
GM Tarondor |

[color=red] Turn 22 (Sarenith (June), 4712)[/color]
Initial Treasury: 11 BP
UPKEEP PHASE
Step 1—Determine Kingdom Stability: Stability Check (DC 28): 1d20 + 23 - 7 ⇒ (3) + 23 - 7 = 19 Fails by 5 or more. Unrest increases by 1d4 ⇒ 4, bringing the total to 10.
Step 2—Pay Consumption: Your quarterly holiday edict costs you 1d3+2 Consumption, giving you a total cost of 1d3 + 2 ⇒ (1) + 2 = 3 and leaving your Treasury with 8 BP.
Step 3—Fill Vacant Magic Item Slots: n/a
Step 4—Modify Unrest: ???
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EDICT PHASE
Step 1—Assign Leadership: ???
Step 2—Claim and Abandon Hexes: ???
Step 3—Build Terrain Improvements: ???
Step 4—Create and Improve Settlements: ???
Step 5—Step 5—Create Army Units: ???
Step 6—Issue Edicts: ???
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
INCOME PHASE
Step 1—Make Withdrawals from the Treasury: ???
Step 2—Make Deposits into the Treasury: Can't. No emergency.
Step 3—Sell Expensive Items for BP: Can't. No emergency.
Step 4—Collect Taxes: ???
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Step 1 - Random Events: ???

Aristu Medvyed |

I disagree regarding modifying Unrest - I think we have no choice but to modify Unrest, even if it means a likely failed Loyalty roll and loss of 1 point of Loyalty. Unrest is currently 10 after our lousy Stability rolls (our d4 roll beat our d20 roll!), and if it increases another point (it almost certainly will next turn) we start losing hexes from the kingdom.
I'm not saying it's a great option, but anything that lowers Unrest seems like our only option for breaking out of the Unrest death spiral.

Alister Medvyed |

Ugh, I thought we finally had this unrest under control. I agree with Aristu, we have to do something to get that lower. At 11, we lose a hex. So I second getting the enforcer to modify unrest.
I think we should build a shrine to Abadar and a house. We choose the +1 to stability, get the -1 to unrest, and another -1 to unrest for the house.

GM Tarondor |

[color=red] Turn 22 (Sarenith (June), 4712)[/color]
Initial Treasury: 11 BP
UPKEEP PHASE
Step 1—Determine Kingdom Stability: Stability Check (DC 28): 3 + 25 - 6 = 22 Fails by 5 or more. Unrest increases by 1d4, bringing the total to 10. Sheesh!
Step 2—Pay Consumption: Your quarterly holiday edict costs you 1d3+2 Consumption, giving you a total cost of 1+2=3 and leaving your Treasury with 8 BP.
Step 3—Fill Vacant Magic Item Slots: n/a
Step 4—Modify Unrest: Kesten Garess turns out the city guard and lets it be known that seditious talk is unwelcome in the Sword Marches. No gatherings of more than three unrelated people are permitted!
Unrest lowers by 1 (to 9), but the Sword Marches must pass a Loyalty test!
Loyalty Test (DC 28): 1d20 + 15 - 9 ⇒ (2) + 15 - 9 = 8
The people resent the heavy hand of the government and lose more faith in the Sword Marches. Loyalty lowers to 14.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EDICT PHASE
Step 1—Assign Leadership: No changes
Step 2—Claim and Abandon Hexes: No
Step 3—Build Terrain Improvements: No
Step 4—Create and Improve Settlements: ???
Step 5—Step 5—Create Army Units: No
Step 6—Issue Edicts: No
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
INCOME PHASE
Step 1—Make Withdrawals from the Treasury: Can't. No emergency.
Step 2—Make Deposits into the Treasury: Can't. No emergency.
Step 3—Sell Expensive Items for BP: Can't. No emergency.
Step 4—Collect Taxes: ???
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Step 1 - Random Events: ???

Mikhail Templeson |

It might be better to focus on the economy to increase future BP so we can do more builds in the long run. So how about a Baths for +1 Economy and +1 Stability for 4 BP.

Aristu Medvyed |

Decreasing Unrest by 1 effectively increases Economy, Loyalty, and Stability by 1 since Unrest is subtracted from all of thoise rolls.
A Park and a House sounds good to me.

GM Tarondor |

Rule of two. Park and House it is.
[color=red] Turn 22 (Sarenith (June), 4712)[/color]
Initial Treasury: 11 BP
UPKEEP PHASE
Step 1—Determine Kingdom Stability: Stability Check (DC 28): 3 + 25 - 6 = 22 Fails by 5 or more. Unrest increases by 1d4, bringing the total to 10. Sheesh!
Step 2—Pay Consumption: Your quarterly holiday edict costs you 1d3+2 Consumption, giving you a total cost of 1+2=3 and leaving your Treasury with 8 BP.
Step 3—Fill Vacant Magic Item Slots: n/a
Step 4—Modify Unrest: Kesten Garess turns out the city guard and lets it be known that seditious talk is unwelcome in the Sword Marches. No gatherings of more than three unrelated people are permitted!
Unrest lowers by 1 (to 9), but the Sword Marches must pass a Loyalty test!
Loyalty Test (DC 28): 2 + 15 - 9 = 8
The people resent the heavy hand of the government and lose more faith in the Sword Marches. Loyalty lowers to 14.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EDICT PHASE
Step 1—Assign Leadership: No changes
Step 2—Claim and Abandon Hexes: No
Step 3—Build Terrain Improvements: No
Step 4—Create and Improve Settlements: Build a Park and House in Stagfell. Loyalty to 15, Unrest to 7. Treasury to 1.
Step 5—Step 5—Create Army Units: No
Step 6—Issue Edicts: No
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
INCOME PHASE
Step 1—Make Withdrawals from the Treasury: Can't. No emergency.
Step 2—Make Deposits into the Treasury: Can't. No emergency.
Step 3—Sell Expensive Items for BP: Can't. No emergency.
Step 4—Collect Taxes: Piotr, the Treasurer, collects taxes: Economy: 1d20 + 23 - 7 ⇒ (3) + 23 - 7 = 19 Results in 6 BP, bringing the treasury to 7. Good Lord, those die rolls were awful this month!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Step 1 - Random Events: Random Event? (no event last month): 1d100 ⇒ 12 Yes.
Type of Event: 1d100 ⇒ 82 Dangerous Settlement Event.
Which Settlement?: 1d2 ⇒ 1 Stagfell.
Specific Event: 1d100 ⇒ 62 Plague!
Plague: A deadly sickness strikes the settlement. You cannot construct terrain improvements or buildings there while plague persists.
Step One: Attempt two Stability checks.
-1 penalty for each Brothel, Foreign Quarter, Highway, Inn, Pier, Road, Stable, Stockyard, Tenement, and Waterfront in the hex. -2 penalty
+1 bonus for each Cathedral, Herbalist, Hospital, and Temple in the hex. +0 bonus.
1st Stability check: 1d20 + 25 - 7 - 2 ⇒ (3) + 25 - 7 - 2 = 19 Failure.
2nd Stability check: 1d20 + 25 - 7 - 2 ⇒ (15) + 25 - 7 - 2 = 31 Success.
If you fail at one check, Stability decreases by 4, Treasury decreases by 1d6 BP, and Unrest increases by 1d3. The plague continues next turn!
Treasury Decrease: 1d6 ⇒ 6 Treasury decreases to 1 BP.
Unrest Increase: 1d3 ⇒ 1 Unrest increases to 7.
GM: Good grief! That's the worst run of luck since Rasputin tried to make some new friends!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kingdom Statistics at the End of the Turn:
Population: 2575
Economy: 15 (includes Unrest)
Loyalty: 7 (includes Unrest)
Stability: 13 (includes Unrest)
Unrest: 7
Fame: 6
Infamy: 1
Corruption: 1
Crime: 0
Law: 0
Lore: 1
Productivity: 0
Society: 1
Consumption: 0
Control DC: 28
City at the End of the Turn (Stagfell):
Population: 1000
Economy: 4
Loyalty: 5
Stability: 4
Corruption: 0
Crime: 2
Law: 3
Lore: 6
Base Value: 1500 gp
Defense: 4
Productivity: 2
Society: 3
Fame: 4
Infamy: 0
Major Buildings:
Bath
City Walls (2)
House (x7)
Inn
Library
Mansion
Mill
Monument
Park (x2)
Smithy
Watchtower
City at the End of the Turn (Leveton):
Population: 200
Economy: 3
Loyalty: 2
Stability: 1
Corruption: 1
Crime: 0
Law: 0
Lore: 1
Base Value: 1500 gp
Defense: 1
Productivity: 2
Society: 4
Fame: 1
Infamy: 0
Major Buildings:
Houses (2)
Inn
Noble Villa
Shop
Wall (1)
Final Treasury: 1 BP
You now rule an area larger than Phoenix, Arizona (or, for our Canadian players, larger than Leaf Rapids, Manitoba) (slightly larger than the Faroe Islands)
__________________________________________________________
The alliance with Tiressia the dryad grants a +2 bonus to Stability.
and
The alliance with Melianse the nixie grants a further +2 bonus to Stability.

Galen Malkash |

I have to go out of town from tomorrow morning until Sunday evening, so I will probably next be able to post on Sunday/Monday after work. I'll try to check in one more time tonight. Galen defers to group consensus on where to go next!

Galen Malkash |

I have been reading a little. It sounds like it solves some of the issues I have with Pathfinder, which is nice. But then, so does 5E. I prefer to stick to a minimal number of systems at once (both for expense and keeping rules in my head), and am joining a 5E game now. So I imagine I'll keep with Pathfinder 1E until the groups I play with have exhausted all the APs etc we want to play. Then we'll see where Pathfinder 2E, etc stand.

GM Tarondor |

I'm cautiously optimistic, but I'm afraid it sounds too much like 5e, which I find to be limiting in both options and math. 5e's "bounded accuracy" doesn't seem to have worked well when it comes to mid-level play and skills. Moreover, it straitjackets you into playing, say, a rogue the way that Wizards thinks a rogue ought to be played.
The strength of PF1 is that it allows you to create the character you want. If PF2 carries through with that design ethic, I will be pleased with it. There are certainly many things I like about what I've heard (the action economy) and many things that concern me (the "resonance" mechanic).
We'll see!

GM Tarondor |

The thing I love best about Kingmaker is its sandboxy nature. I can throw in little pieces or whole extra AP's and they'll fit right in. I really wanted to throw in The Emerald Spire (or possibly Thornkeep) superdungeon under Candlemere Tower, but I had to restrain myself for the sake of the Adventure Path. I'm not getting any younger!

Mikhail Templeson |

So far there is only one. So I think you should do it to yourself and Glitterdust it if there is in fact only one.
If there are more then give a second to Aristu and save the rest of your spells. Magic Missiles for the win. And we may run into them elsewhere on the island as well so having back up spells might be important...

Galen Malkash |

FYI, I have been having trouble getting on the site the past few days - not sure if that's just me.
Also, I will be away and probably incommunicado from Fri 1 until Mon 11 June. For work (boo) but in Hawai'i (yay)!

Galen Malkash |

I've noticed there is a mismatch between some of Galen's stats (saves, CMB/CMD) on this website under his name, and on the pdf from Hero Lab. I will try to work out which one is correct in the coming days. I've been using the pdf from Hero Lab as I suspect what happened is that some change made to his character did not make it to these forums correctly. So note his will save is +6/+8 vs. fear, rather than +4/+6 vs. fear as this website says.

Galen Malkash |

Think I figured it out. His full stat block in profile was correct. But the one we put into the one line for "Classes/Levels", which is the one listed above each post, evidently hadn't been updated at some point. Fixed it now.