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GigglingNinny's page
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Looking at your latest errata vs the combined rules document, the effect of the Occult Shop is slightly different.
Errata: "A settlement with at least 1 occult shop treats its level ... in that settlement. A Kingdom with at least 1 occult shop in a settlement receives a free supernatural solution at the beginning of the Activity Phase, as if the kingdom had succeeded (but not critically succeeded) at the Supernatural Solution activity."
Combined: "A settlement with at least one occult shop treats its level ... in that settlement and receives a free Supernatural Solution at the beginning of the Activity phase of each Kingdom turn, as if the kingdom had succeeded (but not critically succeeded) at the Supernatural Solution kingdom activity."
The combined rules imply that each settlement gets a Supernatural Solution, but is this actually intended?
I see the change "Unless an activity states otherwise, a leader cannot attempt the same activity more than once per Kingdom turn.", but I don't see any activities in the rules that state that they can be attempt more than once. Did I miss something?
Also, I'm curious why you made the change? Was it to prevent Region activities from being to powerful?
Something that's been suggested elsewhere would be to have the Bandits attack the party on their way to Oleg's. You could have Tartuccio travelling with them to Oleg's for his charter, but have him cut and run. When the party receives their settlement charter, you could have a gathering and include Maegar Varn and some other people from his kingdom, Hannis Drelev and his entourage, and the Iron Wraiths.
Depending on how long this takes, Varn and Drelev may have already started their kingdoms by then.
I've ran it before. Because you can get different monsters appearing even for the same event, you can describe what happens differently so that even though it's the same event, it can feel like each one is unique. I pre-picked some monsters with descriptions so had them ready to go when rolled to give the appearance that they aren't repeating.
From the player's point of view, it will hopefully feel like whack-a-mole as they struggle to stay afloat until they figure out the what and where from, and then take satisfaction and kick the cult's teeth in.
With the switch to an Activity Phase, how should Vacancy Penalty work? Should all kingdom leaders be able to choose between 1 less activity or apply the penalty or should both apply now since there are more activities? Would unoccupied roles grant any actions? If so, what would they use for Leadership Bonus?
We've been using your kingdom rules changes since we first started and really liking them, and we'll probably switch to these too. I did have two questions about how army actions should work.
Right now, there are in their own phase. Should they be kept as their own phase still or added as separate turns into the Activity phase? Also, which leader (and leadership bonus) should be used to do them. Should they be a specific leader, player's choice or just the army commander (like an NPC mayor)?
Looking at all the other maps, I think that it's just an placement error. Nivikta's Crossing is also show on the south side now, but the text description says it's on the north side.
It's not the only map error; just explain that it's wrong.

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redcelt32 wrote: Berine Eidelweiss wrote: Hello! Im a GM whose starting a kingmaker game soon, and a loooooong time ago, I remember coming across a document which looked amazing to set up the scene around the Stolen lands.
A big part that appealed to me is it changed how starting a kingdom worked, instead of just getting resources, you have to talk to a bunch of different politcal people/parties, each with their own expectations/obligations and (often secret) motivations in order to gain resources to found the kingdom. Some parties who would give you considerable resources to have their religion as the main/only one, others wanted your loyalty while others wanted you to simply not take the deal with another group. Seemed like a really good way to get the party into the "local" (on a massive kingdom level of course) politics of Golorion. But for the love of Iomedae I can't find the damn document again and was wondering if what I described rings a bell for anyone. A lot of this sort of thing was covered in the agendas and motivations sections for different factions in my thread, but I think the one you may be looking for specifically is Capital Venture aka Deal with the devil There is a conversion of those Venture Capital notes for the 2nd Edition Kingmaker rules too: Kingmaker Venture Capital

1) Looking at the blooms, some are made of creatures below 17th lvl and some above.
If a bloom had 4 14th lvl monsters, then Briar would gain 1 points.
If a bloom had 2 18th lvl monsters, then Briar would gain 3 points.
If a bloom had 1 18th lvl monster and 2 15th lvl monsters, then Briar would gain 2 points.
2) I think that it's referencing the wrong section. In Appendix 1: Beyond the Campaign, there is a section "What if Nyrissa Wins?" pg 505 which has text about ramifications of taking the Stolen Lands.
3) The first bloom is probably only going to be spotted by Notice Bloom, but on Day 3, they should be warned by Fey about the blooms in general. From that point on, the PCs will probably start using the Bloom Watch downtime activity. Since that has so many different skill options, it should be possible for each of the PCs to have a chance to notice the later ones.
The 2nd last one is at the realm's capital that will be notices the same day, and the last one (if sent) will probably appear at the PCs location and they will notice it.
Since the location of the blooms is entirely at your discretion, you could mix in hexes (which would be noticed by Defense instead).
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In Chapter 2: Into the Wild, within Part 2: Hex Encounters. At the start of each of the Zone sections, there is a random encounter table for that Zone. For example for Zone 1: Rostland Hinterlands, there is a chart at the top of pg 52.
@VanceMadrox, your deals look awesome and should provide lots of role play complications for the party. I noticed that several of the deals have notes about Kingdom alignment. If this a feature that you kept from the first addition rules?
My mistake about mounts and separate initiatives. I was confused by the Ride feat saying they act on your turn like a minion and missed that text.
Unless you have the Ride feat (or an animal companion), then mounts don't count as minions. They have their own initiative and will either spend actions as Commanded or flee if not Commanded. Because the text about Commanding to stop fleeing says "If the animal is attacked or damaged, it returns to frightened 4 and fleeing", I would assume this means that once you Command it once in combat, you won't have to worry about it fleeing until these happen.
For your example, if you don't have Ride, then the mount will flee on it's turn. If you do have Ride, then the rules are unclear, but I think it would spend it's own actions to flee (probably right at the end of your turn).
With non-war trained mounts at lower levels, you can get interesting situations where the mount will roll a higher Initiative and flee before it can get to it's rider's turn.
Looking at the encounter locations RL4 Crooked Falls and RL5 Fort Serenko, there map locations have swapped vs 1e. Shouldn't Fort Serenko be on the South Rostland road and Crooked Falls be adjecent to GB10 Shrike Cascade?
I've signed up for Paizo mailing list to get these tales. I signed up last weekend and I got Misery's Company: Chapter 2 on Wednesday. How do I get the chapters for The Shroud of Four Silences? Have I missed the emailing period?
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