Saturday, 28 April 2012

News From Silverhaven

Silverhaven
Military Strength: 3          Alignment: CN          Wisdom: +1          Diplomacy: 0
Hardship: 8                     Discontent: 8

Resource Limit: 16
Treasury: 10,000 Gp
Tax Rate: Medium, 1,000 Gp  x Population 52 = 52,000 Gp

Realm Diplomacy          Structures
Farfield: 15                    Temple to Abarta: +3 to Discontent rolls
Durgabel: 13                  Warehouses: Resource Limit +5
Wintershiven: 14             Barracks: Recruit Troops costs 10% less
Arras: 20                        Foodstores: +3 to Hardship rolls
Freeport: 22
Glotspur: 15

Population and Resources
Terrain          No.          Population          Resources
Plains             3                   36                       3
Hills               1                     6                       3
Forest            1                     7                       5
Bases             1                     4
Total              5                   52                      11

Spring 840
 Trade talks with Durgabel fail disastrously after negotiations break down. This has greatly peeved Lord Calunghetta who has called for his daughter to return from the neighbouring court. Ulfgar has been asked to send representatives to smooth things over and restore the previously held good will before more discussions can be held. Plague has struck the small town of Falcon's Hollow though the local water supply. A cure can be made but the ingredients are scarce and can only be found deep in the woodlands where a powerful witch is said to dwell. An abandoned dwarfen temple must also be sought out and explored before all can be set right. The Undead have been seen roaming the Korm Peninsula. A group of treasure-seekers recently set out to find the ruins of the mausoleum said to be there but have not returned. What has returned instead is ghastly and an affront to the gods. Sandpoint folk are preparing to celebrate the Swallowtail Festival and consecrate the new Cathedral to Idun. There is much joy in the town and pilgrims and well-wishers are flocking into the area for much merriment and goodwill. Elsewhere, flooding has brought hardship upon the citizens of Farfield, riches have been found in the woodlands of Arras and a hero from the lands of Glotspur has been making waves.


By the way, my Basic and Expert Rulebooks have arrived. Example of play contains this nugget "DM: Black Dougal, you find out that you missed a tiny discoloured  needle in the latch. Roll a saving throw vs. Poison, please! Dougal (rolling): Missed it! DM: Black Dougal gasps "Poison!" and falls to the floor. He looks dead. Fredrik: I'm grabbing his pack". Life was brutal back then. Kids today never had it so good, when I was a lad blah blah blah...

Friday, 20 April 2012

Dominions

Adapted from Dragon 293 and Fields of Blood from Eden Studios

Random Event Phase
Winter Events             Spring Events            Summer Events       Autumn Events             % Roll
Ice Storm                     Seed Failure                 Drought                   Blight                            01-02 
Storage Failure             Storage Failure             Storage Failure        Storage Failure               03-04
Dark Tidings                  Wood Rot                    Vein Tapped            Early Snows                     05
Passes Blocked            Flash Floods                Brush Fires             Expensive Upkeep          06-10
Plague                         Avalanche                     City Burns              Raiders                            11
Asset Failure                Asset Failure                Asset Failure           Asset Failure                 12-13
Embezzlement              Desertion                     Desertion                Gloom                           14-15
Nothing of Note             Nothing of Note             Nothing of Note        Nothing of Note              16-84
Windfall                       Windfall                         Eager Recruits        Mercenaries                   85-86
Mercenaries                 Mercenaries                  Trade Surplus          Strange Ally                     87
Light Snows                 Immigrants                    Immigrants              Immigrants                    88-89
Rare Find                     Timber!                         Shallow Waters       Unexpected Harvest       90-93
Local Hero                    Local Hero                    Clear Skies             Rich Ore                       94-99
Beneficial Signs            Lush Soil                       Steady Rains          Easy Harvest                  00

Asset Failure - A random structure is destroyed
Avalanche - A base in a random mountain hex is destroyed
Beneficial Signs - Capture costs for provinces are -1
Blight - Check 1-3 (d8) for each plains and 1-2 (d8) hill hex for loss of resources
Brush Fires - Check 1-3 (d8) for each plains and forest hex for loss of resources
City Burns - A base in a random hex is destroyed
Clear Skies - Trade Routes earn 20% extra
Dark Tidings - Capture costs for enemy hexes are +2
Desertion - Military Strength -1
Drought - Check 1-4 (d8) for each plains hex not containing a river for loss of resources
Early Snows - Trade Routes earn 20% less
Eager Recruits - Recruit Troops costs 20% less
Easy Harvest - All Make War rolls are at +1 and Capture Costs for home Dominion hexes are +1
Embezzlement - Lose 1d4 x 5% Gp from Treasury
Expensive Upkeep - Pay 15,000 Gp per base to avoid loss of base
Flash Flood - Check 1-2 (d8) for each structure in river hex to be destroyed
Gloom - Capture costs for enemy hexes are +1
Ice Storm - Trade Routes earn 20% less
Immigrants - Add one base to a hex
Light Snows - All hexes produce 1 extra resource
Local Hero - +2 on the Discontent roll this season
Lush Soil - Check 1-2 (d8) for each plains hex to produce 1 extra resource
Mercenaries - Military Strength +1 for one year
Passes Blocked - Mountain hexes produce no resources
Plague - Check 1-4 (d8) for each hex without a temple for the loss of a base
Raiders - Check capture cost against random border hex for the loss of same
Rare Find - One random mountain hex produces 3 extra resources 
Rich Ore - Check 1-3 (d8) for each mountain and hill hex to produce double resources
Seed Failure - Check 1-2 (d8) for each plains hex for loss of resources
Shallow Waters - For this season only, marshes produce 1 resource each
Steady Rains - Check 1-4 (d8) for each plains hex to produce double resources
Storage Failure - Lose any stored resources from one random Warehouse 
Strange Ally - +2 on one roll for this season
Timber! - A random forest hex produces 2 extra resources
Trade Surplus - Each coastal hex produces 50% extra resources
Unexpected Harvest - Hex of choice produces 5 resources
Vein Tapped - Check 1-2 (d8) for each mountain hex for loss of resources
Windfall - Tax income is raised by 1d4 x 5%
Wood Rot - Check 1-2 (d8) for each forest hex for loss of resources



Initiative Phase
Check d20 + Wisdom modifier

Realm Turns Phase:-
Hardship
Hardship begins at 8. Make a d20 roll against Hardship with each 35,000 Gp spent giving a +1 to the roll. If it succeeds and Hardship is greater than 13 then it is reduced by 1. If the roll fails Discontent is increased by +3 for this season and the ruler may not Recruit Troops.

Treasury
Tax Rate - Population x following :- Low x 400 Gp, Medium x 1,000 Gp, High x 2,000 Gp
Trade - Subtract Diplomacy rating from 22. If positive multiply the result by 3,000 Gp. If a road connects the capitols of both Dominions then the yield is doubled. 
Pay Maintenance - Military Strength x 25,000 Gp

Discontent
Population Modifier <=25  No Modifier                    Tax Rate Modifier
                             26-50       -1                                   Low +2
                             51-100     -2                                  Medium 0
                            101-200    -3                                    High -5
                            201-500    -4
                              501+      -5
Discontent begins at 8. Make a d20 roll against Discontent with a -2 or +2 if a boon or penalty was received in the Random Events and a +1 for each unit of Military Strength assigned to quell any unrest. If the roll succeeds and Discontent is greater than 13 then it is reduced by 1. If the roll fails Discontent is increased by 2. If the roll fails three times in a row then the Dominion descends into anarchy

Action  (2 Per Turn)
Open Trade Route
  Pay 50,000 Gp and make a Diplomacy check. If the roll succeeds a Trade Route has been opened. 
Build Roads
  Pay 20,000 Gp per Hex. 3 Hexes may be built per action
Build Structure
  City Structures
  Palace  200,000 Gp + 10 Resources - Taxes earn 10% more Gp
  Library  220,000 Gp + 14 Resources - Bases and Structures cost 10% less
  Temple  100,000 Gp + 10 Resources - +3 All Discontent rolls
  Foodstores  60,000 Gp + 8 Resources - +3 All Hardship rolls
  Marketplace  60,000 Gp + 8 Resources - Trade produces 10% more Gp
  Warehouse  40,000 Gp + 6 Resources - Resource Limit is increased by 5 
  Barracks  50,000 Gp + 8 Resources - Recruit Troops costs 10% less
  Shipyard  180,000 Gp + 14 Resources - Can build, attack and trade overseas within 12 Hexes
  Monument  100,000 Gp + 10 Resources - +3 All Diplomacy rolls
  Thieve's Guild  100,000 Gp + 10 Resources - +4 Initiative
If a Dominion wishes to have more than one of a type of City Structure to increase it's bonus it must have a Resource Limit of (number of structures x Resource payment). Eg 2 Marketplaces = a Resource Limit of 16
  Hex Structures
  Irrigation  80,000 Gp + 4 Resources - Plains Hex produces 2 Resources
  Lumber Camp  240,000 Gp + 12 Resources - Forest Hex produces 8 Resources
  Mine  160,000 Gp + 8 Resources - Hill Hex produces 5 Resources
  Quarry  80,000 Gp + 4 Resources - Mountain Hex produces 3 Resources
  Camp  80,000 Gp + 4 Resources - Jungle Hex produces 3 Resources
Recruit Troops
  Pay 10,000 Gp x current Military Strength plus 10 resources to add 1 to Military Strength. Military Strength may not be greater than Population divided by 10 (round fractions up). States begin with Population divided by 20 (rounded up).
Make War
  Pay 20,000 Gp x Military Strength plus Military Strength x Resources. Roll d20 + Military Strength for the amount of Capture Points which may be used to buy neighbouring hexes 
Build Guarding Army
  Pay 100,000 Gp and 10 Resources and lower Military Strength by 1 to place Guarding Army in Hex
Conduct Diplomacy
  Pay 50,000 Gp and make d20 Diplomacy check with another Dominion, if it succeeds then reduce Diplomacy figure by 2 for that Dominion 
Hold Games or Festivals
  Simple - Pay 500 Gp x Population for +1 on next season's Discontent roll
  Impressive - Pay 1500 Gp x Population for +2
  Elaborate - Pay 3500 Gp x Population for +5
Buy / Sell Resources
  Buy for 10,000 Gp each, Sell at 5,000 Gp each
Build Base 
  Buy Base for 20 Resources and 300,000 Gp. Up to 10 Bases may be built per Hex   
Move Capitol
  Pay 200,000 Gp and 20 Resources to move Capitol to another Base.


Resource Limit
A Dominion may not build more than it's total resources plus any bonus from Warehouses per turn. 

Making War
Terrain                        Capture Cost
Plains/Desert                       5
Forest/Jungle                       7
Hill/Swamp                          9
Mountain                            12
Contains River                     +2
Contains Base                    +2
Contains Guarding Army      +7
Belongs to Neighbour           +5

Population and Resources
Terrain                  Population                  Resources                    Large Town = 1 Base
Plain                          12                               1                           Small City = 3 Bases
Forest                         7                                5                           Large City = 6 Bases
Hill                              6                                3                           Metropolis = 10 Bases
Mountain                     3                                2
Swamp                        1                               0
Jungle                         3                                2
Desert                         1                                0
Bases                          4

Diplomacy
                   2nd Realm
1st Realm          CE          LE         NE         CN         LN          N           CG         LG         NG
      CE               22          23          25          22          21          22          21          20          21
      LE               23          20          21          20          19          20          20          19          20
      NE               25          21          23          22          21          22          21          20          21
      CN               22          20          22          15          14          15          14          13          14
      LN               21          19           21          14          13          14          13          12          13
       N                22           20          22          15          14          15          14          13          14
      CG               21          20          21          14          13          14          12          11          12
      LG               20          19          20          13          12          13          11          10          11
      NG               21          20          21          14          13          14          12          11          12 

Monday, 9 April 2012

Intermission

Haven't been able to write because of family commitments but I have been on Amazon to buy these:-



Should arrive on the 16th. There's no school like the old school.