High Unrest


Kingmaker


hi guys i have a question my players did some real f*&^ed up stuff and as such they have gained unrest. There unrest when we ended it was at 18. So they start there month as rulers soon. Now due to the unrest being above 11 they lose a hex. Now when they lose that hex do they also gain unrest for having to abandon a hex?

In upkeep if your kingdom has 11 unrest you lose a hex (players choice) do they also gain +1 unrest for losing that hex or is it free? In the next phase there is "Claiming hex" where they can choise to abandon a hex and gain 1 unrest.

My question is do they combine?


An 18 Unrest? If they get things under control, please share the story with us. Unrest in that amount tends to be the end of a kingdom.


Tonight the players started by returning to Stags Rest (there capital city) and mourning the loss of their comrade. They held a festival in his honour for three days and then waited around the rest of the time until the start of the new month.

The oracle of Nature went out and recruited 5 new followers which turned out to be Human divine adepts, so how she has Half orc archers (1st warriors), Halfing Archers (1st level warriors) and human divine Adepts (1st level Adepts) in her personal retinue. she’s Building up quite a force. The sorcerer having the curse of Morgorg ( Morgorg is an prime evil that i made up) along with the dwarf druid, human oracle of nature and the Halfing bard. The sorcerer went out and killed four innocent peasants. Filling up his magic tattoo ( Morgorgs wheel), the oracle of battle and druid did some crafting, the rouge sent time watching people on how they dressed for a +1 bonus on disguise checks. During that month they held a small festival for the archers where they held an archer competition. The winner was a monk Zen archer (advanced players guide build) which is the new character. I don’t know the characters name.

Months ago the bard had brought 500 gold of wolfsbane and in the equipment book that was released by pathfinder it has wolfsbane for 5 SILVER PEACES he had brought 500 GOLD Peaces worth of it. During that festival the bard had made up 200 doses of the wolfsbane poison and came up with a nasty plan to put it into the festivals ale. Well i allowed it and it worked, killing over 100 commoners. The oracle of natures personal retinue were patrolling the festivals and taking people to the drunk tank (a small shack) when they realised that they were all dead not passed out drunks, they told their mistress and were ordered to remove the dead and hide them all around the city. She called Sarsha her errand girl to call a council meeting. The PCs were the only members of the council in Stags rest at the time, everyone came in and when the bard came wandering in they noticed something very wrong straight away. Both his eyes were on fire and smoke was coming out of them his forearm that had the magic tattoo was ablaze now and spinning.

They started the council meeting about the 100 dead peasants that the guards had found and then one of them remembered that one of them had a dream of Undead riding horses followed behind by an army of undead, they panicked and ordered the oracle of natures guards to stop hiding the dead and return them to be burnt. But when they got out they found that the guards had finished. The all grabbed lots of oil and torches and went looking for the dead but they had all disappeared. All of them just vanished.
Then looking up into the sky an unnatural storm had gathered and a giant flaming wheel was spinning, every bird dropped dead, an earthquake rocked the area and sky cracked with thunder.

The Players all turned on the bard but he escaped and made his way down to the people of Stags Rest. Here he used his bardic abilities to fascinate and then use suggestion on the people of Stags Rest to turn against there leaders (the PCs, except him) the Sorcerer saw this and as a warning used scorching ray on a block of houses which started a massive fire, soon that fire had spread to the other house block (helped by more scorching rays from the sorcerer). While this was happening the army of peasants advanced on the players. The players fearing for their lives retreated to the keep where they prepared for the attack. By the end of it 50 more peasants where dead the bard using up the rest of his wolfsbane poison had spiked the towns well with it and escaped. The sorcerer had achieved the same as the bard she too now has a flaming eye and her magic tattoo pulses and spins. The druid using wild shape turned himself into a eagle and was almost killed by the unknown force that had killed all the birds

Stags Rest two house blocks were levelled due to fire and the keep was badly singed the only thing left intact was the pier and now they have earned a total of 18 unrest points. They teeter on the brink of ruin if they aren’t careful.

We shall see what they do next. How do you think they will fair?

Sovereign Court

I think you've given too much unrest for what happened, nasty as it was. Look at the other events and balance against them.

Silver Crusade

Wow...

Just wow...

Scarab Sages

If they’re outright killing festival goers and slaughtering peasants, it doesn’t sound to me like they’re interested in running a kingdom.

EDIT: Just re-read, and misunderstood, so I take that back. Sounds like a real pickle. Would hate to be in that position.

Dark Archive

jtokay wrote:

If they’re outright killing festival goers and slaughtering peasants, it doesn’t sound to me like they’re interested in running a kingdom.

EDIT: Just re-read, and misunderstood, so I take that back. Sounds like a real pickle. Would hate to be in that position.

It does sound like the player of the bard is more interested in ruining a kingdom than building one. I'd have a chat with the players, ask what they want to play, and if they want to do destructive stuff, let the kingdom fall apart. Too bad they won't finish the adventure path, but that's how it goes...


The above scenario is certainly pretty extreme and I can't really see how they're going to get out of it - particularly considering their penchant for mischief.

A related question that I'd be interested in knowing is:

At what point is high unrest unrecoverable?

Have people played in games that were forced to reboot (or quit) due to high unrest? What's the highest unrest that a kingdom has managed to recover from? In my game, they've been up to 5 and it took a couple months to buy their way out. Now they have very little money and a certain troublemaker has just shown up. If a poor random event comes at the same time, I don't know if they'll be able to get out of it again. If you don't have a surplus of funds, it feels like the tipping point is somewhere around 7-8 unrest.


I didnt just give them 18 unrest. They had some unrest as it is, i used one of the events in the back of the book and rolled a d6 for unrest on a 6 i rerolled and got a 4 i only gave them 10 unrest for it.

Kings destroying the home of 1000 people would make them fairly angry i think. I gave them 4 unrest because the sorcerer was seen killing 4 peasents.

RPG Superstar 2012 Top 32

Tem wrote:

A related question that I'd be interested in knowing is:

At what point is high unrest unrecoverable?

Have people played in games that were forced to reboot (or quit) due to high unrest? What's the highest unrest that a kingdom has managed to recover from? In my game, they've been up to 5 and it took a couple months to buy their way out. Now they have very little money and a certain troublemaker has just shown up. If a poor random event comes at the same time, I don't know if they'll be able to get out of it again. If you don't have a surplus of funds, it feels like the tipping point is somewhere around 7-8 unrest.

The death-knell for a kingdom is about 20 or so. At that point the kingdom slides into anarchy and the public chase the current administration out with fire and pitchforks. They can always go elsewhere, start a new kingdom & eventually reclaim the old one, hex by bloody hex, but their old kingdom's gone as they knew it.

My campaign actually ran into this problem, sort of. I was running a dual group (two parties building separate kingdoms in the same region) & one made the mistake of handing the rulership role over to an antagonist npc (quite possibly the same troublemaker you speak of) who promptly ran it into the ground (two-three turns to 23 unrest). The kingdom went belly up & was later consumed by the rival pc kingdom, who have since turned the capital of the defunct kingdom into a free city under control of a vassal lord (one of the pcs from the old kingdom, but not it's former ruler).

5 unrest is still quite manageable, especially with a royal assassin & some dedicated construction of key buildings to bring it down. If you keep your kingdom stats high enough, unrest really doesn't get that worrisome. It's once you hit that 10+ mark (or less, if your kingdom stats aren't up to it) that you need to sweat and get the numbers down, as random events (as witnessed earlier in this thread) can spin things out of control very swiftly.


gordbond wrote:

I didnt just give them 18 unrest. They had some unrest as it is, i used one of the events in the back of the book and rolled a d6 for unrest on a 6 i rerolled and got a 4 i only gave them 10 unrest for it.

Kings destroying the home of 1000 people would make them fairly angry i think. I gave them 4 unrest because the sorcerer was seen killing 4 peasents.

I suggest having a long serious talk with your player about what the f%*~ happened. The players of the sorcerer and the bard better have a damn good reason for the trouble they startet. Unless you can take control of your group, don´t bother continuing the adventure.

Regarding the poison... why should a set amount of wolfsbane result und about a hundred times worth the poison in gold ? Maybe you need a full sack ob wolfsbane to make it into a halfway decent poison...

It doesn´t actually matter though, the bard could have used a dead bodies in the wells or similar things to much the same effect.

If they were my players, I would not allow the players of the sorcerer and the bard back at the table with fresh characters, they have to play the mess till the very end.

I think the Kingdom can still be saved, but it will be damn hard, if the groups shoots itself in the foot while climbing a mountain, let them fall.


but i original post still remains do you gain unrest for having 18 unrest (which means one hexs is "destroyed")and lose a hex does it increae to 19 unrest?


Since much of this unrest was gained through a traitorous PCs actions that you presumably set up with him, much of this unrest should go down as the PCs deal with the disaster. Otherwise, you just set the PCs up to fail for no reason. I mean, you gave them 10 unrest for a 1d6 random roll. Its not meant to be an exploding die roll I don't think (don't have the table in front of me). That means to me you should give them some way that they can reduce the unrest by at least 4, before the kingdom spirals out of control. I would recomend something along the lines of an artifact that can revive those killed by the god who caused this chaos. An epic quest with the reward of -4 to unrest would be a cool thing. They still would need to handle the massive unrest though, and yes, they do gain the 1 unrest a turn for abandoning the hex from what I can tell. They can reclaim the hex though (I think).

Having a traitor and an easy mechanism for the traitor to succeed means that you need to have a mechanism for the other players to counter the traitor, unless you want the story to end with the traitor winning. In this case, the other players need something, otherwise you just waisted months creating something to let 1 person ruin all the fun.

That being said, it sounds like you have a new campaign of your own in the making. Why continue Kingmaker? It sounds like your PCs want to go completely off the tiny rails the game has.


Personally, I would reset the unrest to zero - AFTER the public trial and execution of the mass murdering bard, and maybe the sorcerer as well.

Sovereign Court

The dices do explode on certain events, which is incredibly irritating and reminds me of GW and FFG. I hate exploding dice.

Did you allow the group stability checks to limit the damage done, and loyalty to minimise the impact on morale? If not i'd suggest allowing a couple of rolls to calm things down if the situation has 'resolved'.


No i didnt have them make a stability roll. I will next week. The PCs are drunk with power. I was trying to have a story in place so if we wanted to they could go epic. It was also a subtle way of me saying here are some mysterys for you to GO OUT and solve.

They dont see a reason why they should go out and hexplore when they could send other adventures out to do the job. I was trying to gently push them out. It backfired big time and i admit it.

I have two power gamers in my group, and two rule lawyers. THe sorcerer can be a real pety player when things dont go his way, they get pissed at me when i railroad them into things and they also get pissed at me when they do bad or evil things and get punished for it.

I am not trying to stamp on them and give them free rain in this game. Its want they wanted. Ok maybe i was a little heavy handed.

RPG Superstar 2012 Top 32

gordbond wrote:

No i didnt have them make a stability roll. I will next week. The PCs are drunk with power. I was trying to have a story in place so if we wanted to they could go epic. It was also a subtle way of me saying here are some mysterys for you to GO OUT and solve.

They dont see a reason why they should go out and hexplore when they could send other adventures out to do the job. I was trying to gently push them out. It backfired big time and i admit it.

I have two power gamers in my group, and two rule lawyers. THe sorcerer can be a real pety player when things dont go his way, they get pissed at me when i railroad them into things and they also get pissed at me when they do bad or evil things and get punished for it.

I am not trying to stamp on them and give them free rain in this game. Its want they wanted. Ok maybe i was a little heavy handed.

I've never had a problem with villainous pcs in my games, but it sounds like it's the self destructive part that's giving you trouble. If the country is that close to going down, you might just bring in one of those bands of adventurers they like to hire to fix trouble in their kingdom deciding these bozos have to go, that they could do a better job. Even if they manage to beat them (and loot them and take their stuff), they should get the idea that they may be on the wrong side of things if they keep getting challenged by paladins & clerics of various good churches (Iomedaen Mendev Crusaders passing through, huntsmen of Erastil, etc). Point out that their not getting railroaded, just that actions have reactions & if they insist on being the villains, heroes will keep insisting on coming out of the woodwork to muck up their plans. This can still be a very valid play experience (one my group likes to stand on the edge of too, so I know your pain - Gyronna & Erastil worshipers in the same party make for some... interesting & challenging rp). Hey, for a twist, you might even give them the opportunity to run a new band of adventurers coming in to chase the villainous pugs out, and then you can run their own monstrous characters against them!

If their kingdom goes into the toilet (as it seems to be), let them know they can always start another elsewhere and work their way back to reclaim what they've lost (they may still get some extra unrest when the locals go "oh geez, not these guys again," but that's what huge armies of Kobolds or mercenaries are for - tyrannical dictatorships are still a valid form of government; even feudal governments can be pretty brutal and unjust, as history shows).

As far as extra unrest from loosing a hex goes, I'd say no. They loose a hex of their choice during the Upkeep/Unrest phase, as a result of having too much Unrest. They're loosing ONE HEX PER MONTH as long as their Unrest is above 10. This is a separate situation from them making a conscious choice to abandon a hex in the Improvement/Claim Hex phase, where the public generates 1 to 4 unrest for being intentionally abandoned. It's all a condition/choice to result issue (too much unrest = loose a hex, give up a hex = gain additional unrest).

Hope that all helps.

The Exchange

Also note that completing one of the major quests (I think it's the trolls) sets Unrest all the way back to Zero.

That may be a way out of it for you PCs - if you think they deserve it.


gordbond wrote:

I didnt just give them 18 unrest. They had some unrest as it is, i used one of the events in the back of the book and rolled a d6 for unrest on a 6 i rerolled and got a 4 i only gave them 10 unrest for it.

Kings destroying the home of 1000 people would make them fairly angry i think. I gave them 4 unrest because the sorcerer was seen killing 4 peasents.

I realize I am late to the party, and I not read all the post yet, but I will assume they are 3rd level at best. I don't see why they have to be the most powerful group in the kingdom. I can even see a resistance hiring another group of adventurers to take care of the "issue".

You might also want to talk to them IRL to find out what they want out of the game. Having them work for someone else might be a better idea, because right now they seem to be terrible at ruling.

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