
GM Tarondor |

Oy vey.
Let me tell you what's going on with me. First, I'm not dead nor fading away. However, after a week of illness and a week of reasonably ill vacationing, I'm now stranded without access to the Internet (I'm writing this from my mother's house, which is definitely not a long-term solution).
Then, the team of electricians who were going to wire my house were in an automobile accident and several were injured. So still no Internet.
Other electricians are coming to wire my house for the Internet and -hope- they can do it by next Friday.
Trying to stay connected by iPad has proved too difficult when I can summon at most 1 or 2 bars at my house. Thus, I'm just going to be offline for a bit. I'm sorry, but now you know why.

GM Tarondor |

Here is an update on my situation:
GOOD NEWS:
At long last my house has been wired for Internet and my service is on.
BAD NEWS:
My computer seems to have suffered total failure in the move, possibly from static discharge. So I now have no computer. If it weren’t for bad luck I’d have had no luck at all lately.
THE PLAN:
I have ordered a new motherboard and CPU from NewEgg. They should arrive tomorrow. I built the computer myself and so should be able to rebuild it. I hope to be up and running by the Monday the 27th, but see my previous comments on luck...
NOTE:
If this is a game I play in, I’m sorry for my absence. If this is a game I GM, I’m very sorry. If this is a game I’m supposed to be GMing but have not yet begun... it gets better.

GM Tarondor |

Okee-dokee. I think we're ready to roll.
After more than a month, I've finally gotten Internet access again. Seems as though the site's been down most of that time, so not much loss there.
On the other hand, I'm leaving on Monday the 3rd for a week at the beach with my kids and won't have any access out there, either. I'll try to catch up this weekend at the least.

Piotr Denisov |

Here in Sudbury, red squirrels are the native diurnal squirrel. Ounce for ounce, the most aggressive and angry animals in the forest.
The gray squirrel (particularly the melanistic form that is more common in eastern Canada) is present in the southern part of Sudbury where I live. In comparison, the gray (or black) squirrels are big, dumb loafers that can barely be bothered to raid a bird feeder and get pushed around by even chipmunks, not to mention the red squirrels.
We also have nocturnal flying squirrels. People sometimes see them on bird feeders at night.

Alister Medvyed |

Thorn was originally Faisul's sword. It was found in the Lonely Barrow, buried with an ancient warrior. I think we've seen it actually get more powerful as we've leveled up. There's also some connect to the fey world other than it being fey-bane (or that's why). Daria was very interested in it too.

GM Tarondor |

So, there's no right answer here. This whole scene arises from two bits of mythology - one Norse and one Arthurian-by-way-of-the-movies. Odin had to sacrifice his eye in order to gain a drink from the Well of Mimir (thought, memory) and became the wisest being in the Nine Worlds. The other element I'm trying to bring in is Percival's vision from "Excalibur" - "You and the land are one."
As to Thorn, yeah! It's valuable. Kinda like Odin's eye.

Alister Medvyed |

I'm wary of this. I think Thorn has a part to play in the plot that I don't think Alister should give it up so easily. King Arthur's legend is quite different if he gives up Excalibur, the symbol of his rulership.
I do want Alister to get healed, but the heroism spell actually offsets the penalties, so it's not horrible. Could Alister be much better with the spell and no sickness? In D&D terms, absolutely. In RP terms, is he giving up the right to defend his kingdom?
Let me think on this a bit.

GM Tarondor |

ALISTER AND THE WELL OF WISDOM
Okay, Alister, several things have resulted from your drinking from the Well:
1) Thorn is no more.
2) You are no longer permanently sickened.
3) You have had a vision which may or may not make more sense in the future and which may or may not help you make some decisions in the future. (I'd also urge to you pay close heed to the words of Shyka).
4) You gain a permanent +4 to your Wisdom score.
5) You have gained an uncanny insight to the workings of the world and have become generally more clever. This means that the Sword Marches gains a +1 to Stability and Loyalty for as long as you are the ruler.

GM Tarondor |

Just a heads-up. I think everyone is waiting for Tim/Alister to respond in Gameplay. Once he does and this scene is over, that'll be the end of Book Two: Rivers Run Red.
Everyone will level up to level 7!
Then, we'll do an extended period of Kingdom-building. Potentially this could cover several years of consolidation and expansion. I have a fun vignette I really feel like playing out, but I'm also concerned to get things moving, so maybe not.
Finally, we'll move on to "Queen of the Fellnight Realm". This is a stand-alone Pathfinder module which I've situated between Books 2 and 3. The titular queen has strong resonance with the backstory of Kingmaker, so I've included her in most of the foreshadowing I've been doing.
Andrew (Galen) has decided to leave us after "Fellnight Realm" because he's already in another Kingmaker game, so I think this might be an appropriate time to recruit a new player.
Anyway, this is a good time to start leveling up your character. I hope to wrap up this book as early as tonight (assuming we hear from Tim).

Mikhail Templeson |

I will start leveling then. We should discuss Leadership. I plan to take it and was considering taking an actual cleric but if people with higher Charisma want to also take it they may be better at getting a clerical follower then I am.
So I guess the first question is how many people are thinking of taking Leadership?
I think Scott said a max of two cohorts could come adventuring with us.

Alister Medvyed |

I was thinking of taking Leadership, both for the cohort as well as for the kingdom bonus.
There is another feat, Natural Ruler, that's better than Leadership if we can't have cohorts.

Mikhail Templeson |

If we cannot have an adventuring cohort we need to consider some serious investments in consumables like wands. I am not going to be able to keep us all healed up in a few levels.

GM Tarondor |

END OF BOOK TWO!
Okay, gang, as I mentioned in the Discussion Thread, it is time to go level up. For those considering Leadership as a feat, I'm going to allow it, but none of your cohorts may come adventuring. If that seems like a serious nerf, you're right. However, it can give you characters to help run the kingdom.
BTW, everyone gets a Hero Point (up to a maximum of 3).
I'd like to immediately run several many kingdom-building turns. Maybe even a few years' worth if we can knock them out in a reasonable time frame.
FYI, it is my intention to stop tracking the Kingdom building -after- Book Three, but for now I want to see you get this floundering ship on the right track. I'm going to start that immediately.
Immediately after dinner anyway.

GM Tarondor |

[color=red]Turn 23 (Erastus (July), 4712)[/color]
Initial Treasury: 1 BP
Initial Unrest: 8
GM Note: With so little BP, I’m going to make some assumptions to get things rolling. So sue me!
UPKEEP PHASE
GM Note: Loyalty and Stability each gain a permanent +1 so long as Alister is the Ruler.
Step 1—Determine Kingdom Stability: Stability Check (DC 28): 1d20 + 25 - 8 ⇒ (18) + 25 - 8 = 35 Success! Unrest decreases by 1 to 7
Step 2—Pay Consumption: Your quarterly holiday edict costs you 1d3+2 Consumption, giving you a total cost of 1d3 + 2 ⇒ (2) + 2 = 4 and leaving your Treasury with 0 BP. Since you are unable to pay for the holidays, Unrest increases by 2 to 9.
Step 3—Fill Vacant Magic Item Slots: n/a
Step 4—Modify Unrest: With Loyalty fragile, the rulers decide not to mess with modifying unrest.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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: No
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 light taxes: Economy: 1d20 + 23 - 9 ⇒ (12) + 23 - 9 = 26, divided by 4 is 6 BP.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE 1
By the grace of Erastil, whose month this is, the plague ends!
EVENT PHASE 2
Event Occurs?: 1d100 ⇒ 93 No Event.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kingdom Statistics at the End of the Turn:
Population: 2575
Economy: 14 (includes Unrest)
Loyalty: 8 (includes Unrest)
Stability: 17 (includes Unrest)
Unrest: 9
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: 6 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.
Alister's encounter with the Well of Wisdom grants a +1 bonus to Stability and Loyalty.

GM Tarondor |

[color=red]Turn 24 (Arodus (August), 4712)[/color]
Initial Treasury: 6 BP
Initial Unrest: 9
UPKEEP PHASE
Step 1—Determine Kingdom Stability: Stability Check (DC 28): 1d20 + 26 - 9 ⇒ (20) + 26 - 9 = 37 Success! Unrest decreases by 1 to 8
Step 2—Pay Consumption: Your cities and quarterly holiday edict costs you 1d3+2 Consumption, giving you a total cost of 1d3 + 2 ⇒ (2) + 2 = 4 and leaving your Treasury with 2 BP.
Step 3—Fill Vacant Magic Item Slots: n/a
Step 4—Modify Unrest: With Loyalty fragile, the rulers decide not to mess with modifying unrest.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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: No
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 light taxes: Economy: 1d20 + 23 - 8 ⇒ (19) + 23 - 8 = 34, divided by 4 is 8 BP, giving you a total of 10.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Event Occurs?: 1d100 ⇒ 7 Event!
Which Event?: 1d100 ⇒ 6 Beneficial Kingdom Event
Which Event?: 1d100 ⇒ 49
Food Surplus! In the next Upkeep Phase, the Kingdom's Consumption is halved.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kingdom Statistics at the End of the Turn:
Population: 2575
Economy: 16 (includes Unrest)
Loyalty: 9 (includes Unrest)
Stability: 18 (includes Unrest)
Unrest: 8
Fame: 6
Infamy: 1
Corruption: 1
Crime: 0
Law: 0
Lore: 2
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: 10 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.
Alister's encounter with the Well of Wisdom grants a +1 bonus to Stability and Loyalty.

GM Tarondor |

[color=red]Turn 25 (Rova (September), 4712)[/color]
Initial Treasury: 10 BP
Initial Unrest: 8
UPKEEP PHASE
Step 1—Determine Kingdom Stability: Stability Check (DC 28): 1d20 + 26 - 8 ⇒ (13) + 26 - 8 = 31 Success! Unrest decreases by 1 to 7
Step 2—Pay Consumption: Your cities and quarterly holiday edict costs you 1d3+2 Consumption, giving you a total cost of 1d3 + 2 ⇒ (3) + 2 = 5 (halved for last turn's Food Surplus) and leaving your Treasury with 8 BP.
Step 3—Fill Vacant Magic Item Slots: n/a
Step 4—Modify Unrest: With Loyalty fragile, the rulers decide not to mess with modifying unrest.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EDICT PHASE
Step 1—Assign Leadership: ???
Step 2—Claim and Abandon Hexes: ???
???
Step 3—Build Terrain Improvements: No
Step 4—Create and Improve Settlements: ???
Step 5—Step 5—Create Army Units: ???
Step 6—Issue Edicts: ??? (maybe stiffer taxes?)
You've got a little BP finally. Let me know!

Aristu Medvyed |

I was going to suggest building 2 houses - 1 in each city - but that would cost 6 BP, leaving us with 4, and that would mean we would be at risk of not having enough money for consumption next turn (which could cost up to 5).
So yeah, I agree, let's build 1 house.

Aristu Medvyed |

I'd say no to edicts. Also, although we need to find a replacement for Spymaster (Oleg is just holding the post down and not really helping anything), I don't think we have any good candidates at the moment, so no Leadership changes either.
When we level up, should we just edit our character profiles, or should we post the changes to our characters here?

Galen Malkash |

Sounds good to me! I will try to get the level up done this weekend, although I'm out a lot and early next week is a bit crazy here before the holiday break.
Galen's level up won't involve anything crazy. I'll email you the sheet when done as well.

GM Tarondor |

[color=red]Turn 25 (Rova (September), 4712)[/color]
Initial Treasury: 10 BP
Initial Unrest: 8
UPKEEP PHASE
Step 1—Determine Kingdom Stability: (PREVIOUS ROLLS) Success! Unrest decreases by 1 to 7
Step 2—Pay Consumption: Your cities and quarterly holiday edict costs you 1d3+2 Consumption, giving you a total cost of (PREVIOUS ROLLS) (halved for last turn's Food Surplus) and leaving your Treasury with 8 BP.
Step 3—Fill Vacant Magic Item Slots: n/a
Step 4—Modify Unrest: With Loyalty fragile, the rulers decide not to mess with modifying unrest.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EDICT PHASE
Step 1—Assign Leadership: No
Step 2—Claim and Abandon Hexes: No
???
Step 3—Build Terrain Improvements: No
Step 4—Create and Improve Settlements: Build a house in Stagfell. Costs 3 BP (leaving you with 5 BP) and lowers Unrest by 1 to 6
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 light taxes: Economy: 1d20 + 23 - 7 ⇒ (12) + 23 - 7 = 28, divided by 4 is 7 BP, giving you a total of 12 BP.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Event Occurs?: 1d100 ⇒ 14 Event!
Which Event?: 1d100 ⇒ 44 Dangerous Kingdom Event
Which Event?: 1d100 ⇒ 76 Monster Attack!
Which Monster?: 1d4 ⇒ 2 A very young black dragon has taken up residence around the New Bridge (hex 0519) and is terrorizing the population.
Stability Check: 1d20 + 26 - 6 ⇒ (10) + 26 - 6 = 30 Success! Heroes rally around and drive out the dragon!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kingdom Statistics at the End of the Turn:
Population: 2675
Economy: 17 (includes Unrest)
Loyalty: 11 (includes Unrest)
Stability: 20 (includes Unrest)
Unrest: 6
Fame: 6
Infamy: 1
Corruption: 1
Crime: 0
Law: 0
Lore: 2
Productivity: 0
Society: 1
Consumption: 0
Control DC: 28
City at the End of the Turn (Stagfell):
Population: 1100
Economy: 4
Loyalty: 5
Stability: 4
Corruption: 1
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 (x8)
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: 12 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.
Alister's encounter with the Well of Wisdom grants a +1 bonus to Stability and Loyalty.

GM Tarondor |

[color=red]Turn 26 (Lamashan (October), 4712)[/color]
Initial Treasury: 12 BP + 6 BP for gold mine on previous turns = 18 BP
Initial Unrest: 6
UPKEEP PHASE
Step 1—Determine Kingdom Stability: Stability Check (DC 28): 1d20 + 26 - 6 ⇒ (7) + 26 - 6 = 27 Success! Unrest decreases by 1 to 7
Step 2—Pay Consumption: Your cities and quarterly holiday edict costs you 1d3+2 Consumption, giving you a total cost of 1d3 + 2 ⇒ (1) + 2 = 3 and leaving your Treasury with 15 BP.
Step 3—Fill Vacant Magic Item Slots: n/a
Step 4—Modify Unrest: Unrest seems to be going down on its own.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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: ???
What'll it be? More buildings? What kind? Where?
I'm glad we're moving through this at a good clip! Let's try for 1-2 a day!
The Sootscale caverns are right there to annex...

GM Tarondor |

Note - I think Unrest should be at 5 instead of 7 after the Upkeep Phase.
No, because I was wrong above. The Turn 26 Stability roll failed, so Unrest rose to 7.
I cannot remember what it costs to annex a hex.
"Then, to claim the hex, spend 1 BP; this establishes the hex as part of your kingdom and increases your kingdom’s Size by 1."
I need to recreate our House Rules on Kingdom-building as a Google doc.

GM Tarondor |

Hey, look! I already did! I'll give this a fine going-over before posting it at the top links. I seem to remember being unsatisfied with it.