| Gilpozo |
A place to post the dice rolls and consequences of the development and kingdom building of Balúria.
The game history and player characters can be followed on this blog. So, this place is only for rolls, accompaniments and clarifications. Attention, due to the restrictions on Paizo Messageboards post here only in English.
| Gilpozo |
Arodus, 4717 AR (Low Summer)
Phase 1—Upkeep
> Kingdom's stability: Control DC 74 X Stability 80 = No test.
> Pay Consumption: 14 [54-14=40] = left 40 BP.
> Fill Vacant Magic Item Slots:
* Holybear Magic Item Slots =51-00=: 1d100 ⇒ 7.
* Varnhold Magic Item Slots =51-00=: 1d100 ⇒ 1.
> Modify Unrest = +1 Spymaster Vacancy.
Edict Phase
> Assign Leadership: Gaufrey as Spymaster.
> Claim and Abandon Hexes: no action.
> Build Terrain Improvements:
* Farm on hill: 4x4 = 16 BP
* Watchtower :1 in ancient elven ruin [Talon´s Peak] = 12 BP
So 40-(16+12)= left 12 BP.
> Create and Improve Settlements: no action.
> Create Army Units: no action.
> Issue Edicts: no action.
Income Phase
> Make Withdrawals from the Treasury: no action.
> Make Deposits to the Treasury: no action.
> Sell Expensive Items for BP: no action.
> Collect Taxes: Economy check : 1d20 + 68 ⇒ (5) + 68 = 73 DC 74 (Fail)
So income +4 from mines and sawmill (12+4=16)
Left 16 BP.
Event Phase
Event 75%: 1d100 ⇒ 32.
Event Type and Danger Level: 1d100 ⇒ 89.
Dangerous settlement event: 1d100 ⇒ 38.
AGAIN Feud (Settlement, Continuous): Nobles (or other influential rival groups) are bickering. Attempt a Loyalty check. If you succeed, you end the event but Unrest increases by 1. If you fail, Corruption increases by 1, Unrest increases by 1d6, and the event is continuous. = Loyalty check : 1d20 + 72 ⇒ (8) + 72 = 80 DC 74 (Success!).
| Gilpozo |
Lamashan, 4717 AR (Full Fall)
Phase 1—Upkeep
> Kingdom's stability: Control DC 74 X Stability 80 = No test.
> Pay Consumption: 6 [16-6=10] = left 10 BP.
> Fill Vacant Magic Item Slots:
* Holybear Magic Item Slots =51-00=: 1d100 ⇒ 83 - OK.
* Varnhold Magic Item Slots =51-00=: 1d100 ⇒ 62 - OK.
> Modify Unrest = 1 = Varnhold debt rumor.
Edict Phase
> Assign Leadership: Teban as Magister.
> Claim and Abandon Hexes: no action.
> Build Terrain Improvements:
* Farm on hill: 1= 4 BP
So 10-4= left 6 BP.
> Create and Improve Settlements: no action.
> Create Army Units: no action.
> Issue Edicts: Promotion to Standard.
Income Phase
> Make Withdrawals from the Treasury: no action.
> Make Deposits to the Treasury: no action.
> Sell Expensive Items for BP: no action.
> Collect Taxes: Economy check : 1d20 + 74 ⇒ (18) + 74 = 92 DC 74 (Success!!)
So 92/3 = 30 income +4 from mines and sawmill (30+4=34) +6 = 36
Left 36 BP.
Event Phase
Event 25%: 1d100 ⇒ 47.
| Gilpozo |
Lamashan, 4717 AR (Full Fall)
Magic Items:
* Holybear Magic Item Minor =01-50= or Medium =51-00=: 1d100 ⇒ 88.
** Holybear Medium Magic Item Generation: 1d100 ⇒ 32.
*** Holybear Greater Minor Rings Ring Magic Item Generation: 1d100 ⇒ 25.
Only 3 Rings up to 5.000 gp (City Value) = 100/3 = 33,3 = 1º = Ring of Counterspells
* Varnhold Minor Magic Item Generation =51-00=: 1d100 ⇒ 34.
** Varnhold Minor Potion Generation: 1d100 ⇒ 21.
Spell Level 1º and Caster Level 1º
*** Varnhold Minor Potion Generation Type: 1d100 ⇒ 23.
= Magic fang
| Gilpozo |
Lamashan, 4717 AR (Full Fall)
Upkeep
> Kingdom's stability: Control DC 74 X Stability 79 = No test.
> Pay Consumption: 3 [40-3=36] = left 37 BP.
> Fill Vacant Magic Item Slots:
* Holybear Magic Item Slots =51-00=: 1d100 ⇒ 68 - Ok.
* Varnhold Magic Item Slots =51-00=: 1d100 ⇒ 53 - Ok.
> Modify Unrest = 0
Edict Phase
> Assign Leadership: no action.
> Claim and Abandon Hexes: no action.
> Build Terrain Improvements:
* Road on hill x2 = (3x2) = 6
So left 31 BP.
> Create and Improve Settlements:
* Stockyard on Grisford.
So left 11 BP.
> Create Army Units: no action.
> Issue Edicts: no action.
Income Phase
> Make Withdrawals from the Treasury: no action.
> Make Deposits to the Treasury: no action.
> Sell Expensive Items for BP: no action.
> Collect Taxes: Economy check : 1d20 + 75 ⇒ (2) + 75 = 77 DC 74
So 77/3 = 25 income +4 from mines and sawmill (25+4=29) +11 = 40
Left 40 BP.
Event Phase
Event 75%: 1d100 ⇒ 68.
Event Type and Danger Level: 1d100 ⇒ 36.
Dangerous settlement event: 1d100 ⇒ 59.
Inquisition (settlement, continuous): Zealots mobilize public opinion against a particular race, religion, kingdom, behavior, or kingdom leader. Attempt a Loyalty check. If you fail, the zealots run rampant; Infamy and Law increase by 1 and Lore, Loyalty, Productivity, and Stability decrease by 2. If you succeed, the zealots are somewhat suppressed; Lore, Loyalty, Productivity, and Stability decrease by 1. Two successful checks in a row end the event (if a check ends the event, no penalties from it occur that turn).
Loyalty DC 74 = 1d20+78 = No test. Event End! Anyway loyalty -1.
| Gilpozo |
Lamashan, 4717 AR (Full Fall)
Magic Items:
* Holybear Magic Item Minor =01-50= or Medium =51-00=: 1d100 ⇒ 28
** Holybear Minor Scroll =01-50= or Wondrous =51-00=: 1d100 ⇒ 81
*** Holybear Minor Wondrous Item Types: 1d100 ⇒ 2
**** Holybear Minor Wondrous Lesser =01-50= or Greater =51-00=: 1d100 ⇒ 74
***** Holybear Greater Minor Belt: 1d100 ⇒ 1
Belt of giant strength +2, 4.000gp.
* Varnhold Magic Temple =01-50= or Exotic =51-00=: 1d100 ⇒ 64
** Varnhold Magic Ring =01-30= Wand =31-60= or Wondrous =61-00=: 1d100 ⇒ 38
*** Varnhold Wand - Minor Lesser =01-50= or Greater =51-00=: 1d100 ⇒ 20
**** Varnhold Lesser Minor Wand: 1d100 ⇒ 46
***** Varnhold Rarity: 1d100 ⇒ 12
****** Varnhold Common Lesser Minor Wand: 1d100 ⇒ 18
Wand of Daze,CL 1º, 375gp.
| Gilpozo |
Net, 4717 AR (Low Fall)
Upkeep
> Kingdom's stability: Control DC 74 X Stability 79 = No test.
> Pay Consumption: 0 = left 40 BP.
> Fill Vacant Magic Item Slots:
* Holybear Magic Item Slots =51-00=: 1d100 ⇒ 69. Ok
* Varnhold Magic Item Slots =51-00=: 1d100 ⇒ 46.
> Modify Unrest = 0.
Edict Phase
> Assign Leadership: no action.
> Claim and Abandon Hexes: no action.
> Build Terrain Improvements:
* Road on mountain: 1 = 4 BP
So 40-4= left 36 BP.
> Create and Improve Settlements:
* Military Academy on Arzari.
So left 00 BP.
> Create Army Units: no action.
> Issue Edicts: no action.
Income Phase
> Make Withdrawals from the Treasury: no action.
> Make Deposits to the Treasury: no action.
> Sell Expensive Items for BP: no action.
> Collect Taxes: Economy check : 1d20 + 78 ⇒ (3) + 78 = 81 DC 74
So 81/3 = 27 income +4 from mines and sawmill (27+4=31) = 31
Left 31 BP.
Event Phase
Event 25%: 1d100 ⇒ 56.
| Gilpozo |
Net, 4717 AR (Low Fall)
Magic Items:
* Holybear Magic Item Minor =01-50= or Medium =51-00=: 1d100 ⇒ 13
** Holybear Minor Potion =01-50= or Wondrous =51-00=: 1d100 ⇒ 85
*** Holybear Minor Minor Wondrous Item Types: 1d100 ⇒ 73
**** Holybear Slotless: Least =1-40= Lesser =41-80= Greater =81-00=: 1d100 ⇒ 42
***** Holybear Minor Slotless Lesser: 1d100 ⇒ 61
***** Holybear Elemental Type: 1d4 ⇒ 4
Gem, Elemental, Water. CL 11th, Price 2,250 gp
| Gilpozo |
Kuthona, 4717 AR (Early Winter)
Phase 1—Upkeep
> Kingdom's stability: Control DC 74 X Stability 80 = No test.
> Pay Consumption: 3 (31-3) #Bonus Turn#
> Fill Vacant Magic Item Slots:
* Holybear Magic Item Slots =51-00=: 1d100 ⇒ 58. Ok
* Varnhold Magic Item Slots =51-00=: 1d100 ⇒ 20.
* Arzari Magic Item Slots =51-00=: 1d100 ⇒ 7.
> Modify Unrest = 0
Edict Phase
> Assign Leadership: no action.
> Claim and Abandon Hexes: no action.
> Build Terrain Improvements: no action.
> Create and Improve Settlements: no action.
> Create Army Units: no action.
> Issue Edicts: no action.
> Trade Edict: To Nivakta´s Crossing = Goods = 15BP
TRL 11 hexes w road (RM 11/10 = 1,1 / LM 11-54 = 00)
DC Grisford = TRL 11 = Control DC (74) + corruption (8) + (1,1) [RM] + [00] LM – settlement's Productivity (5) = 78
= 11 day until Nivakta´s Crossing by roads
Economy check : 1d20 + 78 ⇒ (16) + 78 = 94 DC 78
Loyalty check : 1d20 + 79 ⇒ (6) + 79 = 85 DC 78
Stability check : 1d20 + 80 ⇒ (14) + 80 = 94 DC 78
Economy increases by 2, Fame increases by 1, and Treasury increases by the RM (11) + 6d4 ⇒ (1, 4, 2, 3, 1, 2) = 13
Income Phase
> Make Withdrawals from the Treasury: no action.
> Make Deposits to the Treasury: no action.
> Sell Expensive Items for BP: no action.
> Collect Taxes: Economy check : 1d20 + 78 ⇒ (15) + 78 = 93 DC 74
So income 93/3= 31 + 4 + 16 + 24 =
Left 75 BP.
Event Phase
Event 75%: 1d100 ⇒ 62.
Event Type: 1d100 ⇒ 26.
Dangerous settlement event: 1d100 ⇒ 40.
Food Shortage: Treachery has caused a food shortage this turn. Attempt a Stability check. If you succeed, Consumption in the next Upkeep Phase increases by 50%. If you fail, Consumption in the next Upkeep Phase increases by 100%.
Stability check Ok = Consumption in the next Upkeep Phase increases by 50%
| Gilpozo |
Kuthona, 4717 AR (Early Winter)
Magic Items:
* Holybear Magic Item Minor =01-50= or Medium =51-00=: 1d100 ⇒ 97
** Holybear Magic Item Scroll =01-50= or Wondrous =51-00=: 1d100 ⇒ 2
*** Holybear Magic Item Lesse=01-60= or Greater=61-00= : 1d100 ⇒ 75
**** Holybear Magic Item Medium Greater Scroll: 1d100 ⇒ 92
Spell Level 5th and Caster Level 9th
***** Holybear Magic Item Type: 1d100 ⇒ 54
Uncommon arcane scroll
****** Holybear Magic Item Spell: 1d100 ⇒ 30
Scroll of Interposing Hand, CL 9th, 1.125gp
| Gilpozo |
Abadius, 4718 AR (Full Winter)
Phase 1—Upkeep
> Kingdom's stability: Control DC 74 X Stability 80 = No test.
> Pay Consumption: 3+50% (75-4) = left 71.
> Fill Vacant Magic Item Slots:
* Holybear Magic Item Slots =51-00=: 1d100 ⇒ 63. OK
* Varnhold Magic Item Slots =51-00=: 1d100 ⇒ 60. OK
* Arzari Magic Item Slots =51-00=: 1d100 ⇒ 53. OK
> Modify Unrest = 0
Edict Phase
> Assign Leadership: no action.
> Claim and Abandon Hexes:
*Claim 4 Hexes = 4BP = left 67.
> Build Terrain Improvements:
*Farm x3 on Hill = 12
*Farm x1 on Plain = 2
So left 53
> Create and Improve Settlements:
*Grisford = Discont Barracks (3BP) and Mint (30BP). [33 BP]
*Arzari = Smith (6BP). [6BP]
*Varnhold = Rebulding the Garrison (14BP).
So left 00
> Create Army Units: no action.
> Issue Edicts: no action.
> Trade Edict: no action.
Income Phase
> Make Withdrawals from the Treasury: no action.
> Make Deposits to the Treasury: no action.
> Sell Expensive Items for BP: no action.
> Collect Taxes: Economy check : 1d20 + 80 ⇒ (1) + 80 = 81 DC 74
So 81/3 = 27 income +4 from mines and sawmill = 31
Left 31 BP.
Event Phase
Event 25%: 1d100 ⇒ 53.
| Gilpozo |
Abadius, 4718 AR (Full Winter)
* Holybear Magic Item
Potion =01-50= or Woundrous =51-00=: 1d100 ⇒ 85
Minor Magic Item Type: 1d100 ⇒ 11
Minor Lesser =01-60= or Greater =61-00= Body Woundrous Magic: 1d100 ⇒ 43
Minor Body Woundrous Magic: 1d100 ⇒ 60
Robe of bones - 2,400 gp
* Varnhold Magic Item
Minor Magic Item Type: 1d100 ⇒ 14
Minor Potion: 1d100 ⇒ 22 = CL 1ºst and SP 1ºst
Minor Potion: 1d100 ⇒ 26
Potion of Magic fang - 50 gp
* Arzari Magic Item
Minor =01-50= or Medium =51-00=: 1d100 ⇒ 48
Minor Armor/Shield =01-50= or Weapon =51-00=: 1d100 ⇒ 37
Minor Lesser =01-60= or Greater =61-00= Armor/Shield: 1d100 ⇒ 93
Minor Lesser Greater Armor/Shield: 1d100 ⇒ 30 = +2 armor or shield
Armor =01-50= or Shield =51-00=: 1d100 ⇒ 75
Shield: 1d100 ⇒ 89 = Shield, heavy wooden.
Shield SA: 1d100 ⇒ 91
Shield, heavy wooden of Spell resistance (13) - 4,215 gp
| Gilpozo |
Calistril, 4718 AR (Low Winter)
Phase 1—Upkeep
> Kingdom's stability: Control DC 78 X Stability 85 = No test.
> Pay Consumption: 0 = left 31.
> Fill Vacant Magic Item Slots:
* Arzari Magic Item Slots =51-00=: 1d100 ⇒ 12.
> Modify Unrest = 0
Edict Phase
> Assign Leadership: no action.
> Claim and Abandon Hexes:
*Claim 4 Hexes = 4BP = left 27.
> Build Terrain Improvements:
*Farm on hill x2 = 4x2 = 8 = left 21.
*Mine on mountain x2 = 6x1 = 12 = left 9.
> Create and Improve Settlements: no action.
> Create Army Units: no action.
> Issue Edicts: no action.
> Trade Edict: no action.
Income Phase
> Make Withdrawals from the Treasury: no action.
> Make Deposits to the Treasury: no action.
> Sell Expensive Items for BP: no action.
> Collect Taxes: Economy check : 1d20 + 85 ⇒ (11) + 85 = 96 DC 78
So income 96/3=32 +4 from mines and sawmill +9 left = 45
Left 45 BP.
Event Phase
Event 75%: 1d100 ⇒ 48.
Event Type and Danger Level: 1d100 ⇒ 94.
Dangerous Settlement Events: 1d100 ⇒ 27.
Drug Den on Grisford (Settlement, Continuous): One of your Houses or Tenements becomes a hive of illicit drug trade. Attempt a Loyalty check and a Stability check, with a penalty equal to the number of Brothels, Tenements, Waterfronts, and lots with squatters in the settlement. If you succeed at both checks, you eliminate the drug den before your kingdom takes any penalties from the event. If you fail at one check, Crime and Unrest increase by 1. If you fail at both checks, Crime and Unrest increase by 1; Economy, Loyalty, and Stability decrease by 1; and on the next Event Phase, a second drug den event occurs in the same settlement (01–50) or the nearest settlement (51–100).
Loyalty and Stability check with -4 = No test = Success.
| Gilpozo |
Pharast, 4718 AR (Early Spring)
Phase 1—Upkeep
> Kingdom's stability: Control DC 82 X Stability 85 = No test.
> Pay Consumption: 0 = left 45.
> Fill Vacant Magic Item Slots:
* Arzari Magic Item Slots =51-00=: 1d100 ⇒ 46.
> Modify Unrest = 0
Edict Phase
> Assign Leadership: no action.
> Claim and Abandon Hexes: no action.
> Build Terrain Improvements:
> Create and Improve Settlements:
*Holybear = 2x Houses (3x2=6BP) and 1 magic shop (discount) (34BP).
*Arzari = Barracks (discount) (3BP).
So left = 2 BP.
> Create Army Units: no action.
> Issue Edicts: no action.
> Trade Edict: no action.
Income Phase
> Make Withdrawals from the Treasury: no action.
> Make Deposits to the Treasury: no action.
> Sell Expensive Items for BP:
*Grisford = 5.000gp and 11.000gp = 16.000.
*Holybear = 1.000gp, 4.500gp, 4.000gp and 1.125gp = 10.625
16.000+10.625= 26.625 (Each BP 3.000, so +8 BP)
> Collect Taxes: Economy check : 1d20 + 87 ⇒ (5) + 87 = 92 DC 82
So income 92/3=30 +6 from mines and sawmill +2 left +8 = 46
Left 46 BP.
Event Phase
Event 25%: 1d100 ⇒ 4.
Event Type and Danger Level: 1d100 ⇒ 99 {Monster attack and roll again}.
The CR of the monster encounter is equal to the party's APL 1d4 ⇒ 3 -1 = CR 11 !
Event Type and Danger Level: 1d100 ⇒ 76
Dangerous settlement event: 1d100 ⇒ 46
Inquisition (settlement, continuous): Zealots mobilize public opinion against a particular religion. Attempt a Loyalty check. If you fail, the zealots run rampant; Infamy and Law increase by 1 and Lore, Loyalty, Productivity, and Stability decrease by 2. If you succeed, the zealots are somewhat suppressed; Lore, Loyalty, Productivity, and Stability decrease by 1. Two successful checks in a row end the event (if a check ends the event, no penalties from it occur that turn).
Loyalty check = no test = Success, anyway loyalty and stability -1.
| Gilpozo |
Gozran, 4715 AR (Full Spring)
Upkeep
> Kingdom's stability: Control DC 82 X Stability 84 = No test.
> Pay Consumption: 0 = left 46 BP.
> Fill Vacant Magic Item Slots:
*Grisfrod Magic Item Slots =51-00=: 1d100 ⇒ 14.
*Holybear Magic Item Slots =51-00=: 1d100 ⇒ 3.
*Arzari Magic Item Slots =51-00=: 1d100 ⇒ 81 Ok.
> Modify Unrest = 0
Edict Phase
> Assign Leadership: no action.
> Claim and Abandon Hexes: no action.
> Build Terrain Improvements:
*Road on Mountain = 4 BP [+4 river]= left 38 BP.
> Create and Improve Settlements:
*Arzari = Foreign Quarter = 30 BP = left 8 BP.
*Varnhold = Shrine = 8 BP = left 0 BP.
> Create Army Units: Army (Large) [Consumption 1x4=4]
> Issue Edicts: no action.
> Trade Edict: no action.
Income Phase
> Make Withdrawals from the Treasury: no action.
> Make Deposits to the Treasury: no action.
> Sell Expensive Items for BP: no action.
> Collect Taxes: Economy check : 1d20 + 88 ⇒ (5) + 88 = 93 DC 82
So income 93/3=31 +6 from mines and sawmill +0 left = 37
Left 37 BP.
Event Phase
Event 75%: 1d100 ⇒ 11.
Event Type and Danger Level: 1d100 ⇒ 48.
Dangerous kingdom event: 1d100 ⇒ 24.
Feud (Settlement, Continuous): Nobles on Grisford are bickering. Attempt a Loyalty check. If you succeed, you end the event but Unrest increases by 1. If you fail, Corruption increases by 1, Unrest increases by 1d6, and the event is continuous = Loyalty test DC 82 = no test = Success = but 1 unrest.
and
Fairy Uprising = Stability check to control the uprising expansion = DC 82 = no test = but, increases unrest by: 1d4 ⇒ 4 minus Gaufrey intervention by Diplomacy (1)15/(2)20/(3)25/(4)30... = 1d20 + 13 ⇒ (11) + 13 = 24 = so 1 unrest.
Total = Unrest +2
| Gilpozo |
* Arzari Magic Item
Medium Armor/Shield =01-50= or Weapon =51-00=: 1d100 ⇒ 28
Medium Lesser =01-60= or Greater =61-00=: 1d100 ⇒ 13
Medium Lesser Armor/Shield: 1d100 ⇒ 62
Medium Lesser Armor/Shield =01-50= +1 armor with one +2 special ability or =51-00= +1 shield with one +2 special ability: 1d100 ⇒ 42
Medium Lesser =01-50= Armor or =51-00= Shield: 1d100 ⇒ 86
Medium Lesser +1 Shield with +2 special ability: 1d100 ⇒ 42
Medium Shield: 1d100 ⇒ 60
Arzari cap. 2,000 gp =
Medium Lesser: +1 Quickdraw Steel Shield Shield: 2,053 gp
| Gilpozo |
Desnus, 4715 AR (Low Spring)
Upkeep
> Kingdom's stability: Control DC 82 X Stability 84 = No test.
> Pay Consumption: 0 = left 37 BP.
> Fill Vacant Magic Item Slots:
*Grisfrod Magic Item Slots =51-00=: 1d100 ⇒ 56 ok.
*Holybear Magic Item Slots =51-00=: 1d100 ⇒ 14.
*Arzari Magic Item Slots =51-00=: 1d100 ⇒ 18.
> Modify Unrest = -1 = 1
Edict Phase
> Assign Leadership: no action.
> Claim and Abandon Hexes:
*Hill = 1 BP = left 36 BP.
> Build Terrain Improvements:
*Fort = 24 BP = left 12 BP.
= Unrest -1
*Farm on Hill x2 = 8 BP = left 4 BP.
> Create and Improve Settlements:
> Create Army Units:
*Army (Large) Consumption 1x4=4 = left 0 BP.
> Issue Edicts: no action.
> Trade Edict: no action.
Income Phase
> Make Withdrawals from the Treasury: no action.
> Make Deposits to the Treasury: no action.
> Sell Expensive Items for BP: no action.
> Collect Taxes: Economy check : 1d20 + 88 ⇒ (9) + 88 = 97 DC 82
So income 97/3=32 +6 from mines and sawmill +0 left = 38
Left 38 BP.
Event Phase
Event 25%: 1d100 ⇒ 63.
Fairy Uprising = Stability check to control the expansion = DC 82 = no test = but, increases unrest by: 1d4 ⇒ 4 minus Gaufrey intervention by Diplomacy (1)15/(2)20/(3)25/(4)30... = 1d20 + 13 ⇒ (15) + 13 = 28 = so 1 unrest.
| Gilpozo |
* Grisfrod Magic Item
=01-60= Medium or =61-00= Major: 1d100 ⇒ 36
Random Magic Item Generation: 1d100 ⇒ 66
Random Medium Stave =01-60= Lesser or =61-00= Greater: 1d100 ⇒ 15
Random Magic Lesser Stave: 1d100 ⇒ 41
Staff of the scout
Aura moderate conjuration; CL 8th
Slot none; Price 9,600 gp; Weight 4 lbs.
Description:
This staff is carefully crafted from the branches of a tree, still intertwined as they grew and crowned with living leaves. The staff allows use of the following spells:
Know direction (1 charge)
Pass without trace (1 charge)
Summon nature’s ally I (2 charges)