DM Aron Marczylo's Kingmaker OOC


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Male Human Bard 4

Holy crap those were a LOT of actions for a 6-second round. Do you need me to declare the free actions I'll be spending to keep up inspire courage? I always try to insert at least a bit of inspiring oratory or directing strategy on my actions, to justify it.


Male Human Bard 4

So no news from Lukan?


Female Changling(Hulking) Sorcerer - Orc Bloodline/5 - HP: 12/28; AC16,T14,FF13

Been over a month since Lukan disappeared. Strange, his last post was Dec 28. I was in 4 campaigns with him, although 2 are sort of defunct. But it is still strange that he just disappeared since he was a very good at regularly posting.


Master of Gaming and Grognardia Current map

Yeah it is very worrying for his sudden and random dissappearance. Has he not made a post anywhere stating something like family problems ect.


Female Changling(Hulking) Sorcerer - Orc Bloodline/5 - HP: 12/28; AC16,T14,FF13

That what was most confusing. I think that he was in the US Coast Guard, but do not know much else. I believe he was based somewhere in the south - Louisiana or Texas or something I think. Other than that, I don't know much more than the rest of you. I got him into another game with a RL friend, and he was posting several times per day. And then nothing, he simply disappeared.


Human Ranger 3 / Rogue 2
Stats:
HP 38/38; AC 18, touch 13, Flat Footed 15; CMD 19; Fort +3, Reflex +9 (Evasion), Will +4; Perception +11 (+1 v traps; +2 v Humans); Initiative +3

It's really unfortunate, judging by his OOC posts he seems like a pretty cool guy. Wherever he is, I hope for the best. My heart goes out to him if he and his unit were deployed.


Human Ranger 3 / Rogue 2
Stats:
HP 38/38; AC 18, touch 13, Flat Footed 15; CMD 19; Fort +3, Reflex +9 (Evasion), Will +4; Perception +11 (+1 v traps; +2 v Humans); Initiative +3

About how close are we to a lvlup? I faintly remember hearing we were bordering 3 a while ago.

Also, where are the Sootscales on the map?


Master of Gaming and Grognardia Current map
The Hermit Ganit D'Artain wrote:

About how close are we to a lvlup? I faintly remember hearing we were bordering 3 a while ago.

Also, where are the Sootscales on the map?

You're VERY close. You're all 434 xp off from level 3. Also brining the statue to the tribe is a quest in itself. It's directly south-west hex (south according to the on map compus) of the mite lair.


Female Changling(Hulking) Sorcerer - Orc Bloodline/5 - HP: 12/28; AC16,T14,FF13

Well, then lets go find us some Sootscales. We are either going to have barbecued Kobold for dinner or our first non-human citizens.


Human Ranger 3 / Rogue 2
Stats:
HP 38/38; AC 18, touch 13, Flat Footed 15; CMD 19; Fort +3, Reflex +9 (Evasion), Will +4; Perception +11 (+1 v traps; +2 v Humans); Initiative +3

Haha wow! That is pretty darn close...


Human Ranger 3 / Rogue 2
Stats:
HP 38/38; AC 18, touch 13, Flat Footed 15; CMD 19; Fort +3, Reflex +9 (Evasion), Will +4; Perception +11 (+1 v traps; +2 v Humans); Initiative +3

Hey everyone, I cut up the spare change we found at the mite's lair. Soif you don't mind a quick update to your coin purses...

DM Aron, post 1781 wrote:


48 gp
180 sp
284 cp

> 48/6 = 8; 180/6 = 30; 284/6 = 47 r 2c. 8g, 30s, 47c or 11.47g

So I haven't had to do this in a while but we came up with a lottery system for the runoff pennies. Normally I've just been breaking the sloppy divisions into the next coin down but since there's no way to breakdown the 2 remaining cp, I've numbered our names in alphabetical order and I'll just roll twice. The person(s) whose number comes up gets an extra cp!!!

1: Bronwyn, 2: Carina, 3: Ganit, 4: Jameson, 5: Lukan, 6: Telias.
2d6 ⇒ (1, 6) = 7

Carina, Ganit, Jameson & Lukan: 11.47g
Bronwyn & Telias: 11.48g

Congrats Bron and Telias! If you were saving up for a candle or a piece of chalk, today's your lucky day. :-)

And if anyone is wondering why I'm wasting my time posting here and not in the IC it's because I'm waiting to see what the chief is doing before my turn. I'll handle Lukan for this fight. Give Carina a break from shouldering that.


Human Ranger 3 / Rogue 2
Stats:
HP 38/38; AC 18, touch 13, Flat Footed 15; CMD 19; Fort +3, Reflex +9 (Evasion), Will +4; Perception +11 (+1 v traps; +2 v Humans); Initiative +3
Carina Stigard wrote:
Man, I was going to cast magic missile at the damn bird. As I am last on the Init, I will wait on my action & where I center the sleep spell until I know where everyone is.

[ooc]One could argue that the tar/resin goo-burst from a tanglefoot bag would negate his invisibility. The description says "...how much go is scraped off." which indicates the enemy is covered by the contents, it's a DM call whether or not the tanglefoot bag goes invisible or not. If so your magic missile could still be used against Tartuk if he survives the round.

I'm beginning to wish I stayed in the back with Telias, this fight looks a little one-sided... just a pinch. I mean imagine you and a couple of your friends were just hanging out on a Saturday; making some soup, maybe watch a movie through a crystal ball or something. Then all of a sudden 6 random people and your all of your neighbors crash into your place and start kicking your asses. Pretty uncool, huh?

Tanglefoot Bag Description


Master of Gaming and Grognardia Current map
The Hermit Ganit D'Artain wrote:
Carina Stigard wrote:
Man, I was going to cast magic missile at the damn bird. As I am last on the Init, I will wait on my action & where I center the sleep spell until I know where everyone is.

[ooc]One could argue that the tar/resin goo-burst from a tanglefoot bag would negate his invisibility. The description says "...how much go is scraped off." which indicates the enemy is covered by the contents, it's a DM call whether or not the tanglefoot bag goes invisible or not. If so your magic missile could still be used against Tartuk if he survives the round.

I'm beginning to wish I stayed in the back with Telias, this fight looks a little one-sided... just a pinch. I mean imagine you and a couple of your friends were just hanging out on a Saturday; making some soup, maybe watch a movie through a crystal ball or something. Then all of a sudden 6 random people and your all of your neighbors crash into your place and start kicking your asses. Pretty uncool, huh?

Tanglefoot Bag Description

I'll rule that it does turn invisable because it states anything he's holding becomes invisable, anything he drops visable and anything he picks up invisable so as it's attached to him I'll say it dissappeared.


Human Ranger 3 / Rogue 2
Stats:
HP 38/38; AC 18, touch 13, Flat Footed 15; CMD 19; Fort +3, Reflex +9 (Evasion), Will +4; Perception +11 (+1 v traps; +2 v Humans); Initiative +3

Fair enough. I tried, haha


Female Changling(Hulking) Sorcerer - Orc Bloodline/5 - HP: 12/28; AC16,T14,FF13

Hey - my goal was to keep his buddies alive. Lukan KOed one of them. We will see whether the other one is still alive once we finish with sha-man.


Human Ranger 3 / Rogue 2
Stats:
HP 38/38; AC 18, touch 13, Flat Footed 15; CMD 19; Fort +3, Reflex +9 (Evasion), Will +4; Perception +11 (+1 v traps; +2 v Humans); Initiative +3

Boring Treasury/Math Stuff:

DM Aron, post 1871 wrote:


Tartuk had on his body a wand of magic missile (CL 3rd, 28 charges), masterwork cold iron sickle, bravers of armour +1, cloak of resistance +1 and what appears to be a jurnal, written in Undercommon.

Sootscale nods and looks into the one of the bags and produces a brass wedding ring, handing it over to the group. He pauses to consider what Ganit says and then nods.
"You may for tonight. We need to clean out this room and burn Tartuk's body." he grins as he looks it over again, satisfied that his club did it's work.

*****************************

wand of magic missile (CL 3rd, 28 charges)
masterwork cold iron sickle
bracers of armour +1
cloak of resistance +1
*****************************

DM Aron, post 1883 wrote:

He considers what you say and nods, grabbing the entire soiled sack, same sacks as those the bandits had and hand them over.

"We lived here many years, seen many big people build. I was not here, but they drove my people away. If you take us in, we can leave the cave for you to mine pretties." he points at yet another vine of silver. Seems like this mine is far from mined out.

The bag contains:

the brass wedding ring with a pearl you have already been given (Svetlana's from the descriptionand worth 120 gp), two doses of dust of illusion and tons of coins weighing it down the most: 5 cp, 486 sp, 1028 gp, 19 pp.

In the pile of treasure they have you also see many worthless shiney objects such as quartz, mica crystals, bits of metal, broken weapons and armour and lots of other garbage. This is their life's treasure but as Sootscale considers what you say he decides to pull out the stuff that isn't considered junk for the group, though he looks upset at losing it all.
"I would kill for a bit person asking me for all this, but I owe you my life and the life of all my tribe." he says and moves over to shake the hand of whoever wishes to be the representative of the party. "When my hunters return, I will tell them you are welcome in these lands."

Rest of the items that are found:

Boots of Elvenkind, seven +1 flaming crossbow bolts, a masterwork light metal shield, earth elemental gem.

7,430 cp, 2,132 sp, 673 gp

*****************************

Svetlana's Ring
Dust of Illusion x2
5 cp, 486 sp, 1028 gp, 19 pp
Boots of Elvenkind
+1 flaming crossbow bolts x7
masterwork light metal shield
earth elemental gem
7,430 cp, 2,132 sp, 673 gp
*****************************
Keep:

wand of magic missile (CL 3rd, 28 charges)
Svetlana's Ring
Dust of Illusion x2
+1 flaming crossbow bolts x7
Earth Elemental Gem

Sell:

Mwk Cold Iron Sickle 156g mwk 300+CI 12 312/2 =156
Bracers of Armour +1 500gp 1000/2 = 500
Cloak of resistance +1 500gp 1000/2 = 500
Boots of Elvenkind 1,250gp 2500/2 = 1250
Mwk Light Metal Shield 75.45gp mwk 150+9 159/2 = 75.45

7,430 cp, 2,132 sp, 0673 gp
+ 5 cp, 486 sp, 1028 gp, 19 pp
____________________________________
7,435 cp, 2,618 sp, 1701 gp, 19 pp

74.35g + 261.8g + 1701g + 190g = 2227.15g

156+500+500+1250+75.45+2227.15 = 4708.6

4708.6/6 = 784.76g r4c

As there was a remainder of 4cp, I decided to forgo the lottery and award them to Carina, Ganit, Jameson & Lukan because if I had simply waited and lumped our last haul in with this one it would have been a perfect division. If anyone feels cheated by this I would be happy to roll 4d6.

Bronwyn: 784.76g
Carina: 784.77g
Ganit: 784.77g
Jameson: 784.77g
Lukan: 784.77g
Telias: 784.76g

Items Kept For Any/All To Claim Freely:

wand of magic missile (CL 3rd, 28 charges)
Svetlana's Ring *Quest Item*
Dust of Illusion x2
+1 flaming crossbow bolts x7
Earth Elemental Gem

Items To Be Sold Internally Or Otherwise:

Mwk Cold Iron Sickle 156g mwk 300+CI 12 312/2 =156
Bracers of Armour +1 500gp 1000/2 = 500
Cloak of resistance +1 500gp 1000/2 = 500
Boots of Elvenkind 1,250gp 2500/2 = 1250
Mwk Light Metal Shield 75.45gp mwk 150+9 159/2 = 75.45

Now is the time to divide up what you want from our loot pile. If you want only gold please indicate so. I will update this list as people fill in their interest.


Female Changling(Hulking) Sorcerer - Orc Bloodline/5 - HP: 12/28; AC16,T14,FF13

I would like the Bracers and assume that I will be carrying the wand of magic missiles since I am the only one who can use it without UMD. I will also take the Cloak or Resistance if nobody else wants to buy it.


Male Half-Orc Slayer (Vanguard)/14 | AC 21 T 13 F 19 | HP 130 | F +13* R +13 W +8* | Init +11 | Perc +23*

Just money for me. Is there a spreadsheet with how much we've gained and spent?


Master of Gaming and Grognardia Current map

What about the loot Carina suggested to be left for the kobolds?

Also as I said you guys have leveled so 3rd level, congratz! I believe with wizards you'd have 2nd level spells at the new level but I can't remember if it's slower for Sorcerers.

The Earth Elemental gem is a one use item I believe so you can sell it, however it does give you a free large elemental creature in case you need it in combat.


Init 8, HP 56/56, Speed 30 AC 20, Touch 13, Flat-footed 18, CMD 19, Fort 6, Ref 10, Will 7

Just money for me as well


Female Changling(Hulking) Sorcerer - Orc Bloodline/5 - HP: 12/28; AC16,T14,FF13
DM Aron Marczylo wrote:

What about the loot Carina suggested to be left for the kobolds?

Also as I said you guys have leveled so 3rd level, congratz! I believe with wizards you'd have 2nd level spells at the new level but I can't remember if it's slower for Sorcerers.

The Earth Elemental gem is a one use item I believe so you can sell it, however it does give you a free large elemental creature in case you need it in combat.

Yeh - are we going to keep everything. Not sure how it would affect things, but going forward I am guessing that leaving the kobolds with a little would give us a strong ally and allow us to make a lot more tax wise. I know that this might be outside of the normal Kingbuilder rules, but I am thinking of this in a more realistic way. My vote is to leave them with the silver and copper - only about 300 gold total, as well as 500 gold and the masterwork shield for Chief Sootscale. The total cost to us is about 150gp each, but it would allow them to immediately start trading with Oleg and probably enable us to sell more faster as we get better loot.

If you all say no, that is fine, but in my opinion saying "We want you as our citizens, but we will rob you blind." has a rather hollow sound to it.

Sorcerers don't get 2nd level spells until level 4, they are 1 behind wizards. Telias should get 2nd level spells at 3rd level though.


Master of Gaming and Grognardia Current map
Carina Stigard wrote:
DM Aron Marczylo wrote:

What about the loot Carina suggested to be left for the kobolds?

Also as I said you guys have leveled so 3rd level, congratz! I believe with wizards you'd have 2nd level spells at the new level but I can't remember if it's slower for Sorcerers.

The Earth Elemental gem is a one use item I believe so you can sell it, however it does give you a free large elemental creature in case you need it in combat.

Yeh - are we going to keep everything. Not sure how it would affect things, but going forward I am guessing that leaving the kobolds with a little would give us a strong ally and allow us to make a lot more tax wise. I know that this might be outside of the normal Kingbuilder rules, but I am thinking of this in a more realistic way. My vote is to leave them with the silver and copper - only about 300 gold total, as well as 500 gold and the masterwork shield for Chief Sootscale. The total cost to us is about 150gp each, but it would allow them to immediately start trading with Oleg and probably enable us to sell more faster as we get better loot.

If you all say no, that is fine, but in my opinion saying "We want you as our citizens, but we will rob you blind." has a rather hollow sound to it.

Sorcerers don't get 2nd level spells until level 4, they are 1 behind wizards. Telias should get 2nd level spells at 3rd level though.

Also you all get rewarded experience for RPing rarther than just looking at the kobolds as mere NPCs that you don't have to worry about or not care for. Also there are many positions in the government you can always place sootscale or have a emmissary of his tribe to voice their concerns and be a presance.

Really no mechanical function to it, however it's good for roleplaying and I love to see you guys play your characters as they are rarther than kill crazy bastards who see intelligent enemies only as bags of xp and coins.


Female Changling(Hulking) Sorcerer - Orc Bloodline/5 - HP: 12/28; AC16,T14,FF13

LEVEL 3

HP - 1d6 ⇒ 6

New Spells:
Burning Hands - Bloodline
Enlarge Person

Feat: Improved Initiative

3rd Level Bloodline Powers:
+1 Natural Armor
+4 Save vs. Fear

Skills: Spellcraft, Linguistics(Orc), Knowledge(arcana), UMD


Human Ranger 3 / Rogue 2
Stats:
HP 38/38; AC 18, touch 13, Flat Footed 15; CMD 19; Fort +3, Reflex +9 (Evasion), Will +4; Perception +11 (+1 v traps; +2 v Humans); Initiative +3

I didn't factor in the gold Carina suggested we leave behind because I figured we weren't going to uproot them from the silver/jewel encrustedmine they currently call home. If the majority feels we should leave them with some more valuables on top of that just let me know and I can recalculate our stuff. As the paty's number cruncher I honestly don't mind the work. As an individual, I think they'll be fine with their other treasures and an untapped mine full of wonderously shiney shinies for them to covet and eventually sell back to us or however we plan to deal with them.

I kept the one use items like the gem and dusts of illusion separate cuz I figured they would be useful eventually. Again, if the majority would rather sell them I can factor them liquidate and divide.


Female Changling(Hulking) Sorcerer - Orc Bloodline/5 - HP: 12/28; AC16,T14,FF13

As I said, thinking forward, the extra cash now builds goodwill and will allow for higher taxation (in reality) - DM Aron will have to think about it, but since we are giving about 900 gold, we might get some boon out of it - the mine is already built or +1 bp or something. As I said, it is up to the rest of the party and Carina will not fight overly much, after all, she is fighting an internal battle most of the time anyway.


Master of Gaming and Grognardia Current map

Okey guys we've not heard from Lukan for weeks. Do any of you have friends that might want to join in on this campaign? Will be starting at level 3 with wpl and have the same restrictions as you guys...which I can't remember what there are beyond 15 point buy.

I'll have the person in question arrive with the new charter you guys will be recieveing :D


Human Ranger 3 / Rogue 2
Stats:
HP 38/38; AC 18, touch 13, Flat Footed 15; CMD 19; Fort +3, Reflex +9 (Evasion), Will +4; Perception +11 (+1 v traps; +2 v Humans); Initiative +3

That's fine, Carina. I've said my piece and I'll leave it at that. I sincerely don't mind doing it either way. Now onto the more important issue, is there a place online I can find the kingdom building rules or will I have to buy the pdf from the website?


Master of Gaming and Grognardia Current map
The Hermit Ganit D'Artain wrote:
That's fine, Carina. I've said my piece and I'll leave it at that. I sincerely don't mind doing it either way. Now onto the more important issue, is there a place online I can find the kingdom building rules or will I have to buy the pdf from the website?

the PDF is a extended rules if it's the 3rd party one you're talking about, as well as it has extended stuff. I could post up the rules for you now if you wish to have a early look at them.


Male Human Bard 4

There were some boots of elvenkind, I find it strange Ganit hasn't claimed them yet. About the money issue, I agree with Carina; we could leave them with the silver and copper pieces and take only the platinum and gold, since it would be useful to them (in trading with Oleg) and also would be a practical nightmare for us to haul all those coins.


Male Human Bard 4

Also, Ganit, I believe the sickle will be sold. It's a simple weapon, and probably sized Small (since it was wielded by the purple-skinned kobold).


Male Orc Expert 5

How annoying dnd sheets is down atm.now i feel compelled to back them all up on my harddrive when it comes back up.


Init 8, HP 56/56, Speed 30 AC 20, Touch 13, Flat-footed 18, CMD 19, Fort 6, Ref 10, Will 7

1d8 ⇒ 5


Male Human Bard 4

Carina, will you cater to Bron's request and try to teach him some draconic? I could get a rank in Linguistics and go on about learning it from you.


Human Ranger 3 / Rogue 2
Stats:
HP 38/38; AC 18, touch 13, Flat Footed 15; CMD 19; Fort +3, Reflex +9 (Evasion), Will +4; Perception +11 (+1 v traps; +2 v Humans); Initiative +3

Aron, if it's no trouble than I would certainly love to see the Kingdom building rules. We're probably a ways away from doing it but it would be nice to have an idea of what mechanics we'll be working with.

I have been eying those boots... +5 to acrobatics is quite ranger/rouge-ish.

Level 3 - Rogue 2
HP (d8)- 5hp
Saves +1 Reflex
SQ Evasion, Rogue Talent(Ninja Trick: Wall Climber)
Feats Precise Shot
Skill Points (Total: 8) Acrobatics +1, Heal +1, Knowledge(geography) +1, Perception +1, Sense Motive +1, Stealth +1, Survival +1, Swim +1


Male Human Bard 4

1d8 ⇒ 8

Tonight I'll finish the level-up. I had actually finished it, but when I pressed the button the forum ate everything.


Init 8, HP 56/56, Speed 30 AC 20, Touch 13, Flat-footed 18, CMD 19, Fort 6, Ref 10, Will 7

HP rolled above.
+1 perception, survival, heal, handle animal, spellcraft
Gain TRackless step
Feat: Augment Summoning
saves: +1 reflex


Female Changling(Hulking) Sorcerer - Orc Bloodline/5 - HP: 12/28; AC16,T14,FF13

Bron - feel free to add draconic. I am learning orcish through strange dreams.

Unless anyone disagrees, I say decrease the gold value received by 100gp each, that is 600 gold for the Kobolds to start with and in the greater scheme of things, I am sure we as a group will end up way ahead of this.


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Master of Gaming and Grognardia Current map
The Hermit Ganit D'Artain wrote:

Aron, if it's no trouble than I would certainly love to see the Kingdom building rules. We're probably a ways away from doing it but it would be nice to have an idea of what mechanics we'll be working with.

kk well you asked for it. Incoming wall of spoilers!

First however, the picture for the chapter

Dunno why it just makes me laugh.

Paladin: What are you doing?

Rogue: Enjoying the sun, what does it look like?

Paladin: Don't you want to help us build?

Rogue: Nah, it's far too good a day.

Kingdom Sheet

Creating a Kingdom:

A major part of the Kingmaker Adventure Path is the PCs’ creation of a kingdom and the cities within its borders. This article presents rules for creating kingdoms and cities. Like characters, kingdoms use sheets to track their statistics. Use the following notes to fill in a kingdom’s initial values.

Alignment: A kingdom’s alignment affects its statistics, so choose your kingdom’s alignment carefully. Lawful kingdoms gain a +2 bonus on Economy checks. Chaotic kingdoms gain a +2 bonus on Loyalty checks. Good kingdoms gain a +2 bonus on Loyalty checks. Evil kingdoms gain a +2 bonus on Economy checks. Neutral kingdoms gain a +2 bonus on Stability checks (a truly neutral kingdom gains this bonus twice).

Size: Count the number of hexes your kingdom comprises and record that number here. This number affects a kingdom’s Consumption and its Control DC.

Control DC: A kingdom’s Control DC is 20 + its size; this value is the DC you’ll be rolling against most often with your kingdom’s Stability, Economy, and Loyalty checks.

Population: Actual population numbers do not factor into your kingdom’s statistics, but it can be fun to track the number anyway. A kingdom’s population is equal to its size × 250 + the total population of each of its cities.

Stability, Economy, and Loyalty: These three values are analogous to saving throws. You make Stability checks during a kingdom’s Upkeep phase to determine whether it remains secure. You make Economy checks during a kingdom’s Income phase to determine how much its treasury increases. You make Loyalty checks to keep the public peace. A kingdom’s initial scores in all three of these categories is 0 + the kingdom’s alignment modifiers. A natural 1 is always a failure for these checks, and a natural 20 is always a success.

Unrest: A kingdom’s Unrest value indicates how rebellious its people are. A kingdom’s Unrest score is applied as a penalty on all Stability, Economy, and Loyalty checks. If a kingdom’s Unrest is above 10, it begins to lose control of hexes it has claimed. If a kingdom’s Unrest score ever reaches 20, it falls into anarchy. While in anarchy, a kingdom can take no action and treats all Stability, Economy, and Loyalty check results as 0. Restoring order once a kingdom falls into anarchy typically requires a number of quests and lengthy adventures by the kingdom’s would-be leaders—if your PCs’ kingdom falls into anarchy, you can either assume the Kingmaker Adventure Path is over (as you might if all of the PCs were slain in an encounter), or you can simply let the PCs “restart” a new kingdom elsewhere in the Stolen Lands. Unrest can never go below 0—adjustments that would normally reduce Unrest lower than 0 are wasted.

Consumption: A kingdom’s prosperity is measured by the Build Points (abbreviated BP) in its treasury, and its Consumption indicates how many BP it costs to keep the kingdom functioning. If a kingdom is unable to pay its Consumption, its Unrest increases by 2. A kingdom’s Consumption is equal to its size plus the number of city districts it contains plus adjustments for Edicts minus 2 per farmland.

Treasury: As your kingdom earns money, favors, resources, and power, its Build Point total increases. In the Kingmaker Adventure Path, you begin with 50 BP in your kingdom’s treasury (this amount is bestowed upon you by the swordlords of Restov).

Special Resources: If your kingdom includes any special resources, record them here.

Leadership: Write in the names of the PCs or NPCs filling each of the 11 leadership roles here, along with their appropriate modifiers.

Edicts:

Edicts (promotions, taxes, and festivals) increase your kingdom’s Stability, Economy, and Loyalty scores. Promotions can include recruitments, advertisements, and even propaganda campaigns. Taxes are payments gathered from a kingdom’s citizens to help pay for Consumption. Festivals, which can also include parades and other public events, can increase the kingdom’s happiness and loyalty.

Kingdom Edicts Sidebar

Special Resources:

Some hexes do more than just add size to a kingdom they also add resources and impact a kingdom’s Stability, Economy, Loyalty, and other elements.

Bridge: A bridge hex negates the cost increase of building a road that crosses a river.

Building: If you establish a city in a hex at a building location, you can incorporate the building into the city as a free building—the encounter indicates what type of building it counts as.

Cave: Caves can be used as defensive fallback points, storage, or even guard posts or prisons. A cave hex increases a kingdom’s Stability by 1.

Landmarks: Landmarks are sites of great pride, mystery, and wonder. They serve well to bolster a kingdom’s morale. A landmark hex increases a kingdom’s Loyalty by 1.

Road: A hex with a road in it allows for much easier travel. For every four road hexes your kingdom controls, the kingdom’s Economy increases by 1. For every eight road hexes your kingdom controls, its Stability increases by 1.

Ruins: A ruin can be incorporated into a city as a building—doing so halves the cost of the building, as the ruin only needs to be repaired rather than having to be built from the ground up. The encounter indicates what type of building a repaired ruin counts as.

Towns: A town consists of an established settlement claiming a town hex is an excellent way to add a fully functional city to a kingdom. In order to claim a town hex peacefully, the annexing kingdom must make a Stability check (DC = Command DC). Failure indicates that radicals and upstarts in the town increase your kingdom’s Unrest score by 2d4.

Resources: Resources include particularly valuable sources of lumber, metal, gems, food, or the like. A resource hex increases a kingdom’s Economy by 1.

Leadership Roles:

A healthy kingdom has leaders filling a number of different roles. Each leader grants the kingdom different benefits; leaving a role unfilled can penalize the kingdom.

In order for a Leadership role to grant its bonus, the character in that particular role must spend at least 1 week per month engaged in various leadership duties (during which time the PCs must be located within a hex that is part of their kingdom). For this campaign, it’s best to have the party pick the same week to dedicate to their administrative duties so that all of the PCs are all available for “adventuring duty” at the same time. A single character can only occupy one leadership role at a time.

Ruler
The ruler is the primary leader of the kingdom. Unlike the other leadership roles, a ruler uses one of three distinct titles, depending on the current size of the kingdom. For a kingdom of size 1–20, its ruler is known as a baron or baroness. For a kingdom of size 21–80, its ruler is known as a duke or duchess. A kingdom of size 81 or higher is ruled by a king or queen.

Benefit A baron or baroness chooses one of a nation’s statistics (Economy, Loyalty, or Stability) and modifies that score by a value equal to the character’s Charisma modifier. A duke or duchess chooses two of these values to modify. A king or queen modifies all three values.

Vacancy Penalty A kingdom without a ruler cannot claim new hexes, create farmlands, build roads, or purchase city districts. Increase Unrest by 4 during each Upkeep phase in which the kingdom has no ruler.

Special Two characters can fill this role if they become married, in which case the two rulers can jointly command the kingdom.
Both rulers apply their Charisma modifiers to the kingdom’s Stability, Economy, and Loyalty checks as appropriate for their rank, and as long as one of the two rulers is present for 1 week per month, they avoid the vacancy penalty.

Councilor
The councilor ensures that the will of the citizenry is represented.

Benefit Increase Loyalty by a value equal to the Councilor’s Wisdom or Charisma modifier.

Vacancy Penalty Decrease Loyalty by 2; the kingdom cannot gain benefits from festivals. Increase Unrest by 1 during each Upkeep phase in which the kingdom has no Councilor.

General
The General commands the kingdom’s armies and is a public hero.

Benefit Increase Stability by a value equal to the General’s Strength or Charisma modifier.

Vacancy Penalty Decrease Stability by 4.

Grand Diplomat
The Grand Diplomat oversees international relations.

Benefit Increase Stability by a value equal to the Grand Diplomat’s Intelligence or Charisma modifier.

Vacancy Penalty Decrease Stability by 2; the kingdom cannot
issue Promotion Edicts.

High Priest
The high priest guides the kingdom’s religious needs and growth.

Benefit Increase Stability by a value equal to the High Priest’s Wisdom or Charisma modifier.

Vacancy Penalty Decrease Stability and Loyalty by 2. Increase Unrest by 1 during each Upkeep phase in which the kingdom has no High Priest.

Magister
The Magister guides a kingdom’s higher learning and magic.

Benefit Increase Economy by a value equal to the Magister’s Intelligence or Charisma modifier.

Vacancy Penalty Decrease Economy by 4.

Marshal
The Marshal helps organize patrols and enforces justice in rural and wilderness regions.

Benefit Increase Economy by a value equal to the Marshal’s
Dexterity or Wisdom modifier.

Vacancy Penalty Decrease Economy by 4.

Royal Assassin
The Royal Assassin can serve as a public executioner, a headsman or a shadowy assassin.

Benefit Increase Loyalty by a value equal to the Royal Assassin’s Strength or Dexterity modifier. Fear inspired by the Royal Assassin reduces Unrest by 1 during each Upkeep phase.

Vacancy Penalty A kingdom without a Royal Assassin suffers no vacancy penalty.

Spymaster
The Spymaster observes the kingdom’s underworld and criminal elements and spies on other kingdoms.

Benefit Increase Loyalty, Economy, or Stability (Spymaster’s choice) by a value equal to the Spymaster’s Dexterity or Intelligence modifier. The Spymaster can change which value he modifies during the kingdom’s Improvement phase (but only once per phase).

Vacancy Penalty Reduce Economy by 4 because of out-of-control
crime. Increase Unrest by 1 during each Upkeep phase in which
the kingdom has no Spymaster.

Treasurer
The Treasurer organizes tax collection, and manages the treasury.

Benefit Increase Economy by a value equal to the Treasurer’s Intelligence or Wisdom modifier.

Vacancy Penalty Reduce Economy by 4; the kingdom cannot
collect taxes.

Warden
The Warden leads the kingdom’s defense and city guards.

Benefit[b/] Increase Loyalty by a value equal to the Warden’s Strength or Constitution modifier.

[b]Vacancy Penalty Reduce Loyalty by 4 and Stability by 2.

Building Cities:

The greatest asset of any kingdom are its cities, for it is here that the bulk of a kingdom’s citizens live, its armies train, its culture develops, and its future is forged. The rules presented here are designed to support the rules for kingdom building presented in the first portion of this article and to give players a visual representation of a city (the city grid) they helped to build up from scratch.

Reading the Grid The city grid consists of 36 city blocks, each arranged into nine larger squares. Each block is separated by alleys, while each square is separated by streets. The nine squares themselves are in turn bordered by four sides—each side represents a border to the entire city district. A district border can represent a city wall, a river, a lake or ocean shore, a cliff, or merely the transition from one city district into another. For larger cities, you can prepare multiple districts sharing common borders.

As the PCs build structures and locations, they can place cut-out representations of their buildings into these city blocks, eventually creating a visual representation of their completed city.

Preparing the Site
Once you select a location for your city (which must be in a hex you have explored and cleared), you must pay to have the site cleared and prepared to support the city’s roads and buildings. The cost and time required to clear space in various terrains is detailed on the table.

Once you finish preparing the site, decide which of the district’s borders are water (in the form of riverbanks, lakeshores, or seashores) or land. Record these choices at each border on your city grid. In addition, adding a city district to a kingdom increases its Consumption by 1.

The City Grid in Play
You can use your city grid to aid in resolving encounters or adjusting kingdom or city statistics.

Destroyed Blocks: If an event destroys one or more blocks, the devastation causes +1 Unrest per destroyed block. The cost to build the replacement structure is halved if the replacement is the same type of structure as the one that preceded the destruction.

City Grid Scale: Although combat encounters in a city should still be played out normally, you might need to determine how long it takes for someone to travel from one location to another in the city in the case of multiple encounters. In this case, treat each city block as if it were a 750-foot square—this means that an entire city district is about 1 square mile in size.

Base Value
When using these rules to build a settlement, the city’s base value (see Pathfinder RPG Core Rulebook, pages 460–461) starts at 200 gp. It increases as you construct certain buildings, like shops and marketplaces.

Building A City:

Once you’ve prepared your city district, you can start to build. The placement of buildings in your district is left to you, but two-block and four-block structures cannot be split up (although they can span streets). When you decide to place a building, you can use the cut-out icon for the appropriate type of structure and affix the building where you wish in your city grid. It takes 1 month to construct a building, no matter what size the building is—its benefits apply immediately.

Population: A city’s population is equal to the number of completed blocks within its districts × 250. A city grid that has all 36 blocks filled with buildings has a population of 9,000.

Defensive Modifier: A city’s Defensive Modifier can be increased by building certain structures (such as city walls) and has an impact on mass combat. Keep track of your city’s Defensive Modifier, but until the city is attacked by an invading army (something scheduled to occur later in the Kingmaker Adventure Path), this value is not used.

Base Value: The base value associated with a city built in this manner is tied not to its size but rather to the number of Economy-based buildings it has. Each such building, whether it’s a shop, tavern, or brothel, increases a city’s base value. Any magic item equal to or lower than this base value in cost is available for purchase 75% of the time—this check may be made again every month (as new stock comes and goes). Any nonmagical item from the equipment chapter in the Pathfinder RPG Core Rulebook is always available if its cost is lower than the city’s base value. Cities with multiple districts add the individual base values of each district together to determine the entire city’s base value, with an upper limit of 16,000 gp per city.

At the GM’s whim, using construction magic (such as a lyre of building or spells like fabricate or wall of stone) can reduce the cost of a building’s BP by 2 (minimum of 0 BP). This is a one-time reduction, regardless of the amount of magic used.

Magic Item Availability: A certain number of more powerful and valuable magic items are available for purchase in any city, although these items tend to be of a somewhat random nature as new items are found or created and enter the economy. As with base value, a community’s size does not influence the number of magic items above base value that are available for purchase. Instead, these items become available as certain buildings (like academies or magic shops) are added to a city. Whenever such a building is added to a city, place an “X” in one of the boxes next to the appropriate item category to indicate that the city has gained a “slot” in that category. During every Upkeep phase, randomly roll a magic item of the appropriate
category for each empty slot.

After it is generated, a magic item remains on the market until it is purchased. Alternatively, once per Income phase, a kingdom can make Economy checks to try to sell items; once the item is sold, its slot remains empty until the next Upkeep phase.

Building Types
Adding buildings to a city is one of the most efficient ways to enhance your kingdom’s statistics, as each block of buildings added to a city in your kingdom grants a specific bonus. Page 62 presents icons for 31 one-block buildings, eight two-block buildings, and four four-block buildings.You'll also see the pics of buildings and stuff in the player's guide Descriptions of each of these buildings, as well as the bonuses it provides once it’s added to a city, are listed below.

The building’s BP cost and any prerequisite buildings that must be built first are listed in parentheses after its name. The building’s benefit to the city and kingdom once it is constructed is listed last in italics. If a building affects Unrest, it does so only once, when it is first constructed. A fair amount of additional residential structures are common amid most one- and two-block structures.

Academy (52 BP): An institution of higher learning that can focus on any area of knowledge or education, including magic. Halves cost of Caster’s Tower, Library, and Magic Shop in same city; 3 minor items, 2 medium items; Economy +2, Loyalty +2.

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

Arena (40 BP): A large public structure for competitions, demonstrations, team sports, or bloodsports. Halves cost of Garrison or Theater in same city; halves Consumption increase penalty for festival edicts; Stability +4; limit one per city.

Barracks (12 BP): A building to house city guards, militia, and military forces. Defense Modifier +2; Unrest –1.

Black Market (50 BP; must be adjacent to 2 houses): A number of shops with secret and usually illegal or dangerous wares. City base value +2,000; 2 minor items, 1 medium item, 1 major item; Economy +2, Stability +1; Unrest +1.

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

Brothel (4 BP; must be adjacent to 1 house): A place to pay for companionship of any sort. Economy +1, Loyalty +2; Unrest +1.

Caster’s Tower (30 BP): The home and laboratory for a spellcaster. 3 minor items, 2 medium items; Economy +1, Loyalty +1.

Castle (54 BP): The home of the city’s leader or the heart of its defenses. Halves cost of Noble Villa or Town Hall in same city; Economy +2, Loyalty +2, Stability +2; Defense Modifier +8; Unrest –4; limit one per city.

Cathedral (58 BP): The focal point of the city’s religion and spiritual leadership. Halves cost of Temple or Academy in same city; halves Consumption increase penalty for promotion edicts; 3 minor items, 2 medium items; Loyalty +4; Unrest –4; limit one per city.

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

Dump (4 BP): A centralized place to dispose of refuse. Loyalty +1, Stability +1.

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

Garrison (28 BP):[b/] A large building to house armies, train guards, and recruit militia. Halves cost of City Wall, Granary, and Jail in same city; Loyalty +2, Stability +2; Unrest –2.

[b]Granary (12 BP): A place to store grain and food. Loyalty +1, Stability +1.

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

Guildhall (34 BP; must be adjacent to 1 house):[b/] A large building that serves as headquarters for a guild or similar organization. City base value +1,000 gp; halves cost of Pier, Stable, and Tradesman in same city; Economy +2, Loyalty +2.

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

House (3 BP): A number of mid-sized houses for citizens. Houses serve as prerequisites for many other buildings. The first house you build during any Improvement Phase does not count against the total number of buildings you can build during the phase. Unrest –1.

Inn (10 BP; must be adjacent to 1 house): A place for visitors to spend the night. City base value +500 gp; Economy +1, Loyalty +1.

Jail (14 BP): A fortified structure for housing criminals. Loyalty +2, Stability +2; Unrest –2.

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

Luxury Store (28 BP; must be adjacent to 1 house): A shop that specializes in expensive wares and luxuries. City base value +2,000 gp; 2 minor items; Economy +1.

Magic Shop (68 BP; must be adjacent to 2 houses): A shop that specializes in magic items and spells. City base value +2,000 gp; 4 minor items, 2 medium items, 1 major item; Economy +1.

Mansion (10 BP): A single huge manor housing a rich family and its servants. Stability +1.

Market (48 BP; must be adjacent to 2 houses):[b/] An open area for mercantile pursuits, traveling merchants, and bargain hunters. City base value +2,000 gp; halves cost of Black Market, Inn, and Shop in same city; 2 minor items; Economy +2, Stability +2.

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

Monument (6 BP): A monument can be a statue of a city founder, a bell tower, a large tomb, or a public display of art. Loyalty +3; Unrest –1.

Noble Villa (24 BP): A sprawling manor with luxurious grounds that houses a noble. Halves cost of Exotic Craftsman, Luxury Store, and Mansion in same city; Economy +1, Loyalty +1, Stability +1.

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

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

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

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

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

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

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

Tavern (12 BP; must be adjacent to 1 house): An eatery or drinking establishment. City base value +500 gp; Economy +1, Loyalty +1.

Temple (32 BP): A large place of worship dedicated to a deity. Halves cost of Graveyard, Monument, and Shrine in same city; 2 minor items; Loyalty +2, Stability +2; Unrest –2.

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

Theater (24 BP): A venue for providing entertainment such as plays, operas, concerts, and the like. Halves cost of Brothel, Park, and Tavern in same city; Economy +2, Stability +2.

Town Hall (22 BP): A public venue for town meetings and repository for town records. Halves cost of Barracks, Dump, and Watchtower in same city; Economy +1, Loyalty +1, Stability +1.

Tradesman (10 BP; must be adjacent to 1 house): A shopfront for a tradesman, such as a baker, butcher, candle maker, cooper, or rope maker. City base value +500 gp; +1 Economy, +1 Stability.

Watchtower (6 BP): A tall structure that serves as a guard post and landmark. +1 Stability; +2 Defense Modifier; Unrest –1.

Waterfront (90 BP; must be adjacent to a water border): A port for arrival and departure when traveling by water, facilities for building ships, and a center of commerce. City base value +4,000 gp; 3 minor items, 2 medium items, 1 major item; halves cost of Guildhall and Market in same city, halves Loyalty penalty for tax edicts; Economy +4; limit one per city.

Gaining Experience
As their kingdom grows, the PCs gain experience points. Use the following guidelines to determine when and how much XP should be awarded. These XP awards should only be awarded the first time each event occurs.

Founding a kingdom: 2,400 XP
Establishing a capital city: 1,200 XP
Reaching a kingdom size of 5: 1,600 XP
Reaching a kingdom size of 10: 2,400 XP
Reaching a kingdom size of 25: 3,200 XP
Reaching a kingdom size of 50: 4,800 XP
Reaching a kingdom size of 75: 6,400 XP
Reaching a kingdom size of 100: 12,800 XP
Reaching a kingdom size of 150: 25,600 XP
Reaching a kingdom size of 200: 76,800 XP
Filling a square with four blocks of buildings: 1,600 XP
Filling three city squares with buildings: 4,800 XP
Filling an entire city grid with buildings: 12,800 XP

Ruling a Kingdom:

Like a player character’s stat block, a kingdom’s stat block continues to evolve and grow as the kingdom expands, gathers more resources, purchases upgrades, and suffers defeats and setbacks. As the kingdom grows, the PCs will need to deal with a host of situations, all of which can further influence the kingdom’s stat block.

A kingdom’s growth occurs during four phases, which represent a month in total. When the PCs establish a kingdom, you should pick a day of each month to resolve that kingdom’s growth and fortunes—it’s best to set this as the last day of each month, so that any accomplishments
the PCs have made during that month can impact that month’s growth.

One thing to decide early on is who makes kingdom rolls. The obvious choice is for the Ruler to roll the dice, as this adds a feeling of command to that player’s role. You can also assign each roll to a specific leader for example, the Treasurer might make Economy checks and
the Warden may wish to make all checks having to do with events under her command. Ultimately, since a kingdom is shared by all the players, it doesn’t matter who makes the kingdom’s Economy, Loyalty, and Stability checks, but assigning them can be fun nonetheless.

Upkeep Phase
During a kingdom’s Upkeep phase, take the following actions. If your kingdom currently controls 0 hexes, skip this phase and proceed to the Improvement phase.

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

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

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

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

Improvement Phase
During a kingdom’s Improvement phase, take the following actions. The number of improvements you can make during a single phase is limited by your kingdom’s size; see the Improvements per Month table for these limits.

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

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

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

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

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

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

Income Phase
During a kingdom’s Income phase, take the following actions.

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

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

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

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

Event Phase
During a kingdom’s Event phase, roll once on the Kingdom Events table to determine if an event occurs. Adventure specific kingdom events occur during this phase. Once you’ve determined what kind of event occurs (if any), simply follow the rules for each event to determine how
the event impacts the PCs’ kingdom or cities.

Chance of an Event: There’s a 25% chance that a random event occurs during an Event phase. This chance increases to 75% if no event occurred in the previous Event phase.

Kingdom Events
Listed below are numerous events that can occur during an Event phase. Some events are listed as “continuous” events—their effects continue through every Event phase until the events are resolved by making the appropriate check during an Event phase.

Harmful events can be lessened or negated with a successful Economy, Loyalty, or Stability check, as indicated by the event. The DC of these checks is equal to the kingdom Command DC (20 + kingdom size).

Assassination Attempt: One of your leaders (determined randomly) is the target of an assassination attempt. If the target is a PC, you should play out the attempt, using an assassin of a CR equal to the targeted PC’s level + 1. If the target is an NPC, you can simply make a Stability check to negate the attempt. If the leader is assassinated, the nation gains 1d6 Unrest points and immediately suffers the penalties for not having a leader in that role until the role is filled during a subsequent Improvement phase.

Bandit Activity (continuous): Bandits are preying upon those who travel through your kingdom. Make a Stability check. If you succeed, your kingdom’s defenses stop the banditry before it causes problems. If you fail, the bandits reduce your kingdom’s Treasury total by 1d6 BP (each time you roll a 6, reroll that die and add the result to the total).

Disaster: A fire, storm, earthquake, flood, sabotage, or other disaster strikes! Roll 1d6—on a result of 1–5, the disaster is localized and affects only 1d4 city blocks in one city. On a 6, the disaster is widespread and affects 1d6 city blocks in each of your kingdom’s cities. Make a Stability check for each affected city block—every failure results in that city block’s destruction (this Stability check represents your kingdom’s ability to prepare for or react to the disaster as much as it represents the structure’s ability
to withstand damage).

Economic Boom: Trade is booming in your kingdom! Increase your Treasury by 1d6 BP (each time you roll a 6, reroll that die and add the result to the total).

Feud: Nobles in your cities are bickering. Unless you can smooth over ruffled feathers with a Loyalty check, the feud increases Unrest by 1d6.

Food Shortage: Spoilage, treachery, or simple bad luck have resulted in a food shortage this month. If you fail a Stability check, your Consumption is doubled during the next Upkeep phase.

Food Surplus: Farmers produce an unexpected windfall! Your Consumption is halved during the next Upkeep phase.

Good Weather: Good weather raises spirits and productivity. You gain a +4 bonus on Loyalty checks until your next Event phase.

Monster Attack (continuous): A monster (or group of monsters) attacks the kingdom—pick a hex the PCs have claimed to determine which hex the monster is active in. You can determine the type of monster by rolling on a wandering monster table until you get a result of CR 7 or higher. If the PCs don’t set out to defeat the monster or monsters, a Stability check removes the threat. If the monster is not defeated, Unrest increases by 4. If your kingdom’s Unrest is 5 or higher, the hex the monster dwells in becomes unclaimed at this time (this is in addition to losing control of hexes during Upkeep due to high Unrest).

Natural Blessing: A natural event, such as a bloom of rare and beautiful wildflowers or good omens in the stars, raises your kingdom’s morale. You gain a +4 bonus on Stability checks until your next Event phase.

Outstanding Success: One of your kingdom’s citizens creates an artistic masterpiece, constructs a particularly impressive building, or otherwise brings fame to your kingdom. You gain 1d6 BP and a +4 bonus on Economy checks until your next Event phase. Reduce Unrest by 2.

Plague (continuous): A deadly contagion strikes your kingdom! Choose a hex containing a city in your kingdom—this is where the plague strikes. If you control no cities, treat this as if no event had been rolled. Otherwise, make a Stability check to curtail the plague’s spread. If you fail, increase Unrest by 1d6 and reduce your treasury by 1d6 BP. A plague-stricken city cannot build new structures.

Political Calm: A sudden absence of political machinations coincides with an increase in public approval. Reduce Unrest by 6.

Public Scandal: One of your leaders is implicated in a crime or an embarrassing situation, such as an affair with another leader’s spouse. If you fail a Loyalty check, increase Unrest by 2 and suffer a –4 penalty on all Loyalty checks until your next Event phase.

Sensational Crime (continuous): A serial killer, arsonist, flamboyant thief, or daring bandit plagues your kingdom. Make a Stability check to catch the criminal; otherwise increase Unrest by 2.

New Vassals: A small group of indigenous creatures joins your kingdom and submits to your rule. Reduce Unrest by 2 and gain 1d6 BP (each time you roll a 6, reroll that die and add the result to the total).

Visiting Celebrity: A celebrity from elsewhere on Golarion visits your kingdom, causing a sudden influx of visitors and spending. Increase the Treasury by 2d6 BP (each time you roll a 6, reroll that die and add its results to the total).

Improvements and Events sidebar

Phew, boy that took me HOURS to copy and past and foremat. Hope you enjoy reading it Ganit :p. Also you then may understand the need for the homebrew rules that Alex has due to how easily those rules can be exploited for you guys to start walking around with +3 armour or something in part 2.


Male Half-Orc Slayer (Vanguard)/14 | AC 21 T 13 F 19 | HP 130 | F +13* R +13 W +8* | Init +11 | Perc +23*

1d10 ⇒ 8

HP = +11

Cavalier's Charge = Charge is now +4 to hit and -0 to AC while mounted

+1 Diplomacy
+1 Handle Animal
+1 Perception
+1 Ride
+1 Sense Motive

Feat = Spirited Charge


Human Ranger 3 / Rogue 2
Stats:
HP 38/38; AC 18, touch 13, Flat Footed 15; CMD 19; Fort +3, Reflex +9 (Evasion), Will +4; Perception +11 (+1 v traps; +2 v Humans); Initiative +3

WOW!!! Copy & save as a word file... done. Thanks a bunch Aron! The saddest thing when I looked at our map and realized we're only halfway there...

So what exactly is the verdict on the kobold haul? The options presented are:

1.) Leave the copper and silver behind:

Total of 337.15g (& 201.06 lbs)
4372.45/6 = 728.74 r1c 1d6 ⇒ 5
Bronwyn: 728.74g
Carina: 728.74g
Ganit: 728.74g
Jameson: 728.74g
Lukan: 728.75g
Telias: 728.74g

2.) Leave 600gp behind:

Everyone looses 100g from their projected share.
Bronwyn: 684.76g
Carina: 684.77g
Ganit: 684.77g
Jameson: 684.77g
Lukan: 684.77g
Telias: 684.76g

3.) Leave nothing behind:

No changes
Bronwyn: 784.76g
Carina: 784.77g
Ganit: 784.77g
Jameson: 784.77g
Lukan: 784.77g
Telias: 784.76g

This shouldn't really effect how much of anything plays out so we should be able to leave the cave if the situation arises before this is resolved. I'll update accordingly with the majority's choosing or if 3 people side with one option.

Btw, Thanks again Aron. I really appreciate the work you put in for the kingdom building rules.


Master of Gaming and Grognardia Current map

np, I really need to look over the rules. I cut out some sentances as they referenced pages.

You should map out the areas though as it is very important for kingdom building since you can't claim unmapped hexs for roads of farmland or anything.

Also as it says some buildings can be built cheaply with already established ruins or buildings. I'll give you guys info both in game and out of game benefits for starting at either.


Human Ranger 3 / Rogue 2
Stats:
HP 38/38; AC 18, touch 13, Flat Footed 15; CMD 19; Fort +3, Reflex +9 (Evasion), Will +4; Perception +11 (+1 v traps; +2 v Humans); Initiative +3

That's cool. I think we came across a half building somewhere near the statue of Erastil a while back. Good to know it (may/may not) have a purpose down the line.


Master of Gaming and Grognardia Current map
The Hermit Ganit D'Artain wrote:
That's cool. I think we came across a half building somewhere near the statue of Erastil a while back. Good to know it (may/may not) have a purpose down the line.

No, that one was centuries old and there is basically nothing left of it, the temple of the Elk however can be converted as it's still a workable building.


Your Humble Narrator
DM Aron Marczylo wrote:
that took me HOURS to copy and paste

... Is this a bad time to tell you I had a pre-formatted version I could have sent you for posting up here? ;)


Human Ranger 3 / Rogue 2
Stats:
HP 38/38; AC 18, touch 13, Flat Footed 15; CMD 19; Fort +3, Reflex +9 (Evasion), Will +4; Perception +11 (+1 v traps; +2 v Humans); Initiative +3
DM Aron Marczylo wrote:
The Hermit Ganit D'Artain wrote:
That's cool. I think we came across a half building somewhere near the statue of Erastil a while back. Good to know it (may/may not) have a purpose down the line.
No, that one was centuries old and there is basically nothing left of it, the temple of the Elk however can be converted as it's still a workable building.

In that case I'm glad that it's falling apart.


Master of Gaming and Grognardia Current map
DM Alexander Kilcoyne wrote:
DM Aron Marczylo wrote:
that took me HOURS to copy and paste
... Is this a bad time to tell you I had a pre-formatted version I could have sent you for posting up here? ;)

...my only reaction is summed up here

Well the ruin in question all that was left was the foundation and even then it was mostly warn away so really that's basically nothing left.


Init 8, HP 56/56, Speed 30 AC 20, Touch 13, Flat-footed 18, CMD 19, Fort 6, Ref 10, Will 7

@Ganit: LEaving the silver and copper seems the easiest to swallow and most realistic in terms of what we'd walk out with.


Female Changling(Hulking) Sorcerer - Orc Bloodline/5 - HP: 12/28; AC16,T14,FF13

I just figured consider all the silver and copper are left behind and enough gold to get the total to 600 gp total - thus, drop 100gp from each person's total. That is easiest to tally. Just add 684gp to your character and call it a day. I already did it, so if you all take a full share, I have at least made some reptilian friends by giving them 100 gp to start with.


Human Ranger 3 / Rogue 2
Stats:
HP 38/38; AC 18, touch 13, Flat Footed 15; CMD 19; Fort +3, Reflex +9 (Evasion), Will +4; Perception +11 (+1 v traps; +2 v Humans); Initiative +3
Carina Stigard wrote:
I just figured consider all the silver and copper are left behind and enough gold to get the total to 600 gp total - thus, drop 100gp from each person's total. That is easiest to tally. Just add 684gp to your character and call it a day. I already did it, so if you all take a full share, I have at least made some reptilian friends by giving them 100 gp to start with.

It's acts like these that could potentially paint you as a "Queen of the People" ('people' of course being relative); albeit a marginally psychotic and militant one.

I, personally, would go with option 3 but thinking of it RP terms I would say Ganit would think heaving hundreds of small value coins into a rickety wagon we happened to jury-rig to functioning and cart them ~60 miles off road would sound like too big of a pain in the ass to deal with for what it's worth. So opt 1 seems a winner in that respect.

Standing:
1. Telias & Ganit
2. Carina
3. none


Male Human Bard 4

Vote to 1 too :)

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