
DM Brainiac |

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.

Tandri Rumblespark |

Tandri's level is easy this time.
skill feat BATTLE MEDICINE
Free Archetype feat Basic Sorcerer Spellcasting (giving her harm and Shield Other)

Floare |

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. ;)

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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

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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!

DM Brainiac |

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.

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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. :)

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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
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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?)

DM Brainiac |

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.

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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
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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...

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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...
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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.

DM Brainiac |

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.

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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.
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Anyone want the tiger ring? Floare maybe?

Floare |

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.

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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!
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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!

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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.
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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.