DM Brainiac’s Kingmaker 2E: Table 1

Game Master Brainiac

Hex Map
Kingdom Sheet


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Welcome to the game! Feel free to start making existing connections between your characters if you so desire. I'll have the gameplay thread up later today.

Before the future rulers of the Stolen Lands even set foot in those wild regions, they’re merely individuals in the southern reaches of Brevoy in or near the city of Restov, each with their own history and goals. As this Adventure Path begins, the PCs and others have caught the eye of one of the nobles of the city of Restov—Lady Jamandi Aldori.

Lady Jamandi, a wealthy and influential swordlord of the city of Restov in southern Brevoy, has come up with a bold and somewhat unusual plan to officially lay claim to the so-called Stolen Lands, an enormous swath of wilderness wedged between Brevoy and the River Kingdoms that has long resisted attempts at settlement. Her “call for heroes” promises a great and perilous opportunity to claim an equally heroic reward. As this chapter begins, the PCs have answered Lady Jamandi’s “call for heroes” and arrived at her impressive hilltop manor.

Dark Archive

| HP 89/106 | AC:25 | Fo:+14 Re:+14 Wi:+15+ | Ath +13, Acr +14, Dec +14, Itm +10, Med +11, Perc +13 | Fangs/Fists +16 2d8+6 | Ki 0/1, HeP: 2/3 | Active Conditions:

Sari probably doesn't have any knowing links to any of you but you might have heard of one of the many bandit groups she's worked with over the years.

That said if you would like to build a more meaningful connection, feel free! :)


Female Human Vampire Witch (Wild) 7 | HP 57 | AC 21 | Fort +12 Ref +13 Will +12 | Perc +10 | Focus 3 | Hero Point: 2/3 || Familiar (Dante) AC 21 | HP 35

Floare has heard of the <unnamed> bandit group that Sari was associated with. She wasn't a fan. But she's of the viewpoint that everyone deserves to be judged on their on and not necessarily on the company that they keep.


LN male skilled human summoner 7 HP 0/99| AC 23 | F +13 R +11 W +11 (+1 vs sleep/paralysis)| Perc +11 | Resist Fire 5 speed 25 ft | focus 1/1| Hero 1 |4: 2/2 3: 2/2 Active Conditions: Dying 2

Deregar's a bit of a loaner. He's been out in the hinterlands until recently.


Female Dwarf Tiefling Cleric 7 | HP 20/65 | AC 19 | Fort +14 Ref +10 Will +15 | Perc +15; darkvision, low-light vision | spell DC 25, attack +15 | hero point 0 she's the pink one: Active Conditions:

Tadri is from Issian, a city girl with a bunch of trips out of city life to get away (and learned how to camp and forage so she didn't have to come back). I like that none of us know each other.

Dark Archive

| HP 89/106 | AC:25 | Fo:+14 Re:+14 Wi:+15+ | Ath +13, Acr +14, Dec +14, Itm +10, Med +11, Perc +13 | Fangs/Fists +16 2d8+6 | Ki 0/1, HeP: 2/3 | Active Conditions:

Significant Loot: 9 lesser healing potions, +1 mace, +1 longsword, coyote cloak.

Wealth/character @2: 30gp each. Given Jamandi's reward as well we should have about 80gp of wealth each.


Female Human Vampire Witch (Wild) 7 | HP 57 | AC 21 | Fort +12 Ref +13 Will +12 | Perc +10 | Focus 3 | Hero Point: 2/3 || Familiar (Dante) AC 21 | HP 35

Witch 2

Class Feat: Basic Lesson
Lesson of Protection

Archtype Feat:
Familiar Master

New Familiar Spells:
Magic Fang
Summon Animal

Skill Feat:
Skill Training - Crafting

And Floare will take the coyote cloak. :)


LN male skilled human summoner 7 HP 0/99| AC 23 | F +13 R +11 W +11 (+1 vs sleep/paralysis)| Perc +11 | Resist Fire 5 speed 25 ft | focus 1/1| Hero 1 |4: 2/2 3: 2/2 Active Conditions: Dying 2

Summoner 2

Class Feat: Ranged Combatant
Archetype Feat: Dragon Disciple Dedication

New Spell:
Magic Missile

Skill Feat:
Intimidating Glare


Female Dwarf Tiefling Cleric 7 | HP 20/65 | AC 19 | Fort +14 Ref +10 Will +15 | Perc +15; darkvision, low-light vision | spell DC 25, attack +15 | hero point 0 she's the pink one: Active Conditions:

cleric level 2

class feat: Domain initiate (passion domain, giving her the charming touch focus spell, increasing her focus pool to 2)
adding another level one spell, she takes Magic Weapon, keeping her other two as Heals.
Her feat will be stitch flesh to use medicine on their vampire.

archetype: sorcerer, demonic bloodline of course.
gives her intimidation and religion (which she already has so she takes society)
two cantrips from divine (but charisma based instead of wisdom): message and read the air

buying a bag of holding I

Dark Archive

| HP 89/106 | AC:25 | Fo:+14 Re:+14 Wi:+15+ | Ath +13, Acr +14, Dec +14, Itm +10, Med +11, Perc +13 | Fangs/Fists +16 2d8+6 | Ki 0/1, HeP: 2/3 | Active Conditions:

Monk 2

Class: Stunning Fist (so good, and free in terms of actions!)
Skill: Battle Med

Archetype: Vampire (duh!)


Female Human Vampire Witch (Wild) 7 | HP 57 | AC 21 | Fort +12 Ref +13 Will +12 | Perc +10 | Focus 3 | Hero Point: 2/3 || Familiar (Dante) AC 21 | HP 35

Witch 3

Occultism Trained -> Expert

General Feat:
Natural Medicine

Spells:
2 - Dispel Magic
2 - Glitterdust


LN male skilled human summoner 7 HP 0/99| AC 23 | F +13 R +11 W +11 (+1 vs sleep/paralysis)| Perc +11 | Resist Fire 5 speed 25 ft | focus 1/1| Hero 1 |4: 2/2 3: 2/2 Active Conditions: Dying 2

Summoner 3

Intimidation Trained -> Expert

General Feat: Toughness

Spell:
2 - Invisibility

Dark Archive

| HP 89/106 | AC:25 | Fo:+14 Re:+14 Wi:+15+ | Ath +13, Acr +14, Dec +14, Itm +10, Med +11, Perc +13 | Fangs/Fists +16 2d8+6 | Ki 0/1, HeP: 2/3 | Active Conditions:

Monk 3

Nature -> Trained.

General Feat: Toughness

Class Features: Incredible Movement, Mystic Strikes.


Female Dwarf Tiefling Cleric 7 | HP 20/65 | AC 19 | Fort +14 Ref +10 Will +15 | Perc +15; darkvision, low-light vision | spell DC 25, attack +15 | hero point 0 she's the pink one: Active Conditions:

Cleric 3
medicine expert
Continual Recovery feat


Female Human Vampire Witch (Wild) 7 | HP 57 | AC 21 | Fort +12 Ref +13 Will +12 | Perc +10 | Focus 3 | Hero Point: 2/3 || Familiar (Dante) AC 21 | HP 35

Witch 4

Class Feat: Improved Familiar

Archetype Feat: Familiar Conduit

Skill Feat: Stitch Flesh

New Spells:

2 - Scorching Ray
2 - Speak With Animals

Dark Archive

| HP 89/106 | AC:25 | Fo:+14 Re:+14 Wi:+15+ | Ath +13, Acr +14, Dec +14, Itm +10, Med +11, Perc +13 | Fangs/Fists +16 2d8+6 | Ki 0/1, HeP: 2/3 | Active Conditions:

Monk 4

Class: Wholeness of Body
Archetype: Nocturnal Kindred
Skill: Intimidating Glare


LN male skilled human summoner 7 HP 0/99| AC 23 | F +13 R +11 W +11 (+1 vs sleep/paralysis)| Perc +11 | Resist Fire 5 speed 25 ft | focus 1/1| Hero 1 |4: 2/2 3: 2/2 Active Conditions: Dying 2

Summoner 4

Class Feat: Glider Form
Archetype Feat: Scales of the Dragon
Skill Feat: Underwater Marauder

New Spell:
2: Ash Cloud


Amiri:
The following new skill feats become available to the PCs starting at 4th level, assuming Amiri remains allied with them.

Triumphant Boast

That's Not Natural!

Say That Again!

Too Angry to Die

As Amiri’s unintentional cult of personality drives a greater interest in gladiatorial competition, her presence bolsters the kingdom’s taste for arena-based blood sport, making the following structure available to build.

GLADIATORIAL ARENA STRUCTURE 15
EDIFICE FAMOUS INFAMOUS YARD
A gladiatorial arena is a sprawling open-air field surrounded by seating and viewing areas. It also includes extensive underground barracks and training facilities for gladiators to use.

Lots 4; Cost 58 RP, 10 Lumber, 30 Stone
Construction Warfare (master) DC 34
Upgrade From arena
Item Bonus +3 item bonus to Celebrate Holiday, to Hire Adventurers, and to Warfare checks made in order to Quell Unrest
Effects A gladiatorial arena allows a PC in the settlement to retrain combat-themed feats (at the GM’s discretion) more efficiently; doing so takes only 4 days rather than a week of downtime.

Linzi:
As long as her attitude toward the PCs is at least friendly, Linzi’s presence in the role allows for the following leadership activity during a Kingdom turn’s Activity Phase.

SPREAD THE LEGEND
DOWNTIME LEADERSHIP
Linzi works to spread the word of the party’s heroics and achievements, both through word of mouth and by distributing chapbooks or one-sheets detailing their exploits. Attempt a basic Arts check to determine the success of Linzi’s efforts.

Critical Success Not only do Linzi’s stories bring pride and patriotism to the nation, but they also help increase its glory. Reduce Unrest by 1d6, and at the start of the next Kingdom turn, gain one bonus Fame. In addition, if the kingdom experiences a dangerous random event during this turn’s Event Phase, reduce that event’s level modifier by 1.
Success The rousing and inspiring stories Linzi spreads about the PCs helps to bring the nation together. Reduce Unrest by 1d6.
Failure Linzi avoids spreading unfortunate news, but only just barely. The citizens are only slightly entertained by their leaders’ exploits. Reduce Unrest by 1.
Critical Failure Linzi accidentally spreads news of a humiliating or embarrassing nature, causing the people of the kingdom to lose respect for their leaders. Increase Unrest by 1d4.

Valerie:
As long as her attitude toward the PCs is at least friendly, Valerie’s presence in the role allows for the following Leadership activity during the Kingdom turn’s Activity Phase.

WARFARE EXERCISES
DOWNTIME LEADERSHIP
Valerie spends time studying the nation’s armies, speaking with its commanders, researching historical records of battles, and running simulations in war rooms to help predict the best ways to prepare for upcoming conflicts. Attempt a basic Warfare check to determine the success of these exercises.

Critical Success The exercises reveal a wide range of suggestions for the PCs to use during that month’s military exercises. All Army activities taken during this Kingdom turn’s Activity Phase gain a +1 circumstance bonus. This bonus increases to +2 at Kingdom level 9 and +3 at Kingdom level 15. In addition, the next time this Kingdom turn that you roll a critical failure on an Army activity, the result is improved to a regular failure instead.
Success The exercises grant a +1 circumstance bonus to your first Army activity taken during the Kingdom turn’s Activity Phase. This bonus increases to +2 at Kingdom level 9 and +3 at Kingdom level 15.
Failure The warfare exercises provide no insight this turn.
Critical Failure You accidentally form incorrect assumptions about your military tactics. The next time you roll a failure on an Army activity this Kingdom turn, it becomes a critical failure instead.

Harrim:
If Harrim's attitude toward the PCs is at least friendly, his presence as Magister allows for the following leadership activity during a Kingdom turn’s Activity phase.

EVANGELIZE THE END
DOWNTIME LEADERSHIP
Harrim spends time preaching the End Times. While his sermons certainly aren’t for everyone, his methods avoid deliberately antagonizing those who see hope in the world while simultaneously providing ease and calm to the more desperate among the kingdom’s citizens. Attempt a basic Folklore check to determine how effective his sermons are.

Critical Success Harrim’s prayers soothe and calm the more criminal-minded citizens for the time being. Reduce Unrest by 1d4, and either reduce Crime by 2 or reduce Corruption or Strife by 1.
Success Harrim’s prayers serve to redirect and calm discord. Reduce Unrest by 1d3.
Failure As success, but reduce Unrest by only 1.
Critical Failure Harrim’s prayers have unsettled some of your citizens. Increase Unrest by 1d4 and increase Decay by 1.


Female Dwarf Tiefling Cleric 7 | HP 20/65 | AC 19 | Fort +14 Ref +10 Will +15 | Perc +15; darkvision, low-light vision | spell DC 25, attack +15 | hero point 0 she's the pink one: Active Conditions:

Tandri cleric of the fourth
class: harming hands d10s for harm
archetype: basic blood potency: reach spell
skill feat: skill training (craft)


Female Human Vampire Witch (Wild) 7 | HP 57 | AC 21 | Fort +12 Ref +13 Will +12 | Perc +10 | Focus 3 | Hero Point: 2/3 || Familiar (Dante) AC 21 | HP 35

Kingdom Turn 1:

Action #1: Send Diplomatic Envoy
Skill: Statecraft +4

Send Diplomatic Envoy: 1d20 + 4 ⇒ (3) + 4 = 7

Dark Archive

| HP 89/106 | AC:25 | Fo:+14 Re:+14 Wi:+15+ | Ath +13, Acr +14, Dec +14, Itm +10, Med +11, Perc +13 | Fangs/Fists +16 2d8+6 | Ki 0/1, HeP: 2/3 | Active Conditions:

Send Envoy, Infamy Reroll: 1d20 + 7 ⇒ (15) + 7 = 22

Pledge of Fealty, Statecraft: 1d20 + 7 ⇒ (10) + 7 = 17
Resources: 1d4 ⇒ 1


Female Dwarf Tiefling Cleric 7 | HP 20/65 | AC 19 | Fort +14 Ref +10 Will +15 | Perc +15; darkvision, low-light vision | spell DC 25, attack +15 | hero point 0 she's the pink one: Active Conditions:

Kingdom turn 1, conitnued
send diplomatic envoy to restov: 1d20 + 7 ⇒ (20) + 7 = 27


LN male skilled human summoner 7 HP 0/99| AC 23 | F +13 R +11 W +11 (+1 vs sleep/paralysis)| Perc +11 | Resist Fire 5 speed 25 ft | focus 1/1| Hero 1 |4: 2/2 3: 2/2 Active Conditions: Dying 2

Kingdom Turn 1
Establish Trade with Restov (Trade): 1d20 + 5 + 4 ⇒ (19) + 5 + 4 = 28
Buy Commodities: Lumber 4 RP
Purchase Commodities (Trade): 1d20 + 5 ⇒ (8) + 5 = 13
Gain 1 Lumber

Build Phase
General Store (Trade DC 15): 1d20 + 5 ⇒ (15) + 5 = 20
8 RP, 1 Lumber


Female Dwarf Tiefling Cleric 7 | HP 20/65 | AC 19 | Fort +14 Ref +10 Will +15 | Perc +15; darkvision, low-light vision | spell DC 25, attack +15 | hero point 0 she's the pink one: Active Conditions:

Action 2 of Tandri

establish trade route with sootscales: 1d20 + 7 ⇒ (11) + 7 = 18
resource dice: 2d4 ⇒ (2, 3) = 5


Female Human Vampire Witch (Wild) 7 | HP 57 | AC 21 | Fort +12 Ref +13 Will +12 | Perc +10 | Focus 3 | Hero Point: 2/3 || Familiar (Dante) AC 21 | HP 35

Kingdom Turn 1

Action #2: Send Diplomatic Envoy
Send Envoy to Varnhold: 1d20 + 7 ⇒ (20) + 7 = 27

Action #3: Establish Trade
Establish Trade with Varnhold: 1d20 + 7 ⇒ (14) + 7 = 21


Female Dwarf Tiefling Cleric 7 | HP 20/65 | AC 19 | Fort +14 Ref +10 Will +15 | Perc +15; darkvision, low-light vision | spell DC 25, attack +15 | hero point 0 she's the pink one: Active Conditions:

purchase commodities lumber: 1d20 + 5 ⇒ (1) + 5 = 6


LN male skilled human summoner 7 HP 0/99| AC 23 | F +13 R +11 W +11 (+1 vs sleep/paralysis)| Perc +11 | Resist Fire 5 speed 25 ft | focus 1/1| Hero 1 |4: 2/2 3: 2/2 Active Conditions: Dying 2

Go Fishing: 1d20 + 2 ⇒ (12) + 2 = 14

Dark Archive

| HP 89/106 | AC:25 | Fo:+14 Re:+14 Wi:+15+ | Ath +13, Acr +14, Dec +14, Itm +10, Med +11, Perc +13 | Fangs/Fists +16 2d8+6 | Ki 0/1, HeP: 2/3 | Active Conditions:

Stop Worshipping Demons and do your Evil properly!: 1d20 + 7 ⇒ (11) + 7 = 18
Be better!: 1d20 + 7 ⇒ (5) + 7 = 12


Female Dwarf Tiefling Cleric 7 | HP 20/65 | AC 19 | Fort +14 Ref +10 Will +15 | Perc +15; darkvision, low-light vision | spell DC 25, attack +15 | hero point 0 she's the pink one: Active Conditions:

claim hex with wilderness: 1d20 + 7 ⇒ (11) + 7 = 18


LN male skilled human summoner 7 HP 0/99| AC 23 | F +13 R +11 W +11 (+1 vs sleep/paralysis)| Perc +11 | Resist Fire 5 speed 25 ft | focus 1/1| Hero 1 |4: 2/2 3: 2/2 Active Conditions: Dying 2

Gather Livestock: 1d20 + 7 ⇒ (5) + 7 = 12


Event Flat Check: 1d20 ⇒ 12


Your attempts to gather livestock fail to bear fruit, nor do Sariana's overtures to the Sootscale kobolds to change their devil-worshipping ways. However, you successfully oversee construction of a general store in Stag's End.

"Alright! Things are off to a great start!" Linzi says cheerfully. "We're doing it!"

***

However, not long after Nightsong's first month comes to an end, Amiri comes to you with unsettling news: just outside the settlement, two unfortunate villagers—a female human farmhand named Saki and a male human shepherd named Beven—were brutally slaughtered on consecutive nights. The villagers of Stag's End have asked you to do something, fearing the depredations of bandits or of some beast from the surrounding wilderness.

You can attempt a Diplomacy check to Gather Information, a Medicine or Nature check to examine the bodies being held at an outbuilding on Beven's farm, and/or a Survival check to search along the trail leading into the village.


LN male skilled human summoner 7 HP 0/99| AC 23 | F +13 R +11 W +11 (+1 vs sleep/paralysis)| Perc +11 | Resist Fire 5 speed 25 ft | focus 1/1| Hero 1 |4: 2/2 3: 2/2 Active Conditions: Dying 2

I guess we should have built that cemetery.

Deregar frowns as Amiri brings the news. "If you check out the bodies, I'll ask around."

Diplomacy: 1d20 + 10 ⇒ (2) + 10 = 12
Hero Point: 1d20 + 10 ⇒ (6) + 10 = 16


LN male skilled human summoner 7 HP 0/99| AC 23 | F +13 R +11 W +11 (+1 vs sleep/paralysis)| Perc +11 | Resist Fire 5 speed 25 ft | focus 1/1| Hero 1 |4: 2/2 3: 2/2 Active Conditions: Dying 2

Sorry, posted to the wrong thread.

Also, I'll retrain Armor Training to Weapon Proficiency during our downtime, if that is okay, since I have scales now.

Dark Archive

| HP 89/106 | AC:25 | Fo:+14 Re:+14 Wi:+15+ | Ath +13, Acr +14, Dec +14, Itm +10, Med +11, Perc +13 | Fangs/Fists +16 2d8+6 | Ki 0/1, HeP: 2/3 | Active Conditions:

Repair Rep: 1d20 + 6 ⇒ (15) + 6 = 21 Success, reduce Crime by 1.
Sootscales Emissary: 1d20 + 7 ⇒ (18) + 7 = 25 Success but not crit so no effect? Maybe if I'm just trying to swing them to LE?

Dark Archive

| HP 89/106 | AC:25 | Fo:+14 Re:+14 Wi:+15+ | Ath +13, Acr +14, Dec +14, Itm +10, Med +11, Perc +13 | Fangs/Fists +16 2d8+6 | Ki 0/1, HeP: 2/3 | Active Conditions:

Turn 2
Regional Activites:
- Claim Hex (success)
- Build Farmland (fail)
???

Civic Activity:
- Build House (success)


LN male skilled human summoner 7 HP 0/99| AC 23 | F +13 R +11 W +11 (+1 vs sleep/paralysis)| Perc +11 | Resist Fire 5 speed 25 ft | focus 1/1| Hero 1 |4: 2/2 3: 2/2 Active Conditions: Dying 2

Send diplomatic envoy to Sootscales
Statecraft: 1d20 + 7 ⇒ (17) + 7 = 24

Infiltration (Fort Drelev)
Intrigue: 1d20 + 7 ⇒ (11) + 7 = 18

Infiltration (Pitax)
Intrigue: 1d20 + 7 ⇒ (7) + 7 = 14

Region
Go Fishing
Boating: 1d20 + 1 ⇒ (7) + 1 = 8


Female Dwarf Tiefling Cleric 7 | HP 20/65 | AC 19 | Fort +14 Ref +10 Will +15 | Perc +15; darkvision, low-light vision | spell DC 25, attack +15 | hero point 0 she's the pink one: Active Conditions:

statecraft: 1d20 + 7 ⇒ (3) + 7 = 10
statecraft: 1d20 + 7 ⇒ (20) + 7 = 27


Event Flat Check: 1d20 ⇒ 17
Event: 1d100 ⇒ 79
Random NPC Leader: 1d4 ⇒ 3

Dark Archive

| HP 89/106 | AC:25 | Fo:+14 Re:+14 Wi:+15+ | Ath +13, Acr +14, Dec +14, Itm +10, Med +11, Perc +13 | Fangs/Fists +16 2d8+6 | Ki 0/1, HeP: 2/3 | Active Conditions:

Turn 3

Sari 1: Purchase Commodities (Food) 1d20 + 5 ⇒ (3) + 5 = 8 1 commodity gained.

Regional Activities
(rolled in discord)
1. Claim Fangberries
2. Establish Farm in Fangberries
3. Build road towards Sootscales.

Civic Action
Build Cemetery.


Female Dwarf Tiefling Cleric 7 | HP 20/65 | AC 19 | Fort +14 Ref +10 Will +15 | Perc +15; darkvision, low-light vision | spell DC 25, attack +15 | hero point 0 she's the pink one: Active Conditions:

purchase stone: 1d20 + 5 ⇒ (16) + 5 = 21


LN male skilled human summoner 7 HP 0/99| AC 23 | F +13 R +11 W +11 (+1 vs sleep/paralysis)| Perc +11 | Resist Fire 5 speed 25 ft | focus 1/1| Hero 1 |4: 2/2 3: 2/2 Active Conditions: Dying 2

Leadership Activity
Rest and Relax (Wilderness): 1d20 + 7 ⇒ (1) + 7 = 8
Gather Livestock (Wilderness): 1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 18


Turn 3 Event: 1d20 ⇒ 2


Female Dwarf Tiefling Cleric 7 | HP 20/65 | AC 19 | Fort +14 Ref +10 Will +15 | Perc +15; darkvision, low-light vision | spell DC 25, attack +15 | hero point 0 she's the pink one: Active Conditions:

Rolled in discord, but putting it here for archival

Tandri ordered more food, rolled an 18 (total). 2 food for 4 resources.


Turn 4 Event DC 11: 1d20 ⇒ 19
Event: 1d100 ⇒ 20
Random Group: 1d11 ⇒ 2


Turn 5 Event DC 16: 1d20 ⇒ 14


Turn 6 Event DC 11: 1d20 ⇒ 6


Turn 7 Event DC 6: 1d20 ⇒ 20


Turn 8 Event DC 16: 1d20 ⇒ 3


Turn 9 Event DC 11: 1d20 ⇒ 16
Event: 1d100 ⇒ 42

FOOD SURPLUS EVENT +0
BENEFICIAL
Event Local crops thrive, hunters do very well, or livestock numbers are greater than expected. If this event occurs, it immediately ends any ongoing food shortage event.

Kingdom skill Agriculture; Leader Treasurer

Critical Success Your bumper crops include wild harvests that allow you to skip the entire Pay Consumption step of the Upkeep phase of your next Kingdom turn. Gain 1d6 Food Commodities.

Success Your excess crops lead to increased supplies. Treat your Consumption during the next Kingdom turn as 2 lower than its actual score and gain 1d6 Food Commodities.

Failure The food surplus isn’t as huge as you’d expected. Treat your Consumption during the next turn as 1 lower than its actual score.

Critical Failure What you thought was an excess of food is infested with spoilage, ergot, or other contamination. Increase Unrest by 1 and one Ruin of your choice by 1.

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