelye get us info on the orc/goblin relationship via magic

>>2306327 Good night thanks for running
>>
Rolled 7 (1d100)

>>2306319
>>2306333
yeah, she'd probably be worth it for at least a year.
>Hire Findelye

>Research Glassware
I think this would be the easier tradegood atm, since we're kinda already surrounded by an infinite supply of raw materials.
>Send caravan to Asminster
Lets see what some of our expensive world-famous horses sell for. Also trade some assorted livestock/goods in exchange for wood, salt and gold(of course) Also just get a feel for the market and political climate up there.


>Business Meeting
We really need to get some trade monies rolling in next year. And some boats to facilitate said trade.
>South: Dwarves of Khela
We know the dwarves need glassware and salt, we can make glass easy and probably trade for salt easier than wasting actions and money building infrastructure for it.
>West: Centaurs of Brine
We know the centaurs need wool clothes, we have plenty of sheep, all we need is to amp up our looms.
>North/Downriver: Halflings of Asminster
Once we contact the halflings we can tailor trades for them. Also since they're at the mouth of the river, they'll have access to sea routes and distant lands, so there's a lot of potential trade opportunities. Hence boats.
>Security
We don't need to get too focused on military yet and neglect our economy, all we've experienced is minor poaching. So in place of an expensive watchtower and stockade, how about we hire an extra company of cavalry and assign them to guard the flocks and patrol their fields? We do need intel on what they're planning however and can probably assume that gobs, orcs and trolls are allies. But since we can't into scrying yet, how about hiring a cheap spy at the tavern?
We also saw that vision of orcs in ships, so having our own boats to counter before they sail up to our doorstep would be another way to utilize our harbor.
>Diversifying
We also have the ability to get money by building entertainment venues. Should we look into things like casinoes and brothels? Perhaps even building them in the cities we trade with for additional passive income.

TL;DR autist takes civquests way too seriously
>>
>>2306319
>Continue stone wall
>Search for a source of salt, maybe look in the quarry/the surrounding hills
>>
Rolled 24 (1d100)

>>2306498
>>
Rolled 66 (1d100)

>>2306319
Lets hire Her if we need to we can fire some Swordsmen if money becomes an issue

>Send a trade caravan to the Centaurs offer to sell them some sheep and iron

>Send a trade caravan to the dwarves see if they want more pigs and cows

>>2306427
I like you ideas but Id rather not sell our horses when we have wayyyy more of our other livestocks to sell off and i think we should build a wool loom ASAP this year
>>
Hey guys I think we forgot to name the settlement how about Sharz Avanzer?
>>
>>2306333
>>2306427
>>2306498
>>2307136

It's the year 804 and it's Spring.

We decide to hire Findelye the bright for 60 gp/year. She says she can stay with us for a few years before she leaves back to the elvish lands in the northeast. She's native from the elvish city of Lothlione in the northeast. Besides teaching our scholars she also teaches whoever wants to learn the basics of magic for a fee. Her classes are very crowded, she has at least twenty apprentices. Amongst our scholars the cantrip fire bolt is becoming highly popular.

With the aid of the new teacher our scholars master arcane theory and start learning to cast spells! They learn a number of cantrips and start researching real magic spells. Magic is a long and arduous path though so it might still take several years before we get to the point where we'll have wizards capable of the feats usually atributed to them, like fireballs and scrying.

We ask Findelye to use her magic to get us information on the orcs and goblins. Although she's not capable of scrying she is capable of casting an invisibility spell! The spell only lasts about an hour though so she takes one of our horses and go investigate the orcs herself, confident that she can use the speed of our steed and her invisibility spell to get out of any tight spot. She discovers that the orcs are building a port city in the southeast past a mountain pass. From the looks of it there must be at least two thousand orcs living in that city. They seem to be ready to battle, with a network of watchtowers and horsemen patrolling their territory. Findelye is almost caught by the orcs a couple times but her invisibility spell lets her get off the hook. She returns unscathed to report her findings.
>>
>>2307189

We try to find any nearby sources of salt but we're unable to find any in the desert around us.

We decide to send a caravan to the centaur lands in Brine offering to sell them some sheep and iron. They gladly buy some of our herds and iron and we make a profit of 247 gold! Our treasury is up to 316 gold.

Our caravan to the dwarven lands sells them some more pigs and nets us 98 gold. Our treasury is up to 414 gold.

Our tax collectors go around doing their business and fter paying all our troops and hero we end up with a deficit of 71 gold! Our treasure is down to 343 gold. Our advisors tell us we should consider raising our taxes or lowering our expenses.

What should we do next?
> Build basic infrastructure (lumber mill, shipwright, other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, treeplanter's cottage 200 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/yearp; horsemen 20 gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Take a census
> other?
>>
>>2307191
How much would a loom or a Glass blowing workshop cost?
>>
>>2307197

A loom would cost 100 gold, a glassblowing workshop would cost 300 gold.
>>
Rolled 51 (1d100)

>>2307191
Build a Wool loom
Research Healing Magic
>>
>>2307221

It's the year 804 and it's Summer.

We decide to comission the construction of a wool loom to turn wool into cloth in a more expedient manner. Our treasury is down to 243 gold.

Wool Loom -> Cloth

Our leaders grow impatient with the pace of our priests healing magic research and keep bothering them to hurry up. The priests say that if they had some rare herbs that grow in swamps and forests it would be easier to perform healing magic.
> Send adventurers to seek forest herbs
> Send adventurers to seek swamp herbs
> Send a caravan to buy some forest herbs (NE or W)
> Don't send anyone
> other?

What should we do next?
> Build basic infrastructure (lumber mill, shipwright, other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/yearp; horsemen 20 gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Take a census
> other?
>>
>>2307242
send the mage hero with invis spell and some men to gather herb

increase tax but keep it reasonable to prevent unrest or crime
>>
>>2307250

It's the year 804 and it's Autumn.

We decide to send our hero Findelye with three of our horsemen to go gather some of the rare herbs. Findelye chooses to go gather herbs in the forests in the northeast near the territory of the Lothlione elves, a territory that she knows well. They manage to fill several bags with the herbs and travel back with no incidents. The priests say that those herbs will help with their research and they'll probably have some results next year.

Lord Trit Atatau decides to raise the tax rate to 20%! There are protests and unrest greatly increases amongst the townsfolk. Our advisors tell us to hire at least 30 more townguards to patrol the streets protect the nobles and keep the population pacified. Should we hire more townguards?
> Hire 10 more townguards
> Hire 30 more townguards
> Hire 50 more townguards
> Hire 70 more townguards
> Don't hire any townguards
> other?

A group of goblins slip past our patrols and steal some sheep!

What should we do next?
> Build basic infrastructure (lumber mill, shipwright, other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/yearp; horsemen 20 gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Take a census
> other?
>>
>>2307285
>> Hire 30 more townguards

I want to explore but don't know which direction to take, do you have a map ?
>>
>>2307242
>Continue building stone wall
> Send adventurers to seek forest herbs
>Change tax to 12%
>>
>>2307285
> Hire 30 more townguards
> Continue stone wall
> Explore West
>>
Rolled 16 (1d100)

>>2307313
dude we finished the wall ages ago,unless you mean expand the wall?

>>2307285
> Hire 40 more townguards

>Research Crossbows
>Explore west
>>
>>2307292
>>2307313
roll dice you two
>>2307334

next time you pick explore specify who you want to send exploring

It's the year 804 and it's Winter.

We decided to hire 40 more townguards to keep the order in our city.

We have our artisans start researching how to craft crossbows. Which variety of crossbow should we focus on?
> Light crossbow
> Heavy crossbow
> Hand crossbow
> Siege crossbow (ballista)
> other?

We decide to send an exploration party towards the west composed of Findelye and three horsemen. We travel through the savannas that are home to the centaur tribes finding large herds of antilopes and zebra drinking on the watering holes. We find a ruined tower guarded by a sphinx. Traveling further west we find a large thick jungle, filled with snakes, spiders, monkeys and birds amongst many other critters. Our explorers return to report on what they have learned on their travels.

What should we do next?
> Build basic infrastructure (lumber mill, shipwright, other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/yearp; horsemen 20 gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Take a census
> other?
>>
>>2307364
either light or hand idk which one is the best for horse archer, i will wait for more opinion
>>
>>2307285
We really need to go north and establish trade with Asminster.
Also building casinoes/brothels would be a nicer way to get money than raising taxes.

What do we need to do to establish regular caravans and get passive income/resources from it?
Spending actions every time we want to trade seems wasteful unless you intend to gear the game more towards a combat-focused wargamer approach. Cause if we are going for a mercantile empire then the answer is "All the time".
>>
>>2307364
> Light crossbow
> Build watchtower
Gotta protect our herds
> Send exploring party with Findelye
S
>>
Rolled 40 (1d100)

>>2307364
>>2307387
> Light crossbow
Im pretty sure hand crossbows are very small and would be impractical for horse archers and wouldn't be the best for military use

Send Findelye the Bright with 3 horsemen and a dozen swordsman with horses for travel to the sphinx's tower
Build second Wool loom

>>2307421
I think trade routes are an annual thing like our taxes and my idea for making money is being able to process all of these animal products we have, we can make candles out of all of the lard or soap, we have all the cows we'd ever want for leather and dairy purposes
>>
Rolled 3 (1d100)

>>2307432
>>
>>2307387
>>2307421
>>2307432
>>2307438

swordsmen on horse are horsemen you funny man, either give them a raise for their new duties or send them on foot.

It's the year 805 and it's Spring.

Our trade caravan with Khela sell some more of our pigs and make a profit of 60 gold.

Our tax collectors go around collecting the taxes for the year. After paying our military we make a profit of 488 gold. Our treasury increases to 791 gold coins.

We have our artisans research how to craft light crossbows. An unit of light crossbow should cost about 25 gold pieces.

We build a second wool loom to make the work of processing all the wool into cloth faster. Our treasury is down to 691 gold coins.

We send Findelye with 3 horsemen and a dozen swordsmen to travel to the sphinx tower. Once our troops approach the tower the sphinx gets up and ask them a riddle, but none of them knows the answer the riddle, so the sphinx attacks them. The sphinx mauls to death our three horsemen and 8 swordsmen before being obliterated by Findelye's spells and the blows of the remaining 4 swordsmen. Upon exploring the tower Findelye finds 150 gold coins stashed in a small chest, bringing our treasury to 841 gold, and upon casting detect magic she finds a magical ring amongst the rubble. Once back in town our scholars determine that the ring is a powerful ring of protection, devised to greatly improve survivability of the wearer in combat. It should fetch us at least 750 gold coins if we were to sell it. Should we have Findelye wear the ring?
> Keep the ring of protection stored
> Have Findelye wear the ring of protection
> Sell the ring of protection
> other?

Should we hire more troops to substitute the one's that fell in battle?

What should we do next?
> Build basic infrastructure (lumber mill, shipwright, other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/yearp; horsemen 20 gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Craft (light crossbow 25gp each, other?)
> Take a census
> other?
>>
Rolled 90 (1d100)

>>2307488
> Have Findelye wear the ring, but we will want it back at some point before she leaves but sounds like a new family Heirloom to be lent out to great adventurers

>Send Findelye with 3 horsemen and 2 dozen swordsmen to the gargoyle infested ruined tower in the northeast(we should take out monster dens when we find them)
>take a Census
>>
>>2307501

It's the year 805 and it's Summer

We decide to have Findelye wear the ring of protection that we found in the ruined tower.

We send Findelye with three horsemen and two dozen swordsmen to the gargoyle infested ruined tower in the northeast that we had previously found. Once we arrive there and start approaching the tower sixteen statues turn into gargoyles and fly towards our troops attacking mercilessly. Our soldiers fight bravely and even manage to kill off six of the gargoyles but are ultimately defeated. Findelye has to cast an invisibility spell to flee the battlefield, abandoning the corpses of the fallen soldiers behind.

The goblins make a large cattle raid this summer! They manage to run off with dozens of heads of cattle and even some of our horses!

We decide to take a census. We currently have a population of 5604, 335 horses, 2642 cows, 3780 sheep and 4984 pigs. Our standing army consists of 70 Town Guards, 18 Swordsmen and 1 Adventurer.

Our tax collectors adjust the amount of tax they charge each household accordingly based on this new information.

What should we do next?
> Build basic infrastructure (lumber mill, shipwright, other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Craft (light crossbow 25gp each, other?)
> Take a census
> other?
>>
>>2307539
> Build watchtower
> Research spears
>>
Rolled 17 (1d100)

>>2307539
>build watchtower
>craft light crossbow to outfit guards in the tower and on the walls with
>>
>>2307539
That did not go well shit, what armor are our swordsmen and other units wearing?

>Recruit 12 Swordsmen, 20 Horsemen
>Build Watchtower
>>
Rolled 30 (1d100)

>>2307695
>>2307539
>>
>>2307637
>>2307679

It's the year 805 and it's Autumn.

We have a plentiful harvest.

We decide to build a watchtower to help us spot the damn goblins when they come raid us for our cattle. It stands tall above our fields as a vantage point to see farther and warn us about incoming enemies.

We consider researching spears but we already know how to manufacture and use spears - our town guards use spears, clubs and shields to protect the town and manage any trouble we might have. We could however use pikes, long polearm war weapons particularly effective against cavalry, and train pikemen to use them.

We have our artisans craft 10 crossbows and leave them with the town guards in the watchtower and our walls. Our treasury is down to 591 gold coins.

The centaurs show up again proposing a trade agreement to exchange Cloth for Wood. Do we accept it?

Our resident military company was hired by halflings in the northwest to attack a lizardsmen tribe in the west! They depart our town and go fulfill their contract.

What should we do next?
> Build basic infrastructure (lumber mill, shipwright, other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Craft (light crossbow 25gp each, other?)
> Take a census
> other?
>>
>>2307695

Our military units wear padded leather armor.
>>
Rolled 1 (1d100)

>>2307702
>>2307707
well thats no good

but accept their trade offer

>Recruit 20 horsemen
>Begin crafting chainmail for all non guards
>>
Rolled 23 (1d100)

>>2307702
accept the centaurs trade offer and ask if they'd like to set up a permanent trade deal

>research glassware
>send an emissary north to see how the halflings fare in their war, see if they are in need of anything we could trade them
>>
>>2307714
>>2307733

It's the year 805 and it's Winter.

We accept the centaurs deal to trade wood for cloth, every autumn they'll bring us wood and will come pick some cloth for the winter.

We consider having our artisans craft chainmail for our troops. Each chainmail will costs us 30 gp.

We start researching glassware. If we build a glassblower workshop we should be able to craft a large amount of glassware to fulfill our internal needs and for sale. Specialized equipment for our scholars could also be crafted once we have a workshop going on.

We send an emissary north to see how the halflings are faring in their war and see if they are needing anything we could trade them. The halflings at Asminster say they are not at war, their fellow halflings from Heabury are the ones at war with the lizardmen. The halflings would be willing to buy finely crafted food like specialty cheeses, wood for building ships, and iron , and they have salt, wine, vinegar, salted fish, pearls, seashell trade goods and fish oil to sell.

Talking about specialty cheese some of our cheesemakers figure out how to make blue cheese, we could make a cheesery to mass produce it, we would need some vinegar to prepare the curd, and keep researching how to make other types of cheese.

What should we do next?
> Build basic infrastructure (lumber mill, shipwright, other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, other?)
> Take a census
> other?
>>
Rolled 37 (1d100)

>>2307770
>build a glassblower workshop
>build a cheesery
>>
>>2307783

It's the year 806 and it's Spring.

Our trade caravan sell pigs to Khela and makes 67 gp profit. Our treasury raises to 658 gp.

Our tax collectors go about their business. We pay our town guards and our swordsmen and end up with a surplus of 1150 gp! Our treasury raises to 1808 gp.

We decide to build a cheesery and a a glassblower's workshop. Now our cooks can research fine cheese making and our glassmakers can perfect their techniques at making glass containers and various glass tools. Our treasury goes down to 1308 gp.

Cheesery -> Cheese
Glassblower's Workshop -> Glass

The goblins send a group of 42 goblins to raid our cattle, they are sighted by our soldiers but instead of fleeing they stand and fight our swordsmen! The goblins manage to kill 4 of our swordsmen before our town guards arrive and then they finally decide to flee. Our swordsmen and townsguards kill 16 goblins. Some of the goblins were wielding bronze tipped throwing spears and carrying small wooden shields.

What should we do next?
> Build basic infrastructure (lumber mill, shipwright, other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, other?)
> Take a census
> other?
>>
>>2307821
>have Findelye focus on teaching one apprentice combat magic
> Send trading caravan to Khela to trade glassware
>>
Rolled 24 (1d100)

>>2307770
> Build watchtower
> Build glass blower workshop
>>
Rolled 78 (1d100)

>>2307842
>>
>>2307821

Just noticed I didn't deduct the pay of Findelye, treasure is down to 1248 gp.
>>
Rolled 8 (1d100)

>>2307821
> Send trading caravan to Khela to trade glassware
> Build palisade
>>
>>2307842

It's the year 806 and it's Summer

We decide to have Findelye focus on teaching one apprentice combat magic. Our apprentices are very green so the best she can do is teach him how to make the best use of the fire bolt cantrip in combat. Findelye plans on leaving back to the elvish lands in a few years, she hopes that at least a few of her apprentices will have the basics down enough to cast at least magic missiles before that, but she can't guarantee it. Findelye says that this teaching position is too draining and requests a raise to 100gp/year. She also requests scrolls, grimoires and magical components worth 300 gp in order to keep teaching our apprentices.
> Raise Findelye's pay to 100gp/year
> Buy the magical material she requests
> Raise her pay and buy the material
> Don't raise her pay nor buy the material
> other?


We decide to send a trading caravan to Khela to trade glassware. The dwarves buy plenty of our glassware and comission a spyglass! Our glassblowers are only so happy to oblige. It takes all their wit and skill to craft such a high precision item but after several failed attempts they manage to make one precise enough to fulfill the dwarvish requirements. We make a wooping 934 gp profit on this business venture. Our treasury increases to 2182 gold pieces.

Our priests have finally figured out how to channel the divine energies to cast healing spells! They should be able to heal wounded combatents in and out of combat situations. We can hire priests to go on missions for 40 gp/year each (or 10 gp for an individual mission lasting up to one season). While in town they provide their healing services for nominal fees in the form of donations for their respective churches. We only have a very limited number of priests available so we ought to be careful with them out there.
>>
>>2307895

What should we do next?
> Build basic infrastructure (lumber mill, shipwright, other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, other?)
> Take a census
> other?
>>
>>2307895
>> Raise her pay and buy the material
we have the gold and I'd like to have a few magic users asap
>send a priest to serve in the watchtower to heal anyone wounded in skirmishes
>>
Rolled 11 (1d100)

>>2307908
>>
Rolled 87 (1d100)

>>2307896
> Build treeplanter's cottage
> Build palisade
>>
>>2307936
>> Build treeplanter's cottage
we have one
>>
>>2307908
Support on what to do with the elf.
>>2307936
Support on what to do in general.
>>
>>2307895
>>2307936
> Raise her pay and buy the material
Forgot this
>>
>>2307908
>>2307936
>>2307952


It's the year 806 and it's Autumn

We decide to raise the pay of Findelye effective immediately. We also buy all the grimoires, scrolls and components she requested to keep teaching spellcasting to our apprentices. Our treasury goes down to 908 gold pieces.

We decide to build another treeplanter's cottage to increase the amount of trees we're able to replant. Some of the trees from our earlier treeplanter's cottage are already large enough to be cut down for lumber, we could build a lumber mill to start processing the wood. Our treasury is down to 608 gold pieces.

The centaurs show up with more trees and leave with their share of cloth.

We decide to build a palisade. How large should we build it?
> Large enough to encompass most of our houses (1/2)
> Large enough to encompass all our houses and some of our fields (1/4)
> Large enough to encompass most of our fields (1/8)
> other?

What should we do next?
> Build basic infrastructure (lumber mill, shipwright, other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, other?)
> Take a census
> other?
>>
Rolled 28 (1d100)

>>2307983
> Large enough to encompass most of our fields (1/8)
> Build lumber mill
> Research cheesemaking
>>
Rolled 61 (1d100)

>>2307983
>> Large enough to encompass most of our fields (1/8)
> Send trading caravan to Asminster to trade cheese for vinegar and salt with the halflings
>>
>>2307983
can you list what we have so >>2307988 will stop asking to do stuff we've done
>>
>>2307988
>>2308008


It's the year 806 and it's Winter.

We decide to build a palisade large enough to encompass most of our fields

Palisade (1/8)

We also build a lumber mill to work the trees we've been planting and getting from the centaurs into usable shapes.

Lumber Mill -> Wood

We send a trading caravan to Asminster to trade cheese for vinegar and salt with the halflings. They greatly enjoy the fine taste of our blue cheese and gladly trade some vinegar and salt with us.

We forgot to name our settlement, should we call it Sharz Avanzer like was suggested or some other name?

The mercenaries from the Irontip Brigade return from the lands on the northwest. They report having won most of the skirmishes against the lizardmen population and greatly reduced their numbers, but the thick jungle made it very difficult for them to pursue their foes once they decided to stop fighting and start fleeing. The mercenary company buys lots of horses, hires more personnel and it's soldiers spend a great deal of money in the taverns and markets, movimenting the economy and generating extra tax revenue. After paying their licence for functioning as a free army and all the legal fees we end up earning an extra 453 gp. Our treasury increases to 1361 gp.

A group of minotaurs recently settled in the lands northwest of us between Asminster and Heabury! Travellers say that they came in trirremes from the far east and settled by a river in the plains past the savana and the desert. They call their settlement Petun.

What should we do next?
> Build basic infrastructure (lumber mill, shipwright, other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, other?)
> Take a census
> other?
>>
Rolled 54 (1d100)

>>2308131
>Palisade
>send scouting party of 4 horsemen to investigate the sighted Minotaurs

I'm fine with Sharz Avanzer
>>
>>2308181

We don't have any horsemen left, all we have is 14 swordsmen, should we hire some?
>>
>>2308199
yes hire 10 but send 4
>>
Rolled 16 (1d100)

>>2308131
Did we buy findeyle her teaching matrials? if not go for it(just

Recruit 26 Swordsmen Recruit 20 Horsemen
Contnue Palisade
>>
>>2308181
>>2308218
>>
>>2308181
>>2308218
>>2308258

We have 88 soldiers almost all of them are guards we need to beef up our military quickly
>>
So guys ive been keeping notes and theyre not perfect but should help us all a lot https://docs.google.com/document/d/1mro5d0XEjh-SQT7btYnSQvOHlcj7cpgz1NvyMNIAZnc/edit?usp=sharing tell me if im missing anything Major in there
also we should build a tannery and expand our iron mines
>>
>>2308181
>>2308218
>>2308256

It's the year 807 and it's Spring.

We hire 10 more horsemen.

Our trade caravan with Khela earns us 59 gold by selling some of our pigs.

After paying our army we earn 890 gold from taxes. Our treasury increases to 2310 gold pieces.

We have our labourers continue working on our palisade

Palisade (2/8)

We send 4 horsement to investigate the reported minotaurs at Petun. As our horsemen approach their settlement they hail us. They say that they travelled from the eastern continent coming to settle this new continent but they have a small problem - they are a little short on women. There are about 400 minotaurs in their settlement, but less than 50 women. They ask if we can't spare some of our women for them to start their settlement, they'd be eternally grateful if we allowed them to marry some of our women.
> Allow the minotaurs to come to our town and court our women
> Ask them to pay some compensation to our town for every woman they marry
> Send a couple hundred of our women to the minotaur settlement
> Don't give them any of our women
> other?

What should we do next?
> Build basic infrastructure (lumber mill, shipwright, other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, other?)
> Take a census
> other?
>>
>>2308274
>> Allow the minotaurs to come to our town and court our women
this seems reasonable, it allows for them to potentially increase their pop. but doesn't force our women to marry them
>continue working on our palisade


>>Our trade caravan with Khela earns us 59 gold by selling some of our pigs.
shouldn't we also be trading glassware as well? or do have to renegotiate our trade agreement?
>>
Rolled 66 (1d100)

>>2308282
>>
>>2308274
Well the real question is if there's Evil in setting and if races can be Evil and if the minotaurs are Evil, Ill wait for other anons on this one but we should build up our military with such a large potential threat

Continue Palisade
Recruit 10 Horsemen and 22 Swordsmen
>>
>>2308282
Isn't it traded at different time ?
>>
>>2308282

the glassware was a one time deal, the dwarves don't break their glass cups and glass utensils fast enough to justify yearly purchases, nothing stops us from plying our trade there again, maybe they'll buy some more glass for a reason or another
>>
Rolled 78 (1d100)

>>2308274
> Allow the minotaurs to come to our town and court our women
> Continue palisade
> Trade our glass with Khela
>>
Rolled 15 (1d100)

>>2308288
whoops
>>
>>2308282
>>2308288
>>2308302


It's the year 807 and it's Summer.

We decide to allow the minotaurs to come to our town and court our women. Every summer the minotaurs will send some of their men to our town court our women.

We decide to have our labourers continue working on the palisade around our fields.

Palisade (3/8)

We send a caravan to Khela to trade some glassware. There's not as much enthusiasm as the first time we sent the caravan as many dwarves already bought themselves some glassware but we still make a solid amount of sales and earn 77 gold pieces. Our treasury is up to 2387 gp.

Dozens of our women are wooed by the minotaurs and decide to marry them! They leave to go live with the minotaurs at Petun. The minotaur leader, a massive warrior called Gouk, say that they consider us as their friends and if we need help in the future they can count on them.

The goblins steal some of our sheep! They flee with them before we can catch them.

Our first apprentice, a young man named Erard, manage to cast magic missile spell! Findelye is very proud of him and believe he amongst all the apprentices has the most potential. The rest of the class should catch up in a few seasons.

What should we do next?
> Build basic infrastructure (lumber mill, tannery, shipwright, other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, other?)
> Take a census
> other?
>>
Rolled 3 (1d100)

>>2308332
Recruit 32 Swordsmen and 20 Horsemen
Continue palisade

Im not gonna let up until we have more than town guards and a dozen or so swords and horsemen each
>>
>>2308341
what the hell is with my rolling?!
>>
Rolled 58 (1d100)

>>2308332
>Continue palisade
>>2308341
I think that's way too many, we're not being threatened by any major forces, I think we should recruit half of what you proposed
>>
>>2308348
Really? we have almost 6000 people and less than 100 in our standing army most of that being guards not actual soldiers eh maybe my scale is skewed
>>
>>2308353
We have a stone wall surrounding our houses and the ability to make crossbows, and if we get really desperate we could hire the merc company, the worst we've had are some cattle raids, and the gargoyles
>>
>>2308362
I still want to get those gargoyles! and we have no units that have trained with them nor do we have have any crafted so we can't use them if needed on the spot also i'm pretty sure we don't have an armory either.But your right about no major threats but id like to strike at the goblins and trolls in the future
>>
>>2308381
from what we've seen the goblins need our cattle, it's possible they would be willing to trade, but I wouldn't count on it due to the long running feud with them
>>I still want to get those gargoyles!
I'd like to have our scholars do research and try to find a weakness we can exploit
>>
>>2308388
Imma hazard a guess and say hammers but we probably have some sort of written info on them we have Scholarly shit on lock
>>
>>2308341
>>2308348

It's the year 807 and it's Autumn.

We decide to have our laborers spend their time building the palisade around our fields.

Palisade (4/8)

The centaurs show up to do their trade of wood for cloth.

We have a plentiful harvest this year.

We decide to hire 10 horsemen and 16 swordsmen. Our treasury goes down to 2027 gold coins. Our army is now composed of 70 Town Guards, 30 Swordsmen, 20 Horsemen and 1 Adventurer.

A large troll raid comes our way! 80 young trolls led by 10 adult troll clubsmen attack our village early in the morning when the farmers are out harvesting the fields, mauling to death everyone in their path! The trolls kill 125 villagers and wreck our watchtower. The young trolls are unarmed but are still tough foes. Their chaotic army is inneffective against our organized troops. Our army assembles to defend us! We kill 25 young trolls and the remaining trolls decide to flee for their lives!

What should we do next?
> Build basic infrastructure (lumber mill, tannery, shipwright, other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, other?)
> Take a census
> other?
>>
Rolled 18 (1d100)

>>2308417
> build the palisade
> Send raid party to Suma consisting of all of our horsemen and our adventurer
>>
>>2308417
Well troll raids are a good reason to get those crossbowmen we were just talking about also Seige crossbows/ballistas would be good for our walls

Recruit 20 Crossbowmen with chaimail
Build Tannery
>>
>>2308430
>>2308417
switch tannery with continue palisade
>>
Rolled 76 (1d100)

>>2308433
>>2308430
and a lost one cause im a dink
>>
>>2308430
careful, crossbows are pretty expensive, and I don't think we can make chainmail yet
>>
>>2308429
>>2308430
>>2308433

It's the year 807 and it's Winter.

We decide to have our laborers keep building the palisade around our fields.

Palisade (5/8)

We decide to recruit 20 crossbowmen wearing chainmails. Our treasury goes down to 927 gold pieces.

It snows heavily this years, we're glad we have plenty of firewood and warm clothes to protect us from the harsh winter.

What should we do next?
> Build basic infrastructure (lumber mill, tannery, shipwright, other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, other?)
> Take a census
> other?
>>
Calling it a night, wednesdays are a bit hectic for me so I don't guarantee I'll be around tomorrow. If I show up it will be around 16h UTC.

Even if I don't show up tomorrow at all I'll be back the day after.
>>
>>2308453
ok thanks boos
>>
Rolled 19 (1d100)

>>2308452
Continue Palisade
Send a Glass and cheese caravan to the halflings in Asminister

>>2308453
Looking forward to it!
>>
Rolled 83 (1d100)

>>2308455
>>2308452
Support
>>
>>2308271
>notes
that's awesome dedu

Things seem to be faring well. I had a few thoughts while I was out tho.
>We should build a temple to Oracle god so we can better quell the unrest of the higher taxes. Then we can reassign some town guards as better troops.
>Also we need to sacrifice to all three gods so we can unlock more rituals.
>Selling ships might be more lucrative than simply selling wood and prevent us from having to buy ships.
>Speaking of which we ought to notify the Minotaurs and Halflings about the Orcs naval aspirations. We could actually use that as our sales pitch to sell more boats.
>>
>>2309043
Whats even more awesome is some other anon is helping and not making a mess of it!

I feel like we'll need better info on the orcs before we can use that pitch and i think the vision meant they were landing in those ships much like the minotaurs just did
>>
>>2309061
It seems that there may have been some sort of mass migration based on what the minotaurs said
>>2309043
you make some good points

>I've never played a civ with this much trade/economy stuff, I don't know how to feel about it
>>
>>2308453
>>2308452
How much do the crossbowmen cost to maintain 10 like normal archers or 25 like the recruitment price?
Also can we get a more detailed tax summary every spring?
>>
>>2308332
Man what is with your civs and attracting cucks, first it was the Orcs and now people are literally whoring their women out to minotaurs.
>>
>>2309502
Nigga, the minotaurs got that pussy by themselves, we just let them. If they can do that, they can keep them, plus, they're now our bros.

Those that tried to work with the orcs were faggy cucks though.
>>
>>2308452
yo, mind if i join in?
>>
>>2308453
oh fuck i just realized that everyone seems to post between 22:00 and 01:00 london time


oh well

>>2308452

is it possible to have the church create an army of zealots to raid ruins for artefacts? some kind of proto-paladin deal.
>>
>>2309859
>>2309877
This isn't a multiplayer thing, just come on in, read up, post what you want to happen and watch the fireworks.
>>
>>2308455
>>2308456

It's the year 808 and it's Spring

We make 69 gold coins from selling our pigs to Khela.

Our tax collectors go about their business. They collect 1680 gold pieces, we pay the wages of our soldiers, 350 gp to our town guards, 300 gp to our swordsmen, 400 gp to our horsemen, 200 gp to our crossbowmen and 100 gp to Findelye leaving us with a surplus of 330 gp.

Our treasury is raised to 1326 gold pieces.

We decide to have our laborers continue building a palisade around our fields.

Palisade (6/8)

We send a caravan to trade cheese and glassware with the halflings in Asminster. A couple of wealthy halfling naval captains comission spyglasses and we make huge profits by selling such fancy items to them! The halflings greatly enjoy our cheese as usual and buy every last piece of it paying in silver, seems like they simply can't get enough. A halfling cook even shares with our tradesmen the secret of how to make cheddar cheese and asks us to sell them more of those in addition to the gouda and blue cheese we're already selling. We make a whooping 2378 gp profit in silver with our caravan! Seens like the halflings have found and exploit a nearby silver mine and as such have become quite wealthy. It's always good to have wealthy trade partners. Should we make our cheese and glassware caravan to Asminster into a yearly affair?

Our treasury is up to 3704 gp.
>>
>>2310203


A human emissary comes up from the south! They say they have came from the west recently and founded a city called Oxwick lead by Lord George south of dwarvish territory on the shores of these lands. They say they have orc neighbours to the east and to the west and as such are worried about their safety. They are building a large wall and training many archers in order to survive any orcish incursions. The emissaries had to trek many weeks through the mountains to get in our town so it's unlikely we'll see much trade between our towns. Still, it's nice to be acquainted with our human neighbours in such a hostile land. They bid us farewell and continue on their travels.

What should we do next?
> Build basic infrastructure (lumber mill, tannery, shipwright, other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, other?)
> Take a census
> other?
>>
>>2310207
Continue work on the palisade and research into balistas, considering we already have light crossbows that should be easily figured out.
>>
>>2310222

It's the year 808 and it's Summer.

The minotaurs from Petun show up again in our village to woo our women.

We decide to have our laborers continue work on the palisade around our fields.

Palisade (7/8)

We have our scholars star researching how to construct balistas. It's a tad more complicated than simply an oversized crossbow so it will take awhile to figure it out. Luckily we have some scrolls with diagrams on how to build balistas so we're not doing it from scratch, our research shouldn't take very long.

Our watchtower is still wrecked from the troll attack last year, should we fix it?

Surprisingly enough the goblins didn't show up at all this summer to raid our cattle. Our soldiers are left wondering what they might be up to.

The shifting sands of the desert uncover an ancient temple not very far from our town!

What should we do next?
> Build basic infrastructure (lumber mill, tannery, shipwright, other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, other?)
> Take a census
> other?
>>
Rolled 78 (1d100)

>>2310229
> Finish palisade
> Fix watchtower
>>
>>2310229
Also what does the "take a census" option do ?
>>
>>2310229
fix tower
build blacksmith or research better armor and weapon for melee soldier
>>
>>2310243
>>2310248 checks how many people and cattle we have and updates how much money we make with the tax collectors


It's the year 808 and it's Autumn.

The centaurs from Brine show up to trade wood for clothes.

Our harvest is decent, we should have enough food to feed our population for the year.

We have our laborers finish the palisade around our fields.

Palisade (8/8) -> Bonus to defense

We fix our watchtower on the east.

Our wizard apprentices are now able to cast magic missiles! It will still take several years until they are fully capable wizards but they already made plenty of progress!

What should we do next?
> Build basic infrastructure (lumber mill, tannery, shipwright, other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, other?)
> Take a census
> other?
>>
>>2310254

Currently our troops have padded leather armor. We can craft chain mail for our troops at a cost of 30 gp each. We could also craft plate mails for our troops at a cost of 200 gp each.
>>
>>2310257
> Build watchtower
> Continue researching ballista
>>
>>2310273
+this
if we could also take census that would be mighty swell though
>>
>>2310292
Let's ask for it later
>>
>>2310273
>>2310292

It's the year 808 and it's Winter.

We decide to build another watchtower closed to the edge of our palisade to see when enemies are approaching.

We decide to pressure our scholars about the balista research. After fumbling with their scrolls they find one detailing the construction process of a balista. They say that if we could spend 300 gold building a siege engine workshop the construction of balistas would be much simpler to streamline. The main obstacle to the construction of balistas is the prohibitive cost of a thing that big that forces us to plan very carefully every step of the construction of these siege engines.

What should we do next?
> Build basic infrastructure (lumber mill, tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, siege engine workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, plate mail 200gp each, other?)
> Take a census
> other?
>>
>>2310295
> Build siege engine workshop
> Build quarry
>>
>>2310301
agreed
>>
Rolled 24 (1d100)

>>2310295
>Build siege engine workshop
>send half a dozen infantry to investigate the temple
>>
>>2310301
>>2310304
>>2310327

It's the year 809 and it's Spring

Our caravan with Khela makes a profit of 77 gold selling pigs.

Our tax collectors do their job and we get 1680 gold pieces. We pay 1350 to our army and get a revenue of 330 gp this year.

Our treasury goes up to 4111 gold.

We spend 300 gold with the construction of a siege engine worshop. After finishing it our scholars, carpenters and artisans ask our nobles what kind of siege engine do we have in mind.
> Man portable balista (operated by 1-3 men, shoots bolts the size of a small tree), 1000 gp each
> Medium balistas (with wheels, can be pulled by a horse, shoots bolts) 1200 gp each
> Heavy balistas (with wheels, can be pulled by a few horses, can shoot bolts or rocks) 1500 gp each
> Superheavy balistas (rotates but is fixed, can shoot bolts the size of a tree or large rocks) 2000 gp each
> other?

We decide to start another open pit quarry to cut and true stone for our purposes. We clear off a section of the desert in a hilltop of the sand and start digging the rockbed below.

What should we do next?
> Build basic infrastructure (lumber mill, tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, siege engine workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, plate mail 200gp each, other?)
> Take a census
> other?
>>
>>2310345

Our treasury goes down to 3811 after building the siege workshop.
>>
Rolled 7 (1d100)

>>2310345
>> Medium balistas (with wheels, can be pulled by a horse, shoots bolts) 1200 gp each

>send half a dozen infantry and our Adventurer to investigate the temple
>>
>>2310352

The year is 809 and it's Summer.

Our scholars spend their time drawing full sized diagrams for the construction of medium ballistas, we should be able to craft one or more when we need it.

We decide to send Findelye and half a dozen infantry to investigate the temple that the shifting sands uncovered in the desert. As we investigate the temple we find a large number of mumified corpses. Some of them rise to attack our troops! Our soldiers fight back the mummies and Findelye burns them with her fire magic.

On the last chamber of the temple we find a large number of funerary vases and dozens of scrolls. Scattered throughout the temple we find 200 gold pieces. Inside a sarcophagus we find some jewels worth at least 600 gp. We add the scrolls we found in the temple to our library for our scholars to peruse at their leisure. Should we sell the jewels we found in the temple?

In one of our local taverns a group of adventurers boast about having defeated a large number of gargoyles in a ruined tower and after exploring the place and claimed to themselves a powerful magical sword! Should we offer to buy the magical sword from them for 1000 gp?

What should we do next?
> Build basic infrastructure (lumber mill, tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, siege engine workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, plate mail 200gp each, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 92 (1d100)

>>2310384
>We add the scrolls we found in the temple to our library for our scholars to peruse at their leisure.
>have our scholars see if they can learn something from these scrolls

>>Should we sell the jewels we found in the temple?
>>Should we offer to buy the magical sword from them for 1000 gp?
See if they will trade for the gems and a little gold
>>
>>2310405
This also get two balistas and start drilling our men in how to use them in the field and from the top of the wall
>>
>>2310405
>>2310417

It's the year 809 and it's Autumn.

We offer to trade the jewels we found in th temple and some gold for the magical sword the adventurers found in the gargoyle's tower but they say they have no use for the gems and decline the deal.

We have our scholars see if they can learn something from the scrolls found in the tomb. One of the scrolls had inscribed an explosive runes spell, exploding in the face of one of our foremost scholars and setting several scrolls on fire. We lost an awful lot of scrolls before we could put down the fire in the library. Most of the remaining scrolls dealt with funerary rites and proper ritual purification that would be of more interest to our priests. One of the scrolls tells the lore of a powerful demons and explain the steps to summon it; it involves many ritual sacrifices of sentient beings. It also explains the basics on how to summon an evil spirit to inhabit a dead body and turn it into an undead. Findelye urges us to destroy this scroll ere it falls in the wrong hands. Should we destroy the scroll on demonology and necromancy?

We have our carpenters and artisans craft two balistas and start drilling our men in how to use them in the field. Our treasury is down to 1411 gp.
What should we do next?
> Build basic infrastructure (lumber mill, tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, siege engine workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, plate mail 200gp each, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2310468
we should thank the gods for our prosperity and get more divine blessings

>Sacrifice to Finance god

>Sacrifice to Night & Day god
>>
>>2310476
This
>>
Rolled 71 (1d100)

>>2310476
Also
>Scholars
>Destroying knowledge of any kind
>absolutely OOC
I bet she'd want us to burn the aztec library because the pictograms look scary too.
I'd rather put them in a jar and bury them under the floor of our most secure building.
Or better yet, reverse engineer them to learn turn undead/banish spells.
>>
Rolled 82 (1d100)

>>2310536
SUPPORT
>they should be kept secret and guarded though

>>2310468
>sell those gems to the dwarves if they want them
>Sacrifice to Finance god
>>
>>2310536
agreed, tell Findelye that they were burned, but secretly switch the real scrolls for dummies and preserve them with the lord for him to study. We don't want any scholars to raise an undead army in town and rebel after all

>>2310468
send Findelye to attempt to steal the sword perhaps?
>>
>>2310606
oh, and if she refuses, tell her that we burned invaluable scrolls to honor her wish, and that we must recuperate the loss. Convince her that stealing a sword is a lesser evil compared to demons and undead running rampant throughout the world
>>
>>2310476
>>2310536
>>2310544
>>2310606 the lord is not a magic user
>>2310618


It's the year 809 and it's Winter.

Our scholars agree that the scrolls would be dangerous in the wrong hands but they are confident in their ability to secret the scrolls away. None of our wizard apprentices is powerful enough to perform any of the magic spells in those scrolls, and even if they were those are forbidden evil rites that easily corrupt the soul of thoses who partake in it. They put the scrolls into jars and bury them under the floor of the library, that should keep it safe from thieves at least for awhile. Findelye is not very pleased with our decision not to destroy the scrolls, she says they'll certainly cause us problems in the future, but she doesn't press the issue.

We decide to thank the gods for our prosperity and sacrifice to Weenar the God of Night and Day and Yfdea the Goddess of Finance. The Weenar priests unveil the All Seeing Eye Ritual that gives a bonus against evil, and the Yfdea priests unveil the Free Market Ritual that gives a bonus against unrest. We could switch our shrines to start performing the rites of the newly unveiled rituals instead of the current ones, Watchfulness for Weenar's that give exploration bonus and Rubbing Hands ritual for Yfdea that gives trade bonus; or we could build temples to make larger seasonal sacrifices to them to have both boons bestowed upon us at the same time.

What should we do next?
> Build basic infrastructure (lumber mill, tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, siege engine workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, plate mail 200gp each, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2310636
I still say we steal the sword.


Build two more shrines, and recieve all rituals
>>
>>2310636
i should ask, how does this bonus VS evil manifest? Is it a military bonus against evil aligned creatures, or a more arcane protection?


I'd also like to suggest that we focus more on cheese production in the future. A cheesery might be a good investment with the halflings eagerness for it.
>>
Rolled 96 (1d100)

>>2310636

Send Cheese and glass caravan to Halflings in asminister and make it a yearly thing
Build a temple to Yfdea

Guys we should have made the halfling caravan a regular thing for all the cheese dosh
>>
>>2310673

It's a divine bonus against any special harmful effects caused by evil creatures plus a minor combat bonus against the same creatures.

We have a cheesery already >>2307821
but we could build more of those in order to sell even more cheese to the halflings.
>>
Rolled 42 (1d100)

>>2310684
Support
>>
Rolled 72 (1d100)

>>2310636
> Build lumber mill
> Build temple
>>
>>2310684


agreed
>>
>>2310659
>>2310673
>>2310684
>>2310688

It's the year 810 and it's Spring.


Our caravan to the dwarven city of Khela makes a profit of 78 gp selling pigs.

Our tax collectors get 1680 gp from our population and we pay 1250 to our army (Findelye doesn't accept pay for this year), generating a revenue of 430 gp. Our treasury is up to 1841 gp.

We send a trading caravan to Asminster to sell glassware and cheese to the halflings and make it into a yearly thing. We make a profit of 74 gp. Our treasury is up to 1915 gp.

We decide to build a temple to Yfdea the Goddess of Finance. Our priests perform ritual sacrifices of animals according to her mysteries and she bestows upon us the bounties of both the Rubbing Hands Ritual, that gives bonus to Trade and the Free Market Ritual that gives bonus against unrest.

Temple to Yfdea

Our treasury is down to 1615 gold pieces.

A group of elves from Lothlione shows up in our town. They come to ask for assistance in raiding the goblins from Suma to thin their population, as they have shifted their attention to raiding the elves ever since we built our walls. The elves grew weary of the endless goblin raids and decided that it's about time to do something about it. They have 60 longbowmen ready to attack the goblin encampment. They plan on attacking next summer. Should we pledge to send our army to help the elves attack the goblins?

Findelye says she'll head back to the elvish lands with this elvish delegation. She thanks us for the time we employed her and wish our apprentices good luck in their journey of learning the arcane arts.

What should we do next?
> Build basic infrastructure (lumber mill, tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, siege engine workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, plate mail 200gp each, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 99 (1d100)

>>2310723
Accept the war offer

Recruit 20 Horsemen
Take a census
>>
Rolled 78 (1d100)

>>2310723
pledge to send 20 horsemen to help the elves attack the goblins next summer

>research fishing boats
>Take a census
>>
Rolled 56 (1d100)

>>2310723

accept war offer

recruit 20 horsemen

begin constructing a fourth shrine, considering what we have buried under the library
>>
>>2310741
>>2310744
>>2310754

It's the year 810 and it's Summer.

We decide to accept the offer to wage war on the goblins of Suma made by the elves from Lothlione.

We recruit 20 more horsemen. Our treasury is down to 1215 gp.

We decide to take a census. Our population is 6223 people, we have 337 horses, 2857 cows, 4071 sheep, 4562 pigs. Our tax collectors adjust the amount of tax they exact on the peasantry accordingly.

The elves are thoroughly impressed with the quality of our steeds and offer to buy 100 of our horses for 20 gp each.
> Accept their offer
> Make it 25 gp each and you have a deal
> Only accept to sell 50 horses
> Deny their offer
> other?

What should we do next?
> Build basic infrastructure (lumber mill, tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, siege engine workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research ( other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, plate mail 200gp each, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 77 (1d100)

>>2310779
> Build lumber mill
> Craft chain mail for our swordsman
> Only accept to sell 50 horses
>>
We decide to accept the elves proposal and go wage war against the goblins in Suma!

The elves sent 60 professional longbowmen and 100 militia men wielding spears. Their captain intends to maintain lines marching forward slowly while the longbowmen shoot at the goblins from a distance, then disengage and flee once the goblins get too close.

Which troops should we send against them?

We have 1215 gold coins.

> 70 town guards
> 30 swordsmen
> 40 horsemen
> 20 crossbowmen

Should we hire mercenaries?

> Irontip Brigade (100 horsearchers, 1000 gp)

Should we draft some of our men into a temporary militia?
> Spearmen militia (1 gp each) around 800 available


Which strategy should we use against the goblins?
> Charge at them
> Divide troops in two try to flank them
> Dive troops in three try to surround them
> Maintain lines wait for them to approach
> other?
>>
>>2310779
Backing this guy>>2310801


>>2310804
20 Swordsmen
40 Horsemen
10 Crossbow
150 Spear Militia

Have the infantry and Archers advance and the horsemen break off to do hit and run attacks on the flanks of any enemy groups
>>
Rolled 90 (1d100)

>>2310779
>> Only accept to sell 50 horses
>>2310804
>20 horsemen to flank and attack from the south
>40 militia spearmen to attack from the west
>>
>>2310825
>>2310829

We decide to send 20 horsemen to flank and attack the goblins from the south and 40 militia spearmen to attack from the west while the elves advance with their troops slowly from the northwest. As we approach the goblins settlement we are spotted by their patrols. The goblins muster an army of about three hundred goblins to defend their settlement. The elvish longbowmen methodically shoot at the advancing mass of goblins while our green militiamen nervously hold their lines against such a numerically superior oponent. Our horsemen start attacking goblins at the southern flank, killing them off with their swords. The goblins are tiny and often evade our horsemen attacks with their swords simply by ducking down. Still our horsemen manage to kill at least thirty goblins. The elves manage to kill of at least a hundred goblins before they close in to engage in close ranged combat. Our militia attacks the goblins once they first come in, managing to kill about twenty goblins, but then when they start to get swarmed by goblins they start running for their lives. We lose 20 militiamen. Our horsemen keep attacking the goblins on the edges of the battlefield, never getting into the thick of the combat. By the time the goblin lines touch the elvish militia lines they start fleeing, with their longbowmen stopping now and then to take potshots at the advancing tide of goblins. Both our armies then retreat from goblin territory.
>>
>>2310801
>>2310825
>>2310829

It's the year 810 and it's Autumn.

We mourn the death of the 20 militiamen who died in the raid against the goblins.

We consider building a lumber mill but we already have one and our two tree farms don't justify building another one.

We decide to have our artisans craft 30 chainmails for our swordsmen. Our treasury is down to 275 gp.

The centaurs come back to trade wood for cloth again.

We only agreed to sell 50 of our steeds to the elves. They're still grateful to us nevertheless as those are really fine steeds. Our treasury is up to 1275 gp.

Our troops heard from the elves about an ancient temple in ruins in the midst of Suma territory, the goblins don't enter the temple for they fear the other creatures that dwell inside it. Our scholars find a scroll in our library that say it's a temple to a demon called Mondu. The scroll says that the temple spans at least ten underground levels. What sorts of horrific beasts and treasures lie buried in there for the taking we can only wonder.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, siege engine workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research ( other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, plate mail 200gp each, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 40 (1d100)

>>2310885
>> Hire a group of adventurers (specify purpose)
Hire at least 1 powerful magic user and at least two warriors to search the demon temple near suma
>sell the gems to the dwarves if we can
>>
>>2310904
>>
>>2310904
>>2310925

We ask around in our taverns for adventurers and those are the ones we find willing to work for us

Ardric the Brave, a young but already quite accomplished warrior, 100gp/year
Holeon the Cunning, an experienced warrior, 80gp/year
Torpher the Mighty, a very strong warrior, 80gp/year
Griffin the Wise, a priest of Kaphine, 100gp/year
Alicia the Daring, a highly experienced rogue, 120gp/year
Mogul the Minotaur, a famous adventurer from overseas, 150gp/year
Erard the Tenacious, a wizard apprentice, 60 gp/year
>>
Rolled 42 (1d100)

>>2310946
>Griffin the Wise, a priest of Kaphine, 100gp/year
>Erard the Tenacious, a wizard apprentice, 60 gp/year
>Holeon the Cunning, an experienced warrior, 80gp/year
>Torpher the Mighty, a very strong warrior, 80gp/year
>>
>>2310904
>>2310925
>>2310951

It's the year 810 and it's Winter

After asking around in our taverns for adventurers we hire Griffin the Wise, a priest fo Kaphine for 100gp per year, Erard the Tenacious, a wizard apprentice for 60gp per year, Holeon the Cunning, an experienced warrior for 80gp per year and Torpher the Mighty, a very strong warrior for 80gp per year. Our treasury is down to 955 gp. We send them to the temple of Mondu to explore the ruins and find us whichever ancient riches are buried within.

We send an emissary to the dwarves to sell the gems we've found in the buried temple in the desert. The dwarves haggle the price with us, offering 400 gp for the gems.
> Accept the deal
> Make it 500 gp and the gems are yours
> We won't sell them for less than 600 gp
> Don't sell them the gems
> other?

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, siege engine workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research ( other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, plate mail 200gp each, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 4 (1d100)

>>2310966
> Accept the deal
> Build hunting den
> Research longbow
>>
Rolled 13 (1d100)

>>2310966
> Make it 500 gp and the gems are yours

>Build parthenon for Kaphine
>Build Siege Engine workshop

So other anon wanna focus on ships and cheese for a couple turns while we finish up the temples and what not for our gods?
>>
Our adventurers enter the Temple of Mondu. They go through a large room with many columns and three ways out. They then go through a small lateral passage. They find a room with a skeleton. Haleon and Torpher destroy the skeleton with their swords. They keep advancing and find a locked door. Haleon and Torpher knock down the door but active a trap! A crossbow bot hits Torpher in the chest. Griffin heals Torpher. They enter into the room with the crossbow. They dismantle the trap and loot the crossbow, but don't find any more bolts. The room has a small chest with a key. They turn back and take a different lateral passage. After walking awhile they find a locked door. They try the key and it opens the door. Behind the door they find a flight of stairs. They go down the stairs. On the second level of the Temple of Mondu they are surprised to find six skeletons. Griffin raises his holy symbol and makes the skeletons flee. They look around and find a corridor leading in two directions. They follow the corridor north. They find seven doors on this corridor. They open the first door and are surprised to find a room packed full with zombies. There's at least twenty of them. The zombies flood the corridor while the adventurers flee. They flee back through the flight of stairs, lock the door behind them and decide to check the third corridor on the first level. It leads to a back room with some beds and chests under them with robes and unholy symbols. The place seems like it has been used somewhat recently, perhaps less than a month. The zombies start loudly banging on the locked door. The adventurers unlock the door and attack the zombies. The zombies pour out of the locked door flooding the corridor. The adventurers flee to the main hall of the temple. The zombies come after them. The adventurers attack a couple zombies with their swords, Griffin tries a healing spell in one of the zombies to great effect and Erard finishes off another zombie with a magic missile spell. The zombies follow the adventurers into the open. After running around for awhile and losing the zombies into the wilderness the adventurers come back to continue exploring the dungeon. They open another door on the corridor on the second level and find a large amount of weapons, mainly halberds.
>>
>>2311056

Erard casts a detect magic spell and find a magic dagger amongst the whole bunch of weapons and loots it. The adventurers then open a third door on the dungeon and find a magic circle drawn in the ground. A woman is within the circle and tell them "Thank god you guys showed up, those crazy cultists were going to sacrifice me to some sort of demon, they imprisoned me within this magic circle, if you were so nice as to deface it so I could get out I would be very grateful". Erard presumes that it's a demon disguised as a human and decides to simply leave the room. "Wait", says the woman, "are you going to simply leave me here? Please don't abandon me, the cultists will kill me!". Holeon and Torpher say that we must save the woman, Griffin doesn't know what to do, Erard says it's a trap and she'll attack us when we least expect it. Torpher then go ahead and deface the magic circle. The woman leaves the circle and says "Thanks for saving me! Now let's get out of this dungeon!". Erard and Holeon want to keep exploring, Griffin and Torpher don't want to push our luck. They decide to open another door. They find a library with hundreds of tomes. They fill theis sacks with scrolls then decide to leave the Temple of Mondu.
>>
calling it a night, I'll probably be back tomorrow around 16h UTC
>>
btw do you guys want to do the dungeon crawl decisions or is it fine if I run it automatically like this? this format doesn't lend itself very well to dungeon crawling, it would take the civ game proper to a halt, but we could do it anyway if you guys want.
>>
>>2310885
>Build Temple to Weenar

>Build Harbor

We should see about trading with the Minotaurs on the reg and the elves. iirc there are two elvish cities nearby.
Also, Do we need to be so stingy with our horses? Those could be a real money maker. Literally one of the things we are renowned for, yet we hardly utilize. Perhaps building a stable/ranch to increase horse pop is in order?
>>
>>2311086
I think it'd be pretty cool if we kinda took the role an rpg party for the crawls, but I also feel like it would take MUCH longer

>>2311184
>>Perhaps building a stable/ranch to increase horse pop is in order?
Good idea
>>
>>2311086
this is fine. keeps us in the big picture so we don't get distracted micromanaging our favorite characters. Also it adds a nice sense of realism that we can't control everyone, we just nudge them in the right/wrong direction and hope for the best.

>>2311066
Do not go gentle into that good night!
>>
>>2311056
>a large amount of weapons, mainly halberds.
>>2311061
>a library with hundreds of tomes.
Sounds like we need to come back with a bigger wagon.

>>2311021
that sounds like a plan man.
Not sure about temple upgrades tho. We need to ask QM if we need shrine->temple->parthenon->cathedral or if we can skip steps.
>>
>>2311066
research lance for our cavalry sword is more like a side arm for cavalry
can we still buy the magical sword?
>>
>>2311017
>>2311021
>>2311184
>>2311197
>>2311230
>>2311243

you need to know enough rituals of the god you want to build the place of worship to (2 for temple, 3 for parthenon, 4 for cathedral)

It's the year 811 and it's Spring.

Our caravan to Khela makes a profit of 62 gp selling pigs.

Our caravan to Asminster makes a profit of 35 gp selling cheese and glassware.

We collect taxes and after paying our troops and adventurers we're 104 gp on the red this year! We should consider reducing our expenditure or raising our taxes.

Our treasury goes down to 948 gp.

We consider building a parthenon to Kaphine but we don't know enough rituals to support one, so we decide to build a temple to Kaphine instead. Now we're receiving both the boon of the Prophetic Dreams Ritual that gives a bonus to diplomacy and The Godd Stuff Ritual that gives a bonus against unrest.

Our treasure is down to 648 gp.

We agree to sell the gems to the dwarves for 500 gp.

Our treasure is up to 1148 gp.

Our adventurers drop by an awful lot of scrolls at our library that they looted from the Mondu's Temple for our scholars to peruse at their leisure.

We decide to build a horse ranch to increase the breeding rate of our prized horses.

Horse Ranch -> Breeding horses

Our scholars consider researching lances as weapons for our cavalry. They hypothesize that we could have our mounted soldiers train to perform powerful charges.

The woman our adventurers rescued claim to be from a settlement in the east called Cheygrove, from what she says it is beyond the troll lands. She won't travel there alone so she decides to join our town instead. Her name is Joane Halley.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 ; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, siege engine workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (cavalry lance, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, plate mail 200gp each, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2312061
>Our treasure is up to 1148 gp.
Build university 1000 gold 20 seasons
What is the benefit of university ? smarter citizen and heroes ?

>Her name is Joane Halley.
Ask how did she end up at the cultist temple and ask what is her skills to offer her a job
>>
>>2312077
And bring her to the temple to cleanse her from demonic corruption
>>
Rolled 95 (1d100)

>>2312061
>>2312077
I Think we should focus on our economy for a while longer along with the various dungeons that pop up and Id be game for sending even more adventurers back there

>Sacrifices to Weenar for a new ritual
>Build second horse ranch if possible if not start fishingboat research
>>
>>2312077
>>2312081
>>2312086

It's the year 811 and it's Summer.

The minotaurs show up again to woo our women.

We decide to perform sacrifices to Weenar for a new ritual. We unveil the Watchful Eye Ritual that gives a bonus against good. Counting this one that's three rituals we now know of Weenar, the Watchfulness ritual that gives bonus to exploration, currently active, the All Seeing Eye that gives a bonus against evil, and this new Watchful Eye ritual that gives a bonus against good.

We decide to build a second horse ranch to see if we can breed horses even faster.

We ask this Joane Halley how did she end up in the cultist temple and what are her skills so we can offer her a job. She says she's but a humble serf and was kidnapped by the cultists amongst a dozen others who they were sacrificing at a rate of about one per week. We bring her to the temple to cleanse her from demonic corruption and as our priests perform a cleansing ritual on her she fall to the ground convulsing and screaming out of control then pass out. Our priests say that she must have some sort of evil spirit in her and they're not sure whether or not they're capable of driving it out.

> Have the priests perform cleansing rituals on her every week
> Confine Joane Halley to the temple
> Confine Joane Halley to jail
> Let her be it's probably nothing serious
> other?

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, siege engine workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (cavalry lance, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, plate mail 200gp each, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 21 (1d100)

>>2312106
> Confine Joane Halley to the temple
Oh yeah did findeyle or whatever her name was return our ring before she left?

Build Harbour
Research new Cheeses
>>
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>>2312106
Perform sacrifice to god to increase our priest holy power

Build 1 Yfdea temple for more trading profit
>>
>>2312130
>>2312147

we already have a temple to Yfdea

It's the year 811 and it's Autumn.

The centaurs show up to trade wood for cloth.

We decide to confine Joane Halley to the temple. The priests often try to perform cleansing rituals on her but are unable to drive off the evil spirit that possesses the young villager. Should we perform a large sacrifice to the gods to temporarily increase our priests power to try and drive out the evil spirit from Joane Halley?

We decide to build a harbor on the Gery river. We end up with a very well stocked harbor with all sizes and shapes of fish lure. Our villagers are now able to fish on the river both from the harbor and using several small canoes, a couple fishing boats and various sized fishing nets to catch large amounts of river fish.

Harbor -> Fish

Our treasury is down to 548 gold coins.

We start researching new cheeses. Our cooks are experimenting with various techniques and places to leave the cheese to cure, in a few seasons we should be able to figure out some new type of cheese to trade.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, siege engine workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (cavalry lance, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, plate mail 200gp each, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2312173
>Should we perform a large sacrifice to the gods to temporarily increase our priests power to try and drive out the evil spirit from Joane Halley?
yes we need to learn how to exorcist evil spirit and demon properly

Build herbalist and learn to process useful plants and herbs
>>
Rolled 89 (1d100)

>>2312173
> Perform sacrifice to increase our priests power
> Continue researching new cheese recipe
>>
>>2312189
>>2312190

It's the year 811 and it's Winter.

We decide to perform a large sacrifice to the gods in order to empower our priests to drive away the evil spirit possessing Joane Halley. As the ceremony progresses she starts convulsing and screaming like the previous time but this time she also foams through the mouth. An entity comes out of her mouth and partially materializes, some sort of female demon. It attacks our priests who them exconjure it with their holy symbols and sprinkle holy water on it. The holy water burns the demon as if it's a potent acid and a portal opens behind the demon and its pulled back into the hellish dimension it came from.

We decide to build a herbalist to process useful plants and herbs. Most of the initial money we put up front for opening the herbalist was spend acquiring herbs from distant lands, since there are few useful herbs that grow in the desert. The apothecary in charge also keeps locked away a stash of poisonous substances.

Herbalist -> Healing and poisoning

Our treasury is down to 148 gp.

Our cooks manage to figure our how to craft mozzarela cheese! We bet the halflings will greatly enjoy this new kind of cheese.


What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, siege engine workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (cavalry lance, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, plate mail 200gp each, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 14 (1d100)

>>2312253
Research Calvary Lance
Research Military naval vessels
>>
Rolled 50 (1d100)

>>2312253
> Take a census
> Research Calvary lance
>>
>>2312253
research lance

trade caravan to halfling and sell new cheese
>>
Rolled 45 (1d100)

>>2312279
remember your dice man
>>
Rolled 44 (1d100)

>>2312253
>send adventurers back to dungeon


fuck we could have kept her confined in the temple and attempt to bind the demon after studying the demonology scroll below the library

what scrolls did the adventurers bring us btw?
>>
>>2312271
>>2312274
>>2312279

It's the year 812 and it's Spring.

The caravan to Khela sells pigs and make a profit of 77 gp this year.

The caravan to Asminster sells glassware and cheese. The halflings are quite thrilled with our new type of cheese and buy every last bit of it! They say they would buy more if we were able to make more cheese for them. We make 115 gp of profit.

Our treasury is up to 340 gp.

We decide to take a census. We have a population of 6544 people, 332 horses, 2883 cows, 4155 sheep and 4387 pigs. Our tax collectors adjust the tax accordingly.

Our tax collectors get 1962 gp from our population. We pay our military and our heroes a total of 1970 gp. Our treasury is down to 332 gp. We should consider lowering our expenses or raising our tax rates.

We decide to research cavalry lance. Our weaponsmiths make a few prototypes and believe they can equip our horsemen with good sturdy lances for 10 gp each.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, siege engine workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (cavalry lance, other?)
> Craft (lance 10gp, light crossbow 25gp each, chainmail 30gp each, plate mail 200gp each, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 75 (1d100)

>>2312321
>send adventurers back to dungeon
>continue cavalry lance research


can we take a census on expenses? i'd like to know if theres anything we can afford to cut
>>
>>2312335
I think its 60%ish army 40% adventurers for our spending
70 Town Guards (150 gold/year)
34 Swordsmen (340 gold/year)
40 horsemen (400 Gold/year)
20 Crossbowmen( 200 Gold/year)

>Griffin the Wise, a priest of Kaphine, 100gp/year
>Erard the Tenacious, a wizard apprentice, 60 gp/year
>Holeon the Cunning, an experienced warrior, 80gp/year
>Torpher the Mighty, a very strong warrior, 80gp/year
>>2312321
Send Adventurers back give the wizard apprentice our ring of protection

Research Military naval vessels
>>
>>2312343
town guards are 350 a year whoops
>>2312335
>>
>>2312335

Our only recurring expenses are with the military, everything else keeps afloat being self funded on guild system or by free market after we put the starting capital in (mainly because I don't want to deal with building upkeeps, that's a can of worms I won't be opening for this particular civ, maybe in the future)


70 Town Guards (350 gp/year)
30 Swordsmen (chainmail) (300 gp/year)
40 horsemen (800 gp/year)
20 crossbowmen (chainmail) (200 gp/year)

Griffin the Wise, a priest of Kaphine, 100gp/year
Erard the Tenacious, a wizard apprentice, 60 gp/year
Holeon the Cunning, an experienced warrior, 80gp/year
Torpher the Mighty, a very strong warrior, 80gp/year

(2) Quarry -> Stone
Mines -> Iron ore
Farms -> mostly Wheat, Rye, Barley
Granary -> food storage
Brewery -> Beer
Smith -> Iron
Barracks -> Swordsmen
Tavern -> Adventurers
Market -> Tax revenue + 50%
Stables -> Horsemen
Library -> Bonus to research
Scholar's guild -> Research bonus
(2) Treeplanter's cottage -> Planting trees 803, 806
(2) Wool Loom -> Cloth
Cheesery -> Cheese
Glassblower's Workshop -> Glass
Lumber Mill -> Wood
(2) Horse Ranch -> Breeding horses
Harbor -> Fish
Herbalist -> Healing and poisoning


Palisade (8/8) -> defense bonus, surrounding our fields
(2)Watchtower-> early warning, east
Stone Wall (8/8) -> Defense bonus, surrounding houses


Temple to Yfdea
Temple to Kaphine
>>
>>2312343
>34 Swordsmen (340 gold/year)
>40 horsemen (400 Gold/year)
>20 Crossbowmen( 200 Gold/year)
>>Griffin the Wise, a priest of Kaphine, 100gp/year
>>Erard the Tenacious, a wizard apprentice, 60 gp/year
>>Holeon the Cunning, an experienced warrior, 80gp/year
>>Torpher the Mighty, a very strong warrior, 80gp/year

we should make use of this idle men, either raiding gobo and orc or exploring dungeon
>>
Rolled 69 (1d100)

>>2312343
fucking hell my roll
>>2312321
>>
>>2312348
thats what ive been saying all this time

>send
>adventurers
>into
>dungeon
preferably with some swordsmen


>>2312347

Forgot to ask, but do we have any notable soldiers or guards among our population? any rumors of talented youths that we may be able to recruit and nurture?
>>
>>2312354
KEK accidentally used my trip for another quest
>>
>>2312354
>Forgot to ask, but do we have any notable soldiers or guards among our population? any rumors of talented youths that we may be able to recruit and nurture?
maybe we can do fencing tournament and archery tournament to pick talented individual
>>
>>2312348
Once we square away this dungeon lets raid the goblins and commit more than a token force
>>
>>2312335
>>2312343
>>2312348

It's the year 812 and it's Summer.

We decide to send our adventurers back to the Temple of Mondu to try their luck exploring those ruins in search of treasure!

We decide to start researching military vessels. Our carpenters say that we could build a shipwrighting facility to craft triremes. Larger military vessels would be pointless in a river.

The minotaurs show up again to woo our women.

The goblins send a raiding party to steal our cattle! They come with a shaman that burns a hole right through our palisade with its fire magic! They attempt to steal some of our cattle but the amount of fuss they made wrecking our palisade gave them away. They flee under fire from our crossbowmen, we manage to kill off four goblins. They left a sizeable hole in our palisade.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (fix palisade; watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2312365
thats a good idea


Perhaps we should wait until we have more funds, however. I cant imagine that a tournament wouldnt be costly
>>
Rolled 46 (1d100)

>>2312372
>The minotaurs show up again to woo our women.
i dislike this lets send envoy to trade with them and see how our female situation at minotaur land

repair wall
>>
>>2312383
Why do you dislike it?

I mean, it is a bit cuck-like but it's not nearly as bad as the orcs from last time.

But I agree that we should check on them.
>>
Rolled 93 (1d100)

>>2312372
Repair wall
Send small Exploration/scouting party to the east 5 horsemen

>>2312386
>>2312383
what is with you guys and cuckolding?!
>>
>>2312386
just bad feeling or orc trauma but sending envoy to ask for trade and check our female seems okay
>>
>>2312396
I don't care, just saying it's mildly cuck-like.

But hey, the Minotaurs got the chicks by their own work, not by rape, so they can have them.

They're our bros now.
>>
We sent our heroes back into the Temple of Mondu! They get down in the first room and notice that the floor is coated in a thick goo. They head to the stairs towards the underground levels and it's locked. They unlock the door but this activates a spear trap, hitting Torphor in the arm. Griffin heals him. The group then goes down to the second level of the ruin. The room where there were zombies previously is now locked and we can hear some moans coming from inside. The room with the halberds have less weapons than the last time we checked. The library room doesn't have any more scrolls. The room with the magic circle is scrubbed clean. We open another room and find a dwarf swiping the floor with a mop "Oy, you're adventurers huh. The boss don't like your kind, go away", says the dwarf. "Who do you work for?", asks Erard. "The big guy in a cloak, he pays me to swipe the floors and keep the undeads locked in their rooms on the first two underground floors, what are you all doing here anyway?". "We came to investigate this place." "If you know what is good for you you'll leave at once." "Why do you work for a necromancer anyway?""Me? I was banished from the dwarven lands for witchcraft. The necromancer taught me some spells." "So you're a cultist?""Nah, I don't mess with this whole demon stuff, I just do ice magic""Wouldn't you join our group of adventurers instead of working for this necromancer? We could get you a pay of 60 gold coins per year easily.""60 gold coins per year? Shiver me timbers, it's more than twice what I make here, I'm on board.""What is your name?""Call me Dhurkon the Frost Mage". We then open another door of the dungeon "Here I was supposed to put some more undeads but I'm not working for the boss no more". Dhurkon opens a locked door on the endof the corridor "Here's where we store the undeads", we enter into a room with a dozen cages packed full with undeads. There must be about a hundred zombies in here. "The boss is planning something with these zombies but for now he just needs them stored somewhere, so we just lock them in cages and in the many empty rooms of this place. The first few levels of the dungeon were pretty abandoned when he arrived here" "What about the lower levels"
"Well there's where the freaks live" "The freaks?" "Yeah, a bunch of demon cultists, they kidnap people to feed their souls to demons, we don't mess with them they don't mess with us". We then lead to the other end of the corridor and go down a flight of stairs.
>>
>>2312440

We then run off into a guy wearing a cloak "Dhurkon what's the meaning of this?" "I don't work for you no more boss", says Dhurkon, attacking the necromancer with an ice bolt. Erard attacks the necromancer with a magic missile spell. Torpher and Holeon jump towards the necromancer and attack him with swords. The necromancer is totallu flabergasted by all those attacks and ends up dead in a pool of his own blood. "Let's loot his stuff" says Dhurkon. They all enter a large room with a spacious table with a human body lying on top of it, and a couple smaller desks with lots of scrolls. We bundle up the scrolls into sacks then keep looking for something valuable. We find a small chest with 400 gp inside it. We then decide to explore further down the corridor. There's a stair to the next level of the dungeon. As we move along we find a corridor with several locked doors "These be the rooms of the cultists, let's move along.", says Dhurkon. We then find a large hall with ten sturdy column and an altar. Six hooded figures are in front of the altar while another is behind it, all of them chanting. There's a woman tied to the altar. They are about to sacrifice her. Torpher jumps in the middle of the ceremony and attacks the head cultist with his sword. The cultists start casting spells against us. The cultist leader uses some sort of touch spell that drains the life of Torpher. He falls to the ground, dead. Holeon strikes dead one cultist and is hit by a couple magic missiles, getting pretty seriously wounded. Erard and Dhurkon kill one cultist but then Dhurkon says "They be too powerful for us, we better flee" and start running away. Erard and Griffin run away and so does Holeon. The group runs out from the dungeon and heads back to our city.
>>
>>2312383
>>2312396

It's the year 812 and it's Autumn.

The centaurs show up to trade cloth for wood again.

We have our laborers fix the damage the goblins caused in our palisade.

We decide to send an envoy to the minotaur lands to check the living conditions of our women in there. They seem to be well treated by the minotaurs. There are still far more single minotaurs than married ones so it's likely that they'll keep coming to our town looking for brides for years to come. Their leader Gouk receives our envoy and show him around the burgeoning minotaur settlement. They're building mines and have a small flotilla of triremes. There seems to be about 800 to 1000 people living in the minotaur settlement, mainly minotaurs. Gouk says they're coming from the east to colonize these lands since their ancestral lands are being ravaged by undeads and he's the leader of the group of people who would rather leave and seek a new place to live than stay and be slaughtered by the undead. These minotaurs have a deep hatred for the undead for destroying most of their homeland, and they still keep somewhat loose ties with the folks in their distant homeland. The minotaurs would be willing to buy large amounts of iron, far more than what we're capable of producing. They have highly skilled smiths and would be willing to sell us plate mails at a discount for only 150 gp a piece.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (fix palisade; watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
btw should we hire Dhurkon the Frost Wizard, a dwarf spellcaster specialized in ice magic for 60gp/year?
>>
>>2312440
>>2312442


1. paragraphs

2. why does this seem so out of place?
>>
Rolled 9 (1d100)

>>2312463
>Send adventurers back out but with half a dozen crossbowmen and a dozen swordsmen to clear out the cultist for good
>Expand Iron Mines

>>2312472
Im pretty sure we did
>>
>>2312473

Sorry about the poor formating.

No idea why this seems out of place, I just wrote the whole thing right now.
>>
>>2312473
>>2312477

It's the year 812 and it's Winter.

We decide to send our adventurers back into the Temple of Mondu with half a dozen crossbowmen and a dozen swordsmen to wipe out the cultists.

We consider expanding our iron mines. Our open pit mineration is very costly, somewhat dangerous and not particularly efficient but it's the best that we have and iron is iron so we expand the width of the pit and start digging deeper, stacking away all the refuse in massive piles away from the pit.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (fix palisade; watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 78 (1d100)

>>2312498
>Build Parthenon to Weenar
>Open Iron trade route with minotaurs maybe we can get suits of plate armor for the iron we bring(we could slowly build a stockpile of this expensive armor)
>>
We send our adventurers back into the Temple of Mondu! They are escorted by six crossbowmen and twelve swordsmen.

The whole place is covered in a sticky goo.

The door to the first level has a spear trap! Holeon gets hurt by it. Griffin heals him.

On the first level we're faced with corridors flooded with zombies! Someone must have got the zombies out of their cages! The corridors only allow a couple people to fight side by side at a time while the zombies keep piling up towards us. The crossbowmen take potshots from behind the swordsmen who attack the zombies.

Griffin tries to scare the zombies away with his holy symbol, a few of the zombies back off but most of them continue advancing in waves. Our swordsmen fight with the zombies who try to bite them, some of the zombies break their teeth biting hard against the chainmail our swordsmen are wearing.

This fight in a cramped corridor is too disadvantageous to our troops so we retreat back through the stairs luring the zombies outside where our crossbowmen start shooting at them as they get out the temple.

Our crossbowmen run out of bolts and our swordsmen keep killing off the zombies as they step out of the temple.

Then four cultists show up amongst the zombies and start casting spells against our troops, they kill off five of our swordsmen with a fireball and some magic missile spells, Erard and Dhurkon cast spells at one of the cultists and bring him down before we're forced to retreat as the mass of zombies start to get out of hand.

The cultists command the zombies to come after us and our remaining seven swordsmen start to make short work of them. The cultists then flee back inside the temple. Once our swordsmen are done with the zombies our group enters the temple again. Our crossbowmen collect some of the bolts they used from the piles of zombies on the outside, but still they're low on ammo.

As we get down to the first underground floor the ground was slippery with oil, a cultist then throws a torch and run away, lighting the place on fire, three swordsmen are caught in the flames and suffer serious burns, Griffin heals them. Griffin starts to run out of healing spells.

We then get down to the second underground floor and find that the stairs to the third underground floor have been barricaded from the inside with furniture, we can hear the cultists throwing more mobilia on the pile in front of us.

Our soldiers then start to pry the way clear with their swords. After much effort they clear enough room to go through. The first soldier that goes through is met with several blows from halberds and ends up dead, his corpse stuck in the barricade.
The cultists yell "Go away or we'll kill you all."
>>
>>2312567

Erard decides to set the barricade on fire with a firebolt spell. The barricade catchs on fire and burns down. After it is reduced to cinders we advance. We go through the corridor with six locked doors. We have our soldiers kick the doors open. There's nobody inside the rooms, just beds.


We keep moving and go towards the altar room with the columns. The place is empty. There are three ways to go from there. We decide to split. One of the doors leads to a small corridor with an open door on the end of it, revealing a small room with altar supplies.

The second door leads to an office full of scrolls. We loot the scrolls and keep moving.

The third door leads to a small staircase into the fourth level underground.

On the fourth level one of the ways the corridor leads to a pit filled with shit.

The other way the corridor leads into a series of catacombs, widening and doing curves being filled with sarcophagus. We open some of the sarcophagus and there are ancient looking bodies withing. By the end of this creepy corridor we find a very large room with a large amount of skelettons.

When we get there we see seven hooded figures talking to a tall creature with a skullmask the creature says "It's no reason for you to intrude upon my domains" "Please", the hooded figure says, "they killed the necromancer and are now coming after us, look, there they are".

The creature then looks at us and says "Who's foolish enough to venture into the domain of Alphax! You shall deeply regret ever stepping into the temple of Mondu!"

The creature then opens a portal and about a dozen small flying demons come out of it. The little demons fly towards our men clawing at them with the ferocity of little wolves. Erard kills one off with a magic missile, while Dhurkon kills another with an icebolt. Our crossbowmen try to shoot at them but most of them miss, only one crossbowmen hits one of the flying creatures, killing it. The larger demon Alphax attacks Holeon with a bone sword, Holeon parry the blow.

Two more swordsmen die to the little devils. Our crossbowmen manage to kill a couple more. Our swordsmen manage to kill three more of the little devils.

The cultists cast spells on our swordsmen. They kill off three more of our swordsmen.
We're down to only two swordsmen.

Dhurkon then says "It's no use this devil is too tough, we should leave before we get killed"

Alphax then says "Follow the advice of your small friend if you can foolish creatures, and never set foot on the temple of Mondu ever again" says Alphax, as he opens another portal and summons a dozen more little devils.

Our adventurers and remaining troops then start running away for their lives.
>>
>>2312567
how is a narrow corridor disadvantagious for an outnumbered but individually superior force?
>>
>>2312627
because they keep piling up and pushing us further back
>>
>>2312509

It's the year 813 and it's Spring.

Our caravan with Khela makes a profit of 69 gold by selling pigs.

We raise prices of our cheese for our new caravan of cheese and glassware to Asminster, the halflings still buy it all! We make an astounding profit of 141 gp mainly with our overpriced cheese. The halflings say they have a much larger demand for our cheese and if we could produce far more cheese they would buy it. They say their demand is for at least five to ten times more cheese than what we're currently selling them
Our farmers and cooks believe that if we could build more cheeseries and if we can keep selling our cheese at such high prices we could have a return in our investments in a few short years.

Our treasury is up to 750 gp.

Our tax collectors get 1962 gp from our population and we pay 1850 gp to our troops. We get a 112 gp.

Our treasury raises to 862 gp.

We send a caravan to Petun selling iron. They say we don't produce nearly enough iron to satisfy their needs. Still they say they could either buy the little iron we produce or give us a couple platemails every year in exchange for it. Which do we choose?
> Selling our iron for money
> Trading our iron for a couple platemails
> Haggle for three platemails per year
> Don't sell our iron
> other?

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (fix palisade; watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 49 (1d100)

>>2312498
>use both of our actions to research all of the scrolls the adventurers have brought back so far

also does the restless bonus effect how many actions we have or how effective they are or something else entirely?
>>
>>2312634
>> Trading our iron for a couple platemails
>>2312635
>>
Rolled 13 (1d100)

>>2312634
> Trading our iron for a couple platemails(I doubt theyd be paying us 400 gold for the iron)
otherwise backing>>2312635

backing this guy we should do that and then focus on iron and cheese
>>
>>2312634

Fuck, completely forgot about the parthenon to Weenar.

We start to build a parthenon to Weenar, our treasury is down to 162 gp.

Parthenon to Weenar (1/3)
>>
>>2312635
>>2312640
>>2312643


It's the year 813 and it's Summer.

We decide to pressure our scholars about all the scrolls the adventurers keep bringing back, we have them come to our town hall and tell us what is in each scroll one by one.

Most of the scrolls are treatises on common topics like architecture, herding, shipwrighting, botany, swordsmanship, weaponsmithing and so on and so forth. A few of them contain magic spells. The lord gets fidgety and is curious about which spells so he has the scholars decipher the scrolls.

Even though our apprentices are not skilled enough to cast any of those spells our library now contains scrolls of the following spells
- Fireball
- Lightning Bolt
- Slow
- Haste
- Animate Dead
- Bestow Curse
- Conjure Lesser Demon

The scholars are quite upset about this disturbance of their work, one of them even says that unread books also have their beauty and knowing precisely everything that our library contains kills a bit of the mystic about the place.

Should we store the scrolls dealing with animating dead, cursing and conjuring demons away with the rest of the forbidden scrolls in jars underneath the floor of the library?

The minotaurs once again show up to woo our women.

Emissaries from Oxwick show up in our town! They want to buy 100 of our horses for 20 gold each.
> Sell them the horses
> Only agree to sell 50 horses
> Make it 25 gold each and you have a deal
> Don't sell them horses
> other?

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (fix palisade; watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 80 (1d100)

>>2312681
Seal them in the Parthenon we're building

> Only agree to sell 50 horses(our herd is to small even if they are humans)

Continue Parthenon
Build Cheesery
>>
>>2312681
Moralfag elf is gone now so i say we dig it all up and get ourselves some necromancers and demons. I'm sure we can keep it a secret from any self-righteous zealots in the vicinity
>>
Rolled 28 (1d100)

>>2312690
forgot to roll
>>
>>2312690
Id be cool we necromancers but id rather not mess with demons i dont wanna have to worry about mages getting possessed. And lets keep them seal till we have a couple actual wizards cause Erard the Tenacious, a wizard apprentice is our best magic guy at the moment
>>
Rolled 87 (1d100)

>>2312681
>> Make it 25 gold each and you have a deal

>Continue Parthenon
>and >>2312690
>>
>>2312688
>>2312690
>>2312716

It's the year 813 and it's Autumn.

We sell 100 horses to the humans at Oxwick for 25 gold each, they find it expensive but consider that those are mighty fine horses and it will be well worthy the expense. Our treasury is up to 2662 gold.

We decide to seal off the forbidden scrolls into a secret compartment in the parthenon to Weenar we're building.

We continue the construction of the parthenon to Weenar.

Parthenon to Weenar (2/3)

We also build another cheesery. Our treasury is down to 2462 gp.

The centaurs show up to trade wood for cloth. They tell us that the orcs from Gorkil have been doing lots of military exercises lately, they might be preparing to attack us or Oxwick.
> Send an emissary to warn Oxwick about the potential threat
> Send an emissary to coordinate a preemptive raind on Gorkil
> Attack Gorkil by ourselves
> Thanks Brine emissaries for the info but do nothing
> other

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (fix palisade; watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2312703
well there is the greater demon in the temple to worry about, so knowing how to bind demons could be pretty useful. Besides, i highly doubt that lesser demons would be able to possess our mages.

If you insist i guess we could leave the demonology alone and just get ourselves some necromancers. It'll probably be much cheaper to just fund a few powerful necromancers than having standing armies later, and for now we need something to keep the goblins away from our cattle, and undead guards seem like a good option.
>>
>>2312757
and hang on me and the other anon outrolled the other suggestion.
>>
Rolled 9 (1d100)

>>2312757
>> Send an emissary to warn Oxwick about the potential threat
>>2312764
yea and since there was two of shouldn't we get it anyway? I thought rolls were only for ties

>>Continue Parthenon
>>
>>2312764
>>2312770

Oh you two agreed on it? Sorry, I must have missed it.


It's the year 813 and it's Winter.

We send an emissary to Oxwick to warn them about the incoming threat of the orcs from Gorkil. They thank us for warning them and start performing their own military drills.

Our wizard apprentices decide to pursue the dark path of necromancy! They ask Dhurkon about it and he says "Your lot better be prepared to be hated everywhere, nobody likes necromancers. That aside the basics are really simple, we just need to turn this complicated and convolute mess of an animate dead spell into a simpler ritual that low level apprentices like the lot of you can actually manage. Look at these diagrams, tell me to slow down if I start rambling too fast, if we untangle these sigils and use these runes one at a time instead of all at once..."

Dhurkon himself is not a necromancer and can't really animate dead by himself but he makes a solid point - even with our limited knowledge of magic our solid grasp of arcane theory should allow us to turn a higher level spell into a ritual form that our apprentices could execute. So far we're holding secretive meetings in our scholar's guild but to keep pursueing this dark path we'll need corpses. Where will we get corpses?
> Dig for bones of our ancestors in the local cemetery
> Go loot ancient tombs in the desert
> Launch a raid against someone (Suma, Gorkil)
> This is getting too grim give up necromancy
> other?

We finish building the Parthenon to Weenar! We're now being bestowed the boons of Watchfulness Ritual that gives bonus to exploration, All Seeing Eye that gives a bonus against evil, and Watchfuel Eye ritual that gives a bonus against good.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (fix palisade; watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2312799
Not rolling for it but this seemslike the perfect opportunity to arrange that joint raid with Oxwick. Both corpses and a potential enemy taken care of in one fell sweep
>>
Rolled 65 (1d100)

>>2312799
>> Go loot ancient tombs in the desert

>>2312818
I'll support this

>recruit 20 more horsemen equiped with lances
>>
>>2312818
>>2312822

It's the year 814 and it's Spring.

Our caravan to Khela makes a profit of 75 gold trading pigs. Some are concerned our pig herds are being depleted at an unsustainable rate, although we're still many years away from it becoming critical it's a concern when our pig population is lower than our sheep population.

Our cheese caravan to Asminster makes a huge profit of 250 gp! Those halflings sure love cheese.

Our trade caravan to Petun sells our iron for 2 more plate mails. We now have 4 of those.

Our treasury goes up to 2790 gp.

We hire 20 more horsemen and equip them with lances! Our treasury goes down to 2590 gp

Our tax collectors go around collecting taxes. They get 1962 gp from our population. We then pay our military and heroes 2250 gp. We're on a deficit of 288 gp, we should consider lowering our expenses or raising taxes. Our treasury goes down to 2302 gp.

We decide to send our apprentices and adventurers to go loot ancient tombs in the desert for corpses to practice necromancy on! We disturb the resting places of many a mummy and bring their remains back town to the scholar's guild, the common townsfolk eye all this cadaver movimentation suspiciously.

We consider arranging a joint raid with Oxwick. They say that this spring they are busy planting their fields but in the summer they pledge to go on a raid on Gorkil with us.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (fix palisade; watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2312919
> Build pig ranch
> Build watchtower
>>
>>2312974

It's the year 814 and it's Summer.

We decide to build a pig ranch to increase our pig population faster.

Pig ranch -> Pig breeding

We also build another watchtower to improve our chances of early warning when any enemies approaches us. It's our third watchtower.

We send our troops on a joint raid with Oxwick against the orcs in Gorkil.

The minotaurs once again come to our city to woo our women.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
We decide to go wage war against the orcs in Gorkil with the people from Oxwick!

The people from Oxwick sent 40 soldiers armed with sword and wearing chainmail and 300 militia wielding spear. Their captains plan to charge towards the orcs and kill as many as they can

Which troops should we send against them?

We have 2302 gold coins.

> 70 town guards
> 20 swordsmen (wearing chainmail)
> 60 horsemen (20 with lances)
> 20 crossbowmen (wearing chainmail)

Should we hire mercenaries?

> Irontip Brigade (100 horsearchers, 1000 gp)

Should we draft some of our men into a temporary militia?
> Spearmen militia (1 gp each) around 800 available


Which strategy should we use against the orcs?
> Charge at them
> Divide troops in two try to flank them
> Divide troops in three try to surround them
> Maintain lines wait for them to approach
> other?
>>
>>2313015

20 Swordsmen
60 Horsemen
20 Crossbowmen
300 Spear Militia

> Irontip Brigade (100 horsearchers, 1000 gp)

Thatll cost us 1300 gp but well be able to do a actual raid against the orcs with this many people

Follow the other humans plan but have the calvary wait to engage until after the infantry have engaged
>>
Rolled 86 (1d100)

>>2313015
Support >>2313066
>>
Man, captcha are so annoying, not like bots are gonna be posting in quest threads anyways
>>
>>2313091
thank you! some other anon always wants to commit a token force to these things
>>
>>2313094
you dont have an extension that takes care of that for you?
>>
>>2313066
>>2313091

We decide to send 20 swordsmen, 60 horsemen, 20 crossbowmen, 300 spearmen militia and the Irontip Brigade charging against the orcs from Gokil, with the cavalry waiting to engage after the infantry have engaged.

Gorkil musters about 500 orcs spearmen to defend their settlement plus 50 heavily armored orcs carrying battleaxes. They divide their troops in two and try to flank our troops. Our horsemen and the Irontip Brigade spread around and make our charging front wider ruining the orcish strategy! Our armies clash one against the other! The Irontip brigade and our crossbowmen focus on sniping the armored orcs! Our swordsmen and the swordsmen from Oxwick start dueling the armored orcs while they're under crossbow and archer fire to distract them. The orcs lose 20 heavily armored orcs and nearly 300 or their militia before they flee, while our side suffers about 200 militia losses, spread more or less evenly between our and Oxwick militias. While the orcs are fleeing the battlefield they lose an additional 100 orcs being sniped by the Irontip Brigade. We then invade the orcish settlement. Oxwick troops start killing civilians and plundering whatever valuables they can find in there. The orcs scatters all over the place. The orcish shamans flee from the town once they see our troops invading. We plunder about 4482 gp worth of silver and trade goods from the orcish town, then we put it to the torch. We share the loot with Oxwick so we gain 2241 gp. Considering the 1300 gp we spent on this raid we profit 941 gp from it. Our treasury raises to 3243 gp. We order our troops to bring back some corpses from the battlefield. They bring back 200 corpses, about 100 of those orcish corpses, including 20 chain mails that we loot, giving 10 to Oxwick and keeping 10 to ourselves that we could refit for our troops.

The orcs should take a long time to recover from this raid, if they do at all.
>>
>>2313008
Whoops cant believe we forgot to make a move

>Build a Parthenon to Yfdea
>Host a large festival to the gods to celebrate our victory(and get new rituals)
>>
Now vote on something so I can advance to the next season.
>>
>>2313168

We don't know a third ritual for Yfdea so we'll sacrifice for it instead then.
>>
Rolled 50 (1d100)

>>2313176

>>2313168
>>Host a large festival to the gods to celebrate our victory(and get new rituals)
>Send a group of 10 horsemen to the ruined orcish settlement to see if they returned
>>
I gotta go for a bit, I'll be back on later if you're still running by then>>2313169
>>
>>2313168
>>2313198

It's the year 814 and it's Autumn.

Our population rejoice with the success of our large raid against the orcs! Our population buries and mourns their loved ones that we brought back from the battlefield, but are puzzled on why did we bring so many orcish corpses.

The centaurs show up to trade wood for cloth as usual and congratulate us on our succesful raid on the orcs.

We host a large festival to honor the gods! We have our priests perform a large sacrifice to Yfdea to learn more of her mysteries. We unveil the Bounties Of The Earth Ritual that gives a bonus to mining. We could build a parthenon to Yfdea to receive all the boons or switch it for one of the other two the Rubbing Hands ritual that gives bonus to trade and the Free Market Ritual that gives bonus against unrest.

We decide to send a group of 10 horsemen to the ruined orcish settlement to see if they returned. Our horsemen report that there are still more than a thousand orcs living in there, they're rebuilding all that we've put to torch and although their settlement is in pretty bad shape they're still standing.

We decide to start building a Parthenon to Yfdea to have the boon of a third ritual bestowed upon us.

Parthenon to Yfdea (1/3)

Our treasury is down to 2543 gold pieces.

We have a plentiful harvest as usual.

Our apprentices are pretty sure they figured out how to perform a ritual to animate a corpse! Should we try it?


What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 79 (1d100)

>>2313281
Yes animate Corpse

Continue parthenon
Send an large armed group with a diplomat demanding a yearly tribute from the orcs or we'll wipe them out
>>
>>2313290
30 Horsemen for the armed group
>>
>>2313290
Support
>>
>>2313290
>>2313294
>>2313322
It's the year 814 and it's Winter.

We decide to have our apprentices animate a corpse! They can make the animated orc move around and perform tasks as they order him, but the ritual is very complicated and must be performed every day. Dhurkon tell us that the bite of the zombies is infectious and that once you're bitten by one you get sick and turn into a zombie after awhile unless you're magically healed by a priest. We keep our zombie tied down to a table in the scholar's guild. Should we animate more corpses?

We continue building a parthenon to Yfdea.

Parthenon to Yfdea (1/3)

We send 30 horsemen with a diplomat to the orcish town demanding a yearly tribute from the orcs or we'll wipe them out. After a few weeks some of our peasants find the head of our diplomat stuck on a pike outside of our town out of the field of view of our watchtowers.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2313328
>Build a University
>>
>>2313344
Ignore this
>>
>>2313328
stop the necromancy practice destroy the subject we dont want zombie outbreak in our town
>>
>>2313008
>Build another cheesery
>Sacrifice to Finance god

Also can we adjust our trade with dwarves as a free action.
I suggest we try to get large amounts of iron from the dwarves at cheap bulk prices and then sell it to the Minotaurs for profit.
Also are we selling salt to the dwarves? That needs to be part of the deal.
Something like this could be arranged:
Salt(Halflings)->Iron(Dwarves)->Plate Mail(Minotaurs)
And how much gold would the Minotaurs pay for our iron? It may be more cost-effective to just take gold and then turn 360degrees and buy plate mail. Since they're selling price is 50gp less than our manufacture price.

And we should figure out how many town guards we actually need and retrain the surplus as swordsmen and pikemen. And go ahead and pop on equipping all our horsemen with lances.
>>
Rolled 57 (1d100)

>>2313482
Agree, this is too suspicious. Only use as a last resort.Focus on divination and learning other scrolls we've acquired.

>>2313328
>>2313500
>Change sacrifice to Oracle god
>>
Rolled 33 (1d100)

>>2313328
Did we lose the 30 horsemen?
Also we neeed to go finish off the orcs shortly
otherwise ill back >>2313520
>>2313500
>>
Rolled 14 (1d100)

>>2313328
>Should we animate more corpses?
no, instead keep the one and study the scrolls to try to learn how to cast spells to turn zombies back into corpses

>Continue pantheon
>sacrifice to Oracle god
>>
>>2313482
>>2313500
>>2313520
>>2313523
>>2313556

It's the year 815 and it's Spring.

Our trade caravan to Khela makes a profit of 58 gp selling pigs this year.

Our trade caravan to Asminster makes a 263 gold profit selling cheese and some glassware.

Our trade caravan to Petun sell iron for a couple platemails. We have 6 of those now.

We collect 1962 gp from our taxes. We pay 1650 gold to our troops and heroes 70 Town Guards (350 gp/year)
20 Swordsmen (chainmail) (200 gp/year)
30 horsemen (20 with lances) (600 gp/year)
20 crossbowmen (chainmail) (200 gp/year)

Griffin the Wise, a priest of Kaphine, 100gp/year
Erard the Tenacious, a wizard apprentice, 60 gp/year
Holeon the Cunning, an experienced warrior, 80gp/year
Dhurkon the Frost Mage, a dwarf spellcaster specialized in ice magic, 60gp/year

making 312 gp surplus.

Our treasury is up to 3176 gold pieces.

We decide to build another cheesery. We now have three of those.

Our treasury is down to 2976 gp.

We make a sacrifice to Kaphine the Goddess of Oracles and unveil the Inspiration Ritual that gives bonus to artisans. We could build a parthenon to have the three bonus active at the same time or switch for one of the other two rituals that we know, Prophetic Dreams that give a bonus to diplomacy and The Good Stuff that gives a bonus against unrest.

We decide to stop the necromancy practice and destroy the subject for fear of a zombie outbreak in our town.

We consider changing our trade caravans with the halflings, dwarves and minotaurs.
From now on we're to send the salt we get from the halflings in exchange for cheese and glassware to the dwarves in exchange for iron, then get the iron from the dwarves and sell it to the minotaurs for more plate mails. Is that it?

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 ; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2313616
>Is that it?
What would that net us based on current estimates?
As much as I'd like to get more plate mail, we still need gold revenue to make payroll and buildings.

>What should we do next?
>Another sacrifice to Kaphine
Lets see if we can skip the parthenon and go straight for a cathedral.
>Equip all remaining cavalry with lances
>>
Rolled 36 (1d100)

>>2313654
Roland
>>
>>2313654
>>2313616
Ill be backing this goi
>>
Rolled 66 (1d100)

>>2313675
>>2313675
>>2313616
>>
Calling It a night probably be back tomorrow around 16h UTC.
>>
>>2313801
Gud nacht mein kleine kartoffel.
>>
>>2313654
>>2313675
>>2313679


It's the year 815 and it's Summer.

We decide to perform another large sacrifice to Kaphine. We unveil her last ritual, Predicting Weather that gives a bonus against winter.

We decide to equip all our remaining cavalry with lances. Our treasury is down to 2876 gp.

The minotaurs show up to woo our women again.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
The goblins and orcs sent a combined army to raid our town! Our patrols catch sight of about 300 orcs and 500 goblins marching towards our town from the east, most of them armed with spears! There seems to be a number of heavily armored orcs and goblin shamans amidst them.

Which troops should we send against them?

We have 2876 gold coins.

> 70 town guards
> 20 swordsmen (wearing chainmail)
> 60 horsemen (20 with lances)
> 20 crossbowmen (wearing chainmail)

Should we hire mercenaries?

> Irontip Brigade (100 horsearchers, 1000 gp)

Should we draft some of our men into a temporary militia?
> Spearmen militia (1 gp each) around 800 available


Which strategy should we use against the orcs and goblins?
> Charge at them
> Divide troops in two try to flank them
> Divide troops in three try to surround them
> Maintain lines wait for them to approach
> other?
>>
Rolled 65 (1d100)

>>2314982
>> Irontip Brigade (100 horsearchers, 1000 gp)
hire 100
>> Maintain lines wait for them to approach
archer and infantry hide behind wall and shoot them with arrow and rock
>> Divide troops in two try to flank them
horsemen and horse archers hiding outside of town and charge with infantry when they hit our wall
>>
>>2314982
can we use our heroes to help ?
>>
>>2314982
whelp there goes our profits.
> 70 town guards
> 20 swordsmen (wearing chainmail)
> 60 horsemen (20 with lances)
correct to all lancers
> 20 crossbowmen (wearing chainmail)
Call in the Irontips
And draft 500 militia


Not sure about tactics, but I'd rather keep the militia in reserve or at least off the front line rather than use them as cannon fodder.

Maybe have the cavalry harass them until they enter the stockade, then pin them against it with the infantry as the archers and wizards make it rain and the cavalry make strafe runs. Also don't block off their escape route. We're outnumbered so I'd be better to let them flee than decimate our own troops. We can punish them later.
idk, I literally just made this up.
good luck guyz.
>>
>>2314982

damn we only have 30 horsemen all of them with lances, sorry about that small mishap
>>
>>2315045
>we only have 30 horsemen

ok hire 200 militia but use them as reserve behind town guards and swordsmen
>>
>>2315054
>>2315031
>>2315024 sure
>>2315023

We decide to hire the Irontip Brigade and have them hide outside town with our horsemen waiting to charge the enemy when they hit our wall. We have our crossbowmen and infantry hide behind the wall and shoot at the incoming army of orcs and goblins. We also recruit 200 militia men and leave them in reserve behind the lines of our soldiers.

Our crossbowmen manage to kill of about 50 enemies amongst goblins and orcs before they close in into our wall. The goblin shamans burn a section of our palisade with their fire magic. Our 20 swordsmen and 70 town guards hold the line against the incoming waves of orcs, killing off about 50 orcs. Meanwhile our cavalry and the Irontip Brigade charge the flank of the combined orcish and goblin army. In their charge our horsemen kill off about 20 enemies before they are forced to drop their lances and defend themselves with their swords. The Irontip Brigade decides to focus on the goblins, killing off about 200 goblins and some orcs while running laps around the orcish and goblin army. They manage to snipe the goblin shamans, dealing a great blow on the goblins morale. The mass of orcs and goblins quickly overwhelms our swordsmen killing of ten of them and 20 of our town guards who lose morale all of them starting to fall back. Our militia that was in reserve tries to hold the lines agains the incoming mass of orcs and goblins but the fight quickly becomes bloody. We lose 100 men while the orcs and goblins lose very few of their own to our very green militia. The Irontips kill off about 100 more goblins before running out of ammunition and retreating. The orcs and goblins kill off 50 more of our militia. Without support and being slaughtered the remaining of our milita men and soldiers scatter. The crossbowmen run and take cover behind the stone wall. The orcs and goblins invade our town and start climbing the walls. The crossbowmen kill off about 50 more goblins before running out of ammo then they also flee. The orcs and goblins start roaming our streets killing civilians and taking plunder. They plunder our townhall and put our granary, looms and cheeseries to the torch. They walk off with a good chunk of our treasury before our ranged troops have time to go back to restock on ammunition to shoot them down. Our horsemen still catch a few greedy orcs who were carrying too much weight and were slowed down by their plunder but most of the other scatter running away with our treasuty.

We lost the engagement but inflicted heavy losses on the orcish and goblin armies, they should take awhile to recover their numbers.

Our treasury is down to 324 gp!
>>
Vote on what to do next so I can advance season!
>>
>>2315086
Contact the minotaurs and the humans to see if theyll join us in an attack on them next spring
>Take a census
>>
Rolled 58 (1d100)

>>2314980
>>2315109
>>2315109
>>2315086
>>
>>2315086
also are our looms and cheeseries totally destroyed or are they being repaired in the background?
>>
>>2315118

They've been destroyed and will cost their full price to be rebuilt.
>>
So guys I think we should build a mages tower/guild what have you once we have our cheese and steel economy locked down and cathedrals up and running
>>
rebuild everything and repair wall
focus on restoring economy
>>
>>2315109
>>2315110
>>2315144

It's the year 815 and it's Autumn.

The centaurs show up to trade wood for cloth but alas we don't have enough cloth to trade with them. They leave the wood in our town anyway as a token of good will in solidarity to help us rebuild our destroyed buildings, trusting we'll have enough cloth for them next year.

We decide to take a census, our population is down to 6159, we have 324 horses, 2944 cows, 4301 sheep and 3955 pigs. Our tax collectors changed the rates accordingly.

We decide to send emissaries to Petun and Oxwick to see if they'll join us in an attack on the orcs or on the goblins next spring.
Petun's minotaur leader Gouk says they'd love to go wage war alongside us but during the spring they'll need all hands sowing the fields. Perhaps we could postpone the attack till summer?

Oxwick's leaders say that the orcs from Buga that attacked us are a very numerous tribe with at least 4000 orcs, we'd need to amass a huge army to attack their town. They'd be willing to send a raiding party to kill as many orcs as possible if we're really committed to sending our full army, and they'd rather do it on summer rather than spring for they also need all hands to sow their fields.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2315149
push it back to summer thats fine
Build Loom
Build Cheesery
>>
>>2315149
accept both offers and prepare for summer

spend 100 for loom and 200 for cheese building
>>
>>2315157
>>2315169


It's the year 815 and it's Winter.

With our granary burnt our peasants took their share of grain for the year directly to their own homes.

We pledge to go to war on the orcs from Buga alongside the minotaurs from Petun and the humans from Oxwick in the next summer!

We decide to build a cheesery and a loom to start slowly recovering our economy from the losses caused by the orcish raid.

Our treasury is down to 24 gp.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2315178
>Build Granary(can we go into debt a little bit?)
>Host a small Festival for morale and the gods
>>
>>2315178
>only 24 gp left

Sacrifice to Yfdea we need economy boost

send caravan to trade but where ?
>>
>>2315195
the dwarves and halflings may want more spy glasses?
>>
>>2315210
and cheese but our cheesery is destroyed
>>
>>2315214
we just rebuilt one and i was thinking low number=huge payout for cheese you still need quite a bit but spy glasses are still a silly high priced item(As far as i can tell,which isnt much honestly)
>>
>>2315193
>>2315195


It's the year 816 and it's Spring.

Our caravan to Khela makes a profit of 69gp selling pigs.

Our caravan to Asminster makes a profit of 144gp selling extremelly overpriced cheese. The halflings are very sad to hear about the orcish raid destroying our cheeseries but are glad we managed to rebuild one to make some cheese for them regardless.

Selling salt for iron to the dwarves and iron for platemails with the minotaurs in Petun we get 4 more platemails. We now have 10 platemails.

Our tax collectors get 1845 gp from our population and after paying 1450 to our troops and heroes we get 395 gp.

Our treasury is up to 632 gp.

We have our laborers rebuild our granary. Now we have once again a place to store grain for the year to be distributed fairly amongst the townsfolk.

We decide to host a small festival and sacrifice to Yfdea for an economy boost. Our priests are confident that if we pursue trade with the people we know about already but still don't have trade relations with, namely the halflings from Heabury northeast, the humans from Oxwick south past the dwarven lands, the elves from Lothlione northwest, and perhaps also the humans from Cheygrove beyond the troll lands, we should get nice trade opportunities.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2315229
> Rebuild cheesery
> Rebuild palisade
>>
>>2315240

It's the year 816 and it's Summer.

We decide to have our laborers fix the sections of our palisade that have been burned off by the goblin shamans.

We also rebuild another cheesery.

Our treasury is down to 432 gp.

We send our men on a raid alongside the minotaurs from Petun and the humans from Oxwick against the orcs from Buga in the southwest!

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
We send our troops to raid the orcs at Buga!

The Minotaurs from Petun send 100 heavily armored minotaurs armed with swords. They intend to charge the enemy and kill as many orcs as they can.

The humans from Oxwick sent 50 armored swordsmen and 300 militia men. They intend to charge the enemy and kill as many orcs as they can.

Which troops should we send against them?

We have 432 gold coins.

> 50 town guards
> 10 swordsmen (wearing chainmail)
> 30 horsemen (with lances)
> 20 crossbowmen (wearing chainmail)

Should we hire mercenaries?

> Irontip Brigade (100 horsearchers, 1000 gp) (can't afford them)

Should we draft some of our men into a temporary militia?
> Spearmen militia (1 gp each) around 800 available


Which strategy should we use against the orcs?
> Charge at them
> Divide troops in two try to flank them
> Divide troops in three try to surround them
> Maintain lines wait for them to approach
> other?
>>
>>2315257
Build a Loom
Send envoys to Lothlione, Oxwick, Heabury to get trade options

>>2315268
> 10 swordsmen (wearing chainmail)
> 30 horsemen (with lances)
> 20 crossbowmen (wearing chainmail)
> 300 Spearmen Militia

Charge at them but calvary makes sure we dont get flanked or out maneuvered
>>
>>2315273

We deploy 10 swordsmen, 30 horsemen, 20 crossbowmen and 300 spearmen militia against the orcs with orders to charge and kill as many orcs as possible, telling our cavalryto make sure we don't get flanked or out maneuvered.

The orcs deploy about 50 armored soldiers carrying battleaxes and 500 militia with spears, charging ahead to confront our three combined armies. The four armies clash and the battle that ensues is fierce. The minotaur heavy troops really shine in the battlefield against the orcish militia, each of them killing their share of orcs in the frontlines until they're faced with the armored orcs and start dueling them. At a point the armored orcs are surrounded by the armored forces of our three armies combined and facing oponents from all sides cannot parry and block the blows efficienty. We kill off about 30 armored orcish soldiers and 300 of their militia before they start losing morale and start to flee. We pursue them back to their city but when we arrive there we're faced with about a hundred archers on their walls so we choose not to pursue the raid further since we didn't bring siege weapons. We only loot about 30 chain mails and a large amount of iron tipped spears, and we divide 10 chain mails to each army. We suffered only minimal losses of militia men, we drag their bodies back town to be mourned.
>>
>>2315298
Also before I forget can we give our remaining swordsmen our plate armor we should have just enough right?
>>
>>2315229
We probably ought to recruit some more troops for the battle. Crossbows are too expensive, so lets try to get a nice balanced force of swordsmen, pikemen and archers.

For future reference, perhaps we should strive to maintain a force equal to 10% of our pop, with another 10% trained to be a well regulated militia.
>>
>>2315320
or we can focus quality over quantity with better equipment
>>
>>2315346
Im with you also heavy horse archers
>>
>>2315273
>>2315311 sure
>>2315320 would be hard to afford such a large standing army

It's the year 816 and it's Autumn.

We decide to build a Loom to have enough cloth to trade with the centaurs.

And sure enough they show up dragging another shipment of wood. We give them pretty much all our cloth production for the year and thanks them for having had faith in us.

We send envoys to Lothlione, Oxwick and Heabury to inquiry about trade options.

Our envoys to Lothlione are welcomed there, turns out Findelye is the daughter of a local noble, she puts good words for us with the local leaders. The elves would be willing to buy iron and once they learn we're in the glassware business they ask if we could sell them crystal glass for them to build crystal spyres for their seers and mages. We ask them how to make such crystal glass and they give us precise instructions, turns out we need some lead to make it. Perhaps we could get some lead with the dwarves? The elves would be willing to buy large amounts of crystal glass worked to their specifications. The elves would also buy luxury goods like gems and pearls and luxury food. The elves have a vast arcane library and could sell copies of some of their scrolls to us if the price is right. They also have more venison available than they know what to do with, so they'd be willing to buy some salt to preserve and sell it. The elves have a gold mine in their territory so they're very rich indeed.

Our envoy to Oxwick says that although they'd be eager to get some trade routes going on between our cities the direct routes go through the mountains making the movimentation of bulk items difficult. We could go around the mountains but on both sides the mountain passes are orcish territory so our caravans would need to be heavily guarded. Oxwick produces large amounts of salt, salted fish, lobster, oysters and pearls. They have a decent iron mine in the mountains and recently uncovered a vein of galena, getting a nice surplus of silver and lead. They'd be willing to buy armor and weapons to better equip their army and advanced siege engines like heavy ballistas and catapults.

Our envoy to Heabury figures out that the halflings have claimed far more land than they would be able to utilize. They have massive farms in the plains and produce humongous amounts of grains. They're simple folk that don't like war but have suffered invasion and raids from the lizardmen south on occasion. They have a silver mine and so are somewhat wealthy. They won't worry much about anything in life and are content in living a simple life, however their nobles would be willing to buy luxury food and goods, and they have a huge market for meat, leather, wool, dairy and animals that produce it since their herds are modest for their large lands.

What should we do next?
> specify
>>
>>2315382
>They're simple folk that don't like war but have suffered invasion and raids from the lizardmen south on occasion.
maybe we can offer them our merc service
>>
>>2315410

They hired the mercs once
>>2307702
>>
>>2315382
Offer Mercenary services to the Heabury
Sell armor and weapons to Oywick for Lead
Begin to produce Crystal glass and sell it to the Elves
>>
>>2315382
So Im thinking the elves and dwarves and halflings are prime targets for trade

So see if we can start trading cows with the dwarves for little more lead than we'd need to trade with the elves and also get more iron out of the deal too

And Lets send one large animal caravan under guard to the halflings to make some quick cash
>>
>>2315382
>Build Cheesery
>Build Tannery

How about we try to get 50ea of all troop types?
Also seems like we have plenty of excuse to make ballistas now.

>for them to build crystal spyres for their seers and mages.
Hm, that sounds useful. Can they teach us how to build one?
>>
>>2315410
>>2315436
>>2315444
>>2315449

It's the year 816 and it's Winter

We offer the mercenary services of the Irontip Brigade to the halflings of Heabury. They say "We are aware of your mercenaries, we hired then about ten years ago to help us against the lizardmen, if we need them again we won't hesitate to hire them."

We decide to sell some armor and weapons to Oxwick for Lead. We pressure our artisans to see the cheapest they can make chainmails for. Affter much haggling they agree that they can make chainmails for 25 gp each. At which price should we sell chainmails to Oxwick?
> 30 gp each
> 40 gp each
> 50 gp each
> 60 gp each
> other

We need a load of lead worth about 500 gp to fulfill the elvish deal of crystal spires. Should we trade chainmails for lead with Oxwick? We could trade cows with the dwarves instead to get some lead.
> Make a deal with Oxwick chainmails for lead
> Make a deal with Khela cows for lead
> other?

Our envoy asks the elves what these crystal spires are for and they answer "Some might thinks it's just a fancy roof for your towers but our wizards and seers believe that actually consistently meditating under crystal spires improves magical abilities over time, that's why all our magic users want to have their own crystal spires and we also want to commision and build some larger communal ones."
Whether they're correct in their belief or it's just a spook of the mind you cannot tell, but in any case it's a great business opportunity. The elves give us precise specifications on how they want their crystal spires. The elves promise to pay us 4000gp for this first sale and will likely buy more in the future. We're short on money so we ask 1000gp in advance and they agree on it.

We consider sending one large animal caravan to sell to the halflings in Heabury to make some quick cash. How large are we talking here?
> A couple hundred animals
> Five hundred animals
> A thousand animals
> Two thousand animals
> other?

We build another Tannery.

Tannery -> Leather

We build another Cheesery.

Our treasury is down to 832gp

What should we do next?
> specify
>>
>>2315550
> 40 gp each doesnt seem too bad consider that we're taking all the risk
> Make a deal with Khela cows for lead and iron

> A thousand animals(but only 50 of our horses)and lets send half our horsemen and half of our crossbowmen as an escort

Hire 20 Swordsmen Hire 30 Archers
Build Loom
>>
>>2315585
>>
Rolled 69 (1d100)

>>2315677
are you like backing me or??
>>2315585
>>2315550
might as well roll
>>
>>2315859
Yup
>>
Rolled 28 (1d100)

>>2315550
>> 40 gp each

>We need a load of lead worth about 500 gp to fulfill the elvish deal of crystal spires. Should we trade chainmails for lead with Oxwick? We could trade cows with the dwarves instead to get some lead.
can we do both? it seems like we'll be needing a lot of lead

> Five hundred animals
>>
>>2315585
>>2315677
>>2315859
>>2315913

It's the year 817 and it's Spring.

We send a large trade caravan to Heabury with 50 horses and nearly a thousand of our other animals escorted by 15 horsemen and 10 crossbowmen to sell! We make a profit of 1575 gp selling all those animals!

Our treasury is up to 2407 gp.

We offer to sell Oxwick chainmails for 40gp. They comission 50 chainmails. We send a caravan through orcish territory to deliver the goods! Luckily the orcish patrols didn't spot our traders. We make a profit of 750 gp.

Our treasury is up to 3157gp.

We make a deal with Khela to sell a large amount of cows for lead and iron! They gladly accept the deal, selling us large amounts of iron and lead for our cows. We should have enough lead to fulfill the elvish orders of crystal glass spires.

Our peasants are a bit concerned with our reckless selling of our herds.

We decide to hire 20 swordsmen and 30 archers.

Our tax collectors raise 1845 gp and we pay 1950 gp to our troops and heroes, ending up with a deficit of 105 gp.

Our treasury is down to 3052 gp.

We build a loom.

Our treasury is down to 2952 gp.

A centaur emissary shows up in our town to say that the centaurs tribe will be travelling to the plains west beyond the jungles of the Sinabu lizards and as such will no longer be able to fulfill our trade agreement on bringing us wood every year. Well have to figure out a new source of wood for any large scale project that requires it, even though our day to day needs are reasonably met by our two tree farms by now.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 32 (1d100)

>>2316173
> Take a census
>start building the crystal stuff for the elves
>>
>>2316208

It's the year 817 and it's Summer.

We decide to take a census. Our population is 6454 people, we have 274 horses, 2180 cows, 3751 sheep and 3524 pigs. Our tax collectors adjust their rates accordingly.

Our artisans start to craft the crystal spires to the specifications of the elves. He have to heavily modify the techniques we usually use for making glassware in order to craft these large unwieldy things that the elves want for their towers. It will take awhile.

Crystal Spires (1/3)

The minotaurs show up again to woo our women.

An emissary from distant lands arrive at our town! He says he hails from Hedon, a recently built human settlement to the west of the halfling lands of Heabury. They say they come from the eastern continent seeking to settle these lands and are sending emissaries to get acquainted with all the locals. They've met the halflings from Heabury, the centaurs from Brine who recently settled near them, the lizardmen from Sinabu and ask us for more information about this region.
> Tell them about the minotaurs
> Tell them about the elves
> Tell them about the orcs
> Tell them all we know about the continent
> other?


What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 25 (1d100)

>>2316285
>Finish Crystal Spires
>>
Rolled 66 (1d100)

>>2316285
> Tell them all we know about the continent
>We should our ranches and work on rebuilding our horse herds
>Set up a bridal tax for the Minotaurs, if they want to take away our population they should at least pay something for it.
>>
>>2316315
>>2316325

It's the year 817 and it's Autumn.

We decide to tell the Hedon emissaries everything we know about the continent, mentioning the other humans, the elves, the halflings, the minotaurs, the orcs, the goblins, the trolls, the demons, the undeads and other tidbits of lore. The emissary thanks us for sharing so much valuable information with him and travels back to Hedon to report back to his superiors.

We have our artisans work overtime to finish the Crystal Spires for the elves! Now it's just a matter of taking these things to Lothlione in the northwest and claim our pay.

Crystal Spires (3/3)

We have a couple horse ranches already but it takes awhile for our horses to grow.

We've considered a bridal tax for the minotaurs back the first time when they showed up but decided against it. Should we reconsider and start charging a bridal tax from now on?

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 91 (1d100)

>>2316358
>Yes to a bridal tax, them come repeatedly on what we initially thought was more of a one time thing
>Deliver the Spires
>Construct a military academy
>>
>>2316376
support
>>
>>2316358
Also can we get the current holdings list?
>>
>>2316376
it was pretty clear it wouldnt be though
>>
>>2316388
If they can't sustain their population why should we be the ones to suffer for them? They are taking our peasants and should simply pay a dowry for them, they have gotten plenty of women from us already.
>>
>>2316386

(2) Quarry -> Stone
(2) Mines -> Iron ore
Farms -> mostly Wheat, Rye, Barley
Granary -> food storage
Brewery -> Beer
Smith -> Iron
Barracks -> Swordsmen
Tavern -> Adventurers
Market -> Tax revenue + 50%
Stables -> Horsemen
Library -> Bonus to research
Scholar's guild -> Research bonus
(2) Treeplanter's cottage -> Planting trees 803, 806
(2) Wool Loom -> Cloth
(3)Cheesery -> Cheese
Glassblower's Workshop -> Glass
Lumber Mill -> Wood
(2) Horse Ranch -> Breeding horses
Harbor -> Fish
Herbalist -> Healing and poisoning
Pig Ranch -> Breeding pigs
Tannery -> Leather


Palisade (8/8) -> defense bonus, surrounding our fields
(3)Watchtower-> early warning
Stone Wall (8/8) -> Defense bonus, surrounding houses


Temple to Yfdea
Parthenon to Yfdea (2/3)
Temple to Kaphine
Parthenon to Weenar (3/3)

If my notes are not wrong it looks like we started a parthenon to yfdea but never finished it
>>
>>2316376

A military academy would require university to be built first. We could build an armory and/or a fighter's guild.
>>
>>2316397
A Fighter's Guild sounds like a capital idea
>>
>>2316395
>Parthenon to Yfdea (2/3)
>>2316400
we should finish this first
>>
>>2316402
I suppose so, I will support this.

How would everyone feel about building that castle with the money we get from the Elves?
>>
>>2316413
I'd rather put it towards more ballista, or the university
>>
>>2316417
What use is a ballista if we have no one to siege and no castle to put it on.
>>
>>2316422
we can put it on our walls, but yea I guess none our our current enemies will require us to siege them
>>
>>2316422
We have Orcs Goblins and Trolls to seige also Id rather build up our magic base we need a mages guild or two so im with this guy>>2316417
>>
>>2316428
>>2316422

The orcs we were just fighting has decent walls and a bunch of archers look here>>2315298
>>
>>2316435
Actually a mage's guild is a very good idea, I'm just saying we aren't much of a lord without a castle or a manor.
>>
>>2316376
>>2316381
>>2316402
>>2316413

It's the year 817 and it's Winter.

We decide to start charging the minotaurs a bridal tax, argueing that they're bleeding us out of young female villagers. Gouk the minotaur leader is not very pleased but understands and says that his men will bring suitable payments when they come court our women.

We send a caravan to Lothlione to deliver the Crystal Spires to the elves. They are delighted to see that we crafted the spires to their specifications and we help them install some of the spires on top of a bunch of towers. They pay us 3000 gp for our fine work of art.

Our treasury is up to 6052 gold pieces.

We decide to finish our parthenon to Yfdea. Now we're being bestowed the boon of the rituals Rubbing Hands that gives a bonus to artisans, Free Market that gives a bonus against unrest and Bounties of the Earth that gives a bonus to mining.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2316442
Well i mean thats fair enough we also lack a moat if we're going down that road
>>
>>2316444
>Build a Mage's Guild
>Ask the Hedon if they have wood to trade
>>
Rolled 80 (1d100)

>>2316444
>build mage's guild
don't care what else
>>
File: motte_03.jpg (29 KB, 460x292)
29 KB
29 KB JPG
>>2316444
How much and how long to get a stone moat and bailey castle system going?
>>
>>2316453

a mage's guild also has a university as prerequite. University unlocks an awful lot of cool stuff.
>>
>>2316460
Shieet really that takes a huge amount of seasons to complete
>>
Rolled 71 (1d100)

>>23164444>>2316460

Lets build a university then!
Lets build a loom for our second Action

Also can we get a list of known factions?
>>
>>2316460
>>2316454
Start a uni then
>>
>>2316444
>Construct a university
>See if Hedon has any wood to trade
>Build a medium moat
>>
You guys wanted to build a fighter's guild, already changed your mind? Anyway, I'll add it to the list of stuff to build.

>>2316464
Magic ain't for the faint of heart, our apprentices are at it for what, ten years now? Maybe more? If we give them the proper environment to develop themselves they should become full fledged wizards faster.
>>
>>2316478
It's just me that wants fighters everyone else wants magic.
>>
>>2316478
More like they got reminded that we've sunk a small fortune into magic shit already
>>2316483
Getting good fighters is a lot easier than getting good wizards sorry man but Ill vote for fightan stuff once were on the road to the mage tower
>>
>>2316486
We need some proper defense and maybe a way to train our militia up a little bit, hey we could actually invent a warrior class.
>>
>>2316493
We do have nobility so its not far fetched so im game but from what i can tell our stone walls are more than adequate but we lack the numbers to take advantage of it though we should upgrade our palisade and arm our town guards with bows so theyre skirmishers instead of light infantry
>>
>>2316478
Whats the cost and benefits of a fighter's guild?
Also, what's the benefits of a cathedral? It's gotta do more than just activate 4 rituals since it takes so long to build?
>>
>>2316493
This, before we get too invested in long term projects, we need to bolster our army, get some ballista and maybe snuff out the orcs before they fully recover.
>>
>>2316453
>>2316454
>>2316464
>>2316467
>>2316468

It's the year 818 and it's Spring.

Our caravan to Khela makes a profit of 81 gp selling pigs.

Our caravan to Asminster makes 254 gold mainly selling cheese.

Our caravans with Petun net us 4 platemails.

We decide to start an university to further the education of our people into the liberal arts and into professional pursuits. This building once finished should make our town into a hub for scholars from all friendly cultures. We start the ground works for a large campus with enough room for several large departments and a few smaller ones.

University (1/20)

Our treasury is down to 5052 gold coins.

We send an emissary to Hedon to see what they have to trade. They're newly arrivals in this land and are still heavily dependent on fishing and hunting for feeding themselves. They recently started an iron mine. We ask them whether they could sell us wood and they say that they could get some wood from the jungle and bring us in exchange for some herds. They have galleys, are in good terms and can contact the folks from the western continent to bring more colonists and perhaps any trade goods if the price makes the trip overseas worthwhile.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, fighter's guild 5 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2316550
>Continue the University
>Build a Leatherworker so we can make leather armor
>Take a census of peasants good with bows and weapons, offering them a small tax break for such skills
>>
>>2316550


Our treasury is up to 5472, forgot to add the revenue from caravans and the loss from our taxes (1935 from tax, 1950 spent on troops, 15 gp deficit)
>>
>>2316557
>>Build a Leatherworker so we can make leather armor
I think we already have leather armor
>>
>>2316557
>>2316565


All our troops have leather armor already.
>>
Rolled 70 (1d100)

>>2316550
>Continue the University

>Take a census of peasants good with bows and weapons, offering them a small tax break for such skills
that seems like a good idea
>>
>>2316557

Do you mean to make leather armor for the militia? Then we could make a large scale leather works. Our professional soldiers all have at least padded leather armor.
>>
>>2316572
>>2316576

It's the year 818 and it's Summer.

We decide to continue the construction of our university.

University (2/20)

We decide to take a census of peasants good with bows and weapons offering them a small tax break for such skills. Our peasantry is not particularly skilled with bow and arrow for hunting is not part of their daily routine, we making our living our of farming and herding and living in the middle of the desert not having much game to hunt at all so we don't find many peasants particularly skilled with bows and arrows. As for being good with weapons that's a hard to assess skillset. Our nobles advise us not to mess too much with the tax rates giving some people special privileges, specially not based on such fickle things as being good with weapons so as to avoid unrest. Everybody hates taxes and if abandoning the fields to toy around with weapons is put as an option for evading taxes for the average serf we all will end up starving. Improving the combat fitness of our population can be done in other ways, building a fighter's guild for instance.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, fighter's guild 5 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 66 (1d100)

>>2316597
>Continue the University
>build fighters guild if we can
>>
>>2316615

It's the year 818 and it's Autumn

We decide to continue the construction of our university

University (3/20)

Lord Trit Atatau is dissatisfied with the green state of our militia and decides to comission the establishment of a fighter's guild that will see to it that our young male population have a place to train and become fit for combat. The fighter's guild will also hold frequent contests amongst the fighters taking bets and handing prizes so as to finance it's operations. We plan a huge hall for the guild where multiple spars and training sessions can be conducted at the same time.

Fighter's Guild (1/5)

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, fighter's guild 5 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 79 (1d100)

>>2316623
>Continue the University
>Continue Fighter's Guild
>>
>>2316634
Support
>>
>>2316634
>>2316659

It's the year 818 and it's Winter.

We decide to continue building our university

University (4/20)

We decide to continue building our fighter's guild

Fighter's Guild (2/5)

We receive news from the elves that a group of human settlers from Cheygrove trekked through the mountains and are building a new settlement on the eastern side of the elvish forest bordering the territory of Asminster. They claimed a ruined tower they found in there and started building their city around it near a small river. The elves say they saw them carrying several large sealed wooden boxes with them all the way through the forests. They call their settlement Woton.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, fighter's guild 5 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2316675
Continue the University and Fighter's Guild

Send Envoys to the new village telling them of the dangers of the area and outlining the territory we claim.
>>
Rolled 11 (1d100)

>>2316675
>Continue the University
>Continue Fighter's Guild
>>
>>2316696
>>2316699

It's the year 819 and it's Spring.

Our caravan to Khela makes a profit of 81 gold selling pigs.

Our caravan to Asminster makes a profit of 249 gold selling mainly cheese and some glassware.

Our caravan to Petun nets us 4 more platemails trading iron. We have 8 of those in store now.

Our tax collectors get 1935 gp of tax and we spend 1950 paying our army and heroes.

Our treasury is up to 5787 gp.

We send some emissaries to Woton telling them about the dangers of this area being close to goblins and not beyond the reach of orcs. They say that they have highly skilled artisans and would be willing to sell us siege equipment at a discount price if we need it. They're willing to sell battering rams with metal tips and sturdy wooden roofs for just 900 gold.
Their army is composed of a hundred crossbowmen. They intend to make a living mostly out of hunting in the forest and farming. They'd be willing to buy some cattle if we're willing to sell, they still have some coin to spare. Their leader is a certain Lord Awtun that our emissaries didn't actually meet, the townsfolk claimed he's very old and sick and almost didn't survive the journey. When inquired about why they decided to start a new town they say that Cheygrove was becoming overpopulated with the influx of imigrants from the eastern continent and they were discontent with the direction current leadership was taking with the town so they decided to start their own.

We decide to continue building our university

University (5/20)

We decide to continue building our fighter's guild

Fighter's Guild (3/5)

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, fighter's guild 5 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 30 (1d100)

>>2316741
>finish fighter's guild
>>
>>2316741
Continue University and Fighter's Guild
Buy a Battering Ram just in case for later use
>>
>>2316749
>>2316753

It's the year 819 and it's Summer.

We decide to finish the construction of our fighter's guild! Now our young villagers have a place to train combat in their spare time and hopefully we won't have to drawn from a pool of green militia men when we need them again in the future.

Fighter's Guild (5/5) -> Training troops

The minotaurs from Petun come to woo our women again! This time they pay a bride tax! We earn 187 gp.

Our treasury is up to 5974 gp.

We decide to buy one battering ram from the folks at Woton. They craft it and deliver it to our town.

Our treasuty is down to 5074 gp.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, fighter's guild 5 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 62 (1d100)

>>2316785
>Continue the University x2
>>
>>2316797

It's the year 819 and it's Autumn.

We decide to continue the construction of our university, having our laborers work overtime. A few of the buildings are already getting off the ground.

University (7/20)

A young red dragon has been sighted stealing cattle in our farms! It grabs a cow and flies away to the south before we can do anything about it.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 78 (1d100)

>>2316741
>carrying several large sealed wooden boxes
>Lord Awtun that our emissaries didn't actually meet
these guys are vampires, we should confirm this eventually.

>Finish fighter's guild with both actions

what does our military look like now?
>>
>>2316844
>>2316845
fugg, thought I f5ed

>Continue Uni
>Build a new pig ranch.
>>
>>2316844
Attempt to locate and talk with the Dragon, maybe we can work out a deal with it
>>
>>2316854
>>2316864

It's the year 819 and it's Winter

We decide to continue building our university

University (8/20)

We also decide to build another pig ranch to try and stop the trend of our depleting pig herds from sacrifices and selling off.

A spice merchant from Hedon show up in our town. He offers to sell spices from the western continent. Our nobles are interested in these fancy condiments, but the price is rather steep, 500 gp. Should we buy the spices?
> Buy only a few spice samples for 100 gp
> Buy the load of spices from the trader for 500 gp
> Haggle to buy it for 400 gp
> Don't buy the spices
> other?

Our villager got very concerned about the dragon, those beasts are best dealt with while they're young, when they get older they become powerful spellcasters. There's always the chance that the creature was just passing thought though. Should we send our adventurers south to go look for the dragon's lair?

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 25 (1d100)

>>2316889
>Continue the University
>Hire adventurers to kill the young red

>> Don't buy the spices
>>
>>2316892

We have a party of adventurers on the payroll do you want to hire new ones?
>>
>>2316900
Use the ones we have and maybe hire a few more
>>
>>2316905

We scour our taverns looking for adventurers and we find these willing to work for us

Eathild the Cutthroat, an assassin from Cheygrove, 80 gp/year
Urdud the Swift, a dwarf priest of Yyja, 100 gp/year
Cola the Dependable, a halfling warrior, 60 gp/year
Theri the Oneeyed, a dwarf warrior, 80 gp/year
Alwel the Pretty, an elvish thief, 100 gp/year
>>
>>2316933
>Cola the Dependable, a halfling warrior, 60 gp/year
>Theri the Oneeyed, a dwarf warrior, 80 gp/year
I'd just go with these two since one or two of the other warriors we hired died
>>
>>2316889
>Haggle spices
perhaps we can sell these to our neighbors for profit.

>Send adventurers to deal with dragon.
>Build another ranch for whatever livestock needs it.
How big is our military now?

>>2316889
>to kill the young red
don't be hasty, we need to determine its powerlevel and disposition before we start another conflict.
>>
Rolled 16 (1d100)

>>2316965
>>
>>2316892
>>2316965


It's the year 820 and it's Spring.

Our pig caravan to Khela makes a profit of 50 gp.

Our caravan to Asminster makes a profit of 236 gp selling cheese and some glassware.

Our caravan to Petun nets us 4 platemails. We have 12 of those in store now.

We hire Cola the Dependable, a halfling warrior for 60 gp/year and Theri the Oneeyed, a dwarf warrior for 80 gp/year.

Our tax collectors get us 1935 gp this year and we spend 2090 gp paying off our army and heroes, we get a deficit of 155 gp, we should consider lowering our expenses or raising our taxes.

Our treasury is up to 5205 gp.

Lord Trit Atatau decides against buying the spices. The merchant is a bit upset and leaves to peddle his wares elsewhere.

We decide to continue building our university

University (9/20)

We send our adventurers to go look for the red dragon's lair in the direction it flew away the south.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 82 (1d100)

>>2316991
chase down that merchant! he's gonna make money without us being the middleman! unforgivable!

>Continue uni

>Find out the latest specs on our military so we can decide whether or not to hire more troops before the next conflict.
>>
>>2316991
Work on the university
Construct a Leathworker, they can make leather armor, saddles and fancy boots
>>
>>2317016
>>2317017

It's the year 820 and it's Summer.

The minotaurs from Petun show up in our village again to woo our women, they pay 208 gp in bride tax.

Our treasury is up to 5413 gp.

We decide to continue building our university.

University (10/20)

We build a leatherwork to craft large amounts of leather armor for our militia. Also saddles and fancy boots.

Leatherworks -> Leather armor

Our military currently consists of
50 Town Guards
30 Swordsmen (10 with chainmail and platemail, 20 with just chainmail)
30 horsemen (lances)
20 crossbowmen (chainmail)
30 archers

We have in store
11 crossbows (handed to the town guards for watchtower duty)
12 platemails
10 orcish chainmails

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2317062
Continue with the University
Build another Cheesery
Can we sponsor a large festival to gather merchants from all over the known land?
>>
>>2317062
Also equip 10 of our horsemen with chainmail and platemail
>>
After trekking for many weeks through the mountains our group of heroes finds a cavern that seems promising as the Young Red Dragon's Lair.

They enter the cavern and are assaulted by the stench of death. They see carcasses of various animals near the entrance. As they advance through the cavern they find a second chamber occupied by a number of lizardmen who flee towards a third chamber when they see the adventurers. The adventurers then enter the third chamber and find a dozen lizardmen with spears, a lizardmen shaman and the young red dragon. The young red dragon then says

"So you humans have found my lair. I can hardly await until I can use spells powerful enough to conceal it properly."

"We've came to put an end to your reign of terror foul beast."

"Oh please, you're outnumbered, you'll surely lose."

The dragon then uses his fire breath on our heroes to great effect, causing severe burns in most of them. The lizardmen then advances and start attacking them with spears. Holeon, Cola and Theri fend off the attackers while Erard and Dhurkon cast spells at the dragon. Griffin starts healing the burns on the worst wounded heroes. The dragon makes his way to through the ceiling towards the exit of the chamber and attacks Erard on his way there, deeply gashing him in the chest. The lizardmen shaman casts an icebolt, but Dhurkon casts an icebolt back at him and both spells anihilate in a flash of light.

The dragon then leaves the chamber and we're left fighting the lizardmen. After a couple more rounds of combat the lizardmen also decide to make a run for the exit but our warriors attack them and most of them end up dead. Erard and Dhurkon specially target the lizardmen shaman who ends up dead by a magic missile spell.

Our heroes then hastily run out the chamber after the dragon and catch sight of him flying away. He says "You'll pay for making me abandon my hoard! I'll come back to destroy your town one day! Mark my words!"

In the third chamber of the young red dragon's lair we find a hoard of 1300 gp.

Our heroes collect it and return town.
>>
Our treasury is up to 6713 gold coins
>>
>>2317118
welp, guess it's time to construct some anti air weaponry and fireproof fortifications
>>
>>2317072

You could try to invite them. Although they'd probably just make a bunch of trade deals amongst themselves depriving you of the opportunity of acting as middleman.
>>
>>2317145
True enough
>>
>>2317118
>angry dragon
time to build ballista on wall and tower and ask dhurkon to teach our mage ice magic
>>
Rolled 33 (1d100)

>>2317062
>Continue the University x2
>>
>>2317072
>>2317137

It's the year 820 and it's Autumn.

We decide to continue work on our university. We have our laborers work overtime.

University (12/20)

A few ships full of imigrants mostly human from the western continent recently arrived at Asminster. An envoy from the halflings come ask if we want to receive imigrants in our town.
> Receive as many imigrants as possible
> Receive only families
> Receive only women and children
> Don't receive anyone
> other?

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2317259
>Receive only families
>Work on University
>Build another Cheesery
>>
Rolled 48 (1d100)

>>2317259
>> Receive only families
>Continue with the University
>take census after receiving the immigrants
>>
>>2317259
can we sustain the imigrants? i suggest doing census first on our population, food and housing before accepting them
>>
>>2317274
>>2317281
>>2317285

It's the year 820 and it's Winter.

We decide to receive only imigrant families into our city. We provide them with housing and labor as serfs in our fields. There is a large scale war going on on the western continent between two large kingdoms and many people see imigration as an opportunity to escape the draft and live and prosper in more peaceful lands.

We decide to continue work on our university.

University (13/20)

We decide to take a census. We have a population of 8457 people, 372 horses, 2409 cows, 3900 sheep, 3695 pigs. The tax was adjusted accordingly.

It was hard to feed everyone this winter, we'll have to plant extra grain next season to feed all our population. Having all hands in the field on spring and autumn will be of extra importance as we can't relly solely on our herds to feed our large and ever increasing population.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2317342
Cancel the pig trade deal with the dorfs after this last one
>Continue university
>Build farms
>>
Rolled 28 (1d100)

>>2317349
support
>>
>>2317353
im at work so limited posting try to buy enough plate from the minotaurs next turn for our swordsmen and craft a couple hundred bows so its not a issue in the near future
>>
>>2317349
>>2317353

It's the year 821 and it's Spring

Our pig caravan to Khela generates 62 gp profit. We then cancel further pig caravans to Khela since our pig population is depleting.

Our cheese caravan to Asminster generates 272 gp profit.

Our caravans to Petun net us 4 more platemails. We have 6 of those in store now.

Our treasury goes up to 7047 gp.

Our tax collectors get 2535 gp from our population and we pay 2090 gp to our army and heroes, generating a surplus of 445 gp.

Our treasury goes up to 7492 gp.

We decide to continue building our university

University (14/20)

We also sow extra farms outside of our palisades.

The centaurs come to us for aid! They say they're at war with Hedon for they have found a silver mine within Brine's western territory and are exploiting it even though the land rightfully belongs to the centaurs! The centaurs want to raid Hedon and drive them out of the silver mine.

> Promise to send military aid against Hedon
> Send a diplomat to Hedon to negotiate a tithe to be paid to the centaurs
> Argue that since the centaurs are nomads they can't really lay claim on all the lands they inhabit everywhere
> Don't get ourselves tangled in this mess
> other?

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 73 (1d100)

>>2317428
>> Send a diplomat to Hedon to negotiate a tithe to be paid to the centaur
>Continue the University x2
>>
Rolled 67 (1d100)

>>2317428
> Send a diplomat to Hedon to negotiate a tithe to be paid to the centaurs
>Build Uni
>Build another Cheesery
>>
Rolled 92 (1d100)

>>2317428
> Send a diplomat to Hedon to negotiate a tithe to be paid to the centaurs
> Build University
> Build cow ranch
>>
Rolled 68 (1d100)

>>2317342
>>2317349
Why not keep the pig deal and just build more ranches/farms this year.
And dragon won't be back for several years probably, so we don't have to rush for platemail.

Also suggesting that we recruit some more soldiers once we get our food and financial situation stable.
>20 swordsmen
>50 pikemen
>20 horsemen
>30 crossbowmen
>20 archers
That'll give us a total of 250 composed of 50ea, giving us a modest well-rounded and well-equipped force that we can rely on when the orcs come back.
>>
Didn't we build a couple of balistas? What happened to them, if they are still around why are they never used for combat? OP can you please include them when we select troops, since they would be quite potent in siege and field battles.
>>
>>2317954
I'd also like to propose to increase the hight of our stone wall and to build towers and gatehouses as fortified points. Towers should be equipped with ballistas, if possible ones that are big and long ranged enough to shoot past our palisade. The tower should have enough ammunition stored that the ballista can be fired for a day at least. It should also be made as difficult as possible for invaders that scaled the walls to reach the ballista towers. I'm unsure of where exactly our harbor is located in relation to our wall but it's defensive capabilities should also be assured. Another defensive measure would be to build a ballista with a front shield behind every gate and to include a slim opening in the gate for bolts to come through, once the gate breaks that would also give us an edge in holding this chokepoint. Hot oil installations would also be fun
>>
upgrade wood wall into stone wall

build 2 ballista place it on tower or wall
>>
>>2317447
>>2317448
>>2317498
>>2317954 sure they're still in store
>>2317988
>>2318219

It's the year 821 and it's Summer.

We decide to send a diplomat to Hedon to negotiate a tithe to be paid to the centaurs of Brine for the privilege of mining silver in their lands. After many heated discussions they manage to come to an agreement on a 20% tithe on the silver mine production. Our diplomat is very proud for being able to avert a possible war.

We decide to continue building our university
University (15/20)

We decide to build a cow ranch to improve the rate at which our cow population increases.

Cow Ranch -> Breeding Cows

The minotaurs from Petun show up at our town to woo our women again. They pay a bride tax of 196 gp.

Our treasury is up to 7688 gp.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2318667
Put balista on wall or tower
>>2317523 and recruit army like this
>>
>>2318667
> Continue university
> Build tree planter cottage
>>
>>2318667
Reinforce our stone wall with towers, a gate house, get it to at least 30ft high (should be hard to scale with out equipment) and install ballistae. That will probably take some seasons so also continue with the university or recruit troops.
>>
>>2318706
>>2318722
>>2318737

It's the year 821 and it's Autumn.

We decide to place our two ballistas on top of our outermost watchtowers. If enemies comes from the east we should be able to fire at them even beyond the palisade.

Our laborers continue building our university. It's already shaping up and should be up and running in about a year if we keep building it, perhaps even less.

University (16/20)

We consider hiring
20 swordsmen
50 pikemen
20 horsemne
30 crossbowmen and
20 archers

That should cost us 2050 gp, and incur a yearly upkeep of 1600 gp. Should we hire all those soldiers?

We considers reinforcing our stone wall with towers, a gate house and to get it to be at least 30 ft high. All those reforms would take several seasons to be accomplished, our masons estimate about eight seasons. Should we begin work on an improved inner stone wall?

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2318766
Yes and yes because I smell imminent dragon and orc raid, and we can use our army to raid orc and goblin for loot if the dragon doesn't come
>>
Rolled 8 (1d100)

>>2318766
> Improve stone wall
> Hire 30 swordsman
>>2318800
We can't afford an army that big,let's start small for now
>>
>>2318800
Support + 50 crossbows for our milita and guards to use when city wall comes under attack. Also continue with the university if we have time
>>
>>2318800
>>2318823

It's the year 821 and it's Winter.

We spend 2050 gp to hire 20 swordsmen, 50 pikemen, 20 horsemen, 30 crossbowmen and 20 archers. We also comission the crafting of 50 crossbows to distribute to our townsguards for them to use when our city is under siege.

Our treasury is down to 4388 gp.

Our army now consists of 50 Town Guards, 50 Swordsmen (10 wearing chainmail and platemail, 20 wearing chainmal, the remaining in leather armor), 50 Pikemen, 50 Horsemen (30 of them with lances, 10 with chainmail and platemail), 50 crossbowmen (20 of them with chainmails) and 50 archers.

We decide to continue improving our stone wall

Improved Stone Wall (2/8)

Our laborers continue the construction of our university.

University (17/20)

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2318849
Continue work on both the university and the wall. Will the upgraded wall have balistas mounted on it or will we need to buy them separately, if so how many towers will there be to mount ballistae on ( so that I know what kind of expenses are coming our way)? If possible let our military run drills
>>
>>2318891
Supporting
>>
>>2318891

We're still building it so you tell me. I though about four towers so that there will be two covering each direction in most cases but you can suggest a different design. The ballistas need to be acquired separately.

Our settlement is largely build around the Gery river, with houses and farms on both sides. Our wall is built around our houses with two stone bridges on the north and south side going over the river. Our harbor is within our walls and our small ships have no trouble going under the stone bridges when they need to go further away from town for fishing. The palisades are much wider and we the sections over the river and in the gates can be lifted with a pulley system when someone needs to go through it.

If you wanna specify any modifications on our defensive walls now is the time since we're improving the inner walls.
>>
>>2318891
>>2318895


It's the year 822 and it's Spring.

Our caravan to Asminster nets us 261 gp selling cheese and glassware.

Our caravan to Petun nets us 4 more platemails. We have 10 of those in store now.

Our tax collectors get 2535 gp this year and we spend 3690 gp with our army and heroes, having a deficit of 1155 gp. Our nobles strongly advise that we should consider lowering our expenses or raising taxes.

Our treasury is down to 3494 gp.

We decide to have our military conduct military drills. We pick a date and summon the members of the fighter's guild as spearmen militia then we go about conducting a large scale mock fight. The fighter's guild folks create some rules for these large scale mock fights and allow the general population to place bets on it which side will win, generating some revenue for the guild while we train our troops. The regulars in those mock fights should be more skilled militia men than your average peasant in a real life situation, we'll have that being noted once it's time to recruit them.

Our laborers continue building our university

University (18/20)

We also have our masons continue improving our inner walls

Improved walls (3/8)

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2318913
The palisade is a bunch of pointy sticks slowing an enemys advance or is it an actual wood wall? I'd prefer wood wall


So where the river goes through the wall there is a lift able gate element (metal enforced wood or just strong metal bars) in the water? If not that is what I would like to have it be after the upgrade. I assume our main wall has one gate at each side of the river (practical, no unnecessary weak points), those need gate houses with two gates behind each other and holes to drop deadly shit on invaders. 8 towers 2 covering each river entrance and 2 covering each gate. They are not right next to the river or the gate but pretty evenly distributed around the wall.
>>
>>2318946
Continue building university and wall.

Send 10 pike men 10 swordsmen and 10 crossbowmen and all adventurers that feel like it to raid that demon temple. Have them carrie as much ammunition as possible. Our tactic is 5pikes front 5 back kneeling in combat, spearwalling, crossbows and mages shoot over them swordsmen an melee in the middle swooping in when needed priest heals. Also place a reward on finding the dragon
>>
>>2318984
This,we're gonna need to raid a lot or to raise our taxes to keep this army
>>
>>2318952
>>2318984
>>2318996

It's the year 822 and it's Summer.

We install liftable strong metal bars where the river goes through the wall. Our main wall has one gate at each side of the river. We start improving them with gatehouses with two gates one behing the other with holes to drop deadly stuff on invaders.
We break apart some parts of the wall and start building 8 towers, 2 covering each side of the river and 2 covering each gate.

Improved walls (4/8)

We have our laborers continue building our university. It's almost finished now, we just need to move in the personnel and start the selection of the students to start having classes.

University (19/20)

We decide to send 10 pikemen, 10 swordsmen, 10 crossbowmen and all our adventurers to raid the temple of Mondu!

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2319065
Finish the University!
Work on the Walls
See if Asminster is interested in buying our fine leather goods
>>
>>2319069
Wasn't it the other halfling group that wanted animal goods? Heabury iirc.
Also supporting these actions.
Next we need to increase our food production, especially pigs so we can resume that trade contract.
>>
>>2319122
>>2319069
Well we can see if both Heabury and Asminster are interested in our fine leather goods
>>
>>2319065
Wall and university

Pool all our expertise there, senior artisans that work on crystal glass, ballistas and everything else that is somewhat complicated also our regular mages/researchers/librarians. Encourage interdisciplinary cooperation and invite all friendly empires to send their students and experts
>>
>>2319154
Interesting idea
>>
Our army and adventurers arrive at the Temple of Mondu.

The entry hall is barricaded, we end up making a lot of noise as we remove the furniture cluttering the way.

Our troops march down the first floor and we inspect the rooms. All rooms on the first floor are empty except the room with the cages that has about twenty people locked in cages. They plead with us "Please let us out of these cages, the cultists will sacrifice us to their dark gods". Our heroes then try to pry open the locks of the gates but fail. We have no one with us capable of picking locks so we can only hope to find the keys. We promise the prisoners to come back for them and keep exploring. Once we get down to the second level catch sight of a cultist running down the stairs. He screams as he runs away "You fools, if you keep going you'll never leave this temple alive, turn back while you can". Our crossbowmen shoot at him but miss.

We inspect the room on the second floor and find it's being used as an office with a few scrolls scattered around.

We go down to the third floor of the temple. We kick the doors of the rooms open as we advance, there are beds in them with small chests underneath them and not much else.

We reach the altar room. The head of the cultists casts a fireball at our tightly packed troops to great efffect, killing off 6 pikemen, 3 swordsmen and 2 crossbowmen and severely wounding pretty much everybody else. Griffin gets busy healing our troops. Our crossbowmen shoot at him, only one of the shots connect, wounding him in his flank. He turns a corner and runs down a level.

We pursue him into the fourth level, the catacombs. When we get there we can hear him running around. We march after him through the winding corridors and into the chamber where we once found Alphax. The chamber is filled with gore, seems like a ritual was conducted here not long ago. We find a spiral staircase going down and we go through it.

Once down the staircase we find ourselves in a corridor going two ways. We decide to turn left. We find what looks like a small mining operation, a bunch of pickaxes scattered around. We then turn around and take the other way. We find an altar room with two column. Alphax is standing there with the head of a recently deceased human in his hands
"Your lot again? I warned you never to come back!"
>>
He then opens a portal and a bunch of small demons come out of it and start harassing our troops. Erard orders the crossbowmen to focus fire on the greater demon. Our crossbowmen fire at Alphax and four shots connect. Our four remaining pikeman charge at him and stick their pikes on him. Alphax screeches in pain and releases a burst of magical fire that sends our four pikemen flyind away, one of them smashs its head on the wall and dies.

The small demons he conjured then start harassing our crossbowmen making it difficult for them to reload their weapons. Erard and Dhurkon cast spells at Alphax and Cola, Theri, Holeon and our seven swordsmen rush towards Alphax. Alphax releases another burst of flames that catchs most of our troops head on sending them flying away, but Cola manages to duck down and roll under the burst of flames, getting very close to Alphax and sinking his sword deeply into the creature's chest. Alphax screeches in pain and slaps Cola sending him flying away. Alphax then screams "You'll pay for it you damn mortals, you incurred the wrath of Mondu! You might have bested me but Malach you'll never defeat".

Alphax then touches the eye of a great devil statue in the wall and the wall moves revealling a secret passage! He ducks down through the passage! Our troops finish off the swarm of little devils he summoned, get a couple of the worse off people patched up with Griffin healing spells, reload our crossbows them go after him.

We find a corridor with a small lateral door. When we open the door we find stashed a decent amount of spell components and a couple grimoires. Erard loots it all. Continueing through the corridor we find another tight spiral staircase.

Going down the staircase we find a corridor leading to yet another large temple with an altar in it. Griffin says that there seems to be a pattern, with each temple being about the mysteries of a higher order demon. He supposes the temple of Mondu proper is on the deepest level. We follow a trail of blood going through the temple into one of the three doors, a lateral one. We hear the voice of Alphax
"They're coming already we don't have much time, we need to summon Malach, get everyone ready, look they're here already, stop them!"
>>
Our crossbowmen then shoot at Alphax and he falls to the ground screeching, starting to crawl away towards a room with an open door. A guy in a robe gets out of the room and casts a fireball at our troops, killing off 5 swordsmen and 4 crossbowmen. Alphax crawls into the room and closes the door behind him, our remaining troops charge towards the robed man, he deflects their blows with a cantrip and then starts running away.

Our remaining crossbowmen reload their weapons and we open the door to the room into which Alphax crawled into. "Disgraceful", he says, out of breath, "bested by disgusting mortals. What are you waiting for, finish me off already." Griffin then picks a vial of holy water and pours its contents into Alphax. The demon dissolves as if corroded by a potent acid, dying in a puddle of blood and demonic guts. Erard finds another grimoire and loots it.

We then continue through the corridor and into a staircase towards the seventh level underground of the Mordu temple.

Once we're down there we're met by a rain of magic missile spells! 2 swordsmen, 3 pikemen, and Holeon die off! About twelve cultists were waiting in ambush! Our remaining crossbowmen shoot at them, and they shoot back with another round of magic missile spells, killing off our crossbowmen!

Theri and Cola charge ahead and start attacking the cultists! They manage to kill 2 cultists! The cultists them start running away through a corridor into another temple. They scream "Master, master, help us, there are adventurers in here and we're out of spells!" Two men in a robe comes out of a lateral room and throw fireballs at our heroes! They manage to kill off Theri and Griffin!

Dhurkon then screams "Let's get out of here while we can!".

Erard, Dhurkon and Cola flee as fast as they can from Monde's temple and return to our city to tell the tale.
>>
>>2319069
>>2319122
>>2319146
>>2319154
>>2319268


It's the year 822 and it's Autumn.

We finish our university! We pool all our expertise in there - our seniour artisans who work on crystal glass, ballistas and everything else that is somewhat complicated. The students pay tuituion but we also have a program to help bright children from humble backgrounds to get through higher education. We offer a basic curriculum on the liberal arts then after a few years the candidates defend their specialization thesis in medicine, economy, law, letters, mechanics, arcane theory, military arts, botany, to name a few. We send word about our university to everybody we know and invite all friendly folks to send their students and experts to us. Experts in various fields come here to teach a variety of subjects, collaborate on expanding their own knowledge in these subjects, and coming up with new discoveries across the spectrum. This results in a sudden bloom of new possibilities for the town and its scholars. As far as we know this is the first establishment of its kind in this continent.

University (20/20) -> Advanced Buildings, research bonus

We continue work on our improved walls

Improved Stone Walls (5/8)

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 22 (1d100)

>>2319344
> Continue improved walls
> Build market
>>
>>2319368

We have a market, we already started with one.
>>
>>2319344
Research Advanced Husbandry
>>
>>2319368
>>2319397

It's the year 822 and it's Winter.

We decide to continue working on our improved walls
Improved Walls (6/8)

We start researching Advanced Husbandry! Our scholars start looking into techniques to make our herds grow faster.

Scholars from Lothlorien show up in our town! We hold a number of symposia on herd management. We learn alot from the Lothlorien scholars who teach our scholars about how the elves manage and track deer herds in the wild.

We send traders to Heabury and Asminster to see if they have need for our leather products. They say they'd gladly buy some if we show up yearly to sell some for them on spring. We establish small leather caravans to Heabury and Asminster.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2319446
>Work on improved wall
>Take a Census
>Research Economics
>>
>>2319446
What is our current tax rate?
>>
>>2319474

20%
>>
>>2319446
Increase our tax to 25 percent
>>
>>2319469
>>2319474
>>2319519

It's the year 823 and it's Spring

We make 45 gp from the leather caravan to Heabury.

We make 68 gp from the leather caravan to Asminster.

We make 224 gp from the glassware and cheese caravan to Asminster.

The caravan to Petun net us 4 platemails.

We take a census. Our population is 9327 people, we have 432 horses, 2912 cows, 4319 sheep, 4144 pigs.

We decide to raise our taxes to 25%! There are riots in the streets! We will need more town guards.
> Hire 20 more town guards
> Hire 50 more town guards
> Hire 70 more town guards
> Hire 100 more town guards
> other?

We get 3495 gp from taxes and spend 3130 gp paying our troops, we get 365 gp.

Our treasury is up to 5090 gp

We decide to work on improving our wall

Improved Stone Wall (7/8)

We have our scholars research economics. They figure that they could come up with a system to store the gold in a vault and exchange IOUs instead in such a way as to increase the amount of money in circulation even though the amount of gold and silver in store remains the same, effectively creating wealth out of thin air! We could build a bank to test their hypothesis and make our economy more modern.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 75 (1d100)

>>2319344
>Build Merchant Guild

>Send another group to finish off the temple of Mondu before they can recover.
This time make sure we have a thief and some reinforcements.
>>
>>2319585
> Hire 50 more town guards
>Begin construction of a Bank
>Construct a Windmill
>>
>>2319585
>>2319589
>Reduce taxes back down to 20% and apologize.
If we build a bank and merchant guild, we won't need to tax citizens.
If we must, we can build a brothel/casino to get more revenue.
>>
>>2319603
We are finally in the green and can build a bank to boost it more, a 5 percent increase in tax is easy enough for the people to burden for the security we provide.
>>
>>2319589

Scouring our taverns we find these adventurers willing to work for us

Tamuz the Thief, a veteran from the thieves guild from Cheygrove, 150 gp/year
Leofre the Big, a really tall warrior, 80 gp/year
Ukran the Druid, an elvish druid, 120 gp/ year
Flime the Patrician, the son of a nobleman, he doesn't charge anything and offer to pay us 50 gp /year if we let him be an adventurer
Johny the Fierce, an ex-soldier from Oxwick, 80 gp/year
>>
>>2319653

After the repeated onslaught of the troops we sent in with the adventurers our army men begin complaining that they joined the army to defend our population against enemy armies not to throw their lives away exploring ruins. In any case they say that they're not paid enough to do this whole dungeon delving thing.
> Offer to pay them extra
> Call this insubordination and threaten them with banishment
> Promise not to no longer send our soldiers into suicide missions
> If they refuse they refuse we'll simply have to hire more adventurers
> other?
>>
>>2319716
> Promise not to no longer send our soldiers into suicide missions
>>
>>2319653
Im in favor of all but Flime the Patrician, the son of a nobleman,(but dont really care, just dont want a kid to pay for his death literally)
>>2319589
>>2319594
Next time we go in the temple we need to have our people use tactics like not standing in large group in a underground temple when your enemy throws fire balls around like confetti
>>2319716
> Offer to pay them extra(but really Id be in favor of not sending rank and file down anymore)
>>
>>2319653
>Tamuz the Thief, a veteran from the thieves guild from Cheygrove, 150 gp/year
>Flime the Patrician, the son of a nobleman, he doesn't charge anything and offer to pay us 50 gp /year if we let him be an adventurer
>>
you guys keep disagreeing on everything, please remember to roll dice

>>2319589
>>2319594

It's the year 823 and it's Summer.

We decide to start the construction of a merchant's guild. Once this building is complete we'll no longer need to micromanage all our trade routes. Also our town will get a boost in revenue from the many extra trades occurring due to the guild's activities.

Merchant's Guild (1/6)

Our treasury is down to 4490 gp

We reduce the tax rate back down to 20% and apologize to our population for having raised it.

We decide to send another group of adventurers into the Temple of Mondu!

We finish off the construction of our wall. It now features 8 towers where we could mount balistas and two gate houses with double gates with openings to throw things down invaders.

Improved Stone Wall (8/8) -> 8 towers, gatehouses, 30ft tall walls

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 21 (1d100)

>>2319769
Why the hell does his shit get chosen then?
Return the taxes to fucking 25 percent and raise 50 more guards.

Build a bank
>>
>>2319716
>Other
I'm coming in a little late, so apologies if I've missed something.

What if after our current biggest project we set up a guild strictly for adventurers and dungeon delvers? That way the army can stay that-- The army. And we'd be able to lay conquest to caves without sending our men to their death.

Instead of just fighters, we could have an academy/guild that teaches the lore of places and architecture for the benefits of extra loot and preparedness. We can even bring along men/women with culinary skills to cook food and boost morale.

If we can't do any of that right now, though, or if we have to wait until a project is finished, let's wait on sending them out for now. Even if we decide to send them off later, things are getting tense and they might just up and leave.
>>
>>2319725
>>2319726

> Promise to no longer send our soldiers into suicide missions
> Offer to pay them extra

fine these don't seem to be mutually excludent. But which adventurers do we hire? come to an agreement or roll dice please

Also do we send just the adventurers or do we send some troops with them too?
>>
Rolled 58 (1d100)

>>2319769
Continue Merchants guild
Start Bank
>>2319794
> Promise to no longer send our soldiers into suicide missions
> Offer to pay them extra

And I say all of them along with a few priests that stay behind the main group for healing
>>
>>2319815


Do you want to send the whole army plus a bunch of priests to raid the Temple of Mondu?
>>
>>2319830
Sorry I meant hire all the adventurers and send all of our adventurers with a few priests but i just had a idea have them swing by Petun for some minotaur adventurers
>>
>>2319653
I forgot what classes our surviving adventurers are.

>>2319716
>Other
Hm, how about we offer any troops that come on dungeon crawls 25% of any gold we plunder to split among themselves?

> Promise not to no longer send our soldiers into suicide missions
I see what you did there. the double negative I mean.

>>2319607
+5% doesn't sound like a lot, but it is cumulative and 25% is practically robbery. I agree that we needed to get back in the green, but I'd like to lower taxes once we get our bank and guild operational. Maybe even throw a festival to say thank you to our citizens for making this all possible.
>>
>>2319841

Alright so we hire all the adventurers, our treasury is down to 4710 gp. We have our adventurers swing by Petun to go look for adventurers in the local taverns over there. These are the adventurers we find:
Krog the Grumpy, a minotaur spearman, 80 gp/year
Baldur the Strong, a really strong minotaur axeman even for minotaur standards, 120 gp/year
Luculas the Cunning, a minotaur swordsman, 100 gp/year
Thorax the Wall, a heavily armored minotaur halberdier, 200 gp/year
Micron the Stern, a minotaur priest of Fithar, 150 gp/year
>>
>>2319815
Supporting
>>
>>2319895
>Thorax the Wall, a heavily armored minotaur halberdier, 200 gp/year
>Micron the Stern, a minotaur priest of Fithar, 150 gp/year
Itll cost us a lot but we can just have a roving band of adventurers and we can fire them after this these cultist are just a major threat what with these demons
>>
>>2319906

Alright, we hire Thorax the Wall and Micron the Stern, our treasury is down to 4360 gp.

Our adventurer party now consists of

Erard the Tenacious, a wizard apprentice
Dhurkon the Frost Mage, a dwarf spellcaster specialized in ice magic
Cola the Dependable, a halfling warrior
Tamuz the Thief, a veteran from the thieves guild from Cheygrove
Leofre the Big, a really tall warrior
Ukran the Druid, an elvish druid
Flime the Patrician, the son of a nobleman
Johny the Fierce, an ex-soldier from Oxwick
Thorax the Wall, a heavily armored minotaur halberdier
Micron the Stern, a minotaur priest of Fithar

We send them to raid the Temple of Mondu!
>>
Our adventurers enter the Temple of Mondu. Once again they find the first floor barricaded with furniture and make alot of noise moving the furniture aside in order to enter the temple.

Descending into the first level underground we check most rooms and they are empty. We go to the room where last year we found the cages but they're not there anymore! The cultists must have moved them elsewhere.

We take the stairs down to the second underground level and we find the office hastily abandoned, pen dropped on top ofa parchment mid sentence. The cultists know we are here and must be preparing an ambush!

We descend into the third underground level and go through the cultists rooms. We don't find much particularly valuable in there. We go through the temple and into the stairs that lead to the fourth underground level into the catacombs.

The catacombs are eerily quiet. We walk through the place, the clanking armor of our warriors the only noise that we hear. We go through the place where we first met Alphax and descend a the stairs into the fifth level underground.

On the fifth level we go into the altar room. Tamuz quickly locates the spot in the eye of the demon engraved in the altar that needs to be pressed to reveal the secret passage. We go through it and find that the office beyond it has also been hastly abandoned. The cultists must be bunkered up in the lower levels.

We descend the flight of stairs into the sixth level of the temple. We go through the altar and the place is eerily quiet. All this silence is unnerving.

We descend the stair into the seventh level of the temple and then everything sort of happens all at once. The cultists were once again laying in ambush and cast an awful lot of magic missile spells. Unfortunatelly for them their target was Thorax the Wall, who took them all and stood the damage like a champ. Micron casts a powerful healing spell on Thorax getting him ready for round two that in fact comes. The apprentices despair once their second volley of spells is unable to bring down the huge minotaur. Micron casts some more healing spells and Thorax rampages through the cultists, tearing a couple of them apart with his halberd.

The remaining of our group takes the cue and runs after the cultists attacking them all. We manage to kill off most of them, only a couple manage to run away into the altar chamber, and once we arrive there we find a blue skinned devil with a large bone mask who says. "You dared slay my apprentices? You'll feel the fury of Malach", says the demon, opening a portal through which a number of imps come into existence. Thorax steps on one of the imps crushing it and with a sweeping motion of his halberd kills off a couple more of the imps, then sets his sights on the greater demon. Our adventuring party concentrate on killing off the remaining imps.
>>
Malach sends a crackling ray of green light towards Thorax who screams loudly them runs towards Malach and impales it with his halberd. Malach expires and falls down, a blueish ghost leaving it's body as it goes limp into the ground.

We then go into a lateral room and find another office with a grimoire that Erard loot.

We go down another set of stairs into the eight level of the Temple of Mondu. It opens up into a wide cavern with several drawing throughout the walls. Several shadows come out of the walls and start attacking our troops with frost magic. We attack them with our torches but our attacks are innefective at best. Ukran the druid then casts a Moonbeam spell on the shadows, causing great amount of damage on them, destroying them as he moves the beam around.

We find several rotten carcasses all over the cavern, we loot around 800 gp from all of them.

We find a spiral staircase carved into the rock and we descend through it. As we go down we can hear gutural sounds coming from the cave down there.

Once we get down there we see six demons with their bone masks like Alphax and Malach chanting around a fire. Once we enter the room they say to us.

"You've came far. Farther than most. Turn back now and we'll offer you the riches of the fallen. Take those gold coins and leave us alone."

"We'll destroy you and your kind demon", says Erard.

"Then let's battle."

All six demons open portals and dozens of small demons flood the rooms. A fierce battle ensues where all our warriors are swamped fighting off hordes of little demons. Thorax cuts a path through the little demons and starts attacking the greater demons. Ukran uses his Moonbeam again to hit a large number of small demons and some of the large demons at the same time. Erard and Dhurkon attack the small demons with magic missiles and frost bolts. Tamuz makes an acrobatic move through the battlefield and land behind the demons, flanking some of them while Thorax charges at them. Flime manages to kill off a couple small demons with his sword, but is hurt badly. Leofre, Johny and Cola have a hard time killing off a bunch of flying demons harassing them. The battle is fierce and erratic. Micron has a hard time keeping everyone alive with his healing spells.

By the time Thorax pins down the first demon though we know that the tides of the fight are in our favor. Cola then manages to roll under the feet of one of the demons and hit it behind its knees bringing it down for a coup de grace. Turns out the greater demons aren't all that resistent, they're just well armored, their hard leathery skin protecting them from most blows.

After the second demon falls down the four remaining demons open more portals then run off towards a staircase. We manage to pin down and kill one of them as it was attempting to flee. After we deal with the swarm of small demons they summoned we descend into the last underground level of Mondu's Temple.
>>
We're faced with an ocean of lava with a bridge. Beyond the bridge there's an altar. The place is filled with gore. One demon is slaying people in the altar. "You all are too fierce for us, but you're no match for an avatar of Mondu. Come to us living god, come and destroy our enemies!", says the demon priest as he cuts off the head of another humans. A large portal opens and a huge demons, easitly 20 ft tall comes out. It fires a powerful firebreath against us that catches Thorax in full. Micron heals him then says "I'm out of greater heal, be careful". Thorax then charges towards the avatar of Mondu, all of our troops fighting off the remaining enemies. One of the demons hits Dhurkon and sends him flying off into the magma and he dies.

Our adventurers have to be very careful not to get too close to the demons so as to not be pushed off into the magma by the powerful fiery blows that the greater demons are seemingly capable of delivering at will. The greater demon priest casts fireballs at our group catching Leofre, Ukran and Flime with it. Micron hastly starts healing them.

Thorax keeps battling Mondu's avatar. Erard tentatively throws a magic missile spells in the eye of the avatar, who seems to get angry with it and decides to use his firebreath against him, but when he opens his mouth Thorax sticks his halberd inside his mouth and pushes him towards the altar, toppling it. Mondu's avatar and the greater demon priest lose balance and fall into the magma. Mondu's avatar sinks on the magma then raises out of it screaming in pain. So the thing is not immune to magma after all?

Mondu's avatar comes out of the magma and keeps battling our troops. We manage to kill off one of the greater demons, Cola pulling out another rolling under between their feet and slashing behind their knees move to bring them down, a move that is becoming his signature. Our soldiers surround the last greater demon and maul him to death, then surround Mondu's avatar and start attacking him from all sides.

Thorax pulls out his halberd from the beast's head and prepares to hit it again. The creature prepares to use it's firebreath again but Ukran casts a Moonbeam inside it's mouthbefore it can use it's firebreath ability. The Mondu avatar is greatly weakened. Erard notices a large gem in the chest of the creature and he screams to Thorax "The gem in his chest, destroy it!"

Thorax them charges with all his might and attacks the gem in the chest of Mondu's avatar. The gem shatters, the beasts starts screaming and glowing with a red light them it blows up, blood and guts spilling everywhere. We recover a large amount or ruby shards that should be worth at least 500 gp.

After we make our way back through the temple we find in one of the side room we hadn't checked earlier the room with about 20 human prisoners. Tamuz opens the locked doors and we free them.

We scour the temple for valuables and we find about 700 gp worth of goods.
>>
>>2320137
>>2320131
So glad we got those minotaurs! and we made our money back! huzza!!
>>
>>2319777
>>2319781
>>2319815

It's the year 823 and it's Autumn.

We decide to continue building a Merchant's Guild.

Merchant's Guild (2/6)

We also decide to start a bank

Bank (1/3)

Our treasury is down to 4860 gp.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2320149
Continue Merchants guild and bank also fire both minotaurs once their year is up along with leofre and cola
Have Johny start drilling our troops too if he can
>>
>>2320156

The year is 823 and it's Winter.

We decide to continue the construction of our Merchant's Guild and our Bank.

Merchant's Guild (3/6)

Bank (2/3)

We also decide to fire both minotaurs, Leofre and Cola.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
calling it a night I'll probably be back tomorrow around 16 UTC
>>
>>2320137
Geez, that was absurd. Lesson learned. At least we broke even and don't have to worry about demons for a while.
Now we can examine the grimoires and scrolls we got last time and move on to greater things.
>>
>>2320184
>Continue guild
>Finish bank

>Build statue for Dhurkon.
RIP dwarven frost mage. We will learn how to cast frost bolt in your honor.
>>
>>2320254
Yeah glad i went over the top with the adventurers but definitely a hard learned lesson but lets do that after we finish the bank and maybe a festival first and we need to check those people for possession
>>2320184
Continue Merchants Guild and Bank
>>
>>2320184
Bank+Guild

Let's also buy two ballistas and install them on one tower next to each gate.

Then let's hold a militia drill, to increase our combat readiness and to give our military researchers something to study. Maybe this way they can come up with new weapons, tactics or defensive structures. We will have our millita train to quickly arm themselves and men the walls and to defend said walls. Their will be melees but also crossbow and ballista training. Have them shoot at people runing in front of the walls with cushioned crossbow bolts. Push away ladders and cut ropes being thrown up. Fire clay pots with the ballista for people to crossbow out of the air. Make it fun, allow people to bet and give out prices (money or a well made weapon) to ones doing well. Have the ballista crews do target practice to. Also train our population in extinguishing fires effectively.
>>
>>2320254
>>2320266
>>2320278
>>2321364

The year is 824 and it's Spring.

We decide to continue the construction of our merchant's guild and finish our bank.

Merchant's Guild (4/10)

Bank (3/3) -> tax revenue + 50%

We have our artisans craft a statue for Dhurkon the Frost Mage to honor his bravery in combat.

We comission the construction of a couple more ballistas and install them on one tower next to each gate.

We decide to hold a large scale militia drill to increase our combat readiness and give our military researchers something to study, hoping that this way they can come up with new weapons, tactics or defensive structures. Our regulars from the fighter's guild train to quickly arm themselves and men the walls to defend our town. Our militia is mainly composed of melee combatants; we consider arming them with crossbows but the cost is a bit prohibitive. Still we have our town guards train at shooting against moving targets. We have our troops train to push away ladders and cut ropes being thrown up our walls. We hold some tournments for people to try and shoot with crossbow clay pots thrown by ballists out of the air. We have the ballista crews do target practice and start training our population to extinguish fires effectively, with long lines of people with buckets throwing water from the river onto buildings. Most of the people that take part in our drills and trainings are the regulars from the fighter's guild, the majority of the serfs at large only take part on it on occasion.

Our trade caravan to Asminster nets us 290 gp.

Our trade caravan to Heabury nets us 43 gp.

Our trade caravan to Petun nets us 4 plate mails. We have 18 of those now.

Our tax collectors get 3728 gp from our population this year. We pay 3310 gp to our troops and heroes. We earn 418 gp.

Our treasury is up to 3211 gp.

What should we do next?
> specify
>>
>>2321871
What is the status of our troops how many soldiers left?

Equip the platemail and chainmail to our best swordsmen
>>
>>2321933

when nothing is said the troop is wearing padded leather armor

50 Town Guards (spears, shields, clubs, crossbows)
40 Swordsmen (10 with chainmail and platemail, 20 with just chainmail)
40 Pikemen
50 horsemen (lances, 10 with chainmail and platemail)
40 crossbowmen (20 with chainmail)
50 archers

Our militia is equipped with inexpensive clubs and short spears.
>>
>>2321871
Continue with the merchants guild and start constructing a sewer system
If we have over 3000gold get another two balistas, so that every second tower has one
also this>>2321933

>>2321895
I`d say make a new one after todays session
>>
>>2321871
Our fast horses are a major advantage and I considered two new ways of ussing that advantage:
First we can establish a messenger system between all friendly nations, this will make us some money and bring us in a position of influence.
Second we could get some chariots going, maybe evens some with small ballistas.
>>
I thought the thread was autosaging but weirdly enough we're still being bumped even after six days. Guess we'll keep going with this one until we go past 750 replies, then I'll make a new one.
>>
>>2321946

We cannot afford both the sewer system and two ballistas, that would cost 4400 gp and we only have 3211 gp in our treasury. We could afford the sewer system and 1 ballista, but that would leave us with only 11 gp in our treasury.
>>
>>2321958
What is the function and benefit of sewer system?
>>
>>2321958
Just sewer system then
>>2321959
I`d assume better hygene and thereby better overall health = bonus to population cap and groth
>>
>>2321959

this

>>2321961
>>
>>2321963
Ok just sewer
>>
>>2321961
>>2321972

It's the year 824 and it's Summer.

We decide to continue the construction of our merchant's guild

Merchant's Guild (5/10)

We also start the construction of a sewer system. We start digging underground galleries all over our city and commision vast amounts of metal pipes to our artisans. Once this building is finished the population cap of our town should be greatly increased and the overall health benefits should improve our population growth rates.

Sewer System (1/10)

Our treasury is down to 1211 gp.

We are attacked by an army of trolls!

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
The troll army shows up in our town to raid us!

They sent about 100 clubmen and 500 young trolls. They seem bent on killing as many of our people as they can!

We have 1211 gp.

Which troops do we recruit to defend our town?

> 50 Town Guards
> 40 Swordsmen (20 with chainmail and platemail, 10 with just chainmail)
> 40 Pikemen
> 50 horsemen (lances, 10 with chainmail and platemail)
> 40 crossbowmen (20 with chainmail)
> 50 archers

Should we hire mercenaries?

> Irontip Brigade (100 horsearchers, 1000gp)

Should draft some of our men into a militia?
> Regular spearmen militia (1gp each), about 300 available
> Green spearmen militia (1gp each), about 1000 available

The trolls are coming from the east and as such are within the line of fire of three of our ballistas! (2 in the watchtowers, 1 at the gatehouse)
Should we man the ballistas and fire at the trolls?


Which strategy should we use against the trolls?
> Charge at them
> Divide troops in two try to flank them
> Divide troops in three try to surround them
> Maintain lines wait for them to approach
> other?
>>
>>2322012
>The trolls are coming from the east and as such are within the line of fire of three of our ballistas! (2 in the watchtowers, 1 at the gatehouse)
>Should we man the ballistas and fire at the trolls?
Fuck yeah
> 50 Town Guards
> 40 Swordsmen (20 with chainmail and platemail, 10 with just chainmail)
> 40 Pikemen
> 50 horsemen (lances, 10 with chainmail and platemail)
> 40 crossbowmen (20 with chainmail)
> 50 archers
get all of them ready
> Irontip Brigade (100 horsearchers, 1000gp)
Yes, trolls are slow and have not much in terms of range, pepper them with arrows.
> Regular spearmen militia (1gp each), about 300 available
Get all of those ready as well

My plan would be to have our balistas, horse archers and crossbowmen harass them and thin them out as good as they can. As soon as they break through the outer wall our pike men will try to hold the in that choke point with a solid pike wall, while our crossbows balistas and horse archer (who are outside the wall) continue to thin them out. 150 of our militia will help our regulars at the outer wall, while 150 will stay with the townguard to hold the city walls at all costs, even if we lose the outer walls our hosearchers will still harass them, two of our ballistas will still be shooting at them and they will have a horrible time taking our wall. So let`s make this hell for them

+send adventureres to kill shamans or other priority targets
>>
>>2322012
Hire 100 mercs better safe than sorry

Archer and infantry defend behind wall use bow, xbow, ballista and boiling water or oil

Cavalry and horsearchers hide outside of town wait for the right moment and do pincer attack with our infantry
>>
>>2322036
I d like to stop them at the outer palisade so they can`t fuck with our shit that`s outside town.
>>
>>2322007
Let`s continue both building projects
>>
>>2322033
>>2322036

We decide to hire the Irontip Brigade and recruit 211 of our regular spearmen militia. We spend all our treasury, we have nothing left!

As the troll clubmen start bashing down our palisade we send the horse archers to the outside of our palisade to start harassing the trolls with arrows. We send our pikemen and half our militia to hold the outer wall waiting for when the trolls bring it down while the crossbowmen shoot at them. As the trolls manage to bring the outer palisade down and start rushing towards the wall we block their path with our pikemen and militia. The troll clubmen hits send flying several of our militia men with each swing. The young trolls pour through out of control through the gap, quickly surrounding our militia, bashing our troops with their bare hands. Our men at the ballistas aim at the larger trolls and manage to bring some of them down with well aimed shots. As the trolls approach our gates we start pouring hot oil on them and shooting at them with the ballista. At several points of our walls a couple trolls give support for the others to jump and reach the top of our walls, our troops attack their hands but dozens of adult trolls manage to enter our town. They go around killing people as they're chased by our army through the crowded streets. Some of our heroes start attacking the trolls in the streets, our wizard apprentices manage to take a couple trolls down with magic missiles. The big problem is that the trolls don't keep down for long, their regenerative powers quick in and they get up again to keep fighting. As our troops succeed in thinning the numbers of the younger trolls to a manageable amount the adult trolls order a retreat. The adult trolls grab lots of our horses and cows and the young trolls grab many of our sheep and pigs. The trolls inside our city climb the ramparts and leave our town. In the battlefield about 20 clubmen and 100 young trolls are left behind by the invading troll army. The trolls must have killed more than a thousand people inside our town. We then burn the corpses of the trolls that were left behind to prevent them from regenerating and wreaking more havoc.

Our losses were mainly militia men; many of our soldiers were wounded when they were bashed away into the air by the trolls, but our priests were able to heal them after the battle was finished.
>>
>>2322076
So are trolls just murder hobos running around fucking shit up or do they live somewhere? Because I`d like to massacre their women and children.
If possible get like 2-3 alive so that our scholars can experiment on them, chain them up really good and test everything.

So I change my actions to brutal experiments on survivors+ repairing the damage. If we couldn`t capture any within our town, send the mercenaries to capture some and find out where they live. They are paid for, might as well use them.
>>
>>2322064
>>2322112

It's they year 824 and it's Autumn.

We capture a bunch of young trolls and one adult troll alive chain them in the basement of our university and perform several experiments on them. Seems that they can regenerate pretty much anything we do against them short of burning them or dissolving them with potent acids.

We mourn the more than a thousand people who died during the troll raid. Still it was surprising that even though our walls are very tall the trolls were still capable of jumping and reaching it - adult trolls are easily 12ft tall and very strong but we didn't expect them to be such good jumpers. Perhaps we could modify our ramparts to make it more difficult for them to grasp them when jumping? The trolls weren't very interested in attacking our army proper, it seems it was more of a terror attack on our population, seems like they only looted some of our cattle as an after thought.

The trolls live in the mountains east. They have an underground town called Golurtz. Their raids are not frequent since their numbers replenish slowly but they're quite destructive due to their sheer strenght and regenerative abilities. Our scholars consider that we need to figure out a way to cause massive fire or acid damage in order to deal with the trolls effectively, our missile damage short of ballista fire seems to do very little against the thick skin of the adult trolls, and our melee soldiers can't hold a candle to the might of an adult troll clubman.


Our labourers continue building our merchant's guild and our sewer system

Merchant's Guild (6/10)

Sewer System (2/10)

What should we do next?
> Build basic infrastructure (other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2322126
Ok continue guild and sewer.

Have our researchers look into acid and fire projectiles and test them with our basement trolls.
Also try to lobotomize the trolls, maybe we can turn them into braindead war dogs.
>>
>>2322150
+ try if there blood/flesh or bone has any usefull properties(for potions or magic), and store some of those incrediences up if that`s the case
>>
>>2322150
>>2322161

It's the year 824 and it's Winter.

When our scholars attempt to excise parts of a troll's brain the brain of the troll simply regenerates after awhile. When we cauterize it with fire or acid the troll as would be expected becomes a brain dead vegetable. We end up disposing off the young trolls that we lobotomized since keeping brain dead trolls would be too costly. We store their blood and meat for further study.

We also keep locked and fed a few young trolls and one adult troll in case their blood and flesh has any useful properties for potions and magic. Some of our scholars say it's too dangerous to keep an adult troll chained in our university while others say that as long as we follow proper safety procedures there should be no problems keeping just one adult troll locked in the university. The young trolls have much less thick skin. Apparently they can go for weeks without eating without showing signs of malnourishment, so we only feed them meat once a week despite them constantly whining about being hungry and asking for more meat.

Our scholars consider acid projectiles but can't figure out any safe way of delivering the acid other than just throwing sealed vials of acid for them to break and splash on our foes. Perhaps we could mass produce acid vials for our troops to hurl at trolls, the only problem being that the manufacture of them is too costly.

As for fire projectiles it would be a bit simpler, we could coat our projectiles in some flamable substance and then shoot at the enemy with it. The trolls are vulnerable to fire but are not particularly flamable so the extra fire damage from our projectiles would simply prevent them from ignoring the projectile damage by cauterizing the area pierced by the projectile. We don't have any nearby sources of flammable substances though, so changing the doctrine of our whole army to use flaming projectiles could be a bit complicated.

We decide to continue the construction of our merchant's guild and our sewer system.

Merchant's Guild (7/10)

Sewer System (3/10)

What should we do next?
> Build (specify)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, acid vial 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2322260
Continue both building projects.

Try to make some bolts with glass parts filled with acid. Makes some flammable bolts and store them for emergencies. (for both balistas and crossbows).
Remove the adult trolls legs and seal the stumps.

Experiment with their blood, flesh and bone.
>>
>>2322260
Continue Merchant's guild and sewer system
>>
>>2322310
>>2322323

It's the year 825 and it's Spring.

Our caravan to Asminster makes 345 gp profit.

Our caravan to Heabury makes 72 gp profit.

We get 3728 gp from taxes and spend 3310 paying our troops, getting 418 gp revenue.

Our treasury is up to 835 gp.

We decide to continue our construction projects

Merchant's Guild (8/10)

Sewer System (4/10)

Our scholars come up with special bolts with glass tips filled with a little bit of acid! Those are somewhat expensive to manufacture, ten of those cost 25 gp. The version for ballista costs ten times more, meaning 25 gp per shot, we're pretty much shooting a normal ballista bolt with a vial of acid at the tip. Those specialized weapons should come handy when fighting the trolls, even though they are somewhat expensive. How many of such crossbow bolts and ballista bolts should we make?

We have our scholars remove the adult troll legs and seal the stumps. The trolls keep complaining about being starved and mistreated and curse us in the name of Meana, the goddess of misfortune, who will certainly look at the bad treatment and needless cruelty we're dispensing towards our troll prisoners and punish us with great misfortunes in the future.

We discover that if we cut a troll in half and separate both halves two smaller separate trolls regenerate after awhile. We wonder if the trolls know about this, it could be the solution for their slow population growth problem.

The troll regeneration seems to slow to a halt when they're starved for too long.

What should we do next?
> Build basic infrastructure (other?)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2322464
Continue guild and sewer system
>>
>>2322513

It's the year 825 and it's Summer.

We decide to continue our construction projects.

Merchant's Guild (9/10)

Sewer System (5/10)

A couple scholars from a place called Wawold in the southeast beyond the orc and troll lands show up in our town! They say that in their town they use animated skelletons to do serfs work in the poor swampland their town is built up instead of employing people and so far their skeleton army has proved quite effective at defending them against the orcs, trolls and hostile humans in the area. Many of our scholars are scandalized with us accepting necromancers within our walls.

> Send the scholars from Wawold away, necromancy is evil and forbidden
> Allow the scholars from Wawold to teach necromancy to students who want to specialize in it
> Hire the scholars from Wawold to start raising skeletons in our city to help with farm work
> Imprison the scholars from Wawold, necromancy should not be allowed anywhere
> other?

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2322579
guild+sewer

get 80 acid bolts+ 8 ballista bolts

Politely tell them that we are not interested.
>>
>>2322653
Support
>>
>>2322653
>>
>>2322653
>>2322696
>>2322703

It's the year 825 and it's Autumn.

We tell the Wawold scholars that we're not interested in learning their dark arts and they leave our town.

We comission the crafting of 80 acid bolts and 8 acid ballista bolts. We distribute the acid bolts amongst our crossbowmen. Our treasury is down to 435 gp.

We finish our merchant's guild! From now on we can send merchant caravans as a free action as long as they're going through allied or neutral lands and they'll automatically earn us yearly revenue without need for micromanaging. The vast amount of trade deals being done within our walls also increase our tax revenue by 100% cumulative with bank and market to an effective 300% tax collection rate, effective after our next census.

Merchant's Guild (10/10) -> tax revenue + 100 %, automated trading caravans

Sewer System (6/10)

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2322721
Continue sewer system and build watch tower
>>
>>2322721
> Take a census
>Work on Sewer System
>Build a Cheesery
>>
Rolled 25 (1d100)

>>2322740
also gonna add take census
>>
Rolled 72 (1d100)

>>2322721
attempt to gradually replace the entire brain of a young troll, and observe if we can lnduce amnesia in it. If it works, do this to all other trolls, and then treat them like friends. Ideally, this will net us a few troll warriors for the low cost of the meat they'll eat, which shouldn't exceed the gold cost of our other troops.
>>
>>2322740
>>2322759
>>2322790
>>2322836

It's the year 825 and it's Winter.

We decide to continue work on our sewer system

Sewer System (7/10)

We also decide to take a census. We have a population of 8631 people, 312 horses, 3134 cows, 4343 sheep and 4438 pigs. Our taxes are adjusted accordingly.

One of our scholars attempts to replace the entire brain of a young troll to induce amnesia in it, conjecturing that we could possibly befriend the troll to use it as a soldier; he's only partially successful as everytime the troll is reanimated from his braindeath by regeneration his hatred for humans seems to have increased. The troll brain seems to remember its previous shape and most of the memories stored within, destroying it to let it regenerate doesn't fully erase the troll memories rather giving him only a temporary amnesia. Attempting to selectively cauterize some parts of the brain of the troll invariably ended up netting us useless brain dead trolls who had to be sacrificed.

Men from the nomad desert tribes surrounding our city tell us news about an orcish fortress that has recently been built in the northernmost part of the savanna territory that the centaurs of the Brine tribe abandoned when they moved west! They say the orcs harass travellers and rob whoever passes through those lands. The orcs call their fort city Lukil. They're positioned in such a way as to threaten our caravans to Heabury and Petun. They would also threaten caravans to Hedon and Brine if we had any.

What should we do next?
> Build basic infrastructure (other?)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2323136
>>2322836
We need to kill the trolls before we piss off the goddess of misfortune

Continue sewer system
Send envoys to Petun and Heabury to see if theyll help us take out the orc stronghold
>>
>>2323153

It's the year 826 and it's Spring.

Our caravans net us 353 gp this year; we could've made more money but our traders were afraid of the orcish menace in the northwest and didn't send any caravans that way. We also didn't trade for armor with Petun this year.

Our tax collectors get 5178 gp from our population this year. We spend 3310 on our troops and heroes. We make 1868 gp this year.

Our treasury is up to 2656 gp.

We decide to continue work on our sewer system

Sewer System (8/10)

We send emissaries to Petun and Heabury to see if they'll help us take out the orc stronghold; the emissary we send to Heabury never returns!

The emissary we sent to Petun returns saying that they're currently short on funds and would be willing to raise an army to help us out against the orcs this summer if we made a small contribution of say 2000 gp.
> Accept their offer
> Offer 1500 gp
> Ask them to do it as a favor
> Deny their offer
> other?

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 95 (1d100)

>>2323217
> Offer 1500 gp
Also can we get a troop list along with any loose items?
And whatd heabury say?

Continue Sewer
Kill the troll prisoners at this point we're going way to far on sapients
>>
>>2323244
>the emissary we send to Heabury never returns!

We don't know, the emissary never came back.

here's a list of troops and stuff

50 Town Guards
40 Swordsmen (10 with chainmail and platemail, 20 with just chainmail)
40 Pikemen
50 horsemen (lances, 10 with chainmail and platemail)
40 crossbowmen (20 with chainmail)
50 archers

Erard the Tenacious, a wizard apprentice
Tamuz the Thief, a veteran from the thieves guild from Cheygrove
Ukran the Druid, an elvish druid
Flime the Patrician, the son of a nobleman
Johny the Fierce, an ex-soldier from Oxwick


Ring of Protection
Magic dagger
Scrolls of necromancy and demonology
Scrolls from Mondu temple
3 grimoires
Ruby shards
Magical components
4 Medium ballistas
8 platemails
1 battering ram (iron tip, sturdy wooden roof)
>>
>>2323271
Thanks and Im a dumbass
send 5 horsemen this time and see if theyll be able join in the attack in time(if the troll thing doesn't take an action)
>>
>>2323284
>>2323244

It's the year 826 and it's Summer.

We decide to send 5 horsemen to Heabury to see if they can muster some troops in time for our attack on the orcish stronghold of Lukil. Our horsemen elude a surprisingly fast patrol of orcs on horses and reach Heabury. The local leaders say "Thank goodness someone is doing something about those orcs encroaching upon our territory. Wait, you guys expect us to send our army to help too? Well, we could send fifty no maybe yeah a hundred, a hundred slingers to help out take those orcs down if that will help." Our horsemen then need to elude the orc patrols again on their way back.

The minotaurs from Petun accept to join our raid for the small contribution of 1500 gp to their cause.

Our treasury is down to 1156 gp.

We decide to continue work on our sewers.

Sewer System (9/10)

We decide that we went too far with sapients and just kill the troll prisoners already.

We decide to attack the orc stronghold of Lukil!

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
We decide to raid the orcish stronghold of Lukil!

We have 1156 gp.

The minotaurs from Petun send 100 veteran heavily armored minotaur swordsmen to help with our raid. They plan on charging ahead and attacking any orcs they find.

The halflings from Heabury send 100 green slingers to help with our raid. Then plan on waiting for the orcs to advance and attacking them from afar then retreating once the orcs get too close.

Which troops do we recruit to attack the orcish stronghold?

> 50 Town Guards
> 40 Swordsmen (20 with chainmail and platemail, 10 with just chainmail)
> 40 Pikemen
> 50 horsemen (lances, 10 with chainmail and platemail)
> 40 crossbowmen (20 with chainmail)
> 50 archers

Should we hire mercenaries?

> Irontip Brigade (100 horsearchers, 1000gp)

Should draft some of our men into a militia?
> Regular spearmen militia (1gp each), about 300 available
> Green spearmen militia (1gp each), about 1000 available

Should we take siege weapons with us?
> 4 medium ballistas
> 1 battering ram

Which strategy should we use against the orcs?
> Charge at them
> Divide troops in two try to flank them
> Divide troops in three try to surround them
> Maintain lines wait for them to approach
> other?
>>
>>2323348
> 40 Swordsmen (20 with chainmail and platemail, 10 with just chainmail)
> 40 Pikemen
> 50 horsemen (lances, 10 with chainmail and platemail)
> 40 crossbowmen (20 with chainmail)
> 30 archers
> Regular spearmen militia (1gp each), about 300 available

> 2 medium ballistas
> 1 battering ram

Charge with the minotaurs with the battering ram shortly behind them while the horsemen and a dozen pikemen stay back with the Ballistas to prevent us from being out maneuvered
>>
>>2323367
>>2323348

Also bring along our adventurers
>>
>>2323345
Finish sewer and start building moat
>>2323348
> 20 Town Guards
> 40 Swordsmen (20 with chainmail and platemail, 10 with just chainmail)
> 40 Pikemen
> 50 horsemen (lances, 10 with chainmail and platemail)
> 40 crossbowmen (20 with chainmail)
> 50 archers
> 200 Regular spearmen militia
> 3 medium ballistas
> 1 battering ram
> Divide troops in two try to flank them
>>
>>2323373
this as well
>>
>>2323374
>>2323367

which one? will you two roll dice or should I?
>>
Rolled 2 (1d2)

>>2323367
>>2323374
>>
>>2323374

We decide to send 20 town guards, 40 swordsmen, 40 pikemen, 50 horsemen, 40 crossbowmen, 50 archers and 200 regular militia, plus 3 medium ballistas and a battering ram, with the strategy of dividing our troops in two to try and flank the orcs. We also bring our adventurers along.

Unfortunatelly the orcs don't send their troops out, just maintaining their lines within their fort and waiting for our approach.

As we approach the orcish stronghold in a spread out formation, a recently cut stone fortification, we're received by a salvo of archer fire. We shoot at their archers with our own archers, with the halflings slingers and our ballistas, bringing many of them down as we advance. Our troops crash on the walls of the orcish keep, bringing our battering ram to bear on their gate. We bring their gate down under archer fire them storm the keep.

Once the wall is down the conflict that ensues is bloody and swift. The orcish horsemen charge towards the frontline troops of minotaurs to little effect then we start fighting them off. Their archers keep sniping at our troops while we advance and go about killing off them. The remaining couple hundred orcs at the keep then flee through the opposite gate of the fort.

The minotaurs sustain minor losses, the halflings sustain barely any losses at all. We lose nearly a hundred militia men to archer fire. We also lose 10 swordsmen, 20 pikemen and 10 horsemen.

We loot about 2700 gp worth of plunder and split it three way. We burn down most buildings in the orcish fort. However short of occupying the place there's no way to ensure that the orcs won't simply come back and continue their operations from here later.
>>
While we're out raiding the goblins from Suma attack us! They send 800 goblins to come plunder our settlement and murder our people! They brought with them dozens of ladders!

We have 956 gp.

Which troops do we recruit to defend our settlement?

> 30 Town Guards

Should we hire mercenaries?

> Irontip Brigade (100 horsearchers, 1000gp) (can't afford them)

Should draft some of our men into a militia?
> Regular spearmen militia (1gp each), about 100 available
> Green spearmen militia (1gp each), about 1000 available

We have one ballista mounted on the eastern gate taht could be used against the goblins. Should we man it?

Which strategy should we use against the goblins?
> Charge at them
> Divide troops in two try to flank them
> Divide troops in three try to surround them
> Maintain lines wait for them to approach
> other?
>>
>>2323502
> 30 Town Guards
> 100 Regular spearmen militia
> 500 Green spearmen militia

Man the ballista

Stay on and behind the walls let them come to us
>>
>>2323533
Support
>>
>>2323533
>>
>>2323533
>>2323535
>>2323550

We decide to recruit 30 town guards to defend our town and draft 100 regular spearmen militia and 500 green spearmen militia. We man the ballista facing the direction the goblins are coming from. Our strategy is to stay behind the walls and let them come.

Our town guards take potshots at the goblins with their crossbows and so do the men manning the balista, killing off about 50 goblins before they reach the walls. The goblins them start climbing the ladders they brought with them, our militia constantly trying to push the ladders down. The goblins fill a ladder with troops then lift it from the ground until it is close to our walls so goblins can climb in.

They discover that simply climbing the walls doesn't grant them a free pass to murder and plunder though. Our militia in the ramparts succeeds in killing off most goblins that climb up in the first couple waves. We lose about a hundred militia people to the goblins but kill off nearly two hundred goblins. The goblins, noticing that their raiding strategy is faulty, decide to give up trying to climb the walls; they then torch some of our fields and kill off some of our cattle out of spite then leave.
>>
>>2323605

The year is 826 and it's Autumn.

We finish our sewer system. The improvement in general health should give us a boost in population growth and population capacity of our town.

Sewer System (10/10) -> Pop. Growt and Cap Increased

We decide to start building a moat. How wide should that moat be?
> Around our stone wall (1/4)
> Around most of our fields (1/8)
> Around our palisade (1/16)
> other?

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2323643
>> Around our palisade (1/16)
> Recruit 20 swordsmen and 10 horsemen
>>
>>2323683

Right now we're down to 356 gp, we can't afford 20 swordsmen and 10 horsemen.
>>
>>2323683
>>2323701
So gonna change to watchtower
>>
>>2323709
We already have a ton of watchtowers
>>
>>2323716
>>2323709

My bad, we got 900 gp worth of plunder that I forgot to account for, our treasury is up to 1256 gp, we can afford the troops you proposed, writing update.
>>
>>2323683

It's the year 826 and it's Winter.

We decide to start building a moat around our palisade

Moat (2/16)

We also decide to recruit 20 swordsmen and 10 horsemen.
Our treasury is down to 856 gp.

We get news from the local nomads that the orcs returned to Lukil and started repairing the damages we caused to their stronghold! Seems like they're bent on maintaining a presence on the savannas in such an important trading intersection, much to our merchants dismay.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2323766
>Send the army back to retake the fort, get anyone else that uses those trade routes to help use garrison it.
>>
>>2323766
Work on moat
Construct another Cheesery
>>
Rolled 78 (1d100)

>>2323766
Herp derp dice
>>
>>2323807
>>2323829
>>2323837


It's the year 827 and it's Spring.

We continue work on our moat.

Moat (3/16)

We decide to construct another cheesery. We now have 4 of those.

Our treasury is down to 656 gp.

Our caravans net us 447 gp this year. We also get 4 platemails, getting us up to 12 platemails.

Our tax collectors get 5178 gp this year and we spend 3210 on our troops and heroes, netting us 1968 gp.

Our treasury is up to 3071 gp.

We send emissaries to Hedon, Brine, Heabury and Petun about the orc stronghold.

Hedon says they'd be willing to send a group of at least a thousand human settlers to establish a small human village around the keep in Lukil if we supplied them with armor and weapons to defend themselves.

Brine says that the orcs in Lukill are intruding upon their ancient territory and that will not be tolerated once they head back. They don't plan on heading back to those lands any time soon though, so they don't have any real plans on intervening for the time being.

Heabury says they've sent a raiding party last year already and their people grow weary of warfare.

Petun says they'll be ready to send their warriors to fight by our side once more this summer if we want to go get rid of the orcs in Lukil once and for all.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2323890
Work on the moat
Begin construction of a Military Academy
Recruit 50 more Town Guard
Craft 10 Light Crossbows
Craft 20 Chaimail
>>
Rolled 30 (1d100)

>>2323890
Can I get a list of our current military and armory
>>
>>2323911
>>
>>2323913


50 Town Guards
50 Swordsmen (10 with chainmail and platemail, 20 with just chainmail)
20 Pikemen
50 horsemen (lances, 10 with chainmail and platemail)
40 crossbowmen (20 with chainmail)
50 archers


Erard the Tenacious, a wizard apprentice
Tamuz the Thief, a veteran from the thieves guild from Cheygrove
Ukran the Druid, an elvish druid
Flime the Patrician, the son of a nobleman
Johny the Fierce, an ex-soldier from Oxwick

Ring of Protection +3
Magic dagger + 1
Scrolls of necromancy and demonology
Scrolls from Mondu temple
3 grimoires
Ruby shards
Magical components
4 Medium ballistas
12 platemails
1 battering ram (iron tip, sturdy wooden roof)
>>
>>2323890
Military academy and big moat
>>
Rolled 18 (1d100)

>>2323993
oi I had to leave because reasons but leave some town guards and archers cause the gobos raided us last time we we went after the orcs. Otherwise i support your plan
>>
>>2323890
We should make sure that the centaurs are fine with a human village being established in their ancient territory. We have been allied with them for ever and they are nomadic anyway, so having the humans pay them a symbolic tax for usage of their land should be fine. Present it to them like this: An Orc invasion taints their ancient homeland and we and our allies will expel this menace, all we ask for in return is that some of us may remain and settle there to make sure that the Orcs can't return and to be faithful stewards of the centaurs, paying taxes to them.

Continue the moat. As a second action I purpose sending out members of the merchant guild to analyze supply and demand in all our allies settlements, they should the report back and the guild should plan our trade routs with this information to gain maximum profit. Every future caravan should have a guild merchant with them, analyzing and reporting the market situation in each town the caravan visits. By this we can not just trade what we produce but ensure a profitable flow of goods between all our allays. Inquire if our allies would be fine with us establishing small trade outposts in their cities.

How much time would troll proving our city wall cost?
>>
>>2323911
>>2323913
>>2323931
>>2324967
>>2324387
>>2325062

It's the year 827 and it's Summer.

We decide to continue work on our moat.

Moat (4/16)

We decide to start the construction of a military academy, an offshot of the university specialized in military tactics for training military commanders and conducting advanced military drills with our military and militia. Once finished it should greatly improve combat expertise of our troops over time.

Military Academy (1/10)

Our treasury is down to 2571 gp.

We decide to recruit 50 more town guards and have our artisans craft 10 light crossbows and 20 chainmails, we manage to get our artisans to craft us the chainmails for just 25 gp each.

Our treasury is down to 1571 gp.

We send an emissary to Brine telling them about the orcish invasion tainting their ancient homeland and that we and our allies will expel this menace, and all we ask for in return is that some of us may remain and settle there to make sure that the Orcs can't return and to be faithful stewards of the centaurs, paying taxes to them. At first the centaurs don't like the idea of anyone settling in their ancient lands, but it's much better if it's allies paying them taxes than enemies plundering and destroying so after some negotiations the centaurs agree with letting a group of humans settle those lands after we get rid of the orcs.

We send out members of the merchant guild to analyze the supply and demand in all our allies settlements to have the guild plan our trade routes with this information seeking to gain maximum profit. We establish that every future caravan should have a guild merchant with them analyzing and reporting the market situation in each town the caravan visits, to ensure a profitable flow of goods between all our allies. We inquiry our allies whether they would be fine with us establishing small trade outposts in their cities. Brine, Hedon, Heabury, Petun, Asminster, Woton, Lothlione, Khela and Oxwick don't posit any objections upon we establishing such outposts. A small trade outpost consisting of a warehouse, an office, and an inn for our caravans would cost us about 1000 gp to be comissioned in each city. The exception would be Brine, the centaur tribe, in which our trade outpost would consist of a series of wagons serving the same purposes, following their nomad caravans in their constant wanderings throughout the western plains.

We consider further improving our ramparts to make it more difficult for the trolls to grasp on them and jump over our wall. Troll proofing our walls would likely require making them even taller. Our masons estimate that we could double the height of our walls in about sixteen seasons of work, 60ft tall walls should be tall enough to keep even the trolls out.

We send our army to attack the orcish stronghold of Lukil!

What should we do next?
> specify?
>>
We decide to raid the orcish stronghold of Lukil!

We have 1571 gp.

The minotaurs from Petun send 80 veteran heavily armored minotaur swordsmen to help with our raid. They plan on charging ahead and attacking any orcs they find.

Which troops do we recruit to attack the orcish stronghold?

> 100 Town Guards (50 with crossbows)
> 50 Swordsmen (20 with chainmail and platemail, 10 with just chainmail)
> 20 Pikemen
> 50 horsemen (lances, 10 with chainmail and platemail)
> 40 crossbowmen (20 with chainmail)
> 50 archers

Should we hire mercenaries?

> Irontip Brigade (100 horsearchers, 1000gp)

Should draft some of our men into a militia?
> Regular spearmen militia (1gp each), about 300 available
> Green spearmen militia (1gp each), about 1000 available

Should we take siege weapons with us?
> 4 medium ballistas
> 1 battering ram

Which strategy should we use against the orcs?
> Charge at them
> Divide troops in two try to flank them
> Divide troops in three try to surround them
> Maintain lines wait for them to approach
> other?
>>
>>2325316
Continue moat and military academy
>>2325317
>40 town guards
>30 swordsman
>20 pikemen
>40 horsemen
>20 xbowmen
>40 archers
hire mercenaries
>200 regular militia
>3 ballistas and battering ham
> Divide troops in two try to flank them
>>
>>2325390


We decide to send 40 town guards, 30 swordsmen, 20 pikemen, 40 horsemen, 20 crossbowmen and 40 archers against the orcs in Lukil. We hire the Irontip Brigade. We draft 200 regular militia. We decide to take with us 3 ballistas and the battering ram. Our strategy is to divide our troops in two and try to flank the orcs.

As the minotaurs charge towards Lukil we divide our troops in two and go around, shooting at them with out ballistas, crossbowmen, town guards, archers and horse archers, keeping our militia in reserve. The orcs don't leave the fortress and instead keep shooting at us with bow and arrow. We move in our battering ram slowly towards their gate and start attacking it to bring it down. After we bring their gate down the minotaurs and our militia storm inside the orcish keep and start attacking everyone they find in there. As the orcs attempt to flee the irontip brigade and our horsemen chases them and kill them. From the about 200 orcs who were manning the stronghold not one survives. We withstood only small losses of militia men.

We then contact Hedon for them to send the villagers to start settling this place. They rebaptize the stronghold to Caford and start building a village in and around it.
>>
>>2325390

It's the year 827 and it's Autumn.

Our treasury is down to 371 gp.

We celebrate our victory over the orcs at Lukil, now Caford a burgeoning human village! The leaders of Caford ask us for help with arming and armoring the people who will defend their village. What should we do to help them?

We decide to have our laborers continue our construction projects.

Moat (5/16)

Military Academy (2/10)

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2325316
Continue both building projects.

Let our scientist look into placing sharp metal spikes (horizontally or vertically) on top of our walls to keep trolls from jumping up. Do they think it would work and how do they think we should do this for maximum efficiency?

Let our scientists look into mining, do they think we can make our iron pitmine into a proper min? Cost, time estimates.

Free up money for the merchant guild to build one trading outpost, wherever they think it would be most profitable.

We agreed to arm that new village at the ex-Orcfortres so ask them what weapons they need. Also send them a drill sergeant from our milita.
>>
>>2325423
>>2325425
Still same. What's our financial situation?
>>
>>2325428
>Our treasury is down to 371 gp


The villagers from Caford need about 300 gp worth of simple weapons (spears and shields) to arm their militia, plus whatever else we can spare to arm their standing army in terms of heavy armor and crossbows.
We have 10 crossbows and 20 chainmails in store.
>>
>>2325433
Send them the crossbows and chain mail + buy the simple weapons for them
>>
>>2325443
>>2325425


It's the year 827 and it's Winter.

We decide to buy simple weapons to arm Caford's militia and send them the crossbows and chain mails we had in store. We also send them one of our drill sergeants to train get their militia men into shape. They are very grateful for our generosity.

We decide to have our laborers continue our construction projects.

Moat (6/16)

Military Academy (3/10)

Our treasury is down to 71 gp.

Erard the Tenacious finally learned how to cast Fireballs! He asks for a raise from 60gp/year to 100 gp/year.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2325453
>raise from 60gp/year to 100 gp/year.
Yes we can use his fire to kill trolls

Rush academy
>>
>>2325466
Support
>>
>>2325466
>>2325480

It's the year 828 and it's Spring.

Our trade caravans make us 532 gp profit. We expect even more profitable business to be made in in years to come. Our caravans also net us 4 plate mails.

Our tax collectors get 5178 gp this year. We pay 3500 gp to our troops and heroes, netting us 1678 gp.

Our treasury is up to 2281 gp.

We have our laborers work on our military academy overtime.

Military Academy (5/10)

Our network of merchants manage to find us a deal on ancient manuscripts found in the desert, apparently dealing with arcane arts. After much haggling their owners are willing to part with such manuscripts for 300 gp. Should we buy them?

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2325453
Wait so who has power over Caford
>>
>>2325483
Work on Military Academy
Buy the scrolls
Build a trade post in Heabury
>>
>>2325483
Buy the paper and research it

Continue both buildings
>>
Rolled 16 (1d100)

>>2325489
Craft 10 Chainmails
>>
>>2325483
Equip our horsemen with the platemail we have stored
>>
>>2325485

By kin they are related to Hedon and so to the people from the western continent. They're an independent village paying tithe to the centaurs for the privilege of using their ancestral lands.
>>
>>2325489
>>2325490
>>2325491
>>2325492

The year is 828 and it's Summer.

We decide to acquire the ancient desert scrolls and have our scholars study it to see what they're about. The scrolls detail the teleportation circle spell and have sigil sequences for two places inscribed in them, a place called the Forbidden Temple of Kasdall and another called The Laboratory. The magic is too advanced for our apprentices to cast, it would take many years of study for them to be able to perform even a ritual form of the teleportation circle spell, let alone the spell proper. Still, with these scroll and a firm grasp of arcane theory and a generous amount of the material components needed for such a spell, researching a ritual form of the teleportation circle spell becomes possible. Considering the information inscribed in the scrolls they were very cheap indeed, the poor nomads who found these scrolls probably had no idea how valuable those really are.

Our treasury is down to 1981 gp.

We decide to build a trade post in Heabury. With this one in place it becomes easier for the halflings to place orders of what they want from our network of merchants and we give them a price and estimate on how long it will take for the product to arrive. Our trades with Heabury greatly increase.

Our treasury is down to 981 gp.

We decide to craft 10 more chainmails. We manage to have our artisans craft them for 25 gp a piece. We equip some of our horsemen with them plus platemails.

Our treasury is down to 731 gp.

We continue the construction of our military academy.

Military Academy (6/10)

What should we do next?
> Build basic infrastructure (other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (teleportation circle spell 1000 gp, other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 77 (1d100)

>>2325548
Continue moat and military academy
>>
>>2325567

It's the year 828 and it's Autumn.

We decide to have our laborers continue our construction projects.

Military Academy (7/10)

Moat (7/16)

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (teleportation circle spell 1000 gp, other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2325586
Rush military academy
>>
>>2325608
Backing
>>
>>2325548
Hey QM can we get a known faction list? Also get a damn name man!
>>
>>2325608
>>2325617

It's the year 828 and it's Winter.

We decide to have our laborers work overtime on our military academy. It's almost finished.

Military Academy (9/10)

News reach us about a powerful necromancer named Symond who was once an apprentice from Wawold decided to start his own necropolis in the southern part of the goblin territory of Suma where it makes frontier with orcish town of Buga! He had his undead servants build him a tall tower, plow fields and build a wall around his fields! He calls his new settlement Draffin.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (teleportation circle spell 1000 gp, other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2325635
Finish military academy and continue moat
>>
>>2325644
Backing
>>
>>2325620

Hedon, northwest humans from the western continent.
Brine, nomad centaur currently living in the far western plains near Hedon. We've always been allies with them.
Sinabu, lizardmen who live in the jungles in the west. We never had direct contact with them but our mercenaries fought them on the behalf of Heabury once.
Heabury. A tribe of peace loving halflings who claimed far more land than they can reasonably use or protect. Hedon and Caford sort of intrude upon the lands they originally claimed for themselves but they never pushed the issue. Hired our mercenaries once.
Petun. A tribe of minotaurs from the eastern continent. They frequent show up in our town to woo our women. Fierce warriors. Lead by Gouk.
Caford. A newly founded village with ties with Hedon.
Asminster. A port city of halflings north of our town. They do trade with both the eastern and western continent, although not in a large scale. They seem to have an insatiable hunger for cheese.
Woton. A tribe of humans to the northeast with ties with Cheygrove. There's some suspicion that their leadership may not be human.
Lothlione. The elvish city in the northeastern forests. Really rich. They bought expensive crystal glass spires whose manufacture secrets they taught us. They mostly keep to themselves, although spellcaster heroes from their lands can be seem everywhere on occasion.
Suma. The goblins in the west. Our annoying neighbours who enjoy raiding us on occasion. They have never posed much of a threat due to their low technology and inept leadership. They are our enemies. Their claimed territory is vast.
Draffin. A necropolis in the southern part of Suma territory, ruled by a necromancer called Symond. Recently founded.
Golurtz. The trolls in the west past the goblins. Their fierce warriors also lack a strong technological backing to become truly effective. They are our enemies.
Cheygrove. A human port city in the west past the troll lands with ties with the western continent.
Wawold. A necropolis in a swamp to the southwest. We don't know much about it, just that it exists and is ruled by necromancers.
Buga. A walled orcish city in the southwest, bordering Suma, Khela, Oxwick, Golurtz and Wawold. They raided us once with the goblins so we assume they are sort of allied.
Khela. The dwarvish city south, mostly an underground fortress. Produce large amounts of minerals. They are our allies.
Oxwick. A port city south of the dwarvish lands. They came in raids with us a couple times.
Gorkil. An orcish city in the southeast south of the jungles and in the general vicinity of Oxwick. We raided them.
>>
>>2325644
>>2325650

It's the year 829 and it's Spring.

Our trade routes make us 792 gp profit.

We collect 5178 gp in taxes and pay 3500 gp to our troops, getting 1678 gp revenue.

Our treasury is up to 3201 gp.

We finish our military academy. Our military experts see armouring our troops specially our melee troops as a high priority concern, for armor seems to greatly increase survivability in combat. They also start performing advanced combat drills for training our commanding officers for the field and accustoming our army to follow chain of command in the heat of the battle. The commanders institute horn and drum calls for attacking and retreating and train the troops to respond to those; we also have some of our pikemen troops carry banners into combat with which to signal our troops for movimentation. We should now be able to enact far more complex strategies in the field of battle.

Military Academy (10/10) -> Advanced Strategy, Veteran Troops

We continue work on our moat

Moat (8/16)

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (teleportation circle spell 1000 gp, other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 77 (1d100)

>>2325695
>>2325670
Thanks!

Continue moat
Craft 50 Chain mails
>>
>>2325714
>>
>>2325724
Oi you you wanna build a wizards guild after the moat is finished?
>>
>>2325727
we are going to have to either get a wizards guild or shell out a ton of gold to make acid/fire weapons against the trolls
>>
>>2325731
at least theres a few other apprentices running around town we should probably look it hiring them
>>
>>2325714
>>2325724

It's the year 829 and it's Summer.

We decide to have our laborers continue working on a moat.

Moat (9/16)

We have our artisans craft 50 more chainmails. We manage to get them to craft for us at the discount price of 25 gp each.

Our treasury is down to 1951 gp.

Our Lord Trit Atatau is getting too old and sick to keep ruling our town, but he has no male heir of his own! What we should do about it?
> Have his eldest daughter Daphne become our Lady
> Abandon the rule of nobility and establish a council of merchants
> Look through his family tree for the closest male living relative suitable to succeed his rule
> We're sure Trit Atatau still has a few good years in him, let the old man soldier on
> other?

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (teleportation circle spell 1000 gp, other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2325925
> Have his eldest daughter Daphne become our Lady
Rush moat
>>
>>2325934

It's the year 829 and it's Autumn.

We decide to have the eldest daughter of Trit Atatau, Daphne, be annointed as our Lady. Long live Lady Daphne!

We decide to have our laborers do overtime work on our moat.

Moat (11/16)

Emissaries from Draffin show up at our town. They tell us about the great benefits of substituting the serf population with skeletons to do the bulk of the repetitive work in the fields and mines and are looking for magically attuned apprentices and skilled artisans to join their ranks. In exchange they would be willing to send some of their advanced apprentices to teach arcane theory and dark arts in our university. They also offer to buy corpses from us.
> Send the necromancer's emissaries away
> Let them hire apprentices and artisans from our town, money is money
> Allow the necromancers to teach dark arts at our university
> Sell the necromancers some old orc skeletons we have laying around
> other?

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (teleportation circle spell 1000 gp, other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2325960
>> Send the necromancer's emissaries away
Rush moat
>>
>>2325994

It's the year 829 and it's Winter.

We decide to have our laborers continue working overtime constructing a moat around our settlement.

Moat (13/16)

We send the necromancer's emissaries away.

Asminster tells us news about the eastern continent that come with some ships of refugees; seems like some necromancers have amassed great powers in there and are now ravaging the land, taking over vast swatches of prime land and displacing serfs, working the fields with skeletons. The local king's army has been powerless to stop the powerful spellcaster's army from conquering vast amounts of land. Seems the leader of the necromancers in there attempted the forbidden ritual to become a lich and was successful in gaining the so dreamed off immortality, inspiring new generations of necromancers to attempt replicating the feat. The king and the elvish kingdom have joined forces to try and defeat the menace of the lich king.

Asminster asks us if we want to receive refugees.
> Receive as many imigrants as possible
> Receive only families
> Receive only women and children
> Don't receive anyone
> other?


What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (teleportation circle spell 1000 gp, other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2326025
>> Receive only families
Rush moat
>>
>>2326034

It's the year 830 and it's Spring.

We decide to receive only families of refugees.

Our trades net us 719 gp profit.

Our tax collectors exact 5178 gp from our population and we pay 3500 gp to our army getting a revenue of 1678 gp.

Our treasury is up to 4348 gp.

We decide to have our laborers work overtime building our moat.

Moat (15/16)

News from a conflict between the elves of Lothlione and the humans of Woton reach us. The elves claim that the humans are overhunting deer in their forests.
> Sell some of our cattle to Woton
> Offer to establish a trade post in Woton to stockpile Heabury's grains in Woton for sale in order to reduce the need for so much hunting (1000 gp)
> Offer our mercenaries to help the elves raid Woton
> Ignore the conflict
> other?

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (teleportation circle spell 1000 gp, other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2326098
> Offer to establish a trade post in Woton to stockpile Heabury's grains in Woton for sale in order to reduce the need for so much hunting (1000 gp)
>Finish the Moat
>>
>>2326107
>>
>>2326107
>>2326115

It's the year 830 and it's Summer.

We offer to establish a trade post in Woton to stockpile grain that we buy in Heabury to sell in there so as to reduce their dependency on hunting. They agree with the establishment of such a trade post.

Our treasury is down to 3348 gp.

We finish our moat around our palisade! We flood it with water from Gery river. Now any prospective invaders will have to contend with the moat before breaching our palisade to invade our town.

Moat (16/16) -> defense bonus

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (teleportation circle spell 1000 gp, other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2326137
Research Teleportation spell
Start Wizards Guild
>>
>>2326151

It's the year 830 and it's Autumn.

We decide to start the construction of a wizard's guild. We comission the acquisition of spell components and start the construction of a tower to the specification of our resident wizard apprentices where they'll further their studies of the arcane arts.

Wizard's Guild (1/20)

We also have our apprentices start researching the teleportation circle spell. It's a spell of the fifth circle and most of our apprentices can only cast spells of the first some journeymen capable of spells of the second circle and a scant few being able to cast spells of the third circle being developed wizards capable of fireball amongst other powerful spells, but none of our wizards can cast a spell of the fifth circle. Still, with our firm grasp of arcane theory we can develop a ritualized version of the spell to be performed by a large crowd of lesser wizards, and so we acquire the materials and have our apprentices start working on it.

Our treasury is down to 1348 gp.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (teleportation circle spell 1000 gp, other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2326186
Continue wizards guild and take census
>>
>>2326197
backing
>>
>>2326197
>>2326211

It's the year 830 and it's Winter.

We decide to continue the construction of our wizard's guild.

Wizard's Guild (2/20)

We also take a census. Our population consists of 9505 people, 392 horses, 3474 cows, 4557 sheep and 4734 pigs. We adjust our taxes accordingly.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2326222
Continue wizard's guild and build cow ranch
>>
>>2326261
backing I was just thinking cows are kinda low but checked my notes and theyre up a little bit from last time
>>
>>2326261
>>2326280

It's the year 831 and it's Spring.

We decide to continue work on our wizard's guild.

Wizard's Guild (3/20)

We also build another cow ranch.

Our trade deals net us 936 gp profit. We also get 4 plate mails. We have 14 of those in store now.

We get 5700 gp from taxes and pay 3500 gp to our troops and heroes, getting 2200 gp revenue.

Our treasury is up to 4484 gp.


What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2326309
Rush wizard's guild
>>
>>2326316
>>2326316

It's the year 831 and it's Summer.

We decide to have our laborers work overtime on our wizard's guild.

Wizard's Guild (5/20)

We receive word from Oxwick that they have been raided by a combined army of orcs and lizardmen! Their town is in pretty bad shape, having had vast sections of it been burnt down and most of its wealth looted.
What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2326352
>Send 700gp as aid to Oxwick
Continue wizard's guild
>>
>>2326358

It's the year 831 and it's Autumn.

Our laborers keep working on our wizard's guild.

Wizard's Guild (7/20)

We send 700 gp as aid to Oxwick. They're very grateful for this aid that they spend on rebuilding infrastructure and defense. Oxwick reports that the orcs and lizardmen are building a city together in a mountain pass near the nascent of a river, a place that they call Shurad.

Our treasury is down to 3784 gp.


What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2326395
Continue wizards guild
Do we have any incomplete building ?
>>
Rolled 21 (1d100)

>>2326395
Continue Wizard's guild
hold large festival and Do a large sacrifice to Kaphine for a new ritual
>>2326420
Hey man I think we should only spend one of our actions per turn on the guild and we never got around to finishing getting a parthenon for each of our gods. also roll cause we may have differing opinions and it saves QM time
>>
Rolled 81 (1d100)

>>2326420
in case we have nothing unfinished,rush wizard's guild
>>
>>2326420

Don't think we have any incomplete building other than the wizard's guild, here goes a list

(2) Quarry -> Stone
(2) Mines -> Iron ore
(2)Farms -> mostly Wheat, Rye, Barley
Granary -> food storage
Brewery -> Beer
Smith -> Iron
Barracks -> Swordsmen
Tavern -> Adventurers
Market -> Tax revenue + 50%
Stables -> Horsemen
Library -> Bonus to research
Scholar's guild -> Research bonus
(2) Treeplanter's cottage -> Planting trees 803, 806
(2) Wool Loom -> Cloth - 1 destroyed
(4)Cheesery -> Cheese
Glassblower's Workshop -> Glass
Lumber Mill -> Wood
(2) Horse Ranch -> Breeding horses
Harbor -> Fish
Herbalist -> Healing and poisoning
(2) Pig Ranch -> Breeding pigs
(2) Cow Ranch -> Breeding Cows
Tannery -> Leather
Leatherworks -> Leather armor
Fighter's Guild (5/5) -> Training troops
University (20/20) -> Advanced buildings, research bonus
Bank (3/3) -> tax revenue + 50%
Merchant's Guild (10/10) -> tax revenue + 100 %, automated trading caravans
Sewer System (10/10) -> Pop. Growt and Cap Increased
Military Academy (10/10) -> Advanced Strategy, Veteran Troops
Wizard's Guild (7/20)
Palisade (8/8) -> defense bonus, surrounding our fields
(3)Watchtower-> early warning
Stone Wall (8/8) -> Defense bonus, surrounding houses
Improved Stone Wall (8/8) -> 8 towers, gatehouses, 30ft tall walls
Moat (16/16) -> defense bonus

Parthenon to Yfdea (3/3)
Temple to Kaphine
Parthenon to Weenar (3/3)
>>
>>2326395
I smell an unavoidable conflict with these necromancer,orc,and lizardmen

Build more horse breeding building
Focus on trading for more platemail
Drill troops at academy
>>
>>2326431
>>2326447
>>2326481

It's the year 831 and it's Winter.

We decide to keep building our wizard's guild. Our laborers work overtime.

Wizard's Guild (9/20)

We have the worst winter in decades. Our population have decent winter clothes and we had some firewood to spare but still it was very harsh.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2326481
I agree I kinda want to get some necros but they seem to be 'wayyy evil' in setting and for more Platemail we'll need to increase the iron we're getting from our mines or from the dwarves
>>2326460
>>2326395
https://docs.google.com/document/d/1mro5d0XEjh-SQT7btYnSQvOHlcj7cpgz1NvyMNIAZnc/edit?usp=sharing NoteAnon here ive been keeping semi up to date notes so we can keep better track and not have to ask for various reports all the time
>>
>>2326502
Continue wizard's guild and research a way to make our homes preserve heat against the cold
>>
>>2326515
>>2326502
Backing this guy Insolation is always a good idea
>>
calling it a night, I'll probably be back tomorrow around 16h UTC
>>
>>2326515
iirc one of the unlocked rituals we haven't used is protection from winter.
iirc-pt2 we've actually unlocked all the rituals(4) for at least one of the gods. The plan was to save 700gp by skipping the parthenon and jumping straight to the cathedral. Then we got distracted by warfare, wizards and looming bankruptcy. Seems like just a few days ago when 700gp was a big deal. They grow up so fast.
I'm also super curious about the grimoires and scrolls we haven't read yet. And learning frost bolt, for Dhurkon's sake. He deserves a legacy project. :'(
>>
>>2326502
Recruit the Minotaurs and go raid Daffin
>>
>>2326859
Yeah Its easy to forget long term goals with that much shit going on but also im pretty sure there was a new anon playing while most of us where busy IRL
>>
>>2326515
>>2326530
>>2326872

It's the year 832 and it's Spring

We make 922 gp with our trade routes.

Our tax collectors get 5700 gp from our population, we pay 3500 gp to our troops and heroes, netting 2200 gp revenue. We also get 4 more plate mails, we now have 18 of those in store.

Our treasury is up to 6906 gp.

We decide to start researching home insulation to better prepare our population for the harsher winters.

We continue the construction of our wizard's guild

Wizard's Guild (10/20)

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2327521
continue the wizards guild

have our researchers look through all the grimoires and scrolls we have not gone trough jet.

Have our mages try to figure out the frost bolt spell
>>
Rolled 64 (1d100)

>>2327521
Continue wizard's guild and insulation research
also,analise the scrolls we haven't seen yet
>>
>>2327521
fully equip our melee troops with chain mail
>>
>>2327535
>>2327538
>>2327539

It's the year 832 and it's Summer.

We decide to continue the construction of our Wizard's Guild.

Wizard's Guild (11/20)

We have our researchers look through the grimoires and scrolls we have looted from Mondu's temple.
Our scholars discover the following spells inscribed in the grimoires in addition to those we already have in store:

-Feign Death
-Summon Greater Demon
-Banishment

Our mages attempt to figure out the frost bolt spell! Turns out it's very similar to the fire bolt spell, just with a different elemental descriptor. With some training our apprentices could learn to channel ice magic instead of fire magic, although doing that would slow down their progress in fire magic and humans tend to consider that a wizard has left apprenticeship territory only once he's capable of using fireball spell so not many of our apprentices are enthusiastic about delaying their progress to learn a spell in such a different arcane path as is ice magic. Still a few of them start studying the frost bolt spell.

We decide to fully equip our melee troops with chain mail. We equip them with 50 chainmails we had in store and craft 120 more to equip our town guards, swordsmen, pikemen and horsemen with chainmails.

Our treasury is down to 3906 gold coins.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2327586
Continue double time on the wizard guild
>>
>>2327586
Learn more about feign death and banishment

Focus on fire magic for now with ice as secondary / non compulsory magic

Continue building
>>
>>2327617
>>
A combined army of about 500 orcs and more than a thousand goblins show up at our town! They brought with them three battering rams and dozens of ladders! The orc emissary demands 3000 gp or they'll burn our crops and kill our people.

Should we pay the orcs?

If not which troops should we recruit to defend our town?
> 100 Town Guards (50 with crossbows, chainmail)
> 50 Swordsmen (10 with chainmail and platemail, 40 with just chainmail)
> 20 Pikemen (chainmail)
> 50 horsemen (lances, 20 with chainmail and platemail, 30 with chainmail)
> 40 crossbowmen (20 with chainmail)
> 50 archers (500 gp/year)

Should we hire mercenaries?

> Irontip Brigade (100 horsearchers, 1000gp)

Should draft some of our men into a militia?
> Veteran spearmen militia (1gp each), about 300 available
> Regular spearmen militia (1gp each), about 500 available
> Green spearmen militia (1gp each), about 800 available

Since they are coming from the east we have three ballistas that should be able to shoot at them, should we man them?

Which strategy should we use against the orcs and goblins?
> Charge at them
> Divide troops in two try to flank them
> Divide troops in three try to surround them
> Maintain lines wait for them to approach
> Harass them with archer fire from behind the palisade to thin their numbers, retreat archers and send melee fighters to hold the line once the palisade is breached
> Lower the palisade bridge and spearhead a charge with our armored troops to dismantle their siege weapons
> Hold the line at the stone walls
> Harass them with archer fire from behind the palisade, hold the lines at the stone wall with the remaining troops
> other?
>>
>>2327679
>> 100 Town Guards (50 with crossbows, chainmail)
>> 50 Swordsmen (10 with chainmail and platemail, 40 with just chainmail)
>> 20 Pikemen (chainmail)
>> 50 horsemen (lances, 20 with chainmail and platemail, 30 with chainmail)
>> 40 crossbowmen (20 with chainmail)
>> 50 archers (500 gp/year)
hire mercs
> Veteran spearmen militia (1gp each), about 300 available
> Regular spearmen militia (1gp each), about 500 available
> Green spearmen militia (1gp each), about 800 available
man the ballistas
> Harass them with archer fire from behind the palisade to thin their numbers, retreat archers and send melee fighters to hold the line once the palisade is breached
>>
>>2327679
>Should we pay the orcs?
Shoot the head of their emissary into their camp, after we are done preparing to kick their ass.

> 100 Town Guards (50 with crossbows, chainmail)
> 50 Swordsmen (10 with chainmail and platemail, 40 with just chainmail)
> 20 Pikemen (chainmail)
> 50 horsemen (lances, 20 with chainmail and platemail, 30 with chainmail)
> 40 crossbowmen (20 with chainmail)
> 50 archers (500 gp/year)
Get them all ready
> Irontip Brigade (100 horsearchers, 1000gp)
Get those guys to harass them the entire time.
> Veteran spearmen militia (1gp each), about 300 available
> Regular spearmen militia (1gp each), about 500 available
> Green spearmen militia (1gp each), about 800 available
All of them but hold the green ones in the back
Since they are coming from the east we have three ballistas that should be able to shoot at them, should we man them?
Yes
Harass them with archer fire from behind the palisade to thin their numbers, retreat archers and send melee fighters to hold the line once the palisade is breached
+Let`s try to ballista their rams, allow our crew to use two acid bolts.
>>
>>2327679
1k for horse archers mercs
300 for Veteran spearmen
500 for Regular spearmen
800 for Green spearmen

send horse archers to harass hit and run
hide horsemen outside of town
ranged troops and mage use bow, xbow, ballista and magic from behind the wall
unleash our armored infantry backed by militia and ranged troops when they breach our gate
horse archers join horsemen and flank from behind
>>
>>2327692
>>2327698
>>2327702

We decide to recruit our 100 town guards, 50 swordsmen, 20 pikemen, 50 horsemen, 40 crossbowmen and 50 archers to defend our town. We hire the Irontip Brigade. We recruit 1600 militia men. We man the ballistas. Our strategy is to harass them with archer fire from behind the palisade to thin their numbers then retreat archers and send melee fighters to hold the line once the palisade is breached.

We send 50 townguards, 40 crossbowmen, 50 archers and 100 horse archers to harass the orcs and goblins from behind the palisade. Looks like the goblins wisened up from the previous conflicts and decided to start playing their strengths, fielding a very large contingent of archers, at least twice as many long ranged fighters as our own. We lose 40 townguards, 30 crossbowmen, 50 archers and 30 horsearchers in the exchange of missile fire. We kill off about 100 orcs and 200 goblins.

In the meantime goblin sappers make a path for the rams through our moat. They bring our palisade down!
We send our militia and melee fighters to hold the line! The orcish fighters pour in through the hole in our palisade and start fighting their way through our troops while the goblins keep raining archer fire on the mass of our troops. We lose 900 of our militia mainly to missile fire from the goblins and to armored orcs and kill off about 300 more orcs and 400 more goblins. We also lose 40 swordsmen, 20 pikemen, 10 crossbowmen and 10 horsemen. In the meantime our ballista operators kill off some orcs and wreck a couple of the battering rams that the orcs brought with them.
>>
>>2327754

Our remaining soldiers then start fighting off the remaining hudnred or so orcs, largely armored orcs, and the remaining 500 or so goblins, largely archers. The orcish armored warriors prove to be incredibly tough; we have our horsemen charge at them and manage to kill off a few of them, but largely the fight becomes one of endurance. The vast archer superiority brought about the vast amount of goblin archers that the orcs brought with them ensure that our troops are largely wiped our; charging with our milita towards the goblin archers proves futile, as they kill 300 more of our militia men and 60 town guards; our 40 remaining horsemen start doing charges against the goblin archers with their spears. The goblins manage to bring down 20 more, but their missile are not strong enough to penetrate the plate mail of our last 20 horsemen. In the end we kill off 200 more of the goblin archers. The remaining less than 100 armored orcs and about 300 goblin archers face what remain of our army, 10 swordsmen, 20 horsemen, 70 horsearchers and 400 militia men.

Our swordsmen and horsemen are surrounded by the armored orcs and kill about ten before being beaten into a pulp; the 70 horsearchers kill off about 100 goblin archers before being killed off; our militia manages to kill off about 20 or so of the orcs before being slaughtered by the goblin archers.

The goblins then snipe the ballista operators while the orcs take the last battering ram and bring our gate down without any strong opposition; the orcs and goblins then invade our town, kill off about a thousand people, plunder our treasury, loot all the armor from the battlefield, then take long ropes and tie them around the necks of as many of our people as they can catch, taking them as slaves to be worked to death into the orcish town; the remaining population starts to organize a resistance against the orcs and goblins taking over the town so they take this cue and leave with their prisoners and plunder, but not before burning our fields, our granary and our cheeseries.
>>
It's the year 832 and it's Autumn.

We mourn the massive losses of life and property that we suffered with the orcish and goblin raid last summer. There are riots in the streets because we currently have no army and no townguards to stop people from commiting crimes. We should consider hiring more town guards.

We decide to have our laborers keep working on our wizard's guild overtime; but they don't obey our orders anymore! Work doesn't progress at all.

Wizard's Guild (11/20)

The Irontip Brigade was wiped out! They will take a few years to recover before we can hire them again, if they recover at all.
Feign death spell does just that - makes the affected person appear dead for a short period of time. Modifying this spell to last longer should be possible.

Banishment is a fourth circle spell that sends extraplanar creatures to their plane of origin, none of our wizards is capable of casting it yet. It could also be used to banish a creature from this plane into a demiplane where it would stay for the duration of the spell, but in this case apparently the spell only lasts for as long as the wizard keeps concentrating. Modifying this spell to last longer should be possible.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2327766
do we have any gold left ?
>>
>>2327766
hire town guards
repair and rebuild our city
>>
>>2327772 nope
>>2327766
>>2327774


An emissary from Draffin shows up offering to buy the bodies from the fallen for 1500 gp!
> Sell them the bodies, we desperately need money
> We won't sell them the bodies of our people sell them the orcs and goblins for half the amount of money
> Send the necromancer away
> other?
>>
>>2327776
>> Sell them the bodies, we desperately need money
>>2327766
then hire 60 town guards and 30 archers
>>
and send envoy to our allies ask for gold or any material help so we can repair and reestablish our trade asap and ask for join raid to rescue our captives
>>
>>2327776
reject politely we will give our people proper burial just sell the orc and goblin corpses
>>
>>2327776
ask the necromancers to join a revenge raid against the orcs
>>
Rolled 1 (1d2)

>>2327778
>>2327783

since you two didn't roll dice I'll roll
>>
>>2327778
>>2327783
>>2327788

It's the year 832 and it's Winter.

Still shaken by the brutal raid from the orcs in the summer our population subsists on Heabury grain that we were able to secure from our trade post over there diverting the flow of grain that usually would go towards Woton. Our people first right?

We were not very proud of it but we were in dire need of money so we sold all the corpses to the necromancers. We shiver from imagining all the horrible things they'll do to the corpses of our fallen brethen.

Our treasury is up to 1500 gp.

We promptly hire 60 town guards to establish order in the city. We also hire 30 archers to man the watchtowers and gates.

Our treasury is down to 900 gp.

After such a raid by popular demand we feel compelled to perform a census to know how many people are still in town. The orcs and goblins surprisingly enough didn't touch our herds, they were after our people this time.

Our population is down to 6123 people. We have 432 horses, 3781 cows, 4683 sheep, 4986 pigs.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 66 (1d100)

>>2327804
this >>2327780
need help from allies and start to repair our town
>>
>>2327816
>>
>>2327816


It's the year 833 and it's Spring.

Our trade caravans net us 642 gp profit. We also get 4 plate mails. We have 4 of those in store now.

We get 3672 gp from taxes and pay 1000 gp to our troops and heroes netting us 2672 gp revenue.

Our treasury is up to 4214 gp.

We repair our granary, replant our fields and rebuild one of our four cheeseries.

Our treasury is down to 4014 gp.

We send envoys to our allies asking for gold or any material help so we can reestablish our trade and ask for joint raids to rescue our captives.

The minotaurs say they're concerned about our safety and say we should train an army of heavily armored knights to counter the swarms of goblin archers. They gift us 6 more plate mails. We have 10 of those now. They say that once we rebuild our army they'll gladly go raiding with us; the prisoners must have been taken to Buga, a walled city, and we'll need more than just our rage to raid it.

Oxwick says they'll go raiding with us once we're ready to attack Buga; we'll need to provide the siege weapons to bring down their walls though, for they don't have any.

We send word to Khela about the massive orcish raid on our city and they say that they'd be willing to field some armored warriors to help us raid Buga once we're ready for a siege.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2327866
rebuild cheeseries and hire 40 swordsman
>>
>>2327866
Let`s research the biggest type of balista. With that we should be able to take down their wall, out range their range troops and pretty much pummel them into submission before we enter melee.
+>>2327882
>>
>>2327882
>>2327886

It's the year 833 and it's Summer.

We rebuild our three remaining burnt cheeseries.

Our treasury is down to 3414 gp.

We hire 40 more swordsmen.

Our treasury is down to 3014 gp.

We have our scholars research larger types of ballista. How large we're talking about here?
> Heavy balistas (with wheels, can be pulled by a few horses, can shoot bolts or rocks) 1500 gp each
> Superheavy balistas (rotates but is fixed, can shoot bolts the size of a tree or large rocks) 2000 gp each
> other?

Keep in mind that the superheavy balista is too heavy to be pulled by horses in one piece and therefore must be carried in multiple pieces in several wagons to be assembled where it will be used, a slow process, what might make it unsuitable for a siege.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2327898
Heavy if their stones are big enough to make some serious holes in a stone wall, if they are not then superheavy.

Continue wizard guild.

Recruit 10 horsemen and equip them with the plate mail we have stored up + lances and chain mail
>>
>>2327909

It's the year 833 and it's Autumn

We decide to have our scholars research how to craft heavy ballistas! They shoot large bolts or stones that should be able to cause some damage in a stone wall in a protracted engagement. They would cost us 1500 gp a piece.

We have our laborers continue building the wizard's guild.

Wizard's Guild (12/20)

We also recruit 10 horsemen and equip them with the plate mail we have stored plus lances and chain mails.

Our treasury is down to 2464 gp.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, other?)
> Take a census
> other?
>>
>>2327937
Just continue the wizards guild for now
>>
>>2327944

It's the year 833 and it's Winter.

We decide to have our laborers work overtime on our wizard's guild.

Wizard's Guild (14/20)

Our research on home insulation is complete, we start modifying our houses for better insulation against the winter weather.

We finish fixing our palisade and moat that was wrecked by the orcs and goblins during their raid.


What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, other?)
> Take a census
> other?
>>
>>2327937
Continue wizard's guild and hire 40 pikemen and equip them with chainmail
>>
>>2327979
>>2327986
>>
>>2327986
>>2327991

It's the year 834 and it's Spring.

We make 771 gp with our trade deals. We also get 4 more platemails.

We raise 3672 gp from taxes and spend 1600 with our army, netting us 2072 gp revenue.

Our treasury is up to 5307 gp.

We hire 40 more pikemen and equip them with chainmails.

Our treasury is down to 3507 gp.

We continue building our wizard's guild.

Wizard's Guild (15/20)

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, other?)
> Take a census
> other?
>>
>>2328014
Continue wizard's guild and hire 30 crossbowmen with chainmail
>>
>>2328075

It's the year 834 and it's Summer.

We decide to continue work on our wizard's guild

Wizard's Guild (16/20)

We also hire 30 more crossbowmen and equip them with chainmails.

Our treasury is down to 2007 gold coins.

The Irontip brigade is back in business!

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, other?)
> Take a census
> other?
>>
>>2328110
Rush wizard's guild
>>
>>2328110
What is our current army list
>>
>>2328306

60 Town Guards
30 archers
40 swordsmen
10 horsemen (chainmail, platemail, lances)
40 pikemen (chainmail)
30 crossbowmen (chainmail)
>>
>>2328174
>>2328306

It's the year 834 and it's Autumn.

We decide to continue work on our wizard guild and have our laborers work overtime.

Wizard's Guild (18/20)

The scholars at our military academy finish analyzing our loss at what they now call the "Battle of 832"; they say that to avoid fiascos like that we should train our troops having our enemies strenght and weaknesses in mind, since we are very versatile and have a vast array of possible troops to train.

First and foremost our militia; they are weak against armored targets and archers, but can quickly overwhelm other targets with sheer numbers.

Then our swordsmen. They carry shields so they have decent protection against archers, specially if they're armored.

Our pikemen are particularly effective against enemy cavalry.

Our archers are good against unarmored enemies. They fire fast projectile with low penetration.

Our crossbowmen currently are somewhat redundant. The extra penetration of a light crossbow compared with a bow is minimal and the range advantage is not that big. From a tactical standpoint they're just slower more expensive archers with their light crossbows. Our strategists suggest that we switch to heavy crossbows. They cost twice as much but would make our crossbowmen deadly against armored targets.

Our cavalry charges are devastating against unarmored enemies and still potent against armored ones. They are powerful against archers, specially if they are armored, and pretty decent against most other foes, their main weakness being infantry specialized against charges like halberdiers and pikemen.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, other?)
> Take a census
> other?
>>
>>2328378
Continue wizard's guild and craft chainmail for our swordsmen
>>
>>2328396


It's the year 834 and it's Winter.

We decide to continue work on our wizard's guild.

Wizard's Guild (19/20)

We also craft chainmails for our swordsmen.

Our treasury is down to 1007 gp.


What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, other?)
> Take a census
> other?
>>
Rolled 67 (1d100)

>>2328443
Finish wizards guild
Build Chessery since i think we forgot about those
>>
>>2328443
Finish wizard's guild and take a census
>>
Finish wizard guild
.
Research armor for horses remember our long term goal is having heavily armored knight
>>
>>2328453
>>2328455
>>2328461


It's the year 835 and it's Spring.

We make 902 gp profit with our caravans. We also get 4 plate mails. We have 8 of those in store.

Our tax collectors exact 3672 gp of taxes on our population and we spend 2300 on our army and heroes getting a revenue of 1372 gp.

We also build a fifth cheesery to catter to the insatiable demands of Asminster for cheese.

Our treasury is up to 3081 gp.

We have our scholars research barding (armor) for our mounts. According to estimatives of our scholars chainmail barding would hit the markets at the cost of 120 gp each, while platemail barding would cost a whooping 800 gp each.

We finish our Wizard's Guild! They start large scale testing all over town to find attuned individuals and enroll every attuned individual they find into the guild's ranks in order for them to develop their magical skills. We can now recruit wizard apprentices at the very low cost of 20 gp/year each! The guild developed a ritual version of the fireball spell. About five apprentices can get together to perform a ritual version of the fireball spell, then they'll resume fighting casting the fire bolt cantrip until their spells for the day deplete. Once out of spells they're pretty useless in combat though, but they carry a dagger anyway just in case.
Actual wizards will start showing up as hireable in our taverns when we decide to hire more heroes.

Wizard's Guild (20/20) -> Apprentices, Wizard Heroes, research bonus

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year)
> Research (other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2328533
Recruit 60 swordsmen
Build/expand Iron mine for more plate from minotaurs
>>
Rolled 39 (1d100)

>>2328554
>>2328533

Also other anons dont forget to roll we dont always get to do what we want when we all disagree
>>
>>2328533
perform sacrifice for more income and expand iron mine for more armor
>>
>>2328554
>>2328560
>>2328569

It's the year 835 and it's Summer.

We decide to recruit 60 swordsmen.

Our treasury is down to 2481 gp.

We also have our laborers expand our iron mines and send our merchants to renegotiate the plate mail deal with the minotaurs. They agree to raise the amount of plate mails they trade us to 5 every year instead of 4. They also trade us a couple extra plate mails for the iron we sent them off season. We now have 10 plate mails in store.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year)
> Research (other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2328554
>>
>>2328615
Take census and hire 20 archers
>>
Rolled 78 (1d100)

>>2328615
perform sacrifice we have ignored our gods for pretty long time
>>
>>2328623
>>2328643

It's the year 835 and it's Autumn

We decide to perform sacrifices to the gods for blessings as we have ignored them for a pretty long time. Our priests are satisfied with our renewed faith and say that the gods appreciated our sacrifices and will surely bestow upon us their blessings.

We decide to hire 20 archers.

Our treasury is down to 2281 gp.

We decide to take a census. Our population consists of 6900 people, 360 horses, 4016 cows, 4783 sheep and 5114 pigs. Our taxes are adjusted accordingly.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year)
> Research (other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
Rolled 62 (1d100)

>>2328682
drill troops
build the heavy ballista
>>
>>2328705

It's the year 835 and it's Winter.

We decide to perform regular drills for our troops preparing them for a real attack. We should have some regular and veteran militia available for us when we decide to go raiding or when we need to defend ourselves.

We decide to build a heavy balista. This large siege engine must be pulled by several horses and is capable of launching either very large specialized projectiles or heavy rocks for great destructive results.

Our treasury is down to 781 gp.


What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year)
> Research (other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2328728
any other way to earn more money ? troop and equipment is so expensive
>>
>>2328752

You can raid enemies to plunder their wealth, or send adventurers in quests to see if you can earn some extra cash from looting places.

Asking around in the local taverns get the following adventure hooks:

- Dwarfs have found an ancestral beast in the underground tunnels while excavating looking for ore
- There's a lamia in the desert who can tell your future but she's just as likely to eat you alive
- Air elementals are on the loose on the southern part of the desert
- The necromancers from Draffin buys corpses and there are plenty of old ones in the abandoned ruins in the desert

You could also send explorer in whichever direction looking for things of interest like monster dens and such.
>>
>>2328776
>- Air elementals are on the loose on the southern part of the desert
Send our adventurers with some scholars to learn/scout about elementals
>>
>>2328785
>>
>>2328785

We decide to send our adventurers with some scholars to go learn more about the air elementals rumoured to be on the loose on the southern part of the desert.

As we travel towards the place where the nomads told us that the air elementals dwell at we start experiencing sudden and potent sandstorms; at a point we're buried alive in the sand.

Then we see them; three humanoid shapes made of wind riding into whirlwinds causing the powerful sand storms that were aflicting us.

Erard attempts to communicate with them.

"We come in peace", he says.

"What brings a bunch of humans so far away from their cities", says one of the elementals

"We were curious about the wind people, we wanted to see you with our own eyes"

"Are you impressed with what you see"

"Very impressed"

"We came into this world through a portal and we've been looking for a way back"

"In our city we have capable magicians who could banish you back to your home plane"

"Can't you do that yourself?"

"Unfortunately I'm not that powerful"

"Well we're not in a hurry anyway, your plane is a fun place"

"Would you be willing to aid us in battle against our enemies?"

"What is in it for us?"

"I'm not sure. What wind people want that we could possibly offer?"

"Exactly. We prefer to roam freely through the desert, reshaping it to conform to our will. But we'll not be stingy, we'll tell you of something that might be of your interest."

"I'm all ears"

"Wandering through the desert we've found a tomb of an ancient ruler, there are lots of mummies inside it, some of them got up and tried to come after us, and there's probably plenty of shiny things for you to loot. Your kind appreciate the shiny stuff that comes from the earth don't you."

"We do indeed."

"Then there you go. Follow in that direction for three days and you'll find the tomb of the ancient king. Farewell."

Our adventurers then follow the directions of the elementals and sure enough they find a half buried tomb in the desert sand; the inscriptions in the entrance say "Beware those who would seek to rob the tomb of the king your soul will be trapped inside for eternity". Spooky stuff. Should our adventurers enter the tomb of the dead king?
>>
>>2328832
comeback later with more and better adventurers team, we might need the minotaur adventurer
>>
Rolled 66 (1d100)

>>2328832
and who is our current team member and who is available for hire in the tavern ?
>>
>>2328871

Erard the Tenacious, a capable wizard
Tamuz the Thief, a veteran from the thieves guild from Cheygrove,
Flime the Patrician, the son of a nobleman
Johny the Fierce, an ex-soldier from Oxwick
>>
>>2328898
recruit more dudes preferably warrior and priest
>>
>>2328871

After scouring our taverns we find these adventurers willing to work for us

Friffin the Brave, a warrior who fights with shield and mace. 80 gp/year
Rosa the Inconspicuous, female halfling assassin, fights with poisoned weapons. 120 gp/year
Baldu the Magnific, a capable human wizard. 100 gp/year
Cece the Precise, heavily armored human pikeman, 100 gp
Efril the Ponderous, a priest of Weenar. 100 gp/year
>>
>>2328935
Hire Friffin,Cece and Efril
>>
>>2328935
>Cece the Precise, heavily armored human pikeman, 100 gp
>Efril the Ponderous, a priest of Weenar. 100 gp/year
>Friffin the Brave, a warrior who fights with shield and mace. 80 gp/year
>Baldu the Magnific, a capable human wizard. 100 gp/year

Can we afford 4 more men ? equip the warriors with plate mail, equip the priest with ring of protection+3 and equip Tamuz the thief with magic dagger+1
>>
if we can only afford 3 go with this >>2328948
>>
Rolled 1 (1d2)

>>2328948
>>2328955

rolling to see if we hire baldu or not since you two didn't roll
>>
>>2328948
>>2328955
>>2328973

Alright so we hired Friffin, Cece and Efril.
>>
>>2328948
>>2328955
>>2328973

Our treasury is down to 501 gp
>>
Calling it a night. Post if you guys want to go dungeon delving with this team or options for advancing seasons, I might come back earlier tomorrow and I may not have much time to run, wednesdays are a bit hectic for me irl.
>>
>>2328987
sleep tight
>>
Alright, you guys want to send adventurers to the tomb of the dead king or just advance to the next season?
>>
>>2330084
send aventurers
>>
>>2330084
send the murder hobos
>>
>>2330089
>>2330124

After travelling through the desert for a couple weeks our adventurers enter the Tomb of the Dead King.

After descending a set of stairs they find themselves in a room with three doors. They open the door to the right. It leads to a room with a small pool of stagnant water, probably for performing some sort of purification ritual. They then take the door to the left. It leads to a storage room with lots of tools and weapons. Erard casts detect magic but finds nothing magical. Although there are some valuables in there the proximity to the exit makes us consider it not worth to take anything from there right now.

We them take the front door. It leads us through a small inclined corridor with inscriptions on the walls describing the life and feats of an ancient king and a double door. Opening the door leads into a room with six marble columns and another larger double door.

Opening the larger double doors leads us into a very large losangular room with six rather large marble columns, a golden altar and two lateral doors. Upon examining the altar we discover it's not made of gold, it's made of iron and only coated in a golden mixture. We take the right door and get into catacombs with a large number of sarcophagus lining the walls, some of them open.

As we move through the catacombs we find some mummies get up and move towards us! Erard casts a fireball at the mummies, burning many of them to a crisp! Ukran the druid uses moonbeam and causes serious damage to several of the mummies. Flime and Johny start attacking the mummies with their swords as our casters ready some more spells. Erard casts firebolt while Ukran continues with moonbeam.

After a difficult fight we manage to defeat the few mummies who came alive to attack us. We then get up and keep moving. Turns out the catacomb is simply a loop, with both doors leading to it.

Tamuz checks the whole lenght of the catacomb for secret passages and don't fing anything. When we were about to give up he searches behind the altar and finds a secret passage leading to a chamber with a set of stairs!

We go down the stairs and into another set of catacombs spiralling around a room. There are several swords and skeletons scattered along the path. We open a set of double doors and find ourselves inside a very large room with four marble columns and a lone stone casket in the middle. There are some chests around. Opening the casket there's a ressicated skeletal corpse with many rings in its finger holding a sword and wearing a crown.
>>
>>2330145

Erard casts detect magic and sure enough the crown, the swords and two of the rings the dead king are wearing are magical. We then proceed to lot it's corpse, but when we touch it's sword the eyesockets of the dead king emit a bright red light and we hear wailing coming from outside the chamber.

A large number of mummies start pouring into the chamber! Erard casts a Fireball at them, several of them catch on fire and are consumed by the flames! However they keep coming! There must be hundreds of mumies in these catacombs!

Cece, Johny and Friffin kill off a bunch of mummies and hold the line at the door saying "C'mon, these mummies aren't too tough, we can manage!". Ukran uses Moonbeam and starts carving a path through the masses of mumies advacing our way.

Erard keeps trying to yank the magic rings, crown and sword out of the dead king but fails; he then decides to take the whole dead king corpse out of the casket and put it into a sack saying to his companions "C'mon, these magic items we're looting here are worth a fortune, let's make a path through these mummies". Erard then casts another fireball, his last of the day.

Our group moves along slowly fighting off the masses of mummies through the spiral corridor; once we leave through the stairs and out of the secret passage the mummies are no longer coming after us.

We loot about 300 gp worth of items in the storage room we find in the first chamber of the tomb. We leave the tomb with the dead king's corpse and bring it back town with its crown, sword and rings.

We sell the loot from the tomb and take the body of the dead king to a temple to try and dispell any possession that might have been occurring on it. When we finally yank out the crown out of it's head the bright red glow in the empty sockets of the skeleton fades away and it loosens its grasp on the sword.

After careful study our scholars determine that the items the dead king was wearing were a Crown of Wisdom that stores the wisdom of all those who wore it before, a Sword of Banishing Evil that gives great combat bonus against evil creatures, a Ring of Protection Against Fire, a Ring of Regeneration and a collection of rings and assorted jewelry worth 800 gp. Should we sell the jewelry?

Our treasury is up to 801 gp.

A rich merchant offers to buy our crown of wisdom for 5000 gp. Should we sell it?
>>
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>>2330146
you goys still accepting new players or do I just have to watch?
>>
>>2330146
It would singel handily finance our orc raid and a standing army. Let`s sell it I`d say, buy two more heavy ballistas for the raid.
Can we already buy heavy crossbows or would we have to research them?
>>
>>2330183

Well this is a civ thread, you just choose a couple actions that you want to be performed in the next season, roll 1d100 in case we end up with a tie and as one anon put it watch the fireworks. Sometimes there are also extra decisions to be made, like right now whether or not to sell some of the loot the adventurers found. You're welcome to join and suggest some actions, ask if you have any doubts.
>>
>>2330198

It would be a quick research for the heavy crossbows, considering we already know how to make light crossbows and ballistas and we have an awful lot of research bonuses.
>>
Rolled 89 (1d100)

>>2330146
>A rich merchant offers to buy our crown of wisdom for 5000 gp. Should we sell it?
wear it first and see what happens

>It leads to a storage room with lots of tools and weapons. Erard casts detect magic but finds nothing magical. Although there are some valuables in there the proximity to the exit makes us consider it not worth to take anything from there right now.
Can we return to loot these weapons and gtfo ?
>>
>>2330216

Who should wear it?

And we looted it and sold it already, all the crap in there was worth about 300 gp.
>>
>>2330220
our ruler
>>
>>2330247

Our Lady Daphne decides to wear the Crown of Wisdom; her eyes go blank she starts convulsing and she faints. Try as we might we can't yank out the crown out of her head.

After about an hour she wakes up and takes out the crown, that slips out easily when she takes it out herself. She says that she saw her entire life pass through in front of her eyes, she thought she would die; and then she saw parts of thousands of other lives, and various voices in her head started talking to her. The talk went something like this.

"Oh, a Lady. It's not often that a woman wears the crown."

"By my calculations only about 15% of users are women"

"You and your math, she's leader of a place at war with some orcs, let's get some blood flowing, rip and tear"

"Who are all of you?", asks Daphne

"We are past users of the crown"

"Well sort of. We're copies of the minds of past users of the crown. We can give advice and answer questions to the best of our abilities. That's why this thing is called Crown of Wisdom, because it unlocks an awful lot of life experience to the wearer. Wanna be wise, wear it everyday and ask lots of questions."

"Most of the users have been nobles and kings, but some have also been thieves and rich merchants and such. This crown is very very old"

"I'm pretty sure it was made by elves as a gift to the very first human king so that he would be wise in his rule"

"Yeah but it was more than a thousand years ago, before the cataclysm. Nobody knows how to make stuff like this anymore."

"If you gonna sell this crown ask a very high price. We're worth it."

"That merchant is ripping you off offering just 5000 gold for the crown. I'd say we're worth at least 10000 gold."

"Oh c'mon nobody has 10000 gold to pay upfront for an old thing like us, 5000 gold is a decent price."

"You're just not seeing the big picture. Think of the possibilities."

"Yeah yeah, you love to think of a thousand different uses for this crown. Like when you used it to interrogate prisoners in 483."

"Now we have to live with a bunch of peasants and pickpockets in here for all eternity"

"Listen lady those guys are all crazy what you gotta do is get rid of this crown before it drives you insane like it did with half the people who wore it"

"Well actually it was just about 25% who went crazy"

And so on and so forth nonstop.

Should we sell the crown?
>>
Rolled 85 (1d100)

>>2330251
tough choice the crown seems hiding a powerful secret but also dangerous.

i vote only sell it for 10k gold, lets wait for more anons
>>
Rolled 59 (1d100)

>>2330272
let's use it for some time before selling it
>>
>>2330272
>>2330378

Alright since we're keeping it for now pick what to do next season then.
>>
>>2330422
Build 2 glasswork buildings
>>
>>2330441

It's the year 836 and it's Spring.

We make 991 gp with our trade caravans. We also get 5 plate mails. We now have 15 of those.

We raise 4140 from taxes and pay 3380 to our army and heroes, getting 760 gp revenue.

Our treasury is up to 2552 gp.

We build a couple more glassblower's workshops.

Our treasury is down to 1952 gp.


What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year)
> Research (other?)
> Craft (lance 10gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2330464
look for ruins to send our adventurers to loot
>>
>>2330272
Keep the crown, we should found a kingdom.
>>
>>2330464
Current army list?
>>
>>2330464
Construct a Tourney Grounds to train our Knights and attract people to watch
Research better Lances
Research Enchanting
>>
>>2330515

60 Town Guards (300 gp/year)
50 archers (500 gp/year)
100 swordsmen (40 with chainmails) (1000 gp/year)
10 horsemen (chainmail, platemail, lances) (200 gp/year)
40 pikemen (chainmail) (400 gp/year)
30 crossbowmen (chainmail) (300 gp/year)
>>
>>2330526
Recruit 10 more Horsemen with full gear
>>
I need to leave for three or four hours, I may or may not keep running the thread when I come back, in any case I'll probably be back tomorrow.
>>
>>2330511
i'm thinkinh that a crown that old should contain a ton of powerful mages. We can probably make our lady a powerful mage, and if we keep the crown as a national treasure we can preserve each ruler and important person forever
>>
>>2330566
Mages are already crazy enough, we can craft the perfect God King with this crown.
>>
>>2330570
well not really. Sadly it doesnt let us preserve a single conciousness, and a mortal can only learn so much before he dies. the crown is probably a treasuretrove of both magical, tactical and technological knowledge
>>
>>2330577
>not wanting an insane degenerate god-king to rule our lands.
>>
>>2330504
>>2330523
>>2330537

It's the year 836 and it's Summer.

We send out exploration parties into the desert looking for ruins to send our adventurers to loot. Our explorers find evidence of the existence of a whole ruined city underneath the desert sands southwest of our own town; they find the tip of a buried tower, but the place is crowded with undeads so our explorers flee. Should we send our adventurers to explore the Buried Tower?

We have our laborers construct a tourney grounds to train our knights and attact people to watch; our knights spend their time practicing charges against each other with blunted lances.

Tourney Grounds -> Training Knights

We research better heavier metal lances for our knights that should make short work even of armored targets. They cost twice as much to craft though. Should we substitute our horsemen lances for heavy lances?

We have our wizards start researching how to enchant magical items.

We recruit 10 more horsemen with full gear.

Our treasury is down to 1452 gp.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2331023
prepare our adventurers and look for more at the tavern
>>
>>2331054


Going through the taverns looking for adventurers we find these willing to work for us:

Dralphye the Sturdy, a human swordsman, 80 gp/year
Weyna the Mean, an ex-militia man turned adventurer, 60 gp/year
Glukhim the Cunning, an assassin from Woton, 120 gp/year
Horborgg the Steadfast, a female dwarf warrior who fights with a warhammer, 100 gp/year
Heru the Quick, a human thief, 100 gp/year
Symart the Witty, a competent human wizard 100 gp/year
>>
>>2331023
Upgrade our knights to heavy lances
>>
>>2331023
Build a Warhorse Ranch to breed more sturdy mounts for our knights
Recruit Knights from among our noble population, they will be expected to provide their own equipment but will be given more respect and privileges from the Lady.
Lastly continue with our research in Enchanting
>>
Rolled 67 (1d100)

>>2331073
Is this our old team ?

Erard the Tenacious, a capable wizard
Tamuz the Thief, a veteran from the thieves guild from Cheygrove,
Flime the Patrician, the son of a nobleman
Johny the Fierce, an ex-soldier from Oxwick
Friffin the Brave, a warrior who fights with shield and mace
Cece the Precise, heavily armored human pikeman
Efril the Ponderous, a priest of Weenar

I suggest hiring 1 more thief for more loot
Heru the Quick, a human thief

1 more mage for more aoe damage
Symart the Witty, a competent human wizard

and a big warhammer to smash some boss skull
Horborgg the Steadfast, a female dwarf warrior who fights with a warhammer
>>
>>2331095
That's alot of adventurers dude
>>
>>2331095

Alright so we hire

Heru the Quick
Symart the Witty and
Horborgg the Steadfast

Our treasury is down to 1152 gp.

Do we send them all to the Buried Tower?
>>
Rolled 8 (1d100)

>>2331097
we can fire them after the tower quest
>>2331104
yes
>>
>>2331113

Our group of heroes arrive at the Buried Tower.

There's a group of forty zombies in there; Erard and Symart throw fireballs to thin their numbers, our warriors kill off the remaining zombies.

We then enter the tower through one of the windows. We find a very large spy glass, it ought to be valuable so we bag it.

We then go down a flight of stairs and find a bedroom. Underneath the bed there's a chest with a grimoire. Erard loots it.

We then descend to a lower level of the tower. We find what looks like an alchemical laboratory. We loot all the glassware and alchemical supplies that look still usable.

We go down another level. There are a bunch of bunk beds and twelve zombies in there. Johny, Cece and Horborgg make short work of them. There's nothing valuable in this room.

We go down another level. The room is partially blocked by sand.

The stairs are blocked by sand.

We then leave the Buried Tower.

We return to town and sell the loot for 850 gp. Our treasury is up to 2002 gp. We have our scholars analyse the grimoire. The looted grimoire contained besides spells we already know the spells
-Spider Climb
-Warding Wind
-Web
>>
>>2331076
>>2331085

It's the year 836 and it's Autumn.

We decide to upgrade our knights to carry heavy lances instead of the lances they've been using so far.

Our treasury is down to 1602 gp.

We decide to build a Warhorse Ranch to breed more sturdy mounts for our knights. Such a project can take several generations but if we never begin we'll never get there right?

Warhorse Ranch -> Breeding Warhorses

We decide to start recruiting knights from among our noble population; our Lady tells them they are expected to provide their own equipment but will be given more respect and privileges from the Lady. The noble houses say that they'll have to conscript the serfs to craft the needed armor and weapons to equip an army of loyal knights. It takes two turns to equip a knight with heavy lance, chainmail and platemail, and five turns to also armor the horse with chainmail and platemail too. There are about 40 noble houses so we can conscript about 40 loyal knights, maybe more, but it would take a long while to armor them all if we don't dump alot of money on the project (200 gp skip each turn).

Loyal Knights Army (1/200+)

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2331153
take census and invest 600 into the loyal knights
>>
>>2331153
fire Symart the Witty, a competent human wizard
Heru the Quick, a human thief
Horborgg the Steadfast, a female dwarf warrior who fights with a warhammer
Johny the Fierce, an ex-soldier from Oxwick

and invest 600 into knights
>>
>>2331162
>>2331173

It's the year 836 and it's Winter

We decide to take a census. Our population is up to 7402 people, 439 horses, 4409 cows, 4918 sheep and 5519 pigs. We adjust our taxes accordingly.

We fire Heru the Quick, Symart the Witty, Horborgg the Steadfast and Johny the Fierce.

We invest 600 gp on the Loyal Knights.

Loyal Knights Army (5/200+)

Our treasury is down to 1002 gp.

Our wizards finish researching the teleportation circle spell! It allows for creatures to teleport instantly from one teleportation circle to a specially prepared circle with a unique sigil code written on it. The process however is extremelly expensive - it costs 50 gp to activate the teleportation circle and it only remains active for about six seconds. To make the teleportation circle permanent would take a whole year and about 20000 gp worth of materials for a one way teleportation circle, and a whooping 40000 gp for a two way teleportation circle! We have sigils for two places from the notes we acquired with the teleportation circle spell inscribed in it, a place called Forbidden Temple of Kasdall and another called The Laboratory; however once we send people through the teleportation circle there's no guarantee that they would find a way back!

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2331187
build cheesery and cow ranch
>>
>>2331195

It's the year 837 and it's Spring.

We make 1053 gp profit from our caravans.

Our tax collectors exact 4440 gp from our population and we pay 3500 gp to our troops and heroes, netting us 940 gp revenue.

Our treasury is up to 2995 gp.

We build a fifth cheesery and a third cow ranch.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2331205
is there any god left that we can build a parthenon for ? and what does the oracle do ?
>>
>>2331209

Kaphine, we know all 4 rituals but only have a temple, some anons wanted to skip parthenon and go directly for a cathedral.

Kaphine's Prophetic Dreams Ritual -> Diplomacy bonus active
Kaphine's The Good Stuff Ritual -> bonus against unrest active
Kaphine's - Inspiration Ritual - bonus to artisans
Kaphine's - Predicting Weather - bonus against winter

Oracle reduces unrest and can sometimes predict events like enemy attacks in advance.
>>
>>2331218
Build cathedral and rush it
>>
>>2331218

We still have a bunch of ruby shards worth about 500 gp from the fight at Mondu's temple, should we sell it?

We still have jewelry from the dead king worth about 800 gp should we sell it?
>>
>>2331242
It's the year 837 and it's Summer.

We decide to start building a cathedral to Kaphine the Goddess of Oracles. We have our laborers work overtime.

Cathedral to Kaphine (2/20)

Our treasury is down to 1695 gp.

The folks at Asminster received a large amount of human immigrants again, so many so this time that they're thinking of starting their own town!
> Convince the imigrants to join our town instead
> Tell them to settle in the desert between us and Asminster
> Tell them to settle by the savanas south of Caford
> Tell them to settle in goblin territory
> other?

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2331243
Sell the jewelry
>>2331259
> Convince the imigrants to join our town instead
Rush cathedral
>>
>>2331277


It's the year 837 and it's Autumn.

We sell the jewelry we looted from the dead king's body. Our treasury is up to 2495 gp

We decide to convince the imigrants to join our town. Thousands of new serfs join our town in the harvest season.

We have our laborers work overtime on our cathedral.

Cathedral to Kaphine (4/20)

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2331290
Continue cathedral and take census
>>
>>2331326


It's the year 837 and it's Winter.

Our laborers continue work on our cathedral.

Cathedral to Kaphine (5/20)

We also take a census. Our population consists of 11374 people, 478 horses, 4614 cows, 5132 sheep and 5798 pigs. We adjust our taxes accordingly.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
Rolled 5 (1d100)

>>2331338
>invest 2k into knight
how long before they are finished ?

send scholar and mage to seek the wind elemental again try ask them to join us or ask more hints about the desert area

also what is this ?
- Dwarfs have found an ancestral beast in the underground tunnels while excavating looking for ore
>>
>>2331338
i wanna try beast taming. can we build some kind of containment building for strong beasts? i'm assuming that there is a way to tame magical beasts here, but it seems plausible
>>
Rolled 68 (1d100)

>>2331338
pump 600 gold into the knights, how far along are they?

Continue the cathedral

Quickly research the heavy crossbow, if that gets done instantly upgrade all our crossbowmen into heavy crossbow men. Distribute the left over light crossbows to the city guard.

Send adventurers to ask the air elementals if they want to help us excavate that tower. They said they like reshaping sand so maybe they are down for this. After they helped us excavate new things to explore, send our adventurers in to loot and level. The adventurers may equip themselves with some of the magical items in our armory, but tell them to be super careful to not lose anything.
>>
>>2331481
>>2331507
>>2331647

It's the year 838 and it's Spring.

We make 1207 gp with our trading caravans. We also get 5 platemails, now we have 20 of those.

Our tax collectors get 6822 gp from our population and we spend 3500 gp on our army and heroes, netting us 3322 gp revenue.

Our treasury is up to 7024 gp.

We decide to spend 600 gp on our loyal knights.

Loyal Knights Army (9/200+)

Our treasury is down to 6424 gp.

We decide to continue work on our cathedral

Cathedral to Kaphine (6/20)

We send our adventurers to go look for the air elementals but alas they weren't able to find them this time around. Maybe they wandered away from the desert sands?

We decide to start researching heavy crossbows! Our scholars are confident that our research on this will be done very soon, we just need to perfect a crank mechanism that's sturdy enough and properly sized.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
Rolled 88 (1d100)

>>2331761
Send our adventurers to deal with the beast in the dwarf tunnels. Tell them it would be cool if they could capture it alive, but that they should not risk their live for that.

Recruit 20 swordsmen and equip them with the plate we have stored up. Also recruit 20 pike men, 10 wizard apprentices and 5 priests. Get 2 heavy ballistas.

Continue the cathedral
>>
>>2331761
>Send our adventurers to deal with the beast in the dwarf tunnels. Tell them it would be cool if they could capture it alive, but that they should not risk their live for that.
>>
>>2331767
supporting
>>
>>2331767
>>2331771
>>2331782

We decide to send our adventurers to the dwarven tunnels to deal with the beast they found while excavating.

The dwarves lead our adventurers down the tunnels; after descending a long rope ladder our heroes find themselves into an underground cave with lots of fungus trees growing all over the place. Curious looking crabs that eat the fungus can be seen all over the place.

Our adventurers wander around the cave for awhile then they hear loud groanings and clicking noises; a pack of several seemingly blind wolf like creatures are seem hunting the crabs, who run around and hide into holes, the weird cave wolves dig the holes to unbury the crabs and eat them.

As we progress through the cave we hear a weird shuffling noise, then we see the weird beast that the dwarves told us about; a large mass of writhing tentacles with a huge eye in the center.

Erard throws a fireball at the bizarre creature; Ukran casts moonbeam. Flime, Cece and Friffin start attacking the beast, hacking away at its tentacles.

The beast squirts a sticky corrosive substance that catches Flime and Cece in full; Efril hurry to heal them.

Erard casts another fireball at the beast aiming for the eye; it recoils in pain and starts to move away trying to flee. Flime, Cece and Friffin keep harassing the beast slicing several of its tentacles clean.

Cece charges towards the beast and sticks his pike on the beast's eye; the creature shrieks and spill more of the sticky corrosive substance everywhere. Our warriors keep beating the creature to a pulp until it stops moving.

The dwarves thank us for getting rid of the beast that was roaming their caves and reward us with 1000 gp.

Our treasury is up to 7424 gp.
>>
Rolled 92 (1d100)

>>2331787
rush cathedral
spend 2k for knights
>>
>>2331767
>>2331771
>>2331782
>>2331800

It's the year 838 and it's Summer.

We decide to recruit 20 swordsmen and equip them with platemails. We also recruit 20 pikemen, 10 wizard apprentices and 5 priests. We also get 2 more heavy ballistas, we have 3 now.

Our treasury is down to 3624 gp.

We decide to continue work on our cathedral.

Cathedral to Kaphine (7/20)

Our research on heavy crossbows is finished! Through use of a cranking mechanism we manage to greatly increase penetration power of the bolts fired by a crossbow, making it a deadly weapon even against heavily armored foes. Each heavy crossbow costs 50 gp to make.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2331806
rush cathedral
>>
>>2331806
rush cathedral

upgrade all our crossbow men to heavy crossbows, give the light ones to the city guards. Recruit 20 additional heavy crossbowmen.

Send a couple of our workers with shovels and our adventurers to the tower. The workers should clear the sand and then gtfo.
>>
>>2331840
changing to this
>>
>>2331833
>>2331840
>>2331847

It's the year 838 and it's Autumn.

We decide to have our laborers work overtime on our cathedral.

Cathedral to Kaphine (9/20)

We decide to upgrade our 30 crossbowmen into heavy crossbowmen and give their light crossbows to the town guards.

Our treasury is down to 2124 gp.

We recruit an additional 20 crossbowmen.

Our treasury is down to 1124 gp.

We send some of our workers with shovels alongside our adventurers to the buried towers to clear the sand; they manage to block a broken window through which sand was pouring into the tower and clear one level of sand, but there's nothing valuable in there. They keep digging and uncover yet another level of the tower, possibly some sort of library. We partially uncover the room from sand and we loot as many scraps of parchments as we can, but they're all in a very shabby state from being in the sand for so long, it's unlikely our scholars will be able to learn much of anything from them. We try to dig deeper but sand keeps pouring in from all sides, we'd need more than just a few guys with shovels, we'd need to make this whole place into a large scale dig site in order to dig deeper and uncover the entire tower from the sand.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
Rolled 95 (1d100)

>>2331858
full scale project on tower
rush cathedral
>>
>>2331858
Rush cathedral
>>
>>2331876
>>2331878
it would take at least one action to send our laborers to turn the buried tower into a dig site, can't both rush tower and do it

It's the year 838 and it's Winter.

We decide to have our laborers work on our cathedral overtime.

Cathedral to Kaphine (11/20)

We reach an important milestone on our enchanting research! Our wizards believe they should be able to create basic magical weapons for relatively cheap; a magic weapon like a sword, bow, crossbow, mace, axe, pike or lance could be enchanted for as little as 100 gp for a small (+1) magical bonus for attack and damage. Better magical weapons or magical items with other special properties should be possible to make, but the costs escalate quickly; a +2 weapon would cost 300 gp to make, a +3 weapon 900 gp to make, a +4 weapon 2700 gp to make and so on. Our wizards also know how to imbue a magical weapon with the Flaming property for an additional 300 gp.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
Rolled 57 (1d100)

>>2331883
send worker to tower
build cathedral normally
>>
>>2331889
>>
>>2331889
>>2331898

It's the year 839 and it's Spring.

Our trade caravans net us a profit of 1172 gp.

We collect 6822 gp from taxes and pay 4500 gp to our troops and heroes getting a revenue of 2322 gp.

Our treasury is up to 4618 gp.

We send our laborers to the buried tower to turn the place into a large scale dig site to unbury it; after working all season we manage to unbury the tower. It had one more level below the sand, with a bunch of rusty armors in it, and a basement level, with a magic dagger, another grimoire and some crafting tools worth 300 gp that we sell back in town. The grimoire contains besides spells we already know the spells
-Acid Arrow
-See Invisibility

For a tower that has been buried in sand for so long this one has preserved its structural integrity quite well, except by some busted wooden windows it's in excellent conditions.

Our treasury is up to 4918 gp.

We also have our laborers work on building our cathedral

Cathedral to Kaphine (12/20)

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2331905
nothing left on the tower ?
>>
>>2331920

Nothing valuable to be looted no, just some old half rotten furniture not worth the effort of dragging to the market to sell.
>>
Rolled 92 (1d100)

>>2331905
- There's a lamia in the desert who can tell your future but she's just as likely to eat you alive
send to adventurers check lamia

build cathedral normally
>>
>>2331927

We decide to send our adventurers to check the story about a lamia in the desert.

They travel around for a couple weeks in the area the lamia is supposed to operate until they find her tent.

"C'mon in, I've been waiting for you", says the Lamia.

Our adventurers then enter the Lamia tent. She's richly adorned with jewels and smoking something, probably a potent hallucinogen of some sort.

"I'll tell your future now."

"You the wizard, I see a big battle with a dragon in your future"

"You the thief, I see you retiring and becoming an inn keeper"

"You the druid, I see you returning to the elvish lands"

"You the noble kid, I see you dying an horrible death to undead creatures"

"You with the pike, I see you travelling to the old continent"

"You the priest, I see you dying of old age"

"You with the mace, I see a big fight with demons in your future"

"It would be polite of you to leave some gifts to me before leaving you know", says the Lamia.

Our adventurers feel compelled to leave a magic dagger and 300 gp with the lamia.

They then leave her tent and return to town.

Our treasury is down to 4618 gp.
>>
>>2331905
continue cathedral and research those 2 spells
>>
>>2331943
>>2331927


It's the year 839 and it's Summer.

We have our laborers keep working on our cathedral.

Cathedral to Kaphine (13/20)

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2331944
ask for rumor at the inn
build normally
>>
>>2331944
Rush cathedral
>>
Rolled 67 (1d100)

>>2331944
build cathedral.

there is a whole buried town around the tower right? So lets`s dig out more around it and have our adventurers there to guard the workers and explore everything they find.

Also tell our nobles that the really rich and powerful houses get their knights weapon enchanted.

Have our mages look into enchanting armor
>>
>>2331950
send 10 town guards to secure there
>>
>>2331945
>>2331946
>>2331950

It's the year 839 and it's Autumn.

We have our laborers work on our cathedral.

Cathedral to Kaphine (14/20)

Our wizards research the new spells we found in the grimoire at the buried tower; several of our wizards are now capable of casting acid arrow and see invisible. Should we develop ritual versions of those spells for our apprentices?

We decide to have our adventurers ask around for rumours at the local inn

- The orcs and lizardmen at Shurad are breeding dragons and wyverns for warfare
- The elves from Lothlione took over the Temple of Mondu and are using the magma pits to forge magical weapons
- The goblins of Suma now have a goblin king calledd King Gob and are becoming far more organized
- Trolls and goblins were seem raiding together in Cheygrove and Woton
- The necromancers from Draffin are buying corpses indiscriminately even from the orcs and goblins
- Groups of brigands are harassing caravan men near Asminster and Woton

Our nobles are told that the really rich and powerful houses get their knights weapon enchanted.

We have our laborers keep digging around the now unburied tower; we send 10 town guards and our adventurers to secure the place while our laborers dig. We find many a peasant's ruined house with roofs collapsed due to the weight of the sand, with nothing particularly valuable inside. Doing the archeological work of unburying the entire town on the off chance taht we might find something valuable seems excessive to many people. Should we keep digging anyway?

Dig Site (2/???)

We have our wizards start researching how to enchant armor.

What should we do next?
> Build basic infrastructure (other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2331976
Continue cathedral and dig site
>>
>>2331982

It's the year 839 and it's Winter.

We decide to have our laborers continue building our cathedral.

Cathedral to Kaphine (15/20)

We also continue with our digging efforts in the desert. We unbury several more houses and while digging we find a small number of undeads trapped in the sand in one of the houses that our adventurers promptly slay. One of the undeads was wearing jewels worth about 50 gp that we sell back at our town.

Dig Site (3/???)

Our treasury is up to 4668 gp.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2331996
Spend 2000gp on Knights
Build 2 Medium Ballistas
Work on Dig site
Work on Cathedral

Inform our allies of a summer offensive against the orcs
>>
>>2332006

It's the year 840 and it's Spring.

Our trade caravans only net us 199 gp profit this year, the merchant's guild had to hire the Irontip Brigade to deal with a group of brigands that was harassing our caravans.

We get 6822 gp from taxes and spend 4500 on troops and heroes, netting 2322 gp.

Our treasury is up to 7189 gp.

We spend 2000 gp on our loyal knights.

Loyal Knights Army (19/200+)

We also buy 2 medium ballistas. We have 6 of these now.

Our treasury is down to 2789 gp.

We have our laborers keep working on our cathedral

Cathedral to Kaphine (16/20)

We also continue work on the dig site. We uncover a barn with lots of undead animals in it that our adventurers have some difficulty slaying, specially a couple of skeleton bulls that charged towards our troops and only were dealt with once Erard threw a fireball at them and Friffin smashed the ones that remained fighting after it to small bits.

Dig Site (4/???)

We inform our allies about a summer offensive against the orcs! The minotaurs from Petun confirm that they can send their armored troops to help, and so do the dwarves at Khela. We start preparing our troops to send them on a raid against the walled city of Buga.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
Rolled 82 (1d100)

>>2332028
Buy 2 Battering Rams from the place that's name I do not remember.
Recruit 5 Apprentice Wizards
Work on Cathedral
Work om dig site
>>
>>2332028
Continue work on cathedral and the dig site
Hire 20 swordsmen with chainmail and equip our melee troops with chainmail
>>
Rolled 8 (1d100)

>>2332028
Before the offensive start, hold a contest to find the 10 best swordsmen we have. Everyone can take part. Enchant 10 swords to level 2 and give them to the winners who are forming a new elite unit of our army, also give them plate and chain from our swordsmen.

Recruit 20 additional swordsmen, 10 crossbows (heavy) and 10 archers.

Continue digging and cathedral.

Spread word to all local adventurers that we will pay 1000 gold to anyone who brings us eggs or young ones of a flying species that can be ridden (griffon, giant eagle, wyvern whatever)
>>
Rolled 53 (1d100)

>>2332046
>>
>>2332042
>>2332046
>>2332048
>>2332054

It's the year 840 and it's Summer.

We send emissaries to Woton and comission the construction of a couple battering rams. They send them to our town.

We recruit 5 more wizard apprentices.

We have our laborers keep working on the cathedral

Cathedral to Kaphine (17/20)

We have our laborers continue work on the dig site. We unbury a granary with lots of undead rats inside it, Erard burns the place down with a fireball and Tamuz, Flime and Cece kill off the stragglers.

Dig Site (5/???)

Our treasury is down to 889 gp.

We decide to send our army to atttack Buga!

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
We decide to send our army to attack the orcish walled city of Buga!

Our allies from Petun and Khela come to our aid!
The minotaurs send 150 heavily armored swordsmen. They intend to charge ahead and kill as many orcs as they can find.
The dwarves send 100 heavily armored hammerheads.
They intend to charge ahead and kill as many orcs as they can find.

We have 889 gp

Which troops should we recruit for this attack.
> 60 Town Guards (30 with light crossbows)
> 50 archers
> 120 swordsmen (40 with chainmails, 20 with platemails)
> 20 horsemen (chainmail, platemail, heavy lances)
> 60 pikemen (40 with chainmail)
> 50 heavy crossbowmen (30 with chainmail)
> 15 wizard apprentices
> 5 priests

Should we hire mercenaries?

> Irontip Brigade (100 horsearchers, 1000gp)

Should we draft our loyal knights army?
> 40 Loyal Knights (chainmail, heavy lances)

Should draft some of our men into a militia?
> Veteran spearmen militia (1gp each), about 300 available
> Regular spearmen militia (1gp each), about 500 available
> Green spearmen militia (1gp each), about 800 available

Should we take siege weapons with us?
> 3 Heavy ballistas
> 6 Medium ballistas
> 3 battering rams

Which strategy should we use against the orcs?
> Charge at them
> Divide troops in two try to flank them
> Divide troops in three try to surround them
> Maintain lines wait for them to approach
> other?
>>
>>2332077
> 50 archers
> 120 swordsmen (40 with chainmails, 20 with platemails)
> 20 horsemen (chainmail, platemail, heavy lances)
> 60 pikemen (40 with chainmail)
> 50 heavy crossbowmen (30 with chainmail)
> 15 wizard apprentices
> 5 priests
>40 Loyal Knights
>Veteran Spear Militia 300
>Regular Spear Militia 250
>6 Medium ballistas
>3 Battering Rams

We shall give the battering rams to the Dwarves and Mintoaurs while all our ranged units engage in supporting them by bombarding the orcs the defend the walls. Once the walls have been breached we shall send in all our melee troops to supported by the mages and priests.
>>
>>2332072
Continue cathedral and digging
>>2332091
>>
>>2332091
>>2332112

We decide to recruit 50 archers, 120 swordsmen, 20 horsemen, 60 pikemen, 50 heavy crossbowmen, 15 wizard apprentices, 5 priests. We draft our 40 loyal knights. We draft 550 militia men. We take 6 medium ballistas and 3 battering rams with us. Our strategy will be to give the battering rams to the dwarves and minotaurs while our ranged units engage in supporting them by bombarding the orcs that defend the walls; once the walls are breached we then send in all our melee troops supported by the mages and priests.

The dwarves decide to wait until the walls are breached before charging. The minotaurs take the battering rams and charge with them towards the walled city in formation with their shield up. About a hundred orcish bowmen rain death upon the minotaurs.

Meanwhile we put our medium ballistas into position and start firing at the orcish walls, aiming for the archers in order to give support to the minotaurs.

After several minutes under archer fire the minotaurs reach the walls and start bashing at it with the three rams while we keep shooting at the orcish archers with our siege weapons, killing off many of them.

It takes several minutes of battering at the gates under archer fire and receiving rocks being thrown from the walls on top of the shield wall the minotaurs erected around the rams before the gates are ripped from their hinges and finally are breached.

We give the signal and all our troops then rush towards the gate, the minotaurs themselves pouring into the walled orcish city; the orcish heavy warriors were waiting like another wall that the minotaurs collided into and started dueling with.

We rush towards the enemy gates and go through the stairs into their ramparts, attacking their archers in melee combat; our wizards cast fireballs at the masses of enemy orcs holding the line to at least weaken and hopefully kill them off.

The minotaurs keep gaining ground through the masses of burnt orcs and giving us space to advance with the rest of our army inside orcish territory.

Once the majority of the orcs in the walls are dealt with our heavy crossbowmen advance into the city and start sniping the remaining armored orcs.

More than a thousand orcs wielding spears and clubs pour from the town and start clashing with our armies. We lose 60 swordsmen, 20 pikeman and 200 militia men to the masses of orcs, but we manage to kill off at least 600 orcs.

The orcish army then loses morale and starts dispersing! The townsfolk gather their most prized possessions and start fleeing in all directions! What should our troops concentrate on?

> Plunder the orcish town
> Look for human prisoners to liberate them
> Kill off as many orcs as we can
> Torch the orcish town
> other?
>>
>>2332144
> Look for human prisoners to liberate them
>>
>>2332149

Amidst the chaos and confusion of the fleeing orcs our troops scour their city looking for human prisoners to liberate; at the orcish farms we find a large number of human prisoners chained to heavy metal balls, hundred of them. Our soldiers then focus on helping the prisoners move through the orcish city and out into freedom.

We leave the orcish city towards our own town having liberated close to a thousand human prisoners.
>>
>>2332112

It's the year 840 and it's Autumn.

Our treasury is down to

We decide to continue building our cathedral.

Cathedral to Kaphine (18/20)

We also continue working on the dig site. We uncover what appears to be a cemetery. Surprisingly enough the corpses in their graves don't get up to attack us. We open some of the caskets to check them anyway, just plain old rotten carcasses. There were some valuable jewelry inside a mausoleum and in several of the caskets that we sell for 100 gp in our market.

Dig Site (6/???)

Our treasury is up to 439.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2332177
Rush the Cathedral
Take a new census
>>
>>2332182

It's the year 840 and it's Winter.

We decide to keep working on our cathedral.

Cathedral to Kaphine (19/20)

We also take a census. Our population consists of 13247 people, 562 horses, 5074 cows, 5503 sheep and 6195 pigs. Our taxes are adjusted accordingly.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2332193
Finish the Cathedral
Work on the dig site
Hold a large sacrifice to Kaphine to open the new cathedral
>>
Rolled 43 (1d100)

>>2332193
Approach our allies about once again assaulting the Orcish city, this time to wipe it off the map
>>
>>2332202
supporting
>>
>>2332193
so, off the record. How reliable are these tavern rumors in general? i ask because the rumors of the lizardmen and orcs breeding wyverns and dragons seem pretty unlikely, as that would imply that they have somehow subdued and tamed atleast two adult dragons and wyverns respectively. The reason this seems unlikely is that we are still independant, and not orcish slaves

That aside, i roll for finishing the cathedral and then begin a taming building. Probably some sort of reinforced pit with separate cages for beasts. I also want to sent envoys to our allies asking about beast taming and see if we can buy or recieve taming techniques.

Additionally i want our esteemed lady to consult the crown of wisdom about the taming of beasts. It's old enough to have atleast a few minds with knowledge about taming
>>
Rolled 83 (1d100)

>>2332235
fug forgot the roll
>>
>>2332202
>>2332204
>>2332218

It's the year 841 and it's Spring.

Our caravans net us 1100 gp profit. We also get 5 more plate mails. We have 5 of those in store now.

Our tax collectors get us 7944 gp and we pay 3800 gp to our army and heroes, netting us a revenue of 4144 gp.

Our treasury is up to 5683 gp.

We decide to have our laborers and artisans finish our cathedral! Now we can train paladins, heavily armored mounted holy warriors who fight against evil. We're also now being bestowed the boon of the four Kaphine's rituals: Prophetic Dreams Ritual bonus to diplomacy, The Good Stuff Ritual bonus against unrest, Inspiration Ritual bonus to artisans and Predicting Weather Ritual bonus against winter. We hold a large sacrifice to open the new cathedral.

Cathedral to Kaphine (20/20) -> bonus against unrest, paladins, 4 rituals

We have our laborers continue work at the dig site. They uncover some sort of theather and dig out a bunch of scrolls with old plays inscribed in them from a wooden chest. Our scholars analyze the plays and determine that they are masterpieces! We could build a theather in our own town to enact the ancient plays and perhaps create some of our own, that should reduce unrest.

Dig Site (7/???)

We contact our allies about once again assaulting the orcish city, this time to wipe it off the map. The minotaurs say that perhaps they'll come to our aid again if we offered them the small contribution of 3000 gp for their troubles. The dwarves say they're weary of warfare but they'll muster their army again to help us for the small sum of 2000 gp.

What should we do next?
> Build basic infrastructure (other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
Rolled 66 (1d100)

>>2332238
rolling for >>2332235 again
>>
>>2332238
Build a Theater
Begin construction of a castle
We should seek a marriage for our Lady from the surrounding human cities.

Spend 3000 on our Knights
>>
>>2332241
>>2332242

It's the year 841 and it's Summer.

We decide to start building a theather.

Theather (1/5)

We also begin the construction of a castle

Castle (1/40)

We spend 3000 gp on our knights.

Loyal Knights Army (34/200+)

Our treasury is down to 383 gp.

We contact our allies about beast taming. The dwarves say that there are griffins in their mountains but you can't really tame them, you must send a child into their nests to be bonded with a baby griffin so that the both of them can grow together. Most of the time the griffins just eat the child though.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2332273
Work on Theater
Work on castle
>>
>>2332279

It's the year 841 and it's Autumn.

We decide to have our laborers work on our construction projects

Theather (2/5)

Castle (2/40)

When rumour about our Lady seeking someone to marry reach the streets nobles from every human town start doing the best to get the attention of our Lady Daphne. She gets lots of fine gifts from nobles from every city. Even minotaur nobles court her. Who should she marry?
> Marry a local prominent noble
> Marry a noble from Hedon
> Marry a noble from Caford
> Marry a noble from Petun
> Marry a noble from Woton
> Marry a noble from Cheygrove
> Marry a noble from Oxwick
> other?

Our lady consults the crown about the taming of beasts.

"In my time the elves tamed pegasi and rained death from the sky with their longbows. I wonder how many of those flying horses are still out there."

"Horses are all the beasts we need to tame and ride into battle. We're human, not some stinking savage race."

"Why bother with flying military personnel when we can just have our casters learn Web spell to bring whichever flying enemy we find to the ground where our troops can kill them with ease?"

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2332299
> Marry a noble from Cheygrove
Work on Theater and Castle
>>
Rolled 46 (1d100)

>>2332299
Seek information from the Crown about any dungeons or crypts in the area
>>
>>2332299
Last man makes a great point. We should have our wizards learn the Web spell (i recall it being recovered from a grimoire at some point) for when that red dragon comes back. I still think we need powerful ground beasts though. I imagine a single hydra or similar beast could wreak havoc among armored opponents while ignoring archers due to its regeneration. If we armored it and built a kind of small shelter for mages and priests on its back we could have our priests augment its healing while providing cover for the mages. A perfect siege beast that would be as deadly in regular combat is what i want. Of course, its not that easy. We'd have to first find, then capture and lastly train such a beast, which is why i suggest starting with a smaller packhunter, preferably one that lives near our floodplains
>>
Rolled 54 (1d100)

>>2332299
ask around among hunters and travelers about nearby predators that may threaten a human in the wild. There should be plenty of hunters living around or outside our city that would prove helpful. Begin building a taming pit for imprisoning and breeding small/medium sized beasts
>>
>>2332299
and by the way we are approaching 1k posts. Start thinking about making a new thread, and archive this one
>>
>>2332309
>>2332313
>>2332321
>>2332330
>>2332353

It's the year 841 and it's Winter.

We decide to have our laborers work on our construction projects

Theather (3/5)

Castle (3/40)

When our Lady decides to accept the proposal of the Cheygrove noble everyone is surprised, since we barely had any contact with the people from Cheygrove who live beyond the troll lands. Lord Edmur from Cheygrove move in with seventeen wagons and brings with him scores of servants and significant wealth. We now have much closer ties with the people from the eastern continent.

Our treasury increases to 4327 gp.

Lord Edmur asks that we establish a trade post in Cheygrove and Lady Daphne agree to it.

Our treasury is down to 3327 gp.

Lady Daphne asks the Crown about any dungeons or crypts in the area.

"There was once a wizard called Helmann who had a laboratory in an small island north of the continent where he experimented with creating artificial lifeforms."

"There was a fallen angel named Kasdall who had a temple built in his honor underneath the mountains south. The place should be filled with hellspawn."

"We built that city you're now escavating, we called it Londone, it was destroyed by the armies of a powerful lich who should be dormant somewhere within it"

What should we do next?
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2332483
Continue both construction projects
equip all our swordsmen and pikemen with chainmail
>>
>>2332483
wait what? didn't i win the vote by default since other anon didnt roll? and i rolled higher on consulting the crown as well
>>
>>2332594
high rows only wins in ties
>>
>>2332590
>>2332594
>>2332604

It's the year 841 and it's Spring

Our trade caravans net us 1223 gp.

Our tax collectors get us 7944 gp, we pay 3800 gp to our troops and heroes, we get 4144 gp revenue.

Our treasury is up to 8694 gp.

We equip all our swordsmen and pikemen with chainmail. Most were wearing chainmail already, only a few who were wearing only platemail still needed chainmail.

Our treasury is down to 8194 gp.

We decide to have our laborers continue work on our construction projects.

Theather (4/5)

Castle (4/40)

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2332633
Continue with the construction projects
Send our adventurers with full equipment to take on the fallen angel temple
>>
>>2332678
Sorry for namefagging
>>
Rolled 45 (1d100)

>>2332633
continue theater and begin >>2332330
without the pit. I atleast want to know what fauna we have within reasonable distance
>>2332604
it was a 3-way tie tho, and i won against both anons
>>
>>2332678
>>2332700

It's the year 841 and it's Summer.

We have our laborers and artisans finish the construction of our theather. Our artists promptly start enacting the various plays that we uncovered from the ruined city for the viewing pleasure of thrilled audiences. The wity social critique is as pungent and actual now as it were when the plays were conceived.

Theather (5/5) -> bonus against unrest

We also continue the construction of the castle.

Castle (5/40)

We decide to ask around among travelers about local predators; we're in the middle of a desert there's not much fauna to go around besides the one's we raise as livestock. In the past we had some trouble with jackalweres but that seems to have been isolated incidents. The nomads sometimes contend with stray lions that come hunt herds that come drink in the gety river or on the oasis from the savannas in the west in the drier seasons but they're not indigenous from the desert as they would likely starve to death in here. The major threat in these deserts besides the risk of dehydration if you stray too far from the river gety without preparation are the undeads that creep up from the sand uncovered by the winds from time to time.

We decide to have our wizards prepare and activate a teleportation circle spell to send the adventurers to the Forbidden Temple of Kasdall!

Our treasury is down to 8144 gp.

What should we do next?
> Build basic infrastructure (other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
Rolled 33 (1d100)

>>2332756
Work on the castle
Spend 2000 on Knights
Get back to work on the dig

Can we get the army list?
>>
Our adventurers travel through the teleportation circle and into the Forbidden Temple of Kasball.

They find themselves into a room with a teleportation circle sigil inscribed in it and a locked double door in front of them. Tamuz unlocks the door.

We then enter a room with six marble columns and various inscriptions on the walls detailing the many feats of Kasdall the Sublime. There are three doors other doors in this room. Our adventurers decide to take the double door directly in front of them.

Opening the door they find themselves into a massive chamber with a huge statue of Kasdall the Sublime in the middle of a fountain of blood! Twenty marble columns are around the circular room. Three other double doors can be seem in this room.

Our adventurers decide to take the door to their right. They find themselves into a corridor with six cells packed full with goblins. The goblins beg to be freed from the cells, but our adventurers ignore their pleas.

Our adventurers then go back into the room with the blood fountain and take the room to their right, directly in front of the one they came from. They go through a small corridor then open a small door.

They find a group of twelve hooded figures sacrificing a bunch of goblins into an altar to the dark gods. Erard throws a fireball in the middle of their ceremony, killing four of the cultists.

The cultist leader then throws a fireball at our troops, and Erard throws another fireball at him that collides with his and they both annihilate each other in a burst of light.

Flime, Cece and Frifin step forward and start hacking away at the cultists with their weapons. The cultists cast magic missile spells at our warriors and Efril has a tough time keeping our men alive with his healing spells.

After we defeat the cultists we explore the temple at our leisure. We find valuables worth 1500 gp in assort tools, weapons, armor, silverware and specialized equipment. Erard examines the place with a detect magic spell but doesn't find anything magical. We don't find any demons in the temple at all. We find even more goblins in another set of holding cells. We find a secret passage into a cavern that leads into the mountains south, within Khela territory.

What should we do with the goblin prisoners?
> Set them free
> Kill them all
> Take them to our town
> Just leave them there
> other?
>>
>>2332801

60 Town Guards (30 with light crossbows) (300 gp/year)
50 archers (500 gp/year)
60 swordsmen (40 with chainmails, 20 with chainmail and platemails) (600 gp/year)
20 horsemen (chainmail, platemail, heavy lances) (400 gp/year)
40 pikemen (40 with chainmail) (400 gp/year)
50 heavy crossbowmen (30 with chainmail) (500 gp/year)
15 wizard apprentices (300 gp/year)
5 priests (200 gp/year)
>>
>>2332811
> Kill them all
>>
>>2332829

Our adventurers slaughter dozens of unarmed goblins in the forbidden temple of Kasdall before heading home with the loot.
>>
>>2332801


We sell the loot our adventurers brought from the Temple of Kasdall. Our treasury is up to 9644 gp.

We have our laborers continue working on our castle.

Castle (6/40)

We send our laborers back to keep working on the dig site with our adventurers in there to make security work. We just dug out a bunch of houses with nothing but broken pottery inside.

Dig Site (8/???)

We spend 2000 gp on knights.

Loyal Knights Army (44/200+)

Our treasury is down to 7644 gp.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
Rolled 30 (1d100)

>>2332865
Continue work on Castle and Dig site
Spend 2000 more gold on Knights
>>
>>2332876
>>
>>2332876
>>2332881

It's the year 841 and it's Winter.

We decide to continue work on our Castle.

Castle (7/40)

We also continue work on the dig site. We unbury an armory; however most of the weapons have gone bad, blunted and rusty from being exposed to the elements for too long. Erard casts a detect magic spell just in case but find nothing magical in there.

Dig Site (9/???)

We spend 2000 gp more on knights.

Loyal Knights Army (54/200+)

Our treasury is down to 5644 gp.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2332899
>"There was once a wizard called Helmann who had a laboratory in an small island north of the continent where he experimented with creating artificial lifeforms."
check this out

and build castle
>>
>>2332902

It's the year 842 and it's Spring.

Our trade routes net us 1327 gp.

Our tax collectors get us 7944 gp. We spend 3800 gp on our army, getting a revenue of 4144 gp.

Our treasury is up to 11,115 gp

We have our laborers continue building our castle

Castle (8/40)

We decide to send our adventurers to go check the laboratory of this ancient wizard called Helmann who dabbled into creating artificial lifeforms. We consider sending them through the teleportation circle but consider that then they'd be stranded in an island. Instead we pay the halflings at Asminster 500 gp to take our adventurers there and back.

Once our adventurers arrive at the small island where Helmann built his laboratory it isn't particularly difficult to find, a tall tower in the middle of the tiny island. Inside of it we find 50 large pods, each the size of a fully grown human, 40 of them with a pale blue humanoid floating in a liquid inside it. There's a lever in front of each pod and from the looks of it the levers open the pods releasing the humanoids from inside it. Should our adventurers release the homunculi?

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2332936
Release them
Work on Castle and Dig Site
Spend 5000 on Knights
>>
Rolled 26 (1d100)

>>2332936
>>2332945
no try to release one first not all of them
>>
>>2332945
>>2332963

It's the year 842 and it's Summer.

We decide to have our adventurers release the homunculi. They come into being and start asking many questions about their environment, their purpose and their creator. Erard tells them we're in an island and they've been created by a wizard who's long dead for unnown purposes. The homunculi then gather all the notes and all the pods and ask for being taken to the mainland, what our adventurers promptly agree. The halflings charge an extra 500 gp for bringing back so much stuff.

Our treasury is down to 10,115 gp.

The homunculi then settle in a patch of the desert between our town and Asminster and call their town Incognita. We tell them about the many threats in our land but they say that they can manage on their own. They start accepting human immigrants to work the fields and build walls while they focus on researching the notes of Helmann on how to make more of themselves.

We decide to have our laborers continue work on our castle.

Castle (9/40)

We also have our laborers continue work on the dig site. We uncover an entrance to a sewer system with a bunch of wet sludge in it and all! Should we send our adventurers crawling through the Ancient Sewers?

Dig Site (10/???)

We decide to spend 5000 gp on our knights

Loyal Knights Army (79/200+)

Our treasury is down to 5115 gp.

What should we do next?
> Build basic infrastructure (other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
Rolled 14 (1d100)

>>2332976
>We also have our laborers continue work on the dig site. We uncover an entrance to a sewer system with a bunch of wet sludge in it and all! Should we send our adventurers crawling through the Ancient Sewers?
yes

build building normally
>>
>>2332992

Our adventurers enter the Ancient Sewers!

They crawl through the cramped dirty tunnel that opens up into a larger gallery that they then follow walking by a sidewalk.

The tunnel spams about half a mile underneath the city and after some exploration we find the master pipes, the section where the flows are regulated by a series of levers in a cleverly designed system created to prevent floods. We also find lots of manually powered pumps scattered all over the sewer system.

Fumbling with the levers we unload a torrent of sludge through the tunnels that leave them smelling that rotten carcasses, and sure enough a bunch of undeads get up from the sludge and start chasing our adventurers. We have to get dirty to fight them off.

There's lots of metal used in the construction of this sewer system that is still in good condition that we could loot to sell as scrap, but other than that there's nothing much valuable inside the sewers. Should we scrap the ancient sewers clean of metal parts?
>>
calling it a night, I'll probably be back tomorrow
>>
File: 1504841624014.jpg (2.58 MB, 2046x4091)
2.58 MB
2.58 MB JPG
>>2304688
heres the new version for next time if you don't already have it.
>>
>>2333373
You mean the garbage overly complex version
>>
>>2333470
isnt it just more races? doesnt seem any more complex than the one we're using
>>
>>2332976
Keep working on dig site and the castle.

Start researching the web spell

Talk to the humunculi, ask them if they are fine with being part of our empire. We rescued them and they settle in our land so it would be only justified for them to pay taxes like everyone else. In return they would obviously have all the benefits of being citizens, namely protection and access to our considerable intellectual resources (university, library, wizard guild, researchers etc.) to advance their research. We would also allow their city to be tax exempt for a number of years (like 5-10) to get them started and to grant them the right to rule them selves. So basically they would form some sort of government that would then have the same status as a noble house in our empire.

Also send our adventurers and some researchers that have knowledge in animal husbandry and monsters into the dwarfish mountains. Their goal is to steal enough griffon eggs to start breeding our own. Also have those scientists figure out what kind of building we would want to design to breed and train griffons.
>>
Rolled 98 (1d100)

>>2333585
>>
>>2332992
>>2333585 too many actions in one turn, I`ll let it slide just this once
>>2333373 that's just too many races, even from the smaller chart there are some races that I don't find it a good idea to run with, let alone from this bloated version, it's unlikely that I'll be using that version anytime soon

It's the year 842 and it's Autumn.

We have our laborers keep building our castle

Castle (10/40)

We also have our laborers continue work on the dig site. We uncover some sort of commercial district. Most of the merchandise has gone bad, but we find a jeweler shop with jewels worth 400 gp inside it. We sell the jewels at our town.

Dig Site (10/???)

Our treasury is up to 5515 gp.

We consider having our wizards research the web spell. Should we have our wizard's guild prepare a ritual version of the web spell for our apprentices to use in combat?

We send an emissary to the homunculi asking if they want to become part of our empire. They say they're not too eager to swear allegiance to anyone at this point, they're still getting situated politically speaking. When we imply that they settled in land that belonged to us they say that when they arrived there was only sand in there and now they're building a city so they have every right over the clay they're using, and truth be told if they're intruding into someone's territory that someone would be the halflings at Asminster and even then it would be hard to argue the part since the lands were really subutilized in that region. The homunculi at Incognita say they'd be greatly pleased to be granted admittance to our places of higher learning but they're not currently willing to pay any taxes to us for the privilege so it's really our call whether we'll let them into our university anyway or not.

We consider sending our adventurers and some scholars to the mountains to capture griffon eggs. Griffons are a fiercely territorial savage bunch who live in the very peaks of the highest mountains, laying eggs once every other year and known for viciously murdering any who tries to mount on them except when they form a bond with a sentient since childhood. Griffons also don't breed in captivity, so it would be pretty pointless to try and cage them for breeding purposes.

What should we do next?
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2334122
continue castle and digging
invest 3000 in loyal knights
>>
>>2334277

It's the year 842 and it's Winter.

We have our laborers continue work on our castle.

Castle (11/40)

We also have our laborers continue work on the dig site. We uncover some sort of broken aqueduct.

Dig Site (11/???)

We decide to invest 3000 gp in our loyal knights.

Loyal Knights Army (94/200+)

Our treasury is down to 2515 gp.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2334290
Continue with the castle and the digging.

Tell the humunculi that they are welcome at our university and that we respect their right to rule themselves. We would ask them to share all scientific discoverys they make with us though, if they want to use our massive scientific resources. If they think it better they can keep those related to their creation and biology to themselves though.
>>
>>2334338

It's the year 843 and it's Spring.

We make 1301 gp with our trade caravans.

We get 7944 gp in taxes from our population, and pay 3800 gp to our troops and heroes getting a revenue of 4144 gp.

Our treasury is up to 7960 gp.

We decide to allow the homunculi into our university. They go through scrolls at insane speeds and seem to have a memory better than that of any man, at this pace soon they'll be up to speed with our most learned scholars.

We have our laborers keep building our castle.

Castle (12/40)

We also have our laborers continue work on the dig site. We uncover some sort of temple, the fragments of the broken vitrals make us believe that it should have been a very beautifully adorned temple to Yyja. We recover a few scrolls detailing some of their rituals that confirm this theory.

Dig Site (12/???)

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2334385
Continue castle and dig site
hire 20 archers and 20 heavy crossbowmen
>>
>>2334395

It's the year 843 and it's Summer.

We decide to hire 20 more archers and 20 more heavy crossbowmen.

Our treasury is down to 7260 gp.

We have our laborers continue building our castle.

Castle (13/40)

We also have our laborers continue work on the dig site. We uncover some more houses but don't find anything particularly valuble.

Dig Site (13/???)

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2334429
Continue castle and dig site
what's our army composition
>>
>>2334456

60 Town Guards (30 with light crossbows)
70 archers
60 swordsmen (40 with chainmails, 20 with chainmail and platemails)
20 horsemen (chainmail, platemail, heavy lances)
40 pikemen (40 with chainmail)
70 heavy crossbowmen (30 with chainmail)
15 wizard apprentices
5 priests
>>
>>2334456

It's the year 843 and it's Autumn.

The minotaurs show up to trade platemails and court our women. We now have 10 platemails in store. The minotaurs pay 217 gp of bride tax for the women they take as wives. (I forgot to do it in the proper seasons, my bad)

Our treasury is up to 7476 gp.

We have our laborers continue work on our castle.

Castle (14/40)

We also have our laborers continue work on the dig site. We uncover an ancient granary. Weirdly enough some of the grain stored in there is still edible! There's not enough to make much of a profit though.

Dig Site (14/???)

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2334477
continue castle and dig site
invest 3000 in loyal knights
>>
>>2334477
also,to hire paladins,do we have to train them in the cathedral first ?or just buy them like the other units ?
>>
>>2334498

The equipment of a paladin consists of a full suit of armor, an armored horse, a heavy lance, a holy symbol, some holy water and a holy sword. They're elite warrior priests ordained at the cathedral capable of limited healing (not as good at is as a priest) and are very resistent to magic.

The hiring mechanic for them is similar as any other unit except that they're very expensive, just buy them for 1000gp to pay for all the equipment and ordainance then pay the 40 gp yearly upkeep.
>>
>>2334486

It's the year 843 and it's Winter.

We have our laborers continue work on our castle.

Castle (15/40)

We also continue work on the dig site. We uncover more houses with nothing particularly valuable in them. We find a stash of scrolls in one of the houses; our scholars analyze it and determine they are filled with lots of bad poetry.

Dig Site (15/???)

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2334524
continue castle and dig site
>>
>>2334586

It's the year 844 and it's Spring.

Our caravans net us 1129 gp. We also get 5 platemails. We have 15 of these in store now.

Our tax collectors get us 7944 gp and we spend 4200 on our army, netting us a revenue of 3744 gp.

Our treasury is up to 12,349 gp.

We decide to have our laborers continue working on our castle.

Castle (16/40)

We also have our laborers continue working on the dig site. They uncover the entrance to some sort of crypt. Dozens of undeads come out of the crypt! Our adventurers slay the undeads with some effort. Should we send our adventurers to explore the Buried Crypt?

Dig Site (16/???)

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2334597
Continue castle and dig site
Send the adventurers in to the cript
>>
>>2334611

Our adventurers enter the buried crypt! They descend a set of stairs into a room with inscriptions on the walls detailing the life of a powerful wizard who commanded undeads to do his bidding and ruled over vast swatches of land. There are two doors leaving the room.

Our adventurers decide to take the left door. After goig through a small corridor that turns right we face another door. Upon opening the door we're faced with a large room filled with skeletons.

Once we enter the room the skeletons animate and start attacking us! Many of the skeletons are wielding clubs. Efril tries to make the skeletons flee with his holy symbol, some of the skeletons run towards a door in the other end of the room. Erard throws a fireball at the largest cluster of skeletons to great effect. Friffin starts crushing skeletons with his mace. Cece and Flime aren't as effective. Ukran hits a nearby skeleton with his staff.

The fight goes on for a few minutes with Friffin shining as a skeleton killer; Erard uses up most of his low level spells killing skeletons with magical fire. The weapons the skeletons were carrying are not worth much so we don't bother looting them. We open the other door and reach a small corridor, with a door on our right, a torch on our left, and a door in front of us. We decide to take the door to our right. We find a small study with a lone skeleton in it, filled to the brim with written scrolls and parchments. There's too many to carry so we'll have to come back later.

We leave the room and Tamuz finds the torch out of place and decides to investigate it. Sure enough it opens a secret passage! We find ourselves into a large chamber with three marble columns in each side and a heavy lead casket in the middle of a magic circle drawn in a silvery powder.

Erard nopes out of the room. We check the other room and find it also filled with skeletons, Erard throws a fireball at them and our warriors continue the fight thinning their numbers until the situation is dealt with.

With the crypt cleared with undeads we have our laborers come and cart all the scrolls and parchments from the small studio back to our university for our scholars to analyze.

Should we pry open the massive lead casket in the secret room of the crypt?

> Pry open the lead casket
> Carry the lead casket to our town
> Leave the lead casket where it is
> Leave the casket where it is and seal the crypt
> other
>>
>>2334673
> Pry open the lead casket
https://www.youtube.com/watch?v=6HFPa-M6Ssk
>>
>>2334719

We decide to pry open the massive lead casket in the secret room of the crypt; as we open the casket it hisses filling the room with a putrid smell. A skeleton wearing the tattered remains of a very fancy robe extends its hand outside the and lifts itself out of the casket. In a deep gutural voice it says "I can hardly believe it. After so many centuries, I'm finally free!"

The skeleton then tentativelly walks towards the silvery line around the casket and go through it. "Now I'll regain my wealth and conquer a whole kingdom for myself. You there, you'll have the honor of becoming my very first thralls, start digging, I need corpses, many corpses!"

"I think not", says Erard.

"You seem to think I was making a suggestion. You'll obbey me or you shall die."

"Let's see about it"

Erard then casts a fireball at the skeleton; by reflex the skeleton casts a fireball back at him the two spells colliding mid air and negating each other then faster than Erard or anyone else can react he casts a silence spell on Erard!

"Oh please, oldest trick in the book, toss a fireball at the skeleton while he's busy talking. Who do you think you're dealing with here you stinking amateur? Now the lot of you better drop those weapons and go fetch some shovels before I decide you're more useful dead than alive."

Our adventurers then charge at the skeleton.

"Bad choice", says the skeleton, summoning a bunch of tentacles who grab our warriors and disarm them. Efril puts his holy symbol on the face of the skeleton "Flee unholy creature"

"Oh I'm so scared of your little Weenar", says the skeleton, who then touches Efril's holy symbol and makes it rust into powder.

"You're all too boring. I've spent enough time in this crypt, I'm getting out of here to explore the world, see what changed in the centuries I've been down here. As a thank you for freeing me, Gamma the Lich, I'll let you keep your pathetic worthless lives. Enjoy the few precious seconds you still have before you become dust puny mortals."

Gamma the Lich then leaves the crypt takes off and starts flying away towards the east.
>>
>>2334800
well...
>>
>>2334611
It's the year 844 and it's Summer.

The minotaurs show up to woo our women. We get 245 gp of bridal tax.

Our treasury is up to 12,594 gp.

We have our laborers continue working on our castle.

Castle (17/40)

We're out of the groundworks phase of our castle is there any special feature that we want to design into our castle?
> A very deep dungeon to stash our treasury away
> A very tall tower to oversee our domains from
> A very tall set of walls for added defense
> A very large hall for holding massive parties
> other?

We also have our laborers continue work on the dig site. We escavate a number of houses with nothing particularly valuable in them.

Dig Site (17/???)

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2334834
> A very tall tower to oversee our domains from
continue castle and dig site
>>
>>2334841


It's the year 844 and it's Autumn.

We have our laborers continue working on our castle, that we decide will have a very tall tower to oversee our domains from.

Castle (18/40)

We also have our laborers continue work on the dig site. We escavate a manor and within it we find jewels worth 250 gp that we sell in our town.

Dig Site (18/???)

Our treasury is up to 12,599 gp.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2334856
Continue castle and dig site
>>
>>2334860

It's the year 844 and it's Winter.

Our Lady Daphne conceives a heir for the throne!

>Name him

We have our laborers continue working on our castle.

Castle (19/40)

We also have our laborers continue work on the dig site. Seems like we're going through a residential district lots of houses with nothing of much interest inside.

Dig Site (19/???)

Emissaries from Draffin show up at our town; they appear concerned and nervous. In an almost pleading tone and clearly terrified the emissary says "The m-magnific and p-powerful lich king Gamma will graciously allow your p-puny settlement to keep existing for the modicum payment of 5000 gp every year."
> Send the necromancer's envoy away
> Tell them we cannot raise that much money
> Tell them we don't recognize his authority
> Raid Draffin
> other?

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2334888
>Alexander
Continue castle and dig site
>>
>>2334910

And what about the Draffin emissary?
>>
>>2334916
Cut off his head and recruit 6 paladins
>>
>>2334910
good job there, genious. Its not like the crown told us there was a powerful lich in there or anything..
>>
>>2334910
>>2334945


It's the year 845 and it's Spring.

Our merchant caravans net us a profit of 1215 gp.

Our tax collectors get us 7944 gp, we spend 4200 gp on our troops and heroes getting a revenue of 3744 gp.

Our treasury is up to 17,558 gp.

Lady Daphne names the heir to the throne Alexander.

We cut off the head of the poor sod the folks at Draffin sent to us to make the will of the lich who took over their town known to us. His retinue collect his body and head and take it back to Draffin.

We decide to train six paladins.

Our treasury is down to 11,558 gp.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2334975
Fug, forgot the castle and dig site.

Our laborers continue work on our castle
Castle (20/40)

We continue also working on the dig site. Our laborers keep digging through the residential district of the ruined town, recovering nothing but some scraps of clothing, parchment and broken pottery from the ruined houses.

Dig Site (20/???)
>>
>>2334995

Forgot the platemails.


The caravan to Petun also nets us 5 platemails. We have 20 of these in store.
>>
>>2334975
continue castle and dig site
>>
>>2335015

The year is 845 and it's Summer.

We decide to have our laborers continue working on our castle.

Castle (21/40)

We also continue work on the dig site. We uncover a mass grave! Masses of undeads raise up and come after our workers! There's hundreds of them, too many even for our heroes to kill off all at once, so we're forced to abandon the dig site momentarily and run for our lives!

Dig Site (21/???)

Should we send our army to clear the dig site of undeads?

The minotaurs show up to woo our women. We get 237 gp of bridal tax.

Our treasury is up to 11,795 gp.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2335049
Continue castle and dig site
send our swordsmen,pikemen,archers and horsemen to deal with the undeads.also equip 10 pikemen with platemail
>>
>>2335206


There are about 400 undeads in the mass grave site, mainly skeletons, some clutching rusty swords and wearing tattered armor and many more clutching clubs in their dead hands.

We decide to send our army against the skeleton army! They don't seem to have a leader so they'll likely simply charge against whatever we send towards them.

We have 11,795 gp.

Which troops should we send against the skeleton army?
> 60 Town Guards (30 with light crossbows)
> 70 archers
> 60 swordsmen (40 with chainmails, 20 with chainmail and platemails)
> 20 horsemen (chainmail, platemail, heavy lances)
> 40 pikemen (30 with chainmail, 10 with chainmail and platemail)
> 70 heavy crossbowmen (30 with chainmail)
> 15 wizard apprentices
> 5 priests
> 6 paladins

Should we hire mercenaries?
> Irontip Brigade (100 horsearchers, 1000 gp)

Should we draft our nobles?

> 40 Loyal Knights (chainmail, platemail, heavy lances)

Should draft some of our men into a militia?
> Veteran spearmen militia (1gp each), about 300 available
> Regular spearmen militia (1gp each), about 500 available
> Green spearmen militia (1gp each), about 800 available

Should we take siege weapons with us?
> 3 Heavy ballistas
> 6 Medium ballistas
> 3 battering rams

Which strategy should we use against the skeletons?
> Charge at them
> Divide troops in two try to flank them
> Divide troops in three try to surround them
> Maintain lines wait for them to approach
> other?
>>
>>2335245
>> 60 Town Guards (30 with light crossbows)
>> 70 archers
>> 60 swordsmen (40 with chainmails, 20 with chainmail and platemails)
>> 20 horsemen (chainmail, platemail, heavy lances)
>> 40 pikemen (30 with chainmail, 10 with chainmail and platemail)
>> 70 heavy crossbowmen (30 with chainmail)
>> 15 wizard apprentices
>> 5 priests
>> 6 paladins
>hire mercs
>200 veteran spearmen
>300 regular militia
> 2 medium ballistas
> Divide troops in two try to flank them
>>
>>2335308

We decide to send 60 town guards, 70 archers, 60 swordsmen, 20 horsemen, 40 pikemen, 70 heavy crossbowmen, 15 wizard apprentices, 5 priests and 6 paladins against the skeletons. We also hire the Irontip Brigade to help in the attack. We draft 200 veteran spearmen and 300 regular militia. We also send a two ballistas. Our strategy is to divide our troops in two to try and flank them.

Our archers, horse archers and heavy crossbowmen are largely innefective against the skeletons for they have no meat or organs to pierce! We rain arrows at them but they keep advancing! They only kill off about 10 skeletons or so before running away.

Our ballistas get a bit more luck due to the sheer stopping power of the larger bolt being able to break some bones of the advancing skeleton army. They kill off about 30 or so skeletons before being overrun and the crew manning the ballistas running away.

We divide our troops in two to try and flank the undeads as they advance; and sure enough they divide their charge in two, attacking on both flanks. Our priests use their powers to scare away the undeads to manage the battlefield.

Our pikemen aren't very effective against the skeletons, and our swordsmen and horsemen are only barely more effective. They with much struggle kill of less than 50 undeads.

Our wizard apprentices kill off another less than 70 or so undead with their fireball spells and then emptying their reserves of firebolt spells on the advancing army of skeletons.

Our militia men and town guards attack the undeads bashing at them with their shields. Our militia men kill about 100 skeletons, we lose about 50 militia men in the fight.

The troop that really shines in battle are the paladins though, it's as if they have been born to do exactly this; they use their divine powers to manage the crowds of undeads scaring them away when they get into too tight a spot, and cleave through the armies of the dead with their holy swords.

Backed by the priests who heal them as they get too wounded our paladins kill off about 140 undead with their holy weapons!

We destroy the skeleton army!
>>
>>2335206

The year is 845 and it's Autumn.

Our army destroyed the undead menace at the dig site!

Our treasury is down to 10,295 gp.

We decide to have our laborers continue working on our castle.

Castle (22/40)

We also continue work on the dig site. We uncover more houses and nothing particularly valuable.

Dig Site (22/???)

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
>>2335395
Continue castle and dig site
invest 4000 in loyal knights
>>
>>2335401

It's the year 845 and it's Winter.

We decide to have our laborers continue working on our castle

Castle (23/40)

We also continue work on the dig site. In some of the houses we find some jewelry worth 100 gp.

Dig Site (23/???)

We invest 4000 gp on loyal knights.

Loyal Knights Army (114/200+)

Our treasury is down to 6,395 gp.


What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
The armies of Draffin are marching towards our settlement! Their army seems to be composed of about 50 heavy crossbowmen, 20 wizards and 1200 skeletons armed with clubs and swords. Gamma the Lich can be seem flying around above his army of skeletons.

We have 6,395 gp.

Which troops should we send against the skeleton army?
> 60 Town Guards (30 with light crossbows)
> 70 archers
> 60 swordsmen (40 with chainmails, 20 with chainmail and platemails)
> 20 horsemen (chainmail, platemail, heavy lances)
> 40 pikemen (30 with chainmail, 10 with chainmail and platemail)
> 70 heavy crossbowmen (30 with chainmail)
> 15 wizard apprentices
> 5 priests
> 6 paladins

Should we hire mercenaries?
> Irontip Brigade (100 horsearchers, 1000 gp)

Should we draft our nobles?

> 40 Loyal Knights (chainmail, platemail, heavy lances)

Should draft some of our men into a militia?
> Veteran spearmen militia (1gp each), about 300 available
> Regular spearmen militia (1gp each), about 500 available
> Green spearmen militia (1gp each), about 800 available

We have three medium ballistas in position to fire at the incoming army, should we man them?

Should we field siege weapons?
> 3 Heavy ballistas


Which strategy should we use against the skeletons?
> Charge at them
> Divide troops in two try to flank them
> Divide troops in three try to surround them
> Maintain lines wait for them to approach
> other?
>>
>>2335440
>> 60 Town Guards (30 with light crossbows)
>> 70 archers
>> 60 swordsmen (40 with chainmails, 20 with chainmail and platemails)
>> 20 horsemen (chainmail, platemail, heavy lances)
>> 40 pikemen (30 with chainmail, 10 with chainmail and platemail)
>> 70 heavy crossbowmen (30 with chainmail)
>> 15 wizard apprentices
>> 5 priests
>> 6 paladins
>Hire mercs
>All the militia
>3 medium ballistas
>3 heavy ballistas
>Harrass them with our long range weapons while our melee troops wait for them by the walls
>>
>>2335454
we should just hide our merc since they are ineffective vs skeleton and use them to ambush the enemy human units
>>
>>2335454
Equip our strongest hero with the Sword of Banishing Evil and task them supported by our paladins with trying to take out Gamma.
>>
>>2335440
Question can we have our priests bless the water in our moat?
>>
>>2335454
Also have our archers and crossbowmen focus on the human fighters.
>>
>>2335454

Blessing the water in the moat would be ridiculously expensive, and in any case there's not enough time for that right now.
We decide to recruit 60 town guards, 70 archers, 60 swordsmen, 20 horsemen, 40 pikemen, 70 heavy crossbowmen, 15 wizard apprentices, 5 priests, 6 paladins. We hire the Irontip Brigade. We man the medium ballistas mounted on our towers and wall. We decide to field the heavy ballistas. Our strategy is to harass enemy troops with long range weapons while our melee troops wait for them by the walls.
We also equip Friffin with the Sword of banishing evil and task him with trying to take out Gamma.
The enemies burn a section of our palisade off with spells and the undeads go on marching through our moat and through the hole in the palisade.

The lich hurls huge fireballs at our two watchtowers killing the crew manning the ballistas.

The skeletons march towards our walls as our ranged troops innefectively shoot at them; only our heavy ballistas are making a dent at the enemy troops by shooting heavy rocks at them, managing to kill about 100 skeletons before they close in into our wall.

Our wizards then cast fireballs at them once they get in range, then pepper the skeletons with firebolts. They kill off another hundred or so skeletons.

Our melee army is waiting by the walls.

Gamma then approaches our walls and a couple times send bolts a crackling green light towards it, disintegrating two large ten foot sections of it! The undeads then start pouring into our town through the crack and attacking our population!

Gamma flies over our troops, raises a bunch of zombies inside our city to wreak havoc and cause panic then turns towards our troops in the walls.

"Bah, paladins. Unsavory bunch.", he says, before casting a chain lighting spell, harming three paladins.

Our long range fighters start shooting at him but Gamma uses a guardian wind spell as he flies away, making it much harder to hit him at all. Besides, he has no internal organs to pierce so an arrow or crossbow bolt would only cause him any harm on a critical hit anyway.

Our troops get down from the ramparts and into the big hole Gamma opened in our wall with his disintegration spells. We stand our grounds stopping the massive influx of skeletons into our town but it's already too late, about two thirds of the skeletons are already inside wreaking havoc into our town, bludgeoning and hacking people to death.

Gamma says in a booming voice "You could have prevented this. I tried to be reasonable. But you'd have none of it. Now I'll turn this place into a necropolis! Each of your fallen soldiers and civilians will become a new servant of mine!"

Our troops start desperately fighting the skeletons but most of them are not properly equipped to fight this kind of enemy; we'd need strong bludgeoning or arcane damage to kill them off. The ones faring the best against them are the paladins and surprisingly enough the town guards who carry clubs, plus any militia men
>>
>>2335628

who rather than fighting with spears choose to bring a club to the fight.

We notice that the heavy crossbowmen and the wizards stayed far away behind the lines, only tentatively approaching up, taking care to stay out of the range of our ranged combatants. Our commanders figure they're probably looking for an opening to snipe our paladins so they have our archers and crossbowmen keep near the paladins to protect them from the enemy snipers.

Gamma notices that we're protecting our paladins and toss a fireball in our archer group, killing off several of them.

The enemy crossbowmen take the cue and advance towards the paladins. They manage to snipe three of our paladins! Our archers and crossbowmen begin returning fire! We manage to take down 20 of their crossbowmen before they run away out of our range again.

Our priests go help the sniped paladins to see if they're still alive; two of them are still alive but they've been hurt too seriously with pierced internal organs and are out of combat! The priests drag them out of the frontlines.

The general population starts fighting against the skeletons! Turns out the skeletons are not very tough, they're just very resistant to the weapons we traditionaly use against fleshy oponents and as such our army is not adequately equipped to face them. A couple strong me with clubs can make short work of a skeleton and so the townsfolk start fighting for their lives against the horrible monsters invading our town.

Gamma seems highly displeased at this turn of events. "No you dumb peasants, you're not supposed to fight back, you're supposed to just scream in terror and flail around like idiots. Stop this nonsense at once!"

The wizards and heavy crossbowmen flee the battlefield!

Our captains tell our army personnel "Clubs! Lay down your weapons and get clubs! Break down any furniture you find make yourself a club and start bashing some skulls!"

Once our militia is properly equipped with clubs we start to make short work of the skeleton army.

As he see that we are thinning the masses of skeletons invading our town Gamma says. "I underestimated your cleverness and versatility. That won't happen again. I'll amass another army much larger than this one and come again to claim your lands as my own!"

Then Gamma flies away.

Our soldiers fashin themselves clubs and start clubbing away at the masses of skeletons. It's a hard fight but after awhile with the proper weapons we manage to bring the remainder of the large enemy army down.

We sustained heavy losses though

We lost about 1000 militia people

About 2000 civilians

And our army currently is down to

> 20 Town Guards (20 with light crossbows)
> 15 archers
> 20 swordsmen (20 with chainmail and platemails)
> 20 horsemen
> 10 pikemen (10 with chainmail and platemail)
> 30 heavy crossbowmen (30 with chainmail)
> 15 wizard apprentices
> 5 priests
> 5 paladins

We have 60 heavy crossbows, 70 chainmails and 10 light crowssbows in store.
>>
>>2335632

Two of our medium ballistas are damaged
Two of our watchtowers are damaged
Our palisade is damaged
Our stone wall is damaged
>>
So what do we do next?
>>
Rolled 46 (1d100)

>>2335632
repair rebuild city

research trebuchet or catapult to deal with brittle skeletons from long range
>>
Rolled 42 (1d100)

>>2335708
Contact all our allies and asses the damage the lich has done to them. Unbury the demonology and necromancy scrolls and search them for anything we can use against the lich. Begin recruiting paladins. We should get one for free since the dead paladins gear is still in our possession, but we need more. Take a census, and begin repairing the wall and palisade.
Consult the crown about how the ancient londoneans sealed the lich, and about any anti-lich measures in general
>>
>>2335708
is thread dead redemption?
>>
>>2335632
Has OP abandoned us?
>>
>>2335798
>>2336772
>>2337369
>>2337691

It's the year 846 and it's Spring.

Our trade caravans net us 1204 gp.

Our population revolts and refuses to pay taxes in full! We only manage to collect 2000 gp in taxes. We spend 2550 gp with our troops and heroes, getting a deficit of 550 gp.


Our nobles say we need more town guards to maintain order.
How many town guards should we hire?
> 50 town guards
> 80 town guards
> 100 town guards
> 130 town guards
> other?

Our treasury is up to 4449 gp.

We start repairing the damage done to our wall

Wall repair (1/3)

The skeletons didn't cause that much damage to our city, they mainly were after our population.

We decide to start researching trebuchets hoping to use those to deal with the brittle skeletons from long range.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Build advanced building (bank 1000 gold 3 turns, mechanician's guild 600 gold 8 turns, wizard's guild 1000 gold 20 turns, military academy 500 gold 10 turns, merchant's guild 10 turns 600 gold, sewer system 2000 gold 10 turns, oracle 500 gold 6 turns, trade outpost 1000 gold, theather 300 gold 5 turns, other? )
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, Caford, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, Gorkil, Sinabu, Shurad, Draffin, Wawold, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; heavy crossbowmen 50 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year; apprentice wizards 20gp/year; paladin 1000 gp to train, 40gp/year)
> Research (other?)
> Craft (lance 10gp, heavy lance 20 gp, acid vial 25 gp, acid bolts 10 for 25 gp, acid ballista bolt 25 gp, light crossbow 25gp, heavy crossbow 50 gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, heavy ballista 1500 gp, chainmail barding 120 gp, platemail barding 800 gp, other?)
> Take a census
> other?
>>
We're on page 9 I guess we need a new thread now.
>>
>>2337839




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