
Rory Ward |

she was definitely very aggressive about it and it's easy to say that her aggression could turn towards our kingdom and try to take hold of our land. If she is a greedy ol' hag after mines, we do own a silver mine (the kobold ancestral home) so she may have her eyes on that land next.

Ravingdork |

A hag might have been preferable to a green dragon.
Perhaps we can come to a mutual agreement with her, such as gifting her the territory in exchange for her protection? She might even appreciate having our armies guarding the boundaries of her territory on her behalf.

Ravingdork |

Hope your Laptop cleans up nicely, Rory.
And folks, I know it's a longshot, but I can see Adular preferring almost any dragon the group CHOOSES over one that pushes her way in
I definitely agree with you there. I'm not largely concerned with losing the gold mine. I'm concerned that she will want more.
Please don't forget to fill out your calendar days for the month of Rova, Adular. You could be missing out on valuable dragon-slaying resources.
It looks like we spent the 5th and 6th exploring, had a rude guest around the 7th, an emergency council meeting that same day, and new items on the 10th and 14th.

Powergaming DM |

Rova
Upkeep step
Step 1—Determine Kingdom Stability: Attempt a Stability check. If you succeed, Unrest decreases by 1 (if this would reduce Unrest below 0, add 1 BP to your Treasury instead). If you fail by 4 or less, Unrest increases by 1; if you fail by 5 or more, Unrest increases by 1d4.
stability: 1d20 + 16 - 4 ⇒ (13) + 16 - 4 = 25
Made it. Unrest goes down by 1. Unrest is now 3
Step 2—Pay Consumption: Subtract your kingdom's Consumption from the kingdom's Treasury. If your Treasury is negative after paying Consumption, Unrest increases by 2.
Step 3—Fill Vacant Magic Item Slots: If any of your settlement districts have buildings that produce magic items (such as a Caster's Tower or Herbalist) with vacant magic item slots, there is a chance of those slots filling with new items (see the Magic Items in Settlements section).
Step 4—Modify Unrest: Unrest increases by 1 for each kingdom attribute (Economy, Loyalty, or Stability) that is a negative number.
The Royal Enforcer may attempt to reduce Unrest during this step.
Do you want to attempt the loyalty check?

Powergaming DM |

Edict Phase
The Edict phase is when you make proclamations on expansion, improvements, taxation, holidays, and so on.
Step 1—Assign Leadership: Assign PCs or NPCs to any vacant leadership roles or change the roles being filled by particular PCs or closely allied NPCs (see Leadership Roles).
Step 2—Claim and Abandon Hexes: For your kingdom to grow, you must claim additional hexes. You can only claim a hex that is adjacent to at least 1 other hex in your kingdom. Before you can claim it, the hex must first be explored, then cleared of monsters and dangerous hazards (see Steps 2 and 3 of Founding a Settlement for more details). 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. Table: Improvement Edicts tells you the maximum number of hexes you can claim per turn.
You may abandon any number of hexes to reduce your kingdom's Size (which you may wish to do to manage Consumption). Doing so increases Unrest by 1 for each hex abandoned (or by 4 if the hex contained a settlement). This otherwise functions like losing a hex due to unrest (see Step 4 of the Upkeep Phase).
Step 4—Build Terrain Improvements: You may spend BP to build terrain improvements like Farms, Forts, Roads, Mines, and Quarries (see Terrain Improvements).
You may also prepare a hex for constructing a settlement. Depending on the site, this may involve clearing trees, moving boulders, digging sanitation trenches, and so on. See the Preparation Cost column on Table: Terrain and Terrain Improvements to determine how many BP this requires.
Table: Improvement Edicts tells you the maximum number of terrain improvements you can make per turn.
Step 5—Create and Improve Settlements: You may create a settlement in a claimed hex (see Founding a Settlement). Table: Improvement Edicts tells you the maximum number of settlements you can establish per turn.
You may a building in any settlement in your kingdom. The list of available building types begins. When a building is completed, apply its modifiers to your kingdom sheet. Table: Improvement Edicts tells you the maximum number of buildings you can construct in your kingdom per turn. The first House, Mansion, Noble Villa, or Tenement your kingdom builds each turn does not count against that limit.
Step 6—Create Army Units: You may create, expand, equip, or repair army units (see Mass Combat).
Step 7—Issue Edicts: Select or adjust your edict levels (see Edicts).

Ravingdork |

I do not believe we will be claiming any new hexes this turn, nor will we be making any withdraws from the treasury.
I do intend to build a fishery in F40, as well as a park in our settlement.
The fishery will put our consumption to -3, allowing us to increase our Promotion Edict to aggressive this month at essentially no cost.
The park will increase loyalty, decrease consumption and is only half cost thanks to the theater we already have in town (making it dirt cheap at only 2 BP).
What do the rest of you guys think?
EDIT: If we go this route, it will leave us with 1 BP (before the Economy check for more income); 2 Unrest; and with Economy 20, Loyalty 19, and Stability 21.
If our new council member can remove one of those unrest points, then those latter three stats all go up by 1 before any further Kingdom checks are made by the GM.
DM: If he fails that Loyalty check to decrease unrest is the loyalty penalty permanent? The rules appear silent on the matter. (If true, that's really harsh!)
Mallichatti: If you decide to make that check it is 1d20+17 VS DC 24. The odds are in your favor, but not by much.

Ravingdork |

I can just imagine what that is meant to represent.
"Stop with all this rioting nonsense!"
*Beheads a few unruly citizens as the survivors look on in stunned horror*
"There, that's better. Now keep the noise down."
I still find it odd that such an act could potentially continue to haunt the kingdom even a thousand years later.
I vote we never use that option except for times of extreme desperation.

Rory Ward |

I'm a bit uncertain about the 1 BP at the end but I know we don't really face consumption. Does the aggressive promotion just affect the loyalty? We may need that boost cause of the dragon now that i think about it...
I'm really happy that we started in teh second book and are doing all this stuff. I just started a second kingmaker game for a group of friends (my first is with family) and these guys are more likely to make it through everything. Seeing how all this kingdom and downtime stuff goes is helping me understand the rules better so i can explain it to them later.
If you guys are any curious about it I almost TPK'd them on the first session. They failed to stop Happs and the other bandits from escaping so when the approached the bandits at the river camp, they had to deal with all 12. They were too stubborn to run off and 3 of the five went down. But the primary healer wasn't one (he has freaking 20 AC) so they lived and spent the next three days there licking their wounds. They hate lv. 1 so they started at lv. 2 with 0 xp which we all agree was the only reason why they lived.

Ravingdork |

I'm a bit uncertain about the 1 BP at the end but I know we don't really face consumption. Does the aggressive promotion just affect the loyalty? We may need that boost cause of the dragon now that i think about it...
If I am not mistaken, we started the month with 7 BP in the treasury.
7 starting - 0 consumption - 2 park - 4 fishery = 1 remaining
Then we get...
+ Income roll result + 2 mine with resource + 1 sawmill
I'm really happy that we started in teh second book and are doing all this stuff. I just started a second kingmaker game for a group of friends (my first is with family) and these guys are more likely to make it through everything. Seeing how all this kingdom and downtime stuff goes is helping me understand the rules better so i can explain it to them later.
If you guys are any curious about it I almost TPK'd them on the first session. They failed to stop Happs and the other bandits from escaping so when the approached the bandits at the river camp, they had to deal with all 12. They were too stubborn to run off and 3 of the five went down. But the primary healer wasn't one (he has freaking 20 AC) so they lived and spent the next three days there licking their wounds. They hate lv. 1 so they started at lv. 2 with 0 xp which we all agree was the only reason why they lived.
That's better than our group fared. Our characters literally bumbled into the place with my fighter in the lead. He was down, on the ground, with a half dozen arrows in him before he was even aware he had walked into a bandit camp. The other PCs fled and ultimately had to mount a rescue operation for my captive fighter.
EDIT:
The park will increase loyalty, decrease consumption and is only half cost thanks to the theater we already have in town (making it dirt cheap at only 2 BP).
In my earlier post I said the park would reduce "consumption." That's a typo. I meant to say "unrest."

Rory Ward |

That's better than our group fared. Our characters literally bumbled into the place with my fighter in the lead. He was down, on the ground, with a half dozen arrows in him before he was even aware he had walked into a bandit camp. The other PCs fled and ultimately had to mount a rescue operation for my captive fighter.
Ha. They had captured one bandit at Olegs and he led them to the camp. They're pretty much all followers of a minor deity called Ragatheil or something, he's the LG god of vengeance. They freed the bandit and told him to announce their arrival. Of coarse everyone already knew they were coming and were waiting anxiously for them. When the captured bandit arrived they quickly armed him and waited in ambush. Once pretty much everyone walked towards the middle of camp they all stood and attacked. It's partially their own fault since none of them thought to roll perception.

Powergaming DM |

Income Phase
During the Income phase, you may add to or withdraw from the Treasury as well as collect taxes.
Step 1—Make Withdrawals from the Treasury: The kingdom-building rules allow you to expend BP on things related to running the kingdom. If you want to spend some of the kingdom's resources on something for your own personal benefit (such as a new magic item), you may withdraw BP from the Treasury and convert it into gp once per turn, but there is a penalty for doing so.
Each time you withdraw BP for your personal use, Unrest increases by the number of BP withdrawn. Each BP you withdraw this way converts to 2,000 gp of personal funds.
Step 2—Make Deposits to the Treasury: You can add funds to a kingdom's Treasury by donating your personal wealth to the kingdom—coins, gems, jewelry, weapons, armor, magic items, and other valuables you find while adventuring, as long as they are individually worth 4,000 gp or less. For every full 4,000 gp in value of the deposit, increase your kingdom's BP by 1.
If you want to donate an item that is worth more than 4,000 gp, refer to Step 3 instead.
Step 3—Sell Expensive Items for BP: You can attempt to sell expensive personal items (that is, items worth more than 4,000 gp each) through your kingdom's markets to add to your Treasury. You may sell one item per settlement district per turn. You must choose the settlement where you want to sell the item, and the item cannot be worth more than the base value of that settlement.
To sell an item, divide its price by half (as if selling it to an NPC for gp), divide the result by 4,000 (rounded down), and add that many BP to your Treasury.
You cannot use this step to sell magic items held or created by buildings in your settlements; those items are the property of the owners of those businesses. (See Magic Items in Settlements for more information on this topic.)
Step 4—Collect Taxes: Attempt an Economy check, divide the result by 3 (round down), and add a number of BP to your Treasury equal to the result.
economy: 1d20 + 20 - 2 ⇒ (13) + 20 - 2 = 31
pass and you gain 10 Bp con grates.
Event Phase
Lady Greengrass sends a message.
"I find myself feeling peckish and noticed your farms and fat cows. I would like a regular delivery of [this much]. Deliver them to me or I will come get them myself"
If you agree consumption will go up by 1

Ravingdork |

So that leaves us with 14 BP in the treasury for the coming month.
How does she send the message? Magic? Messenger? Personally storming our castle again? Her demand is the equivalent of 400 cows each month, or nearly 14 cows a day.
Fortunately, our consumption is still 0 even with such a high demand.

Ravingdork |

I think we should consider raising an army guys. We can support the following for 1 month at the cost of 12 BP.
Thunder Lizard Horde (2,000 kobolds)
NG Colossal army of kobolds (warrior 1)
hp 33; ACR 6
DV 16 (24 in settlement); OM +6
Tactics dirty fighters
Special darkvision, light sensitivity
Speed 2; Consumption 3

Ravingdork |

Green dragons are not inherently immune to poison. I recommend oil of taggit. Riva can take 10 to craft it, making it for 30gp/dose and with 1 BP we can afford to get 66 doses, which is enough to jack the DC up to 145.
I also noticed that green dragon's don't have scent, or any other means of detecting poison easily, so we can oil up several sheep with the stuff.
I figure giving her 6 sheep with 11 doses each should do the trick (DC 35).
Even if she realizes something is amiss (funny after taste or whatever), there isn't much she will be able to do about it I don't think. Even she can't get to our Kingdom to enact revenge before the onset time expires.
It will knock her out cold for a few hours, allowing us to get in and kill her while she lies unconscious and helpless. We can even place some kobold spies amidst the traitors, to make sure she stays out cold for as long as we need ("She is ill, this 'medicine' will help her rally her strength" *administers more poison*).
And don't worry, Adular, I'm sure there will be plenty of fighting to be done with her kobold traitors. You can deal with them while we handle the distasteful sneaky stuff.
I say we acquiesce to her demands for now (perhaps until we level up, giving Greengrass enough time to get comfortable with our subservience), craft the poisons, drug her, and go in with an army.

Ravingdork |

Since it may be some time before we can get our hands on enough poison (I'm thinking the following month when we can withdraw 1 BP at the earliest), we should build up an army and then put it in reserve (note that army reserves is an optional rule), making it active only for the eventual implementation of our plan or in the event of a dragon attack.
Sadly, we can only house armies of certain sizes, based on the buildings our settlement possesses. Our castle allows us to keep a large army garrison in reserve. Adular's temple also allows us to keep a small army on reserve, provided they are special religious troops (clerics, druids, inquisitors, or paladins).
So long as they stay in our settlement, gaining the defensive bonuses for doing so, we should at least be able to fend off a dragon attack (assuming she is an adult, and not older; and assuming that the GM allows us to test out the mass combat rules).
A large army of 2nd-level human fighters (our garrison) will cost us 1 BP each month it is kept on reserve, and 4 BP each month that it is active (it is considered active if it leaves the settlement or enters a conflict).
A small army of elite clerics (or other PC class) of up to 5th-level will cost us the same price.
EDIT: I mentioned poisoned sheep in my previous post. I don't know where my brain is. Should have been "poisoned cows." Fortunately, oil of taggit is an ingested poison, so the cows themselves won't be harmed by it up until they are eaten.