
Alister Medvyed |

I also seem to remember something about needing to claim all the hexes around Stagfell before any others.
I think we build a barracks in Stagfell and a house in Leveton. We were never able to build the barracks before. After that, maybe a shop or a fishery to raise our income/reduce consumption. Or maybe a shrine to help Stability more.

GM Tarondor |

FYI:
BARRACKS 6 BP, 1 LOT
Kingdom Unrest –1
Upgrade To Garrison
Special Defense +2
Settlement Law +1
A building to house conscripts, guards, militia, soldiers, or similar
military forces.
SHOP 8 BP, 1 LOT
Kingdom Economy +1
Limit Adjacent to 1 House or Mansion
Upgrade To Luxury Store, Market
Special Base value +500 gp
Settlement Productivity +1
A general store.
SHRINE 8 BP, 1 LOT
Kingdom Loyalty +1, Unrest –1
Upgrade To Temple
Magic Items 1 minor potion, scroll, or wondrous item
A shrine, idol, sacred grove, or similar holy site designed for
worship by pious individuals.
Fishery*
A Fishery is like a Farm, except it provides
abundant fish rather than planted crops.
Terrain: Coastline, water, river, or marsh.
Effect: Consumption decreases by 1 BP.
Cost: 4 BP.
*Can share the hex with other terrain improvements.

Alister Medvyed |

Am I reading it right that we can put a fishery in the same hex as a farm? So not just in Stagfell, but also in 0619 and 0519? Can we build a farm in 0419, the same hex as our mine?
Also, I read Shrine wrong. Not a bad idea, but I was looking for something to raise the Stability. Maybe a Smithy instead, but that's a couple turns away, I think.
Barracks and House will cost 9 BP and reduce unrest by 2, plus finally give our soldiers a place to live/train. 6 BP left over for consumption next turn. If we can get our Stability under control, we need to raise our economy. We don't have enough BP to do the things we want.

GM Tarondor |

Am I reading it right that we can put a fishery in the same hex as a farm? So not just in Stagfell, but also in 0619 and 0519?
Correct.
Can we build a farm in 0419, the same hex as our mine?
No. Mines cannot be placed in the same hex as other Terrain Improvements.
Barracks and House will cost 9 BP and reduce unrest by 2, plus finally give our soldiers a place to live/train. 6 BP left over for consumption next turn. If we can get our Stability under control, we need to raise our economy. We don't have enough BP to do the things we want.
Do I hear a second?

Aristu Medvyed |

Does the Sword Marches Kingdom Spreadsheet linked to at the top of the page accurately reflect the various modifiers used in the kingdom building turns? I ask because the Overall tab shows that Aristu provides a bonus of +4 to Economy, and I think it should be +5 (+4 for his CHA modifier and +1 for having 6 ranks in Knowledge(Arcana) ).
I second Barracks and a House.
Something I think we should be working towards is some sort of central base to replace the Hart's Rest where our people can find us. A castle seems way out of our league right now...maybe a Courthouse?
Something that Aristu would like to have built is a park/shrine to Gozreh, where he intends to plant the acorn he was given by Tiressia (the dryad)

GM Tarondor |

Does the Sword Marches Kingdom Spreadsheet linked to at the top of the page accurately reflect the various modifiers used in the kingdom building turns?
It does not.
I ask because the Overall tab shows that Aristu provides a bonus of +4 to Economy, and I think it should be +5 (+4 for his CHA modifier and +1 for having 6 ranks in Knowledge(Arcana) ).
That is correct.
I second Barracks and a House.
Awesome. Rule of Two it is.

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: (PREVIOUS ROLL) Failure. Unrest increases 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 ROLL) 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: No
Step 2—Claim and Abandon Hexes: No
???
Step 3—Build Terrain Improvements: No
Step 4—Create and Improve Settlements: Add a House and a Barracks, costing 9 BP, leaving you with 6 BP. -2 Unrest, down to 5.
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 ⇒ (19) + 23 - 7 = 35, divided by 4 is 8 BP, giving you a total of 14 BP. +2 for the Gold Mine = 16 BP
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Event Occurs?: 1d100 ⇒ 20 Event!
Which Event?: 1d100 ⇒ 65 Beneficial Settlement Event
Which Event?: 1d100 ⇒ 73 Rare Find!
Minor or Medium?: 1d100 ⇒ 96 Medium!
A +3 keen longsword is found and made available for sale at Oleg's! It is only available this turn.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kingdom Statistics at the End of the Turn:
Population: 2815
Economy: 18 (includes Unrest)
Loyalty: 12 (includes Unrest)
Stability: 21 (includes Unrest)
Unrest: 5
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: 1240
Economy: 4
Loyalty: 5
Stability: 4
Corruption: 1
Crime: 2
Law: 4
Lore: 6
Base Value: 1500 gp
Defense: 6
Productivity: 2
Society: 3
Fame: 4
Infamy: 0
Major Buildings:
Barracks
Bath
City Walls (2)
House (x9)
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: 16 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 27 (Neth (November), 4712)[/color]
Initial Treasury: 16 BP
Initial Unrest: 5
UPKEEP PHASE
Step 1—Determine Kingdom Stability: Stability Check (DC 28): 1d20 + 26 - 5 ⇒ (1) + 26 - 5 = 22 Failure. Unrest increases by 1 to 6.
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 13 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: ???

Aristu Medvyed |

That Keen Longsword +3 clocks in at roughly 32000 gp, right?
Aristu has been leveled up. He took Skill Focus (Knowledge(Arcana)) as a feat, so his Leadership bonus for Magistar is now +6 to Economy.
Let's just put a House in Leveton and build up some BP to buy something bigger.

Alister Medvyed |

Yeah, that would be an awesome replacement for Thorn, but it's a little out of my price range. Speaking of...do we have a loot list? Alister ain't go no money.
I second the house in Leveton, but I think a fishery in Stagfell. It'll pay for itself in 4 turns and help us build BP.

GM Tarondor |

[color=red]Turn 27 (Neth (November), 4712)[/color]
Initial Treasury: 16 BP
Initial Unrest: 5
UPKEEP PHASE
Step 1—Determine Kingdom Stability: (PREVIOUS ROLL) Failure by more than 5. Unrest increases by 1d4 ⇒ 1 to 6.
Step 2—Pay Consumption: Your cities and quarterly holiday edict costs you 1d3+2 Consumption, giving you a total cost of (PREVIOUS ROLL) and leaving your Treasury with 13 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: 1 House in Leveton and 1 Fishery in Stagfell's hex. Cost 7 BP, leaving 6 BP. Decreases Unrest by 1 to 5.
Step 5—Step 5—Create Army Units: ???
Step 6—Issue Edicts: ???
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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 - 5 ⇒ (2) + 23 - 5 = 20, divided by 4 is 5 BP, giving you a total of 11 BP. +2 for the Gold Mine = 13 BP
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Event Occurs?: 1d100 ⇒ 63 No Event
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kingdom Statistics at the End of the Turn:
Population: 2865
Economy: 18 (includes Unrest)
Loyalty: 12 (includes Unrest)
Stability: 21 (includes Unrest)
Unrest: 5
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: 1240
Economy: 4
Loyalty: 5
Stability: 4
Corruption: 1
Crime: 2
Law: 4
Lore: 6
Base Value: 1500 gp
Defense: 6
Productivity: 2
Society: 3
Fame: 4
Infamy: 0
Major Buildings:
Barracks
Bath
City Walls (2)
House (x9)
Inn
Library
Mansion
Mill
Monument
Park (x2)
Smithy
Watchtower
City at the End of the Turn (Leveton):
Population: 250
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 (3)
Inn
Noble Villa
Shop
Wall (1)
Final Treasury: 13 BP
Final Unrest: 5
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 28 (Kuthona (December), 4712)[/color]
Initial Treasury: 13 BP
Initial Unrest: 5
UPKEEP PHASE
Step 1—Determine Kingdom Stability: Stability Check (DC 28): 1d20 + 30 - 5 ⇒ (14) + 30 - 5 = 39 Success! Unrest decreases by 1 to 4.
Step 2—Pay Consumption: Your cities and quarterly holiday edict costs you 1d3+1 Consumption, giving you a total cost of 1d3 + 1 ⇒ (3) + 1 = 4 and leaving your Treasury with 9 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: ??? (maybe increases taxes?)

Alister Medvyed |

Much less BP than I had hoped for. Probably should play things safe and just build a house in Leveton this turn.
Things to consider for the future:
Smithy: +1 Stability, +1 Economy
Shrine: +1 Loyalty, -1 Unrest, produces magic items
Shop: +1 Economy, adds to value of the settlement
Stables: +1 Economy, +1 Loyalty, adds to value of the settlement
Town Hall: +1 Economy, +1 Stability, +1 Loyalty, not as expensive as I thought since we have a Barracks and Watchtower in Stagfell (half the cost)
Adding Sootscale Hex: New settlement, adds a mine?, increases control DC
Adding 0720: Place to put another farm, increases control DC
Build roads connecting the settlements: Costly, but eventually adds to Economy, Stability, and decreases travel time
Thoughts from others? Leveton already has a shop, but any of these others could be added to either city.

Mikhail Templeson |

If we can claim a city with some buildings already to go it might be a big boon, but if they are bad on our stability it would need to be addressed immediately.

GM Tarondor |

So Tim (Alister) asked me today whether the Sootscale Caverns was a settlement or just a mine. After some thought, I have decided it is both. The Sootscale Caverns is a very small settlement with a Dump, a Tenement and an Herbalist. It shares a hex with a mine (not, however, with a resource like the Lucky Strike gold mine).
The other claimable settlements are Tatzlford way over in the midst of the Narlmarches and the lizard-folk village on the shores of Candlemere.

Aristu Medvyed |

Yeah, 11BP for the Town Hall is pretty reasonable. Let's see if we can build that next turn or the turn after.
For this turn, I am good with just the House in Leveton

GM Tarondor |

[color=red]Turn 28 (Kuthona (December), 4712)[/color]
Initial Treasury: 13 BP
Initial Unrest: 5
UPKEEP PHASE
Step 1—Determine Kingdom Stability: (PREVIOUS ROLL) Success! Unrest decreases by 1 to 4.
Step 2—Pay Consumption: Your cities and quarterly holiday edict costs you 1d3+1 Consumption, giving you a total cost of (PREVIOUS ROLL) and leaving your Treasury with 9 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: No.
Step 2—Claim and Abandon Hexes: No.
???
Step 3—Build Terrain Improvements: No.
Step 4—Create and Improve Settlements: 1 House in Leveton. Costs 3 BP, leaving 6 BP. Unrest reduced by 1 to 3.
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 + 24 - 3 ⇒ (5) + 24 - 3 = 26, divided by 4 is 6 BP, giving you a total of 12 BP. +2 for the Gold Mine = 14 BP
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Event Occurs?: 1d100 ⇒ 34 Event
Which Event?: 1d100 ⇒ 49 Dangerous Kingdom Event
Which Event?: 1d100 ⇒ 14 Bandits!
Stability Check: 1d20 + 30 - 3 ⇒ (10) + 30 - 3 = 37 Success. The militia sends the bandits packing!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kingdom Statistics at the End of the Turn:
Population: 2915
Economy: 21 (includes Unrest)
Loyalty: 14 (includes Unrest)
Stability: 27 (includes Unrest)
Unrest: 3
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: 1240
Economy: 4
Loyalty: 5
Stability: 4
Corruption: 1
Crime: 2
Law: 4
Lore: 6
Base Value: 1500 gp
Defense: 6
Productivity: 2
Society: 3
Fame: 4
Infamy: 0
Major Buildings:
Barracks
Bath
City Walls (2)
House (x9)
Inn
Library
Mansion
Mill
Monument
Park (x2)
Smithy
Watchtower
City at the End of the Turn (Leveton):
Population: 300
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 (4)
Inn
Noble Villa
Shop
Wall (1)
Final Treasury: 14 BP
Final Unrest: 3
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 29 (Abadius (January), 4713)[/color]
Initial Treasury: 14 BP
Initial Unrest: 3
UPKEEP PHASE
Step 1—Determine Kingdom Stability: Stability Check (DC 28): 1d20 + 30 - 3 ⇒ (15) + 30 - 3 = 42 Success! Unrest decreases by 1 to 2.
Step 2—Pay Consumption: Your cities and quarterly holiday edict costs you 1d3+1 Consumption, giving you a total cost of 1d3 + 1 ⇒ (1) + 1 = 2 and leaving your Treasury with 12 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: ??? (maybe increases taxes?)

Piotr Denisov |

Unrest is low, so we could increase taxation in order to get more BP. Which we can spend to acquire more hexes, collect more BP and then drop taxation.
What is taxation level above Light ?

Mikhail Templeson |

The Church of Abadar supports this message. You can't build a society without taxing someone to build it. True story.
The real question that we have to ask is can we find a quick and easy solution to replace the one point of loyalty we lose?

Mikhail Templeson |

I am debating taking Craft Wands to supplement after combat healing. Before I take the feat I wanted to see if people were willing to put group funds towards wands. If not I will look into other options.
I also put 2 ranks into Profession [Soldier] so I can figure out the whole general thing.

GM Tarondor |

The real question that we have to ask is can we find a quick and easy solution to replace the one point of loyalty we lose?
Well, since the beginning, the Ruler (first Faisal and then Alister) has put his bonus into Stability. But you’re quite a bit more stable now. Alister could put his bonus into Economy, Loyalty or Stability.

Piotr Denisov |

Levelled up Piotr - took Craft Wondrous Items.
I would be willing to put money towards wands. Piotr has Craft Wands, too, but hasn't made any utility wands.

Alister Medvyed |

We actually can't fail the Stability check if Alister keeps his bonus in Stability. If we shift it to Loyalty or Economy, we'll probably need a roll of 5 or better to make it. I don't actually see many times that we make a Loyalty check unless something severe happens.
I say we shift the taxes to normal. We don't need to build anything this round, but we can't quite afford the Town Hall without starving the kingdom. Shifting Alister's bonus is a small risk, though it just raises unrest again and we can shift the bonus back to Stability next turn to lower it again. I say we move it to Economy to try and give our income a shot in the arm. We could build a house or we could just bank everything.

GM Tarondor |

Meh, that's close enough to call consensus.
[color=red]Turn 29 (Abadius (January), 4713)[/color]
Initial Treasury: 14 BP
Initial Unrest: 3
UPKEEP PHASE
Step 1—Determine Kingdom Stability: (PREVIOUS ROLL) Success! Unrest decreases by 1 to 2.
Step 2—Pay Consumption: Your cities and quarterly holiday edict costs you 1d3+1 Consumption, giving you a total cost of (PREVIOUS ROLL) and leaving your Treasury with 12 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: Alister changes from supporting Stability to Economy. Economy rises to 30. Stability drops to 18.
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: Raise Taxes from Light to Normal. +1 Economy, -1 Loyalty. Also, the taxation divisor rises from 4 to 3.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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 + 32 - 3 ⇒ (1) + 32 - 3 = 30, divided by 3 is 10 BP, giving you a total of 22 BP. +2 for the Gold Mine = 24 BP
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EVENT PHASE
Event Occurs?: 1d100 ⇒ 2 Event
Which Event?: 1d100 ⇒ 100 Vandals and roll again
Which Event?: 1d100 ⇒ 50 Dangerous Kingdom Event
Which Event?: 1d100 ⇒ 30 Food Shortage
Vandals: Thugs and dissidents riot and destroy property.
Settlement?: 1d2 ⇒ 1 Stagfell
Loyalty Check: 1d20 + 16 - 3 ⇒ (5) + 16 - 3 = 18
Stability Check: 1d20 + 18 - 3 ⇒ (11) + 18 - 3 = 26 Both failed.
Which Building is Destroyed?: 1d22 ⇒ 2 The Bath (-1 Economy, -1 Stability)
How Many Buildings are Damaged?: 1d3 ⇒ 1
Which Buildings are Destroyed?: 1d21 ⇒ 12 A House.
Food Shortage: Treachery and Bad luck cause a shortage of food.
Stability Check: 1d20 + 18 - 3 ⇒ (20) + 18 - 3 = 35 Consumption next turn increases by 50%
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kingdom Statistics at the End of the Turn:
Population: 2875
Economy: 27 (includes Unrest)
Loyalty: 12 (includes Unrest)
Stability: 16 (includes Unrest)
Unrest: 4
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: 1200
Economy: 3
Loyalty: 5
Stability: 3
Corruption: 1
Crime: 2
Law: 4
Lore: 6
Base Value: 1500 gp
Defense: 6
Productivity: 2
Society: 3
Fame: 4
Infamy: 0
Major Buildings:
Barracks
City Walls (2)
House (x9) (one house is damaged and must be repaired at half cost rounded up)
Inn
Library
Mansion
Mill
Monument
Park (x2)
Smithy
Watchtower
City at the End of the Turn (Leveton):
Population: 300
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 (4)
Inn
Noble Villa
Shop
Wall (1)
Final Treasury: 22 BP
Final Unrest: 4
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 30 (Calistril (Feburary), 4713)[/color]
Initial Treasury: 22 BP
Initial Unrest: 4
UPKEEP PHASE
Step 1—Determine Kingdom Stability: Stability Check (DC 28): 1d20 + 19 - 3 ⇒ (15) + 19 - 3 = 31 Success! Unrest decreases by 1 to 3.
Step 2—Pay Consumption: Your cities and quarterly holiday edict costs you 1d3+1 Consumption, giving you a total cost of 1d3 + 1 ⇒ (1) + 1 = 2 and leaving your Treasury with 20 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: ??? (Maybe Sootscale Caverns?)
Step 3—Build Terrain Improvements: ??? (Maybe Town Hall?) (maybe rebuild damaged House?) (maybe rebuild destroyed bath?)
Step 4—Create and Improve Settlements: ???
Step 5—Step 5—Create Army Units: ???
Step 6—Issue Edicts: ???

Alister Medvyed |

Loosing the Bath stinks, but there were worse buildings to lose. And losing the house just means we can build another and reap the unrest reduction.
I say we stick to the plan, build a Town Hall and probably rebuild that house. Should Alister move his bonus back to Stability?

Mikhail Templeson |

I say we claim the caverns and if we auto make a check with Alister staying on Stability that sounds good. I think our loyalty has been decent so far.
Although we failed both the Loyalty and the Stability check listed above.

Alister Medvyed |

Building a town hall in Stagfell = 11BP
Claim Sootscale Hex = 1BP
Build a house in Sootscale Caverns?= 3BP
Total: 15BP. Leaving 4BP in our treasury for next turn's consumption. Our new taxes should help pad that out too.
If we're doing this, then I agree, Alister should shift his bonus back to Stability to ensure we're good on the check for a bit. With the new hex, Control DC will go up and consumption will go up.
Let's try it out.

GM Tarondor |

[color=red]Turn 30 (Calistril (Feburary), 4713)[/color]
Initial Treasury: 22 BP
Initial Unrest: 4
UPKEEP PHASE
Step 1—Determine Kingdom Stability: (PREVIOUS ROLL) Success! Unrest decreases by 1 to 3.
Step 2—Pay Consumption: Your cities and quarterly holiday edict costs you 1d3+1 Consumption, giving you a total cost of (PREVIOUS ROLL plus last turn's food shortage) and leaving your Treasury with 19 BP.
Step 3—Fill Vacant Magic Item Slots: n/a
Step 4—Modify Unrest: Unrest seems to be going down on its own.
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EDICT PHASE
Step 1—Assign Leadership: Alister returns to safeguarding Stability.
Step 2—Claim and Abandon Hexes: The Sword Marches claims its first new hex in more than 2 1/2 years - Sootscale Caverns! Costs 1 BP, leaves 18 BP.
Step 3—Build Terrain Improvements: No.
Step 4—Create and Improve Settlements: Build a Town Hall in Stagfell and a House in Sootscale Caverns. Costs 14 BP, leaving 4 BP. Reduces Unrest by 1 to 2.
Step 5—Step 5—Create Army Units: No.
Step 6—Issue Edicts: No.
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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 - 3 ⇒ (18) + 23 - 3 = 38, divided by 3 is 12 BP, giving you a total of 16 BP. +3 for the Gold Mine and the mine at Sootscale Caverns = 19 BP
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EVENT PHASE
Event Occurs?: 1d100 ⇒ 79 No Event
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Kingdom Statistics at the End of the Turn:
(Note: Previous population was in error - GM forgot to click the right boxes for the last ten turns or so...)
Population: 3385
Economy: 23 (includes Unrest)
Loyalty: 16 (includes Unrest)
Stability: 31 (includes Unrest)
Unrest: 2
Fame: 5
Infamy: 1
Corruption: 1
Crime: 0
Law: 0
Lore: 1
Productivity: 0
Society: 1
Consumption: 1d3+1
Control DC: 30
City at the End of the Turn (Stagfell):
Population: 1300
Economy: 4
Loyalty: 6
Stability: 4
Corruption: 1
Crime: 2
Law: 5
Lore: 6
Base Value: 1500 gp
Defense: 6
Productivity: 2
Society: 3
Fame: 4
Infamy: 0
Major Buildings:
Barracks
City Walls (2)
House (x9) (one house is damaged and must be repaired at half cost rounded up)
Inn
Library
Mansion
Mill
Monument
Park (x2)
Smithy
Town Hall
Watchtower
City at the End of the Turn (Leveton):
Population: 300
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 (4)
Inn
Noble Villa
Shop
Wall (1)
City at the End of the Turn (Sootscale Caverns):
Population: 85
Economy: 1
Loyalty: 1
Stability: 3
Corruption: 0
Crime: 0
Law: 0
Lore: 1
Base Value: 100 gp
Defense: 0
Productivity: 0
Society: 1
Fame: 0
Infamy: 0
Major Buildings:
Dump
Herbalist
House
Tenement
Tunnels
Final Treasury: 24 BP
Final Unrest: 2
You now rule an area about half the size of Rhode Island (or, for our Canadian players, about a quarter the size of Prince Edward Island) (slightly larger than the Faroe Islands).