
Plot Hammer |

The fungi is easy to take out from afar as you enter the cavern. Seems like they feed off owlbear pellets. As you cautiously enter the cave, 3 passages are available. You head towards the left, eventually revealing some giant spiders. No amount of stealth can protect you from things with tremorsense.
Round 1
Ramses
Xzin
Skaz
Tbenox
Smezut
Giant Spiders
Or, with the likely delaying...
Smezut
Ramses
Xzin
Skaz
Tbenox
Giant Spiders
Smezut Initiative: 1d20 + 9 ⇒ (6) + 9 = 15
Ramses Initiative: 1d20 + 6 ⇒ (16) + 6 = 22
Skaz Initiative: 1d20 + 8 ⇒ (8) + 8 = 16
Xzin Initiative: 1d20 + 4 ⇒ (16) + 4 = 20
Tbenox Initiative: 1d20 + 10 ⇒ (5) + 10 = 15
Giant Spiders Initiative: 1d20 + 3 ⇒ (10) + 3 = 13

Ramses Niblick III |

attack: 1d20 + 21 ⇒ (7) + 21 = 28 damage: 1d6 + 14 ⇒ (3) + 14 = 17
attack: 1d20 + 19 ⇒ (7) + 19 = 26 damage: 1d6 + 14 ⇒ (1) + 14 = 15
attack: 1d20 + 19 ⇒ (2) + 19 = 21 damage: 1d6 + 14 ⇒ (4) + 14 = 18
attack: 1d20 + 16 ⇒ (10) + 16 = 26 damage: 1d6 + 14 ⇒ (1) + 14 = 15

Plot Hammer |

Skaz moves up, both him and Varg readying for the charge of the spiders.
Spiders aren't so bright, so they head right into the waiting scimitar and maw. Two are cut down, one charges but doesn't manage to hit, and one moves forward.
As Skaz road forward, the angles reveal another monster in the chamber to the right - a mass of tangled vines and dripping slime rising on two trunk-like legs, reeking of rot and freshly turned earth, also covered in centipedes. It takes notice of the fight, making whatever noise it is one of those things that Skaz has no idea what it is makes.
Round 2
Shambling Mound
Smezut
Tbenox
Xzin
Ramses
Skaz
Giant Spiders
The plant-thingy oozes itself into the room, within reach of Tbenox but unable to attack right away following the squeezing.
Bite: 1d20 + 14 ⇒ (7) + 14 = 211d6 + 16 ⇒ (1) + 16 = 17
Scimitar: 1d20 + 19 ⇒ (11) + 19 = 301d6 + 12 ⇒ (4) + 12 = 16
Spider Charge: 1d20 + 4 ⇒ (17) + 4 = 211d6 ⇒ 6

Smezut Scumsong |

Seeing the incoming danger to Tbenox, Smezut decides to do something bold and possibly stupid.
He casts mirror image
Images: 1d4 + 2 ⇒ (4) + 2 = 6
Then steps forward to hopefully draw the mounds attacks away from the skinny caster. Of course there is a great deal of insulting the plant as well.
"Your mother was a tomato!"

Ramses Niblick III |

attack: 1d20 + 22 ⇒ (6) + 22 = 28 damage: 1d6 + 15 ⇒ (6) + 15 = 21
attack: 1d20 + 20 ⇒ (20) + 20 = 40 damage: 1d6 + 15 ⇒ (3) + 15 = 18
attack: 1d20 + 20 ⇒ (17) + 20 = 37 damage: 2d6 + 30 ⇒ (6, 4) + 30 = 40
attack: 1d20 + 20 ⇒ (13) + 20 = 33 damage: 1d6 + 15 ⇒ (3) + 15 = 18
attack: 1d20 + 17 ⇒ (5) + 17 = 22 damage: 1d6 + 15 ⇒ (4) + 15 = 19

Smezut Scumsong |

Smezut blasts the remaining swarm with a blast of thunder.
Thundercall: 1d8 ⇒ 2

Demonic Horse Caller Xzin |

Kingdom Turn 12
Phase 1 - Upkeep
Phase 2 - Edict
Phase 3 - Income
Phase 4 - Event
Phase 1 Step 1 - Determine Kingdom Stability
(Autopass, Gain 1 BP)
Phase 1 Step 2 - Pay Consumption
(None)
Phase 1 Step 3 - Fill Vacant Magic Item Slots
1x minor item Stagsfall: 1d100 ⇒ 20 No Item
Phase 1 Step 4 - Modify Unrest
(None)
Phase 2 Step 1 - Assign Leadership
(No change)
Phase 2 Step 2 - Claim Hexes
(S4 and Q12)
Phase 2 Step 3 - Abandon Hexes
(None)
Phase 2 Step 4 - Build Terrain Improvements
(S4: Sawmills; Q12: Farm; S8: Road)
Phase 2 Step 5 - Create and Improve Settlements
(Tatzlford, build Menagerie)
Phase 2 Step 6 - Create Army Units
(Raise army unit 1 fine giant owlbear)
Phase 2 Step 7 - Issue Edicts
(Holidays: 6)
Phase 3 Step 1 - Make Withdrawals from Treasury
(None)
Phase 3 Step 2 - Make Deposits to Treasury
(None)
Phase 3 Step 3 - Sell Expensive Items
(None)
Phase 3 Step 4 - Collect Taxes
Taxes: 1d20 + 49 ⇒ (16) + 49 = 65 21+15=36 BP
Phase 4 - Events (40%)
Event: 1d100 ⇒ 89 = No event

Demonic Horse Caller Xzin |

Kingdom Turn 13
Phase 1 - Upkeep
Phase 2 - Edict
Phase 3 - Income
Phase 4 - Event
Phase 1 Step 1 - Determine Kingdom Stability
(Autopass, Gain 1 BP)
Phase 1 Step 2 - Pay Consumption
(None)
Phase 1 Step 3 - Fill Vacant Magic Item Slots
1x minor item Stagsfall: 1d100 ⇒ 39 No Item
Phase 1 Step 4 - Modify Unrest
(None)
Phase 2 Step 1 - Assign Leadership
(Jhod to Treasurer)
Phase 2 Step 2 - Claim Hexes
(V11 and W10)
Phase 2 Step 3 - Abandon Hexes
(None)
Phase 2 Step 4 - Build Terrain Improvements
(Farms: V11, W10; Mine: V11)
Phase 2 Step 5 - Create and Improve Settlements
(Stagfall, build Stockyard)
Phase 2 Step 6 - Create Army Units
(None)
Phase 2 Step 7 - Issue Edicts
(None)
Phase 3 Step 1 - Make Withdrawals from Treasury
(None)
Phase 3 Step 2 - Make Deposits to Treasury
(None)
Phase 3 Step 3 - Sell Expensive Items
(None)
Phase 3 Step 4 - Collect Taxes
Taxes: 1d20 + 74 ⇒ (15) + 74 = 89 29+16+1=46 BP
Phase 4 - Events (45%)
Event: 1d100 ⇒ 50 = No event

Demonic Horse Caller Xzin |

Kingdom Turn 14
Phase 1 - Upkeep
Phase 2 - Edict
Phase 3 - Income
Phase 4 - Event
Phase 1 Step 1 - Determine Kingdom Stability
(Autopass, Gain 1 BP)
Phase 1 Step 2 - Pay Consumption
(None)
Phase 1 Step 3 - Fill Vacant Magic Item Slots
1x minor item Stagsfall: 1d100 ⇒ 77 No Item; 1d100 ⇒ 96 Wondrous Item; 1d100 ⇒ 12 Body; 1d100 ⇒ 70
Phase 1 Step 4 - Modify Unrest
(None)
Phase 2 Step 1 - Assign Leadership
(None)
Phase 2 Step 2 - Claim Hexes
(T3 and T7)
Phase 2 Step 3 - Abandon Hexes
(None)
Phase 2 Step 4 - Build Terrain Improvements
(Sawmills: T3, T7; Raod: S6)
Phase 2 Step 5 - Create and Improve Settlements
(Stagfall, build Bank; Petticoat Junction, build Brewery)
Phase 2 Step 6 - Create Army Units
(None)
Phase 2 Step 7 - Issue Edicts
(None)
Phase 3 Step 1 - Make Withdrawals from Treasury
(None)
Phase 3 Step 2 - Make Deposits to Treasury
(None)
Phase 3 Step 3 - Sell Expensive Items
(None)
Phase 3 Step 4 - Collect Taxes
Taxes: 1d20 + 79 ⇒ (16) + 79 = 95 31+18+3=52 BP
Phase 4 - Events (50%)
Event: 1d100 ⇒ 1 = EVENT!!
Type and Danger Level: 1d100 ⇒ 66 = Beneficial Settlement Event!
Event?: 1d100 ⇒ 53 Outstanding Success (Settlement): One of your kingdom's citizens creates an artistic masterpiece, constructs a particularly impressive building, or otherwise brings glory to your kingdom. Fame increases by 1, your Treasury increases by 1d6 BP, and Unrest decreases by 2. You gain a +4 bonus on Economy checks until the next Event Phase. This was our bank
BP gain: 1d6 ⇒ 3

Demonic Horse Caller Xzin |

Kingdom Turn 15
Phase 1 - Upkeep
Phase 2 - Edict
Phase 3 - Income
Phase 4 - Event
Phase 1 Step 1 - Determine Kingdom Stability
(Autopass, Gain 1 BP)
Phase 1 Step 2 - Pay Consumption
(None)
Phase 1 Step 3 - Fill Vacant Magic Item Slots
1x minor item Stagsfall: 1d100 ⇒ 69; 1d100 ⇒ 51; 1d100 ⇒ 28 Scroll of Weaken Powder
Phase 1 Step 4 - Modify Unrest
(None)
Phase 2 Step 1 - Assign Leadership
(None)
Phase 2 Step 2 - Claim Hexes
(T9 and V5)
Phase 2 Step 3 - Abandon Hexes
(None)
Phase 2 Step 4 - Build Terrain Improvements
(Sawmills: V5; Mines: T9 and W10)
Phase 2 Step 5 - Create and Improve Settlements
(Stagfall, build Caster's Tower and Brewery)
Phase 2 Step 6 - Create Army Units
(None)
Phase 2 Step 7 - Issue Edicts
(None)
Phase 3 Step 1 - Make Withdrawals from Treasury
(None)
Phase 3 Step 2 - Make Deposits to Treasury
(None)
Phase 3 Step 3 - Sell Expensive Items
(Auto sell)
Phase 3 Step 4 - Collect Taxes
Taxes: 1d20 + 83 + 4 ⇒ (3) + 83 + 4 = 90 30+22+3=52 BP
Phase 4 - Events (25%)
Event: 1d100 ⇒ 45 = No Event

Demonic Horse Caller Xzin |

Kingdom Turn 16
Phase 1 - Upkeep
Phase 2 - Edict
Phase 3 - Income
Phase 4 - Event
Phase 1 Step 1 - Determine Kingdom Stability
(Autopass, Gain 1 BP)
Phase 1 Step 2 - Pay Consumption
(None)
Phase 1 Step 3 - Fill Vacant Magic Item Slots
1x minor item Stagsfall: 1d100 ⇒ 97; 1d100 ⇒ 36 = Invisibility Potion
Phase 1 Step 4 - Modify Unrest
(None)
Phase 2 Step 1 - Assign Leadership
(None)
Phase 2 Step 2 - Claim Hexes
(W4 and W2)
Phase 2 Step 3 - Abandon Hexes
(None)
Phase 2 Step 4 - Build Terrain Improvements
(Sawmills: W4 and W2; Road: T5)
Phase 2 Step 5 - Create and Improve Settlements
(Stagfall, build Mint; Labyrinth: build Shrine)
Phase 2 Step 6 - Create Army Units
(None)
Phase 2 Step 7 - Issue Edicts
(None)
Phase 3 Step 1 - Make Withdrawals from Treasury
(None)
Phase 3 Step 2 - Make Deposits to Treasury
(None)
Phase 3 Step 3 - Sell Expensive Items
(Auto sell)
Phase 3 Step 4 - Collect Taxes
Taxes: 1d20 + 90 ⇒ (11) + 90 = 101 33+24+5=62 BP
Phase 4 - Events (30%)
Event: 1d100 ⇒ 30 = EVENT!
Type?: 1d100 ⇒ 68 = Beneficial Settlement Event
Event?: 1d100 ⇒ 22 = Discovery (Settlement): Scholars unearth a bit of ancient lore or devise important new research of their own. Fame increases by 1 and Lore increases by 1d4.

Demonic Horse Caller Xzin |

Kingdom Turn 17
Phase 1 - Upkeep
Phase 2 - Edict
Phase 3 - Income
Phase 4 - Event
Phase 1 Step 1 - Determine Kingdom Stability
(Autopass, Gain 1 BP)
Phase 1 Step 2 - Pay Consumption
(None)
Phase 1 Step 3 - Fill Vacant Magic Item Slots
1x minor item Stagsfall: 1d100 ⇒ 51; 1d100 ⇒ 38 Potion of Eagle's Splendor
Phase 1 Step 4 - Modify Unrest
(None)
Phase 2 Step 1 - Assign Leadership
(None)
Phase 2 Step 2 - Claim Hexes
(U6 and X9)
Phase 2 Step 3 - Abandon Hexes
(None)
Phase 2 Step 4 - Build Terrain Improvements
(Sawmills: U6; Road: U4; Mine: X9)
Phase 2 Step 5 - Create and Improve Settlements
(Stagfall, Theater, Mansion, Tavern)
Phase 2 Step 6 - Create Army Units
(None)
Phase 2 Step 7 - Issue Edicts
(None)
Phase 3 Step 1 - Make Withdrawals from Treasury
(None)
Phase 3 Step 2 - Make Deposits to Treasury
(None)
Phase 3 Step 3 - Sell Expensive Items
(Auto sell)
Phase 3 Step 4 - Collect Taxes
Taxes: 1d20 + 96 ⇒ (10) + 96 = 106 35+27+14=76 BP
Phase 4 - Events (25%)
Event: 1d100 ⇒ 100 = No Event.

Demonic Horse Caller Xzin |

Kingdom Turn 18
Phase 1 - Upkeep
Phase 2 - Edict
Phase 3 - Income
Phase 4 - Event
Phase 1 Step 1 - Determine Kingdom Stability
(Autopass, Gain 1 BP)
Phase 1 Step 2 - Pay Consumption
(None)
Phase 1 Step 3 - Fill Vacant Magic Item Slots
1x minor item Stagsfall: 1d100 ⇒ 14
Phase 1 Step 4 - Modify Unrest
(None)
Phase 2 Step 1 - Assign Leadership
(None)
Phase 2 Step 2 - Claim Hexes
(V13 and W12)
Phase 2 Step 3 - Abandon Hexes
(None)
Phase 2 Step 4 - Build Terrain Improvements
(Mines: V13, W12; Road: V5)
Phase 2 Step 5 - Create and Improve Settlements
(Jarethville: Town Hall; Tatzlford: Town Hall)
Phase 2 Step 6 - Create Army Units
(None)
Phase 2 Step 7 - Issue Edicts
(None)
Phase 3 Step 1 - Make Withdrawals from Treasury
(None)
Phase 3 Step 2 - Make Deposits to Treasury
(None)
Phase 3 Step 3 - Sell Expensive Items
(Auto sell)
Phase 3 Step 4 - Collect Taxes
Taxes: 1d20 + 101 ⇒ (8) + 101 = 109 36+29+37=102 BP
Phase 4 - Events (30%)
Event: 1d100 ⇒ 4 = Event!
Type: 1d100 ⇒ 35 = Dangerous Kingdom Event!
Event?: 1d100 ⇒ 48 = Improvement Demand (hex): This event is identical to the building demand event, but the citizens want the construction or destruction of a terrain improvement in the hex.
Built or Destroyed?: 1d100 ⇒ 5 = Built
Hex?: 1d27 ⇒ 3 = R9
1=fort, 2=road, 3=watchtower
Type of Terrain?: 1d3 ⇒ 2 = Road

Demonic Horse Caller Xzin |

Kingdom Turn 19
Phase 1 - Upkeep
Phase 2 - Edict
Phase 3 - Income
Phase 4 - Event
Phase 1 Step 1 - Determine Kingdom Stability
(Autopass, Gain 1 BP)
Phase 1 Step 2 - Pay Consumption
(None)
Phase 1 Step 3 - Fill Vacant Magic Item Slots
1x medium item Stagsfall: 1d100 ⇒ 37
Phase 1 Step 4 - Modify Unrest
(None)
Phase 2 Step 1 - Assign Leadership
(None)
Phase 2 Step 2 - Claim Hexes
(V7, W6, W8)
Phase 2 Step 3 - Abandon Hexes
(None)
Phase 2 Step 4 - Build Terrain Improvements
(Sawmills: W6, V7; Road: R9; Farms: T9, W8)
Phase 2 Step 5 - Create and Improve Settlements
(Stagfall: Monument; Petticoat Junction: Stockyard, Tannery, House, Guildhall, Tradeshop)
Phase 2 Step 6 - Create Army Units
(None)
Phase 2 Step 7 - Issue Edicts
(None)
Phase 3 Step 1 - Make Withdrawals from Treasury
(None)
Phase 3 Step 2 - Make Deposits to Treasury
(None)
Phase 3 Step 3 - Sell Expensive Items
(Auto sell)
Phase 3 Step 4 - Collect Taxes
Taxes: 1d20 + 107 ⇒ (6) + 107 = 113 37+31+14=82 BP
Phase 4 - Events (25%)
Event: 1d100 ⇒ 32 = No Event!

Demonic Horse Caller Xzin |

Kingdom Turn 20
Phase 1 - Upkeep
Phase 2 - Edict
Phase 3 - Income
Phase 4 - Event
Phase 1 Step 1 - Determine Kingdom Stability
(Autopass, Gain 1 BP)
Phase 1 Step 2 - Pay Consumption
(None)
Phase 1 Step 3 - Fill Vacant Magic Item Slots
1x medium item Stagsfall: 1d100 ⇒ 52; 3d100 ⇒ (43, 23, 51) = 117 Minor Focused Metamagic Rod
Phase 1 Step 4 - Modify Unrest
(None)
Phase 2 Step 1 - Assign Leadership
(None)
Phase 2 Step 2 - Claim Hexes
(Q8, Y10, Y12)
Phase 2 Step 3 - Abandon Hexes
(None)
Phase 2 Step 4 - Build Terrain Improvements
(Farms: Y10, Y12, Q8, X9, V13)
Phase 2 Step 5 - Create and Improve Settlements
(Ferry Station: Stockyard; Labyrinth: Guildhall, House)
Phase 2 Step 6 - Create Army Units
(None)
Phase 2 Step 7 - Issue Edicts
(None)
Phase 3 Step 1 - Make Withdrawals from Treasury
(None)
Phase 3 Step 2 - Make Deposits to Treasury
(None)
Phase 3 Step 3 - Sell Expensive Items
(Auto sell)
Phase 3 Step 4 - Collect Taxes
Taxes: 1d20 + 110 ⇒ (10) + 110 = 120 40+31=71 BP
Phase 4 - Events (30%)
Event: 1d100 ⇒ 87 = No Event!

Demonic Horse Caller Xzin |

Kingdom Turn 21
Phase 1 - Upkeep
Phase 2 - Edict
Phase 3 - Income
Phase 4 - Event
Phase 1 Step 1 - Determine Kingdom Stability
(Autopass, Gain 1 BP)
Phase 1 Step 2 - Pay Consumption
(None)
Phase 1 Step 3 - Fill Vacant Magic Item Slots
1x medium item Stagsfall: 1d100 ⇒ 12 =None
1x major item Petticoat Junction: 1d100 ⇒ 27 =None
1x minor item Labyrinth: 1d100 ⇒ 41 =None
Phase 1 Step 4 - Modify Unrest
(None)
Phase 2 Step 1 - Assign Leadership
(None)
Phase 2 Step 2 - Claim Hexes
(X11, Y8, Z9)
Phase 2 Step 3 - Abandon Hexes
(None)
Phase 2 Step 4 - Build Terrain Improvements
(Farms: X11, Y8, Z9, W12; Road W4)
Phase 2 Step 5 - Create and Improve Settlements
(Labyrinth: Pier, House, Tradeshop, Stable, Graveyard, Brothel)
Phase 2 Step 6 - Create Army Units
(None)
Phase 2 Step 7 - Issue Edicts
(None)
Phase 3 Step 1 - Make Withdrawals from Treasury
(None)
Phase 3 Step 2 - Make Deposits to Treasury
(None)
Phase 3 Step 3 - Sell Expensive Items
(Auto sell)
Phase 3 Step 4 - Collect Taxes
Taxes: 1d20 + 118 ⇒ (5) + 118 = 123 41+31+22=94 BP
Phase 4 - Events (35%)
Event: 1d100 ⇒ 90 = No Event!

Demonic Horse Caller Xzin |

Kingdom Turn 22
Phase 1 - Upkeep
Phase 2 - Edict
Phase 3 - Income
Phase 4 - Event
Phase 1 Step 1 - Determine Kingdom Stability
(Autopass, Gain 1 BP)
Phase 1 Step 2 - Pay Consumption
(None)
Phase 1 Step 3 - Fill Vacant Magic Item Slots
1x medium item Stagsfall: 1d100 ⇒ 84 1d100 ⇒ 26 = Potion of Displacement
1x major item Petticoat Junction: 1d100 ⇒ 28 =None
1x minor item Labyrinth: 1d100 ⇒ 36 =None
Phase 1 Step 4 - Modify Unrest
(None)
Phase 2 Step 1 - Assign Leadership
(None)
Phase 2 Step 2 - Claim Hexes
(Q6, R5, R7)
Phase 2 Step 3 - Abandon Hexes
(None)
Phase 2 Step 4 - Build Terrain Improvements
(Sawmills: Q6, R5, R7; Roads: W2, W10)
Phase 2 Step 5 - Create and Improve Settlements
(Ferry Station: 2 Houses, Market; Tatzlford: 2 Houses; Labyrinth: 1 House)
Phase 2 Step 6 - Create Army Units
(None)
Phase 2 Step 7 - Issue Edicts
(None)
Phase 3 Step 1 - Make Withdrawals from Treasury
(None)
Phase 3 Step 2 - Make Deposits to Treasury
(None)
Phase 3 Step 3 - Sell Expensive Items
(Auto sell)
Phase 3 Step 4 - Collect Taxes
Taxes: 1d20 + 121 ⇒ (18) + 121 = 139 46+34+16=96 BP
Phase 4 - Events (40%)
Rolled by Tbenox
EVENT!
Wealthy Immigrant (Settlement): A rich merchant or a noble from another land is impressed with your kingdom and asks to construct a Mansion (01–75) or Noble Villa (76–100) in the settlement at no cost to you. If you allow it, the building provides its normal benefits to your kingdom.
1d5 ⇒ 2 = Labyrinth gets Noble Villa

Demonic Horse Caller Xzin |

Kingdom Turn 23
Phase 1 - Upkeep
Phase 2 - Edict
Phase 3 - Income
Phase 4 - Event
Phase 1 Step 1 - Determine Kingdom Stability
(Autopass, Gain 1 BP)
Phase 1 Step 2 - Pay Consumption
(None)
Phase 1 Step 3 - Fill Vacant Magic Item Slots
1x medium item Stagsfall: 1d100 ⇒ 24= None
1x major item Petticoat Junction: 1d100 ⇒ 25 =None
1x minor item Labyrinth: 1d100 ⇒ 41 =None
1x minor item Ferry Station: 1d100 ⇒ 74 1d100 ⇒ 71 = Paladin Scroll:
2nd Holy Shield CL: 3; cost 150gp (ultmag)
2nd Resist Energy CL: 3; cost 150gp (core)
2nd Undetectable Alignment CL: 3; cost 150gp (core)
Scroll value: 450gp
Phase 1 Step 4 - Modify Unrest
(None)
Phase 2 Step 1 - Assign Leadership
(None)
Phase 2 Step 2 - Claim Hexes
(T1, U2, V3)
Phase 2 Step 3 - Abandon Hexes
(None)
Phase 2 Step 4 - Build Terrain Improvements
(Sawmills: T1, U2, V3; Roads: X9, Y10)
Phase 2 Step 5 - Create and Improve Settlements
(Tatzylfor: Market; Jarethville: 2 Houses; Labyrinth: 1 House; Petticoat Junction: 2 Houses)
Phase 2 Step 6 - Create Army Units
(None)
Phase 2 Step 7 - Issue Edicts
(None)
Phase 3 Step 1 - Make Withdrawals from Treasury
(None)
Phase 3 Step 2 - Make Deposits to Treasury
(None)
Phase 3 Step 3 - Sell Expensive Items
(Auto sell)
Phase 3 Step 4 - Collect Taxes
Taxes: 1d20 + 124 ⇒ (3) + 124 = 127 42+37+14=93 BP
Phase 4 - Events (25%)
Rolled by Tbenox
EVENT!
Unexpected Find (Settlement): Local citizens discover a forgotten magical item. The settlement gains one temporary minor (01–70) or medium (71–100) magic item slot that is automatically filled in the next Upkeep Phase. This slot and the item go away if the item is purchased or in the next Event Phase, whichever comes first.
Minor Item: 3d100 ⇒ (94, 23, 68) = 185 = Boots of Elvenkind

Demonic Horse Caller Xzin |

Kingdom Turn 24
Phase 1 - Upkeep
Phase 2 - Edict
Phase 3 - Income
Phase 4 - Event
Phase 1 Step 1 - Determine Kingdom Stability
(Autopass, Gain 1 BP)
Phase 1 Step 2 - Pay Consumption
(None)
Phase 1 Step 3 - Fill Vacant Magic Item Slots
1x medium item Stagsfall: 1d100 ⇒ 46 = None
1x major item Petticoat Junction: 1d100 ⇒ 21 =None
1x minor item Labyrinth: 1d100 ⇒ 10 =None
1x minor item Ferry Station: 1d100 ⇒ 98 1d100 ⇒ 18 = Potion of Aid
Phase 1 Step 4 - Modify Unrest
(None)
Phase 2 Step 1 - Assign Leadership
(None)
Phase 2 Step 2 - Claim Hexes
(V1, X1, Y2)
Phase 2 Step 3 - Abandon Hexes
(None)
Phase 2 Step 4 - Build Terrain Improvements
(Sawmills: V1, X1, Y2; Roads: S4, T3)
Phase 2 Step 5 - Create and Improve Settlements
(Petticoat Junction: Market, House; Ferry Station: 2 Houses, Shop, Inn)
Phase 2 Step 6 - Create Army Units
(None)
Phase 2 Step 7 - Issue Edicts
(None)
Phase 3 Step 1 - Make Withdrawals from Treasury
(None)
Phase 3 Step 2 - Make Deposits to Treasury
(None)
Phase 3 Step 3 - Sell Expensive Items
(Auto sell)
Phase 3 Step 4 - Collect Taxes
Taxes: 1d20 + 129 ⇒ (5) + 129 = 134 44+37+13=94 BP
Phase 4 - Events (25%)
Rolled by Tbenox
EVENT!
Assassination Attempt: One of your leaders (determined randomly) is the target of an assassination attempt. If the target is a PC, the GM should run the attempt as an encounter, using an assassin of a CR equal to the targeted PC's level. If the target is an NPC, you must succeed at a Stability check to prevent the assassination. If the assassination occurs, Unrest increases by 1d6 and the kingdom immediately incurs the penalties for not having a leader in that role.
Soon coming to a Smezut near you.

Demonic Horse Caller Xzin |

Kingdom Turn 25
Phase 1 - Upkeep
Phase 2 - Edict
Phase 3 - Income
Phase 4 - Event
Phase 1 Step 1 - Determine Kingdom Stability
(Autopass, Gain 1 BP)
Phase 1 Step 2 - Pay Consumption
(None)
Phase 1 Step 3 - Fill Vacant Magic Item Slots
1x medium item Stagsfall: 1d100 ⇒ 81 1d100 ⇒ 27= Potion of Neutralize Poison
1x major item Petticoat Junction: 1d100 ⇒ 4 =None
1x minor item Labyrinth: 1d100 ⇒ 30 =None
1x minor item Ferry Station: 1d100 ⇒ 85 1d100 ⇒ 53 = Scroll of Resinous Skin
Phase 1 Step 4 - Modify Unrest
(None)
Phase 2 Step 1 - Assign Leadership
(None)
Phase 2 Step 2 - Claim Hexes
(X3, X5, X7)
Phase 2 Step 3 - Abandon Hexes
(None)
Phase 2 Step 4 - Build Terrain Improvements
(Sawmills: X3, X5; Mines: V9, W8, W12)
Phase 2 Step 5 - Create and Improve Settlements
(Create Fort Ramses at Y2: Castle, 2 Houses, Townhall; Petticoat Junction: House, Shop)
Phase 2 Step 6 - Create Army Units
(None)
Phase 2 Step 7 - Issue Edicts
(None)
Phase 3 Step 1 - Make Withdrawals from Treasury
(None)
Phase 3 Step 2 - Make Deposits to Treasury
(None)
Phase 3 Step 3 - Sell Expensive Items
(Auto sell)
Phase 3 Step 4 - Collect Taxes
Taxes: 1d20 + 136 ⇒ (20) + 136 = 156 52+42+13=107 BP
Phase 4 - Events (25%)
Rolled by Tbenox
No EVENT!

Demonic Horse Caller Xzin |

Kingdom Turn 26
Phase 1 - Upkeep
Phase 2 - Edict
Phase 3 - Income
Phase 4 - Event
Phase 1 Step 1 - Determine Kingdom Stability
(Autopass, Gain 1 BP)
Phase 1 Step 2 - Pay Consumption
(None)
Phase 1 Step 3 - Fill Vacant Magic Item Slots
1x medium item Stagsfall: 1d100 ⇒ 94 1d100 ⇒ 16 = +2 Scimitar
1x major item Petticoat Junction: 1d100 ⇒ 36 =None
1x minor item Labyrinth: 1d100 ⇒ 85 4d100 ⇒ (96, 81, 26, 70) = 273= Archon's Torch
1x minor item Ferry Station: 1d100 ⇒ 4
Phase 1 Step 4 - Modify Unrest
(None)
Phase 2 Step 1 - Assign Leadership
(None)
Phase 2 Step 2 - Claim Hexes
(Z1, Y4, Y6)
Phase 2 Step 3 - Abandon Hexes
(None)
Phase 2 Step 4 - Build Terrain Improvements
(Sawmills: Z1, Y4, Y6; Roads: Y8, Y6)
Phase 2 Step 5 - Create and Improve Settlements
(Fort Ramses: 2 Houses, Market, Inn, Shop; Petticoat Junction: Inn)
Phase 2 Step 6 - Create Army Units
(None)
Phase 2 Step 7 - Issue Edicts
(None)
Phase 3 Step 1 - Make Withdrawals from Treasury
(None)
Phase 3 Step 2 - Make Deposits to Treasury
(None)
Phase 3 Step 3 - Sell Expensive Items
(Auto sell)
Phase 3 Step 4 - Collect Taxes
Taxes: 1d20 + 142 ⇒ (10) + 142 = 152 50+45+20=107 BP
Phase 4 - Events (25%)
Rolled by Tbenox
EVENT!!
Discovery (Settlement): Scholars unearth a bit of ancient lore or devise important new research of their own. Fame increases by 1 and Lore increases by 1d4.

Demonic Horse Caller Xzin |

Kingdom Turn 27
Phase 1 - Upkeep
Phase 2 - Edict
Phase 3 - Income
Phase 4 - Event
Phase 1 Step 1 - Determine Kingdom Stability
(Autopass, Gain 1 BP)
Phase 1 Step 2 - Pay Consumption
(None)
Phase 1 Step 3 - Fill Vacant Magic Item Slots
1x medium item Stagsfall: 1d100 ⇒ 89 4d100 ⇒ (86, 32, 37, 70) = 225 = Gauntlet of Rust
1x major wondrous item Petticoat Junction: 1d100 ⇒ 3 =None
1x minor item Labyrinth: 1d100 ⇒ 52 1d100 ⇒ 66 = Ranger Scroll:
2nd Snare CL: 3; cost 150gp (core)
1st Jump CL: 1; cost 25gp (core)
2nd Owl's Wisdom CL: 3; cost 150gp (core)
2nd Spike Growth CL: 3; cost 150gp (core)
1x minor wondrous item Tatzylford: 1d100 ⇒ 27
1x minor item Ferry Station: 1d100 ⇒ 30
1x minor wondrous item Fort Ramses: 1d100 ⇒ 29
Phase 1 Step 4 - Modify Unrest
(None)
Phase 2 Step 1 - Assign Leadership
(None)
Phase 2 Step 2 - Claim Hexes
(Z3, Z5, Z7)
Phase 2 Step 3 - Abandon Hexes
(None)
Phase 2 Step 4 - Build Terrain Improvements
(Sawmills: Z3, Z5; Mine Y8; Roads: Y4, Y2)
Phase 2 Step 5 - Create and Improve Settlements
(Ferry Station: 1 House, 3 Foundries, Jail; Fort Ramses: Noble Villa)
Phase 2 Step 6 - Create Army Units
(None)
Phase 2 Step 7 - Issue Edicts
(None)
Phase 3 Step 1 - Make Withdrawals from Treasury
(None)
Phase 3 Step 2 - Make Deposits to Treasury
(None)
Phase 3 Step 3 - Sell Expensive Items
(Auto sell)
Phase 3 Step 4 - Collect Taxes
Taxes: 1d20 + 150 ⇒ (3) + 150 = 153 51+50+28=129 BP
Phase 4 - Events (25%)
Rolled by Tbenox
EVENT!!
Bandit Activity: Bandits are preying upon those who travel through your kingdom. Attempt a Stability check. If you succeed, your kingdom's defenses stop the bandits before they cause any harm. If you fail, the bandits reduce your kingdom's Treasury by 1d6 BP (each time you roll a 6, add the result to the total and roll again).

Demonic Horse Caller Xzin |

Kingdom Turn 28
Phase 1 - Upkeep
Phase 2 - Edict
Phase 3 - Income
Phase 4 - Event
Phase 1 Step 1 - Determine Kingdom Stability
(Autopass, Gain 1 BP)
Phase 1 Step 2 - Pay Consumption
(None)
Phase 1 Step 3 - Fill Vacant Magic Item Slots
1x medium item Stagsfall: 1d100 ⇒ 79 1d100 ⇒ 30 = Potion of Resist Energy
1x major wondrous item Petticoat Junction: 1d100 ⇒ 48 =None
1x minor item Labyrinth: 1d100 ⇒ 39 =
1x minor wondrous item Tatzylford: 1d100 ⇒ 88 3d100 ⇒ (85, 45, 65) = 195 = Campfire Bead
1x minor item Ferry Station: 1d100 ⇒ 6
1x minor wondrous item Fort Ramses: 1d100 ⇒ 63 3d100 ⇒ (75, 2, 97) = 174 = Steadfast Gut-stone
Phase 1 Step 4 - Modify Unrest
(None)
Phase 2 Step 1 - Assign Leadership
(None)
Phase 2 Step 2 - Claim Hexes
(T13, W14, X13)
Phase 2 Step 3 - Abandon Hexes
(None)
Phase 2 Step 4 - Build Terrain Improvements
(Roads: W12, V13; Farms: T13, W14, X13)
Phase 2 Step 5 - Create and Improve Settlements
(Petticoat Junction: Castle; Labyrinth: Market; Stagfall: 3 City Walls)
Phase 2 Step 6 - Create Army Units
(None)
Phase 2 Step 7 - Issue Edicts
(None)
Phase 3 Step 1 - Make Withdrawals from Treasury
(None)
Phase 3 Step 2 - Make Deposits to Treasury
(None)
Phase 3 Step 3 - Sell Expensive Items
(Auto sell)
Phase 3 Step 4 - Collect Taxes
Taxes: 1d20 + 156 ⇒ (14) + 156 = 170 56+50+1=107 BP
Phase 4 - Events (25%)
Rolled by Ramses
No EVENT!!

Demonic Horse Caller Xzin |

Kingdom Turn 29
Phase 1 - Upkeep
Phase 2 - Edict
Phase 3 - Income
Phase 4 - Event
Phase 1 Step 1 - Determine Kingdom Stability
(Autopass, Gain 1 BP)
Phase 1 Step 2 - Pay Consumption
(None)
Phase 1 Step 3 - Fill Vacant Magic Item Slots
1x medium item Stagsfall: 1d100 ⇒ 5 = None
1x major wondrous item Petticoat Junction: 1d100 ⇒ 96 3d100 ⇒ (70, 2, 70) = 142 = Ring Gates
1x minor item Labyrinth: 1d100 ⇒ 99 2d100 ⇒ (82, 19) = 101 = Wand of Magic Missile
1x minor wondrous item Tatzylford: 1d100 ⇒ 69 3d100 ⇒ (75, 41, 12) = 128 = Soul Soap
1x minor item Ferry Station: 1d100 ⇒ 69 3d100 ⇒ (3, 11, 67) = 81 1d4 ⇒ 2 1d6 ⇒ 6 = +1 Agile Breastplate
1x minor wondrous item Fort Ramses: 1d100 ⇒ 11
Phase 1 Step 4 - Modify Unrest
(None)
Phase 2 Step 1 - Assign Leadership
(None)
Phase 2 Step 2 - Claim Hexes
(Z11, Z13, Y14)
Phase 2 Step 3 - Abandon Hexes
(None)
Phase 2 Step 4 - Build Terrain Improvements
(Mines: Z7, Z9, Z11, Z13, Y14, )
Phase 2 Step 5 - Create and Improve Settlements
(Add second district to Stagfall: Magic Academy, City Wall x2, Library)
Phase 2 Step 6 - Create Army Units
(None)
Phase 2 Step 7 - Issue Edicts
(None)
Phase 3 Step 1 - Make Withdrawals from Treasury
(None)
Phase 3 Step 2 - Make Deposits to Treasury
(None)
Phase 3 Step 3 - Sell Expensive Items
(Auto sell)
Phase 3 Step 4 - Collect Taxes
Taxes: 1d20 + 164 ⇒ (4) + 164 = 168 56+55+10+8=129 BP
Phase 4 - Events (30%)
Rolled by Ramses
EVENT!!
Economic Boom: Trade is booming in your kingdom! Your Treasury increases by 1d6 BP (each time you roll a 6, add the result to the total and roll again).
8 was rolled

Demonic Horse Caller Xzin |

Kingdom Turn 30
Phase 1 - Upkeep
Phase 2 - Edict
Phase 3 - Income
Phase 4 - Event
Phase 1 Step 1 - Determine Kingdom Stability
(Autopass, Gain 1 BP)
Phase 1 Step 2 - Pay Consumption
(None)
Phase 1 Step 3 - Fill Vacant Magic Item Slots
1x medium item Stagsfall: 1d100 ⇒ 38 = None
1x medium wondrous item Petticoat Junction: 1d100 ⇒ 71 3d100 ⇒ (1, 53, 59) = 113 = Belt of Teeth
1x minor item Labyrinth: 1d100 ⇒ 17
1x minor wondrous item Tatzylford: 1d100 ⇒ 3
1x minor item Ferry Station: 1d100 ⇒ 37
1x minor wondrous item Fort Ramses: 1d100 ⇒ 83 3d100 ⇒ (52, 61, 72) = 185 = Eagle Cape
Phase 1 Step 4 - Modify Unrest
(None)
Phase 2 Step 1 - Assign Leadership
(None)
Phase 2 Step 2 - Claim Hexes
(S2, R1, R3)
Phase 2 Step 3 - Abandon Hexes
(None)
Phase 2 Step 4 - Build Terrain Improvements
(Farms: S2, R1, R3, Z7, Z11)
Phase 2 Step 5 - Create and Improve Settlements
(Stagfall: University; Petticoat Junction: 4 walls)
Phase 2 Step 6 - Create Army Units
(None)
Phase 2 Step 7 - Issue Edicts
(None)
Phase 3 Step 1 - Make Withdrawals from Treasury
(None)
Phase 3 Step 2 - Make Deposits to Treasury
(None)
Phase 3 Step 3 - Sell Expensive Items
(Auto sell)
Phase 3 Step 4 - Collect Taxes
Taxes: 1d20 + 167 ⇒ (16) + 167 = 183 61+55+30=146 BP
Phase 4 - Events (25%)
Rolled by Ramses
No EVENT!!

Demonic Horse Caller Xzin |

Kingdom Turn 31
Phase 1 - Upkeep
Phase 2 - Edict
Phase 3 - Income
Phase 4 - Event
Phase 1 Step 1 - Determine Kingdom Stability
(Autopass, Gain 1 BP)
Phase 1 Step 2 - Pay Consumption
(None)
Phase 1 Step 3 - Fill Vacant Magic Item Slots
1x medium item Stagsfall: 1d100 ⇒ 38
1x medium wondrous item Petticoat Junction: 1d100 ⇒ 70 3d100 ⇒ (23, 34, 15) = 72 = Nightmare Boots
1x minor item Labyrinth: 1d100 ⇒ 29
1x minor wondrous item Tatzylford: 1d100 ⇒ 64 3d100 ⇒ (18, 39, 55) = 112 = Goggles of Minute Seeing
Phase 1 Step 4 - Modify Unrest
(None)
Phase 2 Step 1 - Assign Leadership
(None)
Phase 2 Step 2 - Claim Hexes
(U14, S12, Q4)
Phase 2 Step 3 - Abandon Hexes
(None)
Phase 2 Step 4 - Build Terrain Improvements
(Mines: Y10, Y12, X13, U10, W14)
Phase 2 Step 5 - Create and Improve Settlements
(Stagfall: Bardic College; Jarethsville: Market, Jail; Ferry Station: 2 Foundries)
Phase 2 Step 6 - Create Army Units
(None)
Phase 2 Step 7 - Issue Edicts
(None)
Phase 3 Step 1 - Make Withdrawals from Treasury
(None)
Phase 3 Step 2 - Make Deposits to Treasury
(None)
Phase 3 Step 3 - Sell Expensive Items
(Auto sell)
Phase 3 Step 4 - Collect Taxes
Taxes: 1d20 + 179 ⇒ (9) + 179 = 188 62+62+7=131 BP
Phase 4 - Events (30%)
Rolled by Ramses
EVENT!!
Natural Blessing: A natural event, such as a bloom of rare and beautiful wildflowers or a good omen in the stars, raises your kingdom's morale. You gain a +4 bonus on Stability checks until the next Event Phase.

Demonic Horse Caller Xzin |

Kingdom Turn 32
Phase 1 - Upkeep
Phase 2 - Edict
Phase 3 - Income
Phase 4 - Event
Phase 1 Step 1 - Determine Kingdom Stability
(Autopass, Gain 1 BP)
Phase 1 Step 2 - Pay Consumption
(None)
Phase 1 Step 3 - Fill Vacant Magic Item Slots
1x medium item Stagsfall: 1d100 ⇒ 54 4d100 ⇒ (99, 37, 52, 43) = 231 = Howling Helm
1x medium wondrous item Petticoat Junction: 1d100 ⇒ 58 3d100 ⇒ (38, 68, 100) = 206 = Plague Mask
1x minor item Labyrinth: 1d100 ⇒ 96 1d100 ⇒ 83 = Wand of Summon Monster II
Phase 1 Step 4 - Modify Unrest
(None)
Phase 2 Step 1 - Assign Leadership
(None)
Phase 2 Step 2 - Claim Hexes
(Q14, S14, R13)
Phase 2 Step 3 - Abandon Hexes
(None)
Phase 2 Step 4 - Build Terrain Improvements
(Mines: U14, T13, S12; Farms: Q4, Z13)
Phase 2 Step 5 - Create and Improve Settlements
(Stagfall: Waterfront; Ferry Station: 2 Foundries)
Phase 2 Step 6 - Create Army Units
(None)
Phase 2 Step 7 - Issue Edicts
(None)
Phase 3 Step 1 - Make Withdrawals from Treasury
(None)
Phase 3 Step 2 - Make Deposits to Treasury
(None)
Phase 3 Step 3 - Sell Expensive Items
(Auto sell)
Phase 3 Step 4 - Collect Taxes
Taxes: 1d20 + 190 ⇒ (13) + 190 = 203 67+67+0=134 BP
Phase 4 - Events (25%)
1d100 ⇒ 28
No EVENT!!

Demonic Horse Caller Xzin |

Kingdom Turn 33
Phase 1 - Upkeep
Phase 2 - Edict
Phase 3 - Income
Phase 4 - Event
Phase 1 Step 1 - Determine Kingdom Stability
(Autopass, Gain 1 BP)
Phase 1 Step 2 - Pay Consumption
(None)
Phase 1 Step 3 - Fill Vacant Magic Item Slots
1x major item Stagsfall: 1d100 ⇒ 74 1d100 ⇒ 49 = Bard Scroll
1x medium wondrous item Petticoat Junction: 1d100 ⇒ 78 3d100 ⇒ (12, 90, 94) = 196
1x minor wondrous item Labyrinth: 1d100 ⇒ 50
Phase 1 Step 4 - Modify Unrest
(None)
Phase 2 Step 1 - Assign Leadership
(None)
Phase 2 Step 2 - Claim Hexes
(Q2)
Phase 2 Step 3 - Abandon Hexes
(None)
Phase 2 Step 4 - Build Terrain Improvements
(Farms: Q2, Q14, S14, R13, S12)
Phase 2 Step 5 - Create and Improve Settlements
(Stagfall: 2 houses, Market; Ferry Station: 3 foundries)
Phase 2 Step 6 - Create Army Units
(Huge Goblin Wolfrider Cavalry)
Phase 2 Step 7 - Issue Edicts
(None)
Phase 3 Step 1 - Make Withdrawals from Treasury
(None)
Phase 3 Step 2 - Make Deposits to Treasury
(None)
Phase 3 Step 3 - Sell Expensive Items
(Auto sell)
Phase 3 Step 4 - Collect Taxes
Taxes: 1d20 + 198 ⇒ (13) + 198 = 211 70+70+42= 182 BP
Phase 4 - Events (30%)
Rolled by Ramses
No EVENT!!

Demonic Horse Caller Xzin |

Kingdom Turn 34
Phase 1 - Upkeep
Phase 2 - Edict
Phase 3 - Income
Phase 4 - Event
Phase 1 Step 1 - Determine Kingdom Stability
(Autopass, Gain 1 BP)
Phase 1 Step 2 - Pay Consumption
(None)
Phase 1 Step 3 - Fill Vacant Magic Item Slots
1x major item Stagsfall: 1d100 ⇒ 3
1x minor wondrous item Petticoat Junction: 1d100 ⇒ 48
1x minor wondrous item Labyrinth: 1d100 ⇒ 11
1x minor wondrous item Jarethsville: 1d100 ⇒ 23
Phase 1 Step 4 - Modify Unrest
(None)
Phase 2 Step 1 - Assign Leadership
(None)
Phase 2 Step 2 - Claim Hexes
(Q2)
Phase 2 Step 3 - Abandon Hexes
(None)
Phase 2 Step 4 - Build Terrain Improvements
(Roads: X3, V3, W8, U12, V7, U8, T7)
Phase 2 Step 5 - Create and Improve Settlements
(Create new district in Stagfall; Stagfall: 5 houses, Black Market, Bank, Barracks, Pier, Brothel, Brewery)
Phase 2 Step 6 - Create Army Units
(Huge Goblin Wolfrider Cavalry)
Phase 2 Step 7 - Issue Edicts
(None)
Phase 3 Step 1 - Make Withdrawals from Treasury
(None)
Phase 3 Step 2 - Make Deposits to Treasury
(None)
Phase 3 Step 3 - Sell Expensive Items
(Auto sell)
Phase 3 Step 4 - Collect Taxes
Taxes: 1d20 + 207 ⇒ (14) + 207 = 221 73+70+74= 217 BP
Phase 4 - Events (35%)
Rolled by Ramses
EVENT!!
Feud (Settlement, Continuous): Nobles (or other influential rival groups) are bickering. Attempt a Loyalty check. If you succeed, you end the event but Unrest increases by 1. If you fail, Corruption increases by 1, Unrest increases by 1d6, and the event is continuous.
Auto pass loyalty, unrest negated by buildings.

Plot Hammer |

The mighty kingdom of Green Acres flourishes under the excellent rule of it's leaders. What was once a run down fort "borrowed" from a local bandit is now a sprawling city. The once sparsely populated hills and forests of the Greenbelt are now full of farms and communities. There may have been a few hiccups along the way, but nothing to really be more than a speed bump in your progress.
Shortly after the slaughter (then resurrection and recruitment) of the owlbear Gigantor, Chief Sootscale pulls you aside after a council meeting. He regrets to inform you that Jubilost Narthropple has escaped, serving only 1 year of his 3 year sentence. The details of his escape are fuzzy. Jubilost had been put to work, mining for silver. He often muttered complaints and curses to himself, not totally unexpected really. After a while, the complaints and curses seemed to become more like he was talking to himself. Other than near constant heckling from the kobolds, he didn't have much social interaction so the kobolds didn't pay it much mind. Even when the mutters turned into a language unfamiliar to them, the kobolds just figured heck, he was an explorer so obviously he knew a few weird languages.
The actual escape was difficult for the kobolds to explain, and obviously magic was involved. Since Jubilost was not known to be a spellcaster, they are at a bit of a loss to say how it happened. One morning, as Jubilost was in the middle of his one allowed bathroom break for the day, strange noises began to come from the privy. In a scene quite similar to this, the kobolds burst open the door to find the gnome had somehow suck started a crossbow, with blood everywhere. As they tried to grab for the weapon, their hands passed through it. Shortly thereafter, the gruesome image disappeared, and Jubilost was nowhere to be found.

Plot Hammer |

In other stirring events, a charismatic orator and rabble rouser by the name of Grigori begins flinging verbal filth in your direction. He gives speeches criticizing and denigrating your leadership. Townsfolk, despite their severe love of you, seem to gather around him to hear him talk, and he builds quite a wellspring of support among some of the townsfolk.
When you arrive to one of his speeches, he is discussing your gross negligence in abandoning the town to go gallivanting through the countryside on fool's errands, leaving the town exposed to banditry, monster attacks, and worse. He brings up things such as the werewolf attacks, the troll attacks, and the owlbear, suggesting that you may even be responsible for these things because your wilderness explorations drove the monsters into more civilized areas. He claims you have acquired much wealth during your adventures, but have only used it to enrich yourselves. Also, he mentions how terribly racist you are towards the gnomish people. (He himself is a human in case you are wondering.)
Basically, he sticks it to the man, and does a really really good job at it.
You quickly realize that simply arguing with him at a street corner will get you nowhere, so you invite him and as many citizens as can squeeze in to where you hold your public showings and decrees and whatnot. There, in front of a forum of the people, he can get face time with King Smezut. He accepts, and laughs - he has a certain smugness about him, as if the sound of his own voice is like totally awesome.
Many of your people show up, as you always put on a good show. After a few rounds of banter, Smezut realizes that Grigori's skills are no match for his own. With a combination of playing the crowd, magic, and a few well placed bottle rockets, Grigori's credibility is shattered. Vegetables begin flying though the air, to the point that Smezut has to dive for cover lest he take a turnip to the eye. The crowd, always ready for a party, take a hold of Grigori and pull him into the masses. Shortly thereafter, what was once Grigori has become a mass of tar and bird feathers. It's really quite impressive that the citizens could complete such a task so quickly. Children with sticks chase him out of the city, yelling at him to cluck louder.
Once Grigori is out of sight, a young goblin child approaches Smezut, who had stood back up to watch the spectacle. In his arms is a bundle of what used to be Grigori's clothes, ruined by the various vegetable matter previously flung at them. Inside the bundle is what looks very much like Grigori's gear. The goblin child says he found them lying on the ground, and that he wanted to make sure no one stole them. Sure they could have belonged to Grigori, but the kid says he found them just lying on the ground, so he thought it best to turn them in to the proper authority.

Plot Hammer |

Rumors fly that a secret mystery cult dedicated to some obscure Fey power has taken root in Stagsfall. Tales abound of isolated communities throughout the River Kingdoms that tore themselves apart from within due to the machinations of these cultists.
Wanting to act quickly to locate the cult as well as to find out what it is all about, you set you minions to work. Research into the matter reveals the obscure Fey power to be The Green Mother, one of the Eldest. This confirms that the cult is a bad thing to leave to it's own devices. Your research also reveals that non-fey attracted to cults of The Green Mother are often adulterous wives, embittered prostitutes, and/or spurned lovers.
Smezut's loyal eyes and ears are able to reveal about 2 dozen women that fit this profile. From there, you are able to narrow down suspects through discrete questioning and surveillance. This way, you are able to narrow down on their secret rendezvous and catch them in the act. They meet in the cellar of a barn on the outskirts of Stagsfall. Your suspicions are further confirmed when you realize the barn door is trapped with a simple bell alarm, and the concealed trapdoor is really not that well concealed. In the cellar, you find Malgorzata Niska leading her half dozen cultists in their dark rites before a simple alter of piled stones painted green topped with a ruby carved to look like a pair of lips, wrapped in dried briar stems.
Though armed with sickles with which they try to put up a fight, they are easily captured due to your superior everything. In addition to some meager loot, you find a letter. You recognize the handwriting from that you saw in the tower (of that crumbling keep previously full of fey to the west of Stagsfall along your western border). It addresses you all by name, and complains how you always seem to be thwarting all of the fun she (no name, but by the writing you can definitely tell it was a female that penned it) could be having. She says Nyrissa is getting really sick of you meddling Goblins and your stupid wolf, and that a present is on it's way. What that alludes to, you do not know but it is likely not a lot of fun.

Plot Hammer |

Obviously these evil cultists are brought before the public. Many call for execution - the stories of how cults have turned cities upon themselves have stirred them up. Thus far, no one has been executed in Green Acres (oddly enough, whispered by some, considering it's ran by goblins). Seeing how well the public took to running Grigori the naysayer out of town, you figure what the heck, why not try that again? These cultists are all attractive women that use their wiles to cause havoc, so a good tar and feathering would do them good.
And the people rejoice. This time, a few citizens wearing homemade owlbear suits run them out of town, hooting the entire time. You may or may not have an underground furry population, but that's another worry.

Plot Hammer |

Nearly 2 years after the event with Gigantor (who is doing quite well, by the way), you are sitting in your council chambers following another meeting. You typically spend time there after the meetings for the follow on PC only meeting (along with cohorts if you feel so inclined). As you chat about whatever, you hear the unmistakable twang of a crossbow, and see the bolt whiz by and sink into Smezut's chest. Following the trajectory, across the council chambers up on the 3rd floor balcony is a familiar face, if not entirely familiar form.
Along the balcony stands Jubilost, holding a heavy crossbow in his hands with another bolt already loaded. He wasn't there moments before, that is, you didn't see him there anyway. His hair has taken on a greenish color, his face a pale white, and his lips the color of blood (or dripping blood, hard to tell at the distance). While odd, what sticks out the most is the fact he has insect-like wings. With an evil cackle, he shouts, "Looks like I can make you bleed your own blood, you filthy goblin scum. Not so high and mighty with a bad case of tension pneumothorax now are you? Hehe."
Upon seeing Jubilost in his new form, many of you realize he has been somehow acquired some fey powers. You're not quite sure exactly what all of them may be, but you at least know what they could be.
Round 1
Tbenox
Smezut
Jubilost
Xzin
Kristine
Ramses
Skaz
Arcos
Jubilost pew: 1d20 + 17 ⇒ (15) + 17 = 321d8 + 15 ⇒ (8) + 15 = 23
Smezut Knowledge: 1d20 + 10 ⇒ (12) + 10 = 22
Ramses Knowledge: 1d20 + 9 ⇒ (19) + 9 = 28
Xzin Knowledge: 1d20 + 5 ⇒ (17) + 5 = 22
Tbenox Knowledge: 1d20 + 11 ⇒ (3) + 11 = 14
Kristine Knowledge: 1d20 + 4 ⇒ (18) + 4 = 22
Initiative
Smezut Initiative: 1d20 + 9 ⇒ (13) + 9 = 22
Ramses Initiative: 1d20 + 7 ⇒ (9) + 7 = 16
Skaz Initiative: 1d20 + 8 ⇒ (6) + 8 = 14
Xzin Initiative: 1d20 + 4 ⇒ (13) + 4 = 17
Tbenox Initiative: 1d20 + 10 ⇒ (13) + 10 = 23
Kristine Initiative: 1d20 + 1 ⇒ (16) + 1 = 17
Arcos Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Jubilost Initiative: 1d20 + 8 ⇒ (9) + 8 = 17

Smezut Scumsong |

Smezut is surprised at the gnomes new found powers, but even more surprised at his dramatic oratory entrance.
"How very clever of you Jubilost. So after all this time and mercy, it comes to this. Prepare to be Thunderstuck butterfly man."
With a move action, Smezut lets loose a terrible, deep, tone from his silvered war horn. A peel of thunder cracks around the gnome, shaking his smallish bones.
Thundercall damage: 3d8 ⇒ (1, 6, 2) = 9
Fort DC 18 or stun for 1 round
After the sound subsides, Smezut begins inspire courage as a second move action.
Song and flag buffs grant +6 att, +6 dmg, +3 vs charm and fear

Demonic Horse Caller Xzin |

Xzin, seeing Smezut take a bolt to the chest (not quite an arrow to the knee, but still bad) summons forth a horde of Batponies above where the gnome had just stood, shouting orders. "Find him and smash him, pummel him and crash him, make him cry make him die, then we can enjoy some pie!"
Batponies (AKA dire bats): 1d3 + 1 ⇒ (1) + 1 = 2

Demonic Horse Caller Xzin |

Bat attacks
Attack: 1d20 + 7 + 2 + 5 ⇒ (19) + 7 + 2 + 5 = 33; Damage: 1d8 + 7 + 5 ⇒ (1) + 7 + 5 = 13; Miss: 1d100 ⇒ 6
Attack: 1d20 + 7 + 2 + 5 ⇒ (8) + 7 + 2 + 5 = 22; Damage: 1d8 + 7 + 5 ⇒ (8) + 7 + 5 = 20; Miss: 1d100 ⇒ 7

Smezut Scumsong |

Realizing how badly he's hurt, and how intent on further hurting him this gnome is, Smezut decides it may be time for evasive maneuvers.
Smezut uses a standard action to cast Vanish. Then uses a move action to dive under the table while drawing his CLW potion. Finally, Smezut uses his quickrunnders shirt to grant another move action- which is used to drink down the potion.
Perception: 1d8 + 1 ⇒ (4) + 1 = 5

Plot Hammer |

The batponies, for reasons undetermined, both decide that just this moment was the right time to take a nap, without properly securing themselves to the ceiling. They plummet to the ground, which wakes them up but leaves them prone and flapping on the floor. Your knowledge of what Jubilost has become leads you to believe this was the results of a deep slumber spell; however, you do not see him after it is cast.
Paranoia Dice: 1d20 + 3 ⇒ (4) + 3 = 7
Paranoia Dice: 1d20 + 3 ⇒ (2) + 3 = 5
Falling Damage: 2d6 ⇒ (1, 1) = 2

Demonic Horse Caller Xzin |

Xzin sends forth his aerial minions to flush out the invisible gnome while calling forth a horde of hellish spiders (because spiders are evil) to entangle the gnome.
Summon: 1d4 + 2 ⇒ (4) + 2 = 6
Web: 1d20 + 5 + 5 - 4 ⇒ (5) + 5 + 5 - 4 = 11; Miss: 1d100 ⇒ 91
Web: 1d20 + 5 + 5 - 4 ⇒ (6) + 5 + 5 - 4 = 12; Miss: 1d100 ⇒ 26
Web: 1d20 + 5 + 5 - 4 ⇒ (1) + 5 + 5 - 4 = 7; Miss: 1d100 ⇒ 37
Web: 1d20 + 5 + 5 - 4 ⇒ (1) + 5 + 5 - 4 = 7; Miss: 1d100 ⇒ 56
Web: 1d20 + 5 + 5 - 4 ⇒ (4) + 5 + 5 - 4 = 10; Miss: 1d100 ⇒ 74
Web: 1d20 + 5 + 5 - 4 ⇒ (6) + 5 + 5 - 4 = 12; Miss: 1d100 ⇒ 6

Plot Hammer |

The bats right themselves and fly up to the northeast corner of the 3rd floor balcony. Xzin's Spider Ponies appear on the ceiling, and swarm in behind the corner support wall you can't see behind from your position. You're reasonably sure Jubilost is there, though only the summoned creatures know, and they can't talk.

Plot Hammer |

Smezut, believing hiding under the table will provide a brief respite, hastes Ramses and his pals.
No sooner than does that thought possibly cross his mind, Jubilost appears under the table and fires his crossbow at Smezut for the third time. This bolt only clips him this time, but it still stings.
"I'll be far more merciful than you, instead of a slow death from hard labor in a silver mine I'll just turn you into a pincushion! Hurry up and die already!"
Jubilost then fades from view.
Ramses will get his readied action of shooting Jubilost as he pops in under the table and before Smezut gets shot. Currently the only buff up is haste. Smezut's flag won't work while cowering under the table, and unless I hear a compelling reason to believe Inspire Courage is up (which has not been mentioned during round 2 or 3), drinking the potion and ducking under the table stopped it.
btw, I forgot to put up the round marker for this round, so here it is:
Round 3
Smezut (gone)
Ramses (awaiting readied action)
Jubilost (gone)
Xzin (next)
Kristine
Skaz
Tbenox
Arcos
Jubilost Pew: 1d20 + 18 ⇒ (4) + 18 = 221d8 + 16 ⇒ (1) + 16 = 17

Demonic Horse Caller Xzin |

Aggravated Xzin calls forth a stinky earth pony under the table where he believes the gnome to be. "Grab him and smash him!"
Earth Elemental Grab: 1d20 + 11 ⇒ (5) + 11 = 16; Miss: 1d100 ⇒ 65