DM Brainiac’s Kingmaker 2E: Table 1

Game Master Brainiac

Hex Map
Kingdom Sheet


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Turn 10 Event DC 16: 1d20 ⇒ 3


Turn 11 Event DC 11: 1d20 ⇒ 6


Turn 12 Event DC 16: 1d20 ⇒ 19


TROUBLE WITH A WEIRD GNOME EVENT +0
DANGEROUS

Rumors of a weird gnome have spread through the kingdom. The gnome is described as a man with bright orange hair, glowing eyes, and a fashionably questionable red and yellow outfit. Some people report spotting the strange gnome lurking in unexpected and dangerous places, such as perched atop a steep roof or in the upper boughs of a tall tree, relaxing in a prison cell thought to have been empty, or wandering around in areas that are off-limits to casual visitors, such as in a private residence or the like. As the sightings increase, people begin to associate the weird gnome’s appearance with minor accidents or troubles, such as missing tools, illegible graffiti showing up in difficult to reach places, dangerous animals being set loose in the streets, and increasingly isolated fires that are caught and extinguished only moments before they could have spread to something more important.

Kingdom Skill: Intrigue; Leader: Magister

Critical Success: Kingdom investigators and spellcasters confirm that the weird gnome is likely no gnome at all, but a mischievous trickster fey, potentially from the First World. This knowledge allows your kingdom to both respond to the mischief more quickly and soothes the worries of the citizens. Decrease Unrest by 1.

Success: Kingdom investigators fail to track down the gnome, and while sightings eventually taper off, the damage is done and the citizens continue to worry. Increase Unrest by 1.

Failure: No explanation for the weird gnome’s antics are ever arrived at, and in addition to making the citizens uneasy, some of the gnome’s pranks had lasting effects. Increase Unrest by 1 and one Ruin of the party’s choice by 1.

Critical Failure: As failure, but increase Unrest by 2 and two Ruins of the party’s choice by 1.


Female Dwarf Tiefling Cleric 7 | HP 65/65 | 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's level is easy this time.

skill feat BATTLE MEDICINE
Free Archetype feat Basic Sorcerer Spellcasting (giving her harm and Shield Other)

Dark Archive

| HP 106/106 | 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 1/1, HeP: 3/3 | Active Conditions:

Sari got:

FA: Daywalker
Monk: Stumbling Feint

She's now an advanced undead! :)


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

Here's Floare's takes ...

Class Feat:
Greater Lesson: Lesson of Life

New Familiar Spell: spirit link
New Focus Spell: life boost

New Spells:
curse of lost time
lightning bolt

Skill Feat:
Root Magic

Archetype Feat:
unspent

She's leaving the Archetype feat unspent in anticipation of transitioning to a blood-sucker at 8th level. ;)


LN male skilled human summoner 7 HP 99/99| 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:

I got:

Class: Tandem Strike
Archetype: Claws of the Dragon
Skill: Eyes of the City

Dark Archive

| HP 106/106 | 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 1/1, HeP: 3/3 | Active Conditions:

Turn 18 (Lamashan)
Resource Roll: 6d6 + 4d6 ⇒ (5, 6, 4, 2, 5, 2) + (2, 4, 4, 6) = 40
No taxes
No expenses
Expend Commodities (4 ore) DC16: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23 Success - 4 bonus resource dice next turn.
No trade agreements

Leadership Activities:
Deregar - Provide Care - Defence DC16: 1d20 + 5 ⇒ (5) + 5 = 10
Infamy Reroll: 1d20 + 5 ⇒ (14) + 5 = 19 Success. Unrest drops to 0.
Sariana - Celebrate Holiday - Folklore DC16: 1d20 ⇒ 121d6 ⇒ 4 Fail, costs 4RP.
Tandri - Clandestine Business - Intrigue DC16: 1d20 + 7 ⇒ (12) + 7 = 191d4 ⇒ 4 Success, increases Unrest by 1.
Floare - Rest and Relax - Wilderness DC16: 1d20 + 7 ⇒ (14) + 7 = 21 Success, reduces Unrest by 1

Region Activities:
Claim Hex Wilderness: 1d20 + 8 ⇒ (13) + 8 = 21 Success, costs 1RP, claim hex.
Build Roads Engineering: 1d20 + 4 ⇒ (6) + 4 = 10
Infamy Reroll: 1d20 + 4 ⇒ (16) + 4 = 20 Success, Roads built, cost 1RP
Gather Livestock Wilderness: 1d20 + 8 ⇒ (19) + 8 = 271d4 ⇒ 3 Crit Success, gain 1 Infamy and 3 Food

Civic Activities:
Stag's End - nothing
Danteville - build Orphange Industry: 1d20 + 6 ⇒ (4) + 6 = 10
Infamy Reroll: 1d20 + 6 ⇒ (2) + 6 = 8 Fail, can try to complete next turn. Cost 6RP.
Tatzlford - build a Mill, Industry: 1d20 + 6 ⇒ (9) + 6 = 15
Infamy Reroll: 1d20 + 6 ⇒ (15) + 6 = 21 Success. Mill built. Cost 6RP.

Event? 16+: 1d20 ⇒ 11 No End turn 18

Dark Archive

| HP 106/106 | 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 1/1, HeP: 3/3 | Active Conditions:

Turn 19 (Neth)
Resource Roll: 6d6 + 4d6 ⇒ (1, 2, 3, 2, 6, 1) + (3, 1, 2, 3) = 24
No taxes
No expenses
Expend Commodities (4 ore), DC16: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15 Fail, gain 1 bonus dice next turn.
Trade Agreements x2, DC16: 1d20 + 6 ⇒ (1) + 6 = 7
Infamy Reroll: 1d20 + 6 ⇒ (5) + 6 = 11 Fail. 2RP next turn.

Leadership Activities:
Sariana - Infiltration Lizardmen camp - Intrigue DC16: 1d20 + 8 ⇒ (16) + 8 = 24 Success.
Floare - Reconnoitre - Wilderness DC16: 3d20 ⇒ (12, 15, 5) = 32 Success, Success, Fail. Explored hexes marked in blue - any encounters?
Deregar - Reconnoitre - Wilderness DC16: 3d20 ⇒ (5, 12, 20) = 37 Fail, Success, Crit Success. Hexes marked in green. Dark green is the crit.
Tandri - Request Foreign Aid - Statecraft DC16: 1d20 + 8 ⇒ (8) + 8 = 161d6 ⇒ 1 Success, 1 RP gained.

Region Activities
Claim Hex Wilderness, DC16: 1d20 + 8 ⇒ (17) + 8 = 25 Success, costs 1RP, gain hex.
Establish Work Site Engineering, DC16: 1d20 + 4 ⇒ (20) + 4 = 24 Crit success, x2 lumber from this site next turn (+1 lumber). Costs 4RP

Civic Activities
Danteville - build Orphanage part 2 Industry, DC16: 1d20 + 6 ⇒ (20) + 6 = 26 Crit success, regain 1 lumber.

Event, DC11: 1d20 ⇒ 11 Yes. Over to the GM!


Infiltration - Lizardfolk: The island here houses a village of a few dozen lizardfolk. It is surrounded by a palisade and consists of several structures made of mud. They seem unfriendly to outsiders but not outwardly hostile.

Reconnoiter: No encounters

Event: 1d100 ⇒ 12
Build 1, Demolish 2: 1d2 ⇒ 1

BUILDING DEMAND EVENT –1
CONTINUOUS DANGEROUS SETTLEMENT
Location: The largest settlement in the nation

The citizens of the affected settlement demand that a particular structure be built. The GM chooses one as close to the kingdom’s level as possible, preferably one that decreases Unrest when built (Orphanage). If you are willing to commit each upcoming Civic activity granted by this settlement to attempting the requested Build Structure activity until they succeed, you do not attempt the check.

Kingdom skill Politics; Leader Viceroy
Critical Success: You persuade the citizens to give up their demands.
Success: You quell the citizens’ demands for now, but they are not happy about your refusal to comply. Gain 1 Unrest.
Failure: The citizens continue their demands and some refuse to work in protest. Gain 1 Unrest and roll 2 fewer Resource dice at the start of your next turn.
Critical Failure: As failure, but violence during the protests also increases Decay by 1.

Resolution You can end this continuous event by critically succeeding or succeeding at the check or successfully building the requested structure.


LN male skilled human summoner 7 HP 99/99| 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:

So, we can end this one by building an Orphanage in town? I think that sounds like a fine idea, anyway.

Dark Archive

| HP 106/106 | 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 1/1, HeP: 3/3 | Active Conditions:
Deregar Rogarvia wrote:
So, we can end this one by building an Orphanage in town? I think that sounds like a fine idea, anyway.

Ironically we just critically succeeded on building an orphanage... in Danteville.

But yeah, I'm fine with committing to that. :)

Dark Archive

| HP 106/106 | 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 1/1, HeP: 3/3 | Active Conditions:

Turn 20 (Kuthona)
Resources: 6d6 + 1d6 + 2 ⇒ (6, 6, 5, 5, 6, 6) + (1) + 2 = 37

Commerce Phase
No taxes
No expenses
Expend Commodities (4 ore), DC16: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Infamy Reroll: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25 Success, 4 bonus dice next turn.
No trade

Leadership Phase
Sariana - Focused Attention for Tandri - Statecraft, DC20: 1d20 + 8 ⇒ (13) + 8 = 21
Tandri - Send Envoy to Lizardfolk - Statecraft, Statecraft, DC?: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18
Infamy Reroll: 1d20 + 8 ⇒ (20) + 8 = 28 Assuming that that's a crit success.
Deregar - Focused Attention for Sariana - Intrigue, DC20: 1d20 + 8 ⇒ (8) + 8 = 16
Floare - Focused Attention for Sariana - Intrigue, DC20: 1d20 + 8 ⇒ (20) + 8 = 28
Sariana - Pledge of Fealty from Lizardmen - Intrigue, DC?: 1d20 + 8 + 2 + 2 ⇒ (19) + 8 + 2 + 2 = 31

Region Activities
Claim Hex - Wilderness, DC16: 1d20 + 8 ⇒ (20) + 8 = 28 1 RP, crit success so we can do it again!
Claim Hex - Wilderness, DC16: 1d20 + 8 ⇒ (8) + 8 = 16 Success, 1RP
Build Roads - Engineering, DC16: 1d20 + 4 ⇒ (11) + 4 = 15
Infamy Reroll: 1d20 + 4 ⇒ (12) + 4 = 16 Success, roads built, 4RP.
Build more roads - Engineering, DC16: 1d20 + 4 ⇒ (1) + 4 = 5
Infamy Reroll: 1d20 + 4 ⇒ (14) + 4 = 18 Success, roads built, 4RP.

Civic Activities
Stag's End - Build Orphanage - Industry, DC16: 1d20 + 6 ⇒ (18) + 6 = 24 Success, 6RP, 2 lumber
Danteville - Wooden Wall - Defense, DC15: 1d20 + 4 ⇒ (1) + 4 = 5
Infamy Reroll: 1d20 + 4 ⇒ (5) + 4 = 9 Fail. 2RP and 4 lumber. Can try again next turn at no extra cost.

Event? DC16: 1d20 ⇒ 18
-----------------------------------------------------------------
Crazy turn...

Sari works to help Tandri send diplomats to the lizardfolk. It goes really well after Nightsong shows its muscle and the diplomats are so impressive that it triggers Sari getting Deregar and Floare onto a full scale pledge of fealty. It goes very well and the lizardmen (presumably) sign up to be part of Nightsong.

This in turn leads to a rapid and well resourced expansion drive south west towards their turf, with hex claiming and roads to match!

Also 5 rerolls from Infamy and still gained 3 of that back with crit successes. (Maybe more if the 31 is a crit?)


The lizardfolk eagerly seek to join your kingdom. These lizardfolk have long regarded the eerie lights that glow and dance above Candlemere’s central island with something akin to religious awe, believing them to be the spirits of fallen lizardfolk heroes. The tribe’s current leader, Vesket, claims to be able to speak to one of these spirits. He believes it to be a revered ancestor and holds its advice in high esteem.

Event: 1d100 ⇒ 93

UNEXPECTED FIND, EVENT +0
BENEFICIAL, SETTLEMENT
Location The kingdom’s newest settlement

Local citizens discover a forgotten magic item while working on a construction site or while clearing out an old storage area.

Kingdom skill Trade; Leader Ruler

Critical Success: The citizens donate the magic item to the PCs as thanks. The item is either a permanent item or four consumable items (equal chance of each) of a level equal to your kingdom. The exact item discovered is determined by the GM. If the PCs decide to donate the discovery to the community, reduce Unrest by 2d4.
Success: The magic treasure is donated to the community; reduce Unrest by 1d4.
Failure: The found item is grudgingly donated to the community; reduce Unrest by 1.
Critical Failure: The recovered item is stolen before it can be donated, found to be cursed, or turns out to be worthless junk. Increase Unrest by 1.

Dark Archive

| HP 106/106 | 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 1/1, HeP: 3/3 | Active Conditions:

Trade: 1d20 + 6 ⇒ (12) + 6 = 18

Well it's nice to donate things... we reduce our Unrest to 0, from 0...

Yay?

Dark Archive

| HP 106/106 | 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 1/1, HeP: 3/3 | Active Conditions:

Turn 21 (Abadarius)
Resources: 6d6 + 3d6 ⇒ (5, 6, 1, 6, 2, 1) + (3, 3, 5) = 32

Commerce
No taxes
No expenses
Expend Ore, DC16: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14
Infamy Reroll, DC16: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22 Success. 4 resource dice next turn.
Trade, 1 agreement, DC16: 1d20 + 6 ⇒ (19) + 6 = 25 Success. 1 resource dice next turn.

Activity
None needed.

Region
Claim Hex, DC16: 1d20 + 8 ⇒ (20) + 8 = 28 Crit succes. Let's go again!
Claim Hex, DC16: 1d20 + 8 ⇒ (20) + 8 = 28 Crit succes. Let's go again, again!
Claim Hex, DC16: 1d20 + 8 ⇒ (19) + 8 = 27 Holy smokes!
Build Road: 1d20 + 4 ⇒ (18) + 4 = 22 Success.
Build Road: 1d20 + 4 ⇒ (3) + 4 = 7
Infamy Reroll: 1d20 + 4 ⇒ (20) + 4 = 24 Ok... this is silly.

Civic
Build Walls, Danteville: 1d20 + 4 ⇒ (4) + 4 = 8
Infamy Reroll: 1d20 + 4 ⇒ (3) + 4 = 7 Still fail, can still do next turn without more resource expense.
Build Walls, Tatzlford: 1d20 + 4 ⇒ (17) + 4 = 21 Success. 2RP and 4 lumber.

Event? 16+: 1d20 ⇒ 4
-----------------------------------
Thanks to the preparatory diplomatic work done Nightsong's lands grow by leaps and bounds, encompassing both the lizardman village and the Old Beldame's lands before pushing further south-west to claim the old fort which once held the troll encampment.

With little room left to expand westwards Nightsong's ruler, not yet a queen but progressing rapidly towards that title in truth, begins to turn her eyes and thoughts eastwards...

Dark Archive

| HP 106/106 | 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 1/1, HeP: 3/3 | Active Conditions:

Turn 22 (Calistril)
Resources: 6d8 + 4d8 + 1d8 ⇒ (8, 2, 6, 5, 8, 1) + (3, 1, 3, 7) + (5) = 49

Commerce
None

Leadership
Trade Agreement with Lizards: 1d20 + 7 ⇒ (17) + 7 = 24 Success.
Recon, DC17: 1d20 + 8 ⇒ (9) + 8 = 171d20 + 8 ⇒ (8) + 8 = 161d20 + 8 ⇒ (20) + 8 = 281 success, 1 fail, 1 crit success (blue hex).

Region
Claim Hex, DC17: 1d20 + 8 ⇒ (17) + 8 = 25 Success. Trolls claimed.
Establish Worksite (Lumber), DC17: 1d20 + 4 ⇒ (20) + 4 = 24 Crit. Double resources there next turn.
Build Roads, DC17: 1d20 + 4 ⇒ (7) + 4 = 11
Infamy Reroll: 1d20 + 4 ⇒ (6) + 4 = 10

Civic
Walls in Danteville, DC15: 1d20 + 4 ⇒ (10) + 4 = 14
Infamy Reroll: 1d20 + 4 ⇒ (5) + 4 = 9 Still failing. Still retrying.

Event? 11+: 1d20 ⇒ 12 Yes...
----------------------------------
Exploration continues as the scouts fill in the remaining gaps on the western side of the map. The settlers and their road crews make their way out to the troll encampment, marking the southwestern corner of Nightsong's borders - for now at least.

Increased size has brought increased resources and Nightsong's citizens enjoy prosperity.


Hex: Amid an overgrown section of blackberries lies a hidden cairn of stones marking the grave of a long-forgotten warrior. Toppling the stones and exhuming the body takes 30 minutes of work. The skeletal corpse still wears tattered remnants of hide armor, and the skull displays a crushed-in wound that spelled this barbarian’s doom. Of all the barbarian’s gear, only a strange ring made of green wood on one finger seems of interest. The band depicts several tigers chasing each other; it’s a ring of the tiger.

Event:

1d100 ⇒ 31

EXPANSION DEMAND, EVENT +0
CONTINUOUS, DANGEROUS

The citizens of your kingdom want expansion! If you successfully Claimed a Hex this turn, the result of your check for this event is improved one degree.

Kingdom skill Exploration; Leader Warden
Critical Success: Your citizens are pleased with the growth of the kingdom.
Success: You satisfy the citizens’ demands for growth, but if you don’t successfully Claim a Hex during your next Kingdom turn, increase Unrest by 1.
Failure: Your citizens remain unhappy with your kingdom’s growth. Increase Unrest by 1. If you don’t successfully Claim a hex during your next Kingdom turn, increase Unrest by 1 again.
Critical Failure: As failure, but increase the Unrest by 2.

Resolution: Achieve either a success or critical success at this event.

Dark Archive

| HP 106/106 | 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 1/1, HeP: 3/3 | Active Conditions:

Amiri Exploration, DC22: 1d20 + 9 ⇒ (12) + 9 = 21

Fail, but we claimed a hex so success.
Have to claim a hex next turn or gain 1 unrest.

-------------------------------
Anyone want the tiger ring? Floare maybe?


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

A bonus to perception would be nice. I don't think she'd get a lot of use out of the stealth improvement, though.

If no one else really has a desire for it, she'll take it.

Dark Archive

| HP 106/106 | 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 1/1, HeP: 3/3 | Active Conditions:

Turn 23 (Pharast)
Resources: 10d8 + 2d8 ⇒ (8, 5, 8, 4, 6, 3, 5, 5, 3, 5) + (7, 1) = 60

Commerce
None

Leadership
Clandestine Business, DC24: 1d20 + 15 ⇒ (16) + 15 = 31 Success, Luxaries: 1d4 ⇒ 4 and one unrest.
Quell Unrest, DC24: 1d20 + 16 ⇒ (17) + 16 = 33 Success. Lose the unrest.
Recon x3, DC24: 1d20 + 13 ⇒ (15) + 13 = 281d20 + 13 ⇒ (20) + 13 = 331d20 + 13 ⇒ (13) + 13 = 26 Two successes and one crit (blue border).

Region
Claim Hex x2, DC24: 1d20 + 15 + 2 ⇒ (20) + 15 + 2 = 371d20 + 15 + 2 ⇒ (20) + 15 + 2 = 37
Claim Hex x2, DC24: 1d20 + 15 + 2 ⇒ (12) + 15 + 2 = 291d20 + 15 + 2 ⇒ (20) + 15 + 2 = 37
Claim Hex DC24: 1d20 + 15 + 2 ⇒ (3) + 15 + 2 = 20
Infamy Reroll: 1d20 + 15 + 2 ⇒ (6) + 15 + 2 = 23 4 yes 4! hexes claimed.
Build Lumber Camp, DC24: 1d20 + 13 ⇒ (19) + 13 = 32 Success.

Civic
Walls in Danteville, DC15: 1d20 + 5 ⇒ (12) + 5 = 17 At last! Only took a goblin attack for them to take it seriously!
Paved streets in Stag's End, DC19: 1d20 + 10 ⇒ (4) + 10 = 14
Infamy Reroll: 1d20 + 10 ⇒ (19) + 10 = 29 Crit Success, only half resources.

Event? 16+: 1d20 ⇒ 1 Nope!

-------------------------------------------------------------------
Spurred on by increasing prosperity and a large inflow of luxury goods the people of Nightsong push forth with further expansion. Deals are made with the fey of the woodlands and much of the forest now falls under Nightsong's rule. Soon the settlers will have to follow the scouting parties east, for there will no land left in the west to conquer!

Dark Archive

| HP 106/106 | 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 1/1, HeP: 3/3 | Active Conditions:

Turn 24 (Gozran)
Resources: 10d8 ⇒ (6, 8, 4, 4, 2, 4, 8, 6, 7, 3) = 52

Commerce
None

Leadership
Recon x3, DC24: 1d20 + 13 ⇒ (12) + 13 = 251d20 + 3 ⇒ (18) + 3 = 211d20 + 13 ⇒ (14) + 13 = 27 Two successes. Hexes marked in blue.
Hire Adventurers, DC24: 1d20 + 10 ⇒ (19) + 10 = 29 Adventurers clear the 'cursed' hex north of the lake.

Region
Claim Hex x2, DC24: 1d20 + 13 + 2 ⇒ (20) + 13 + 2 = 351d20 + 13 + 2 ⇒ (11) + 13 + 2 = 26 1 crit, 1 success.
Claim Hex, DC24: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16 crit fail
Infamy Reroll: 1d20 + 13 + 2 ⇒ (8) + 13 + 2 = 23 Fail.
Gather Livestock: 1d20 + 13 ⇒ (5) + 13 = 18 Fail, no food gained.

Civic
Walls in Danteville, DC15: 1d20 + 5 ⇒ (17) + 5 = 22 Success.
Mansion in Stag's End, DC20: 1d20 + 10 ⇒ (12) + 10 = 22 Success.

Event? DC11: 1d20 ⇒ 3 Nope.

------------------------------------------------------------------
Nightsong continues to push its boundaries, heading east towards the lake in the mountains. Moving along the river is simple and smooth, but once the settlers reach the lake there is a major dispute between two factions of the settlers. A number are afraid to continue northwards to the 'haunted hills' where at least two separate expeditions have disappeared in the past. This halts any further exploration until a well equipped team of adventurers are sent out from Stag's End to clear the area. They return unharmed, but with a number of trophies which reassures a number of the settlers.

Back home Danteville continues to harvest timber for walls, in case of further goblin attacks, and in Nightsong itself a gorgeous mansion - the most elaborate building yet constructed in the small kingdom - rises next to the town hall. As the month ends and construction is complete Sariana officially moves in and takes up residence in her new 'palace'. Her two girls move in with her and Deregar moves up in the world as well, taking the 'ruler's apartments' in the town hall.

Dark Archive

| HP 106/106 | 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 1/1, HeP: 3/3 | Active Conditions:

Turn 25 (Desnus)
Resources: 10d8 ⇒ (7, 6, 7, 5, 6, 4, 4, 8, 7, 8) = 62

Commerce
None

Leadership
Recon x3, DC24: 1d20 + 13 ⇒ (10) + 13 = 231d20 + 13 ⇒ (14) + 13 = 271d20 + 13 ⇒ (7) + 13 = 20 One success, blue hex.
Clandestine Business, DC24: 1d20 + 15 ⇒ (12) + 15 = 27 Luxuries: 1d4 ⇒ 4 Success, DC is now 26. 1 unrest.
Infiltration, Kingdom Health, DC24: 1d20 + 15 ⇒ (9) + 15 = 24 This is to try and weed out any strange activity within the kingdom itself that might be related to these odd goings on at the hunting party. We "learn enough that you can take action" which reduces unrest by 1.
Send Diplomatic Envoy to Restov, vs. Restovs Negotiation DC: 1d20 + 13 ⇒ (17) + 13 = 30 Sari is considering borders with Brevoy and wants to start laying the groundwork for claims on Fort Serenko. This envoy is sent to begin that work.

Region
Claim Hex x2, DC24: 1d20 + 15 + 2 ⇒ (18) + 15 + 2 = 351d20 + 15 + 2 ⇒ (3) + 15 + 2 = 20 1 crit, one fail.
Infamy Reroll: 1d20 + 15 + 2 ⇒ (4) + 15 + 2 = 21 Still fails.
Build Roads, DC24: 1d20 + 13 ⇒ (17) + 13 = 30 Success.
Crit Bonus, Establish Settlement, DC24: 1d20 + 13 ⇒ (12) + 13 = 253d6 ⇒ (3, 2, 6) = 11 Success, new settlement established at the hunting lodge.

Civic
Houses in Bloomford, DC15: 1d20 + 10 ⇒ (18) + 10 = 28 Crit success.
Walls in Danteville, DC15: 1d20 + 6 ⇒ (15) + 6 = 21 Success.

Event
GM said wait...

--------------------------------------------------------------
Nightsong is a hive of activity as Sariana sets a number of plans, both new and old, in motion. Deregar is put in charge of the continued scouting efforts to the east - although they are hampered by difficult conditions in the foothills. Tandri meanwhile conducts a little 'clandestine business', reminding the less-than-legal elements of Nightsong's growing population that their lady is well aware of their presence and expects her fair share. Floare is dispatched north at the head of a substantial envoy to treat with Restov over the two nations future borders. Sariana wants Fort Serenko and she trusts her Grand Diplomat to get it for her. The Lady herself spends her time taking the pulse of her subjects, keeping a close eye on comings and goings as well as any reports of unusual events...

Meanwhile a large group of colonists sets off eastwards and claims the recently built hunting lodge on the banks of the Gudrin as the nucleus for a new town. As a growing kingdom Nightsong is becoming rather expert in building and houses soon rise on the river bank. Meanwhile Danteville's new defenses are nearly complete and the kingdom looks forward to having some lumber available for purposes other than building walls!

Dark Archive

| HP 106/106 | 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 1/1, HeP: 3/3 | Active Conditions:

Harrim, Intrigue: 1d20 + 15 ⇒ (1) + 15 = 16
Harrim, Infamy Reroll: 1d20 + 15 + 4 ⇒ (15) + 15 + 4 = 34 Crit success, reduces Folklore by 5
Folklore (gah!), DC19: 1d20 + 1 + 4 ⇒ (20) + 1 + 4 = 25 Yata!
Luxuries: 1d6 ⇒ 5

Defense: 1d20 + 5 + 4 ⇒ (18) + 5 + 4 = 27 Success, 1 unrest.

----------------------------------------------------------
When Floare returns from Brevoy she finds Nightsong in the grip of something approaching martial law. After whispers from her spies that a new cult has established itself within the kingdom Sariana sets Magister Harrim on the job and when he proves less than effective she takes over personally and conducts a thorough and brutal investigation. The cult is swiftly rooted out and crushed with alarming thoroughness. Sariana, Deregar and Tyr personally lead the assault on their new headquarters and leave little more than a smoldering ruin filled with exsanguinated corpses behind them.

Three cultists survive for trial, where they confess their crimes and are immediately executed by Lady Nightsong's own hands - the punishment for traitors who have betrayed their oaths of loyalty. Tandri meanwhile is kept busy, not only cataloging the cult's valuables (which have been reclaimed for civic use) but also in recording and analysing the information which she extracted from the cultists the night before their trials.

Sariana is away when Floare returns, leading a counter-raiding party with Amiri to dispatch a pack of wargs who have journeyed up from the south to claim Howl-of-the-Night-Wind's former lands. They return somewhat blooded but largely unscathed, bearing numerous fine pelts. Tandri is given first choice of the furs, with Floare getting the second. Tyr already has his choice of luxury goods, as is fitting for a dragon!

Spending 1 luxury on making Tyr happy and getting Sari's girls some nice fur cloaks. ;)

Dark Archive

| HP 106/106 | 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 1/1, HeP: 3/3 | Active Conditions:

Turn 26 (Sarenrith)
Resources: 10d8 ⇒ (5, 8, 4, 7, 6, 3, 2, 3, 4, 2) = 44

Commerce
Ore Trading DC24: 1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 19
Ore Trading Infamy Reroll: 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25 Success, 4 ore lost, 4 bonus dice next turn.

Leadership
Recon x4, DC24: 1d20 + 13 ⇒ (5) + 13 = 181d20 + 13 ⇒ (9) + 13 = 221d20 + 13 ⇒ (9) + 13 = 221d20 + 13 ⇒ (12) + 13 = 25 One success, pale blue.
Infamy Rerolls: 1d20 + 13 ⇒ (7) + 13 = 201d20 + 13 ⇒ (16) + 13 = 291d20 + 13 ⇒ (20) + 13 = 33 One success, pale blue. One crit, dark blue. One infamy regained.

Purchase Food x2, DC24: 1d20 + 10 ⇒ (14) + 10 = 241d20 + 10 ⇒ (4) + 10 = 14 Success, crit fail. 2 food gained.

Pledge of Fealty, Goblins, DC?: 1d20 + 15 ⇒ (1) + 15 = 16
Pledge Reroll, Infamy: 1d20 + 15 ⇒ (6) + 15 = 21 Might cause 1 unrest and a fail?

Infiltration, Kingdom Health, DC24: 1d20 + 15 ⇒ (14) + 15 = 29 Fixes one unrest (caused by Pledge fail)

Region
Claim Hex x2, DC24: 1d20 + 15 + 2 ⇒ (1) + 15 + 2 = 181d20 + 15 + 2 ⇒ (2) + 15 + 2 = 19
Claim Hex Rerolls, DC24: 1d20 + 15 + 2 ⇒ (8) + 15 + 2 = 251d20 + 15 + 2 ⇒ (8) + 15 + 2 = 25 Two successes.

Establish Farm, DC24: 1d20 + 5 ⇒ (10) + 5 = 15
Establish Farm reroll, DC24: 1d20 + 5 ⇒ (19) + 5 = 24 Success.

Civic
Danteville Walls, DC15: 1d20 + 6 ⇒ (7) + 6 = 13 Fail but resources are not lost. Can try again next turn for free.

Event
DC16: 1d20 ⇒ 4 No.

-----------------------------------------------
With Floare's 'transformation' leaving the Grand Diplomat 'indisposed' for the month Nightsong finds itself functioning at something less than its best. Deregar oversees the usual reconnaissance missions but the scouts prove rather lackadaisical and it isn't until the Viceroy sets out to the east himself that he receives something like a real effort. When the reports finally come in it is clear that almost everything east of the mountains has been explored, at least partially. Jubilost is delighted and immediately petitions for permission to journey east to Varnhold.

Tandri concerns herself with Nightsong's continuing expansion and in particular, the issues this is causing to food production. She spends considerable time bartering with numerous different merchants, exchanging gold ore for foodstuffs to rebuild the kingdom's reserves after a public distribution of grain. A large selection of farm tools are also purchased and make the difference as the plains to the east of Danteville begin to sprout golden wheat fields. This task is barely within the competence of Nightsong's citizens however and Tandri resolves to discuss this with her Queen as soon as possible.

Said Queen spends a lot of time sequestered with Floare but, when she does reappear, busies herself with quelling the goblin tribe newly discovered on Nightsong's borders. Progress is slow but Sariana's loyalists within the kingdom do a good job of papering over the cracks that emerge with their leader unavailable for so long.


Female Dwarf Tiefling Cleric 7 | HP 65/65 | 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 level up
master in medicine
assurance in medicine
level 4 spells!


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

New Spells:

Freedom of Movement
Murderous Vine

Skill Mastery:

Diplomacy

General Feat:

Canny Acumen (Reflex)

Archetype Feat:

Vampire Dedication

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