Kingmaker, with GM Pendrak (Inactive)

Game Master Pendrak

Stolen Land, an adventure by Tim Hitchcock, with support articles by Ed Greenwood, David Hill, James Jacobs, Steve Kenson, Rob Manning, and F. Wesley Schneider, and fiction by James L. Sutter, was released on March 31, 2010. It is the first adventure in the Kingmaker adventure path.


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RETIRED - now part of the Harrow Realm.

"He's a bit wordy - sorry." Álainn apologies for Trai'el - as appears to be par for the course these days. "He's right though, if you could let us know about anything you hear that would be very helpful. As Ri-rion of the Fey, I thank you."


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Perlivash chortles, "Ri-rion of the fey, ha! And I'm Choral the Conqueror."

Tyg-titter-tut laughs as well, but she curtsies at Álainn. "A pleasure to meet you, your highness. Perlivash and I would be happy to keep a look-out for other humans. We hate defilement too!"


RETIRED - now part of the Harrow Realm.

"Laugh now oh Choral the Conqueror." The 'Ri-rion' responds with a laugh. "I will remember it and you in the future!" This is all said with a smile, but Trai'el knows Álainn well, and he can see that the enchanter is not speaking at random...

Hey - I'm not powerful enough for the title yer, but it's good to have IC goals! :)


Druid/Barbarian 1 HP: 14/14 | AC: 14 (12 Tch, 12 Fl) |CMD: 15 | F: +4, R: +2, W: +4 | Init: +4 | Perc: +9 | Speed 40'

Trai’el just shakes his head and steps to the river, looking it up and down it’s length. ”Perlivash, Tyg, I have a question, if you don’t mind my asking it. Have you encountered anyone who claims to serve a ‘Stag Lord?’”


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

"Ah, the Stag Lord. Yes, a recent arrival in these lands, but already building up a reputation for cruelty, to men and fey alike. He and his band are holed up in the old fort about 50 miles to the south, though I think they recently established a small camp to the southeast of here as well. Nasty fellow, wears a stag helm that hides his face. His men wear silver amulets that resemble a stag’s skull. It is my opinion that these bandits belong to some debased cult dedicated to a hideous animal demon," says Perlivash, sagely.

"They killed old Davik Nettles! And now he's some kind of river ghost." says Tyg, "One of the only decent humans around here, except for Bokken I guess. And I think those jerks might he have done something to the unicorn. I haven't seen her in quite a while and I fear the worst. If he has to kill someone, why can't it be those pesky mites and kobolds. Then again, I hear the kobolds and mites just went to war with each other, so maybe they'll kill each other off."


Druid/Barbarian 1 HP: 14/14 | AC: 14 (12 Tch, 12 Fl) |CMD: 15 | F: +4, R: +2, W: +4 | Init: +4 | Perc: +9 | Speed 40'

Trai'eltharian scowls as the crimes of this Stag Lord continue to mount up. He wasn't too upset over the loss of a pair of humans, despite the praise of their character by these fey. The slaughter of a unicorn, however, was a tragedy unable to be tolerated. His hand tightens on his bow and his body nearly shakes in anger.

"Just more for them to pay for, when the time comes. They also slaughtered my kin. If you can track their movements, we would appreciate any updates on them you can offer. For now...I think we should move on this camp. Eradicate it before it can grow and fester on this region like an unclean wound," Trai'el replies.

He looks back to the fey and bows, "Thank you, my friends, for your information. It has proven very helpful."


RETIRED - now part of the Harrow Realm.

"Yes, thank you." Álainn adds to Trai'el. "Do let us know of anything else that happens in your domain - we might be able to help deal with some of the big people."

Once they've bid farewell to the fey and moved away somewhat Álainn turns to Trai'el. "So you want to attack the small camp? Makes sense - it doesn't sound like something we should allow to continue. What's the goal? Kill them all or can we think for a little and try to keep one or two for information?" The question is sardonic, and refers back to their first encounter and Trai'el's efficient dispatch of Álainn's attackers, and the subsequent lack on information about their motives which followed.

:P


Druid/Barbarian 1 HP: 14/14 | AC: 14 (12 Tch, 12 Fl) |CMD: 15 | F: +4, R: +2, W: +4 | Init: +4 | Perc: +9 | Speed 40'

Trai'el looks flatly at Álainn. "I could have let them continue their work, let you soften them up further at the risk of your own life before I intervened. Glad to see how my efforts at saving your life are appreciated."

"Nevertheless," he adds as he looks to the southeast, "we can and indeed should take a pair of them captive if possible. But only long enough to get what information we can from them. Then...then their lives are mine."


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Do we want to continue the process of exploring each hex as you travel, or make a bee-line towards the place they indicate the small bandit camp is?


Druid/Barbarian 1 HP: 14/14 | AC: 14 (12 Tch, 12 Fl) |CMD: 15 | F: +4, R: +2, W: +4 | Init: +4 | Perc: +9 | Speed 40'

Lets explore our way there. Being thorough to make sure none of them are lurking in the woods between.


RETIRED - now part of the Harrow Realm.

I defer to the one that cares about killing bandits! :P


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

The group spends the evening camping with the fey and dragon along the Thorn River. Enack and the two tiny creatures get along splendidly, and a good evening is had by all. The next day you say your farewells for now, and begin exploring the area and camping for the night along the river.

The next day, the last day of Arodus by Absalom reckoning, as you walk along a ridge above the river you once again spot several elk grazing among the willow shoots. Suddenly, what had appeared to be a massive pile of rotting vegetable material and tangled vines nearby comes to life, and in mere seconds it crushes and strangles one of the elk, and begins to make a meal of it. The strange plant creature stands dripping slime on it's two tree-trunk like legs, rising to nearly 8 feet tall.

It looks dangerous, but luckily it's about 200 feet away right now and distracted with it's meal. At any rate, you're done exploring for the day and almost ready to camp.

"What's that thing?!" asks Enack, with the sound of fear in his voice.

Knowledge (nature) DC 16:

Shambling mounds, also called shamblers, appear to be heaps of rotting vegetation. They are actually intelligent, carnivorous plants with a fondness for elf flesh in particular. What serve as a shambler's brain and sensory organs are located in its upper body. Shambling mounds typically have an 8-foot girth and stand between 6 and 9 feet tall. They weigh about 3,800 pounds.

Shambling mounds are strange creatures, more akin to animate tangles of creeping parasitic vines than single rooted plants. They are omnivorous, able to draw their sustenance from nearly anything, wrapping their creepers around living trees to draw forth the sap, sending rootlets into the soil to absorb raw nutrients, or consuming flesh and bone from crushed prey.

Shamblers are frighteningly stealthy in their native environments. Blending in with the surrounding terrain, they can lie in wait for days on end without moving, waiting patiently for a potential meal. A shambler could be almost anywhere at any time, attacking without warning and not caring whether it leaves any survivors, so long as it acquires its next meal.

Shambling mounds normally lead solitary, nomadic existences in deep forests and fetid swamps, although they can also be found underground living among damp fungal thickets. Disturbing rumors persist, however, of shamblers gathering in strange congregations around great earthen mounds in the depths of marshes and jungles, often during the height of violent electrical storms. Their reasons for doing so are unknown, and many sages have wondered whether there is some obscure and alien purpose at work.

They are fire resistant, and immune to electricity, as well as the typical things all plants are immune to (mind-affecting effects, paralysis, poison, polymorph, sleep, and stun).

Even one of these creatures are well beyond you, and would be incredibly dangerous to fight (CR 6).

Log:

24 Arodus: Arrival at ruined fortress. First meeting with Oleg, Svetlana, and Enack. (Hex A)
25 Arodus: Early morning fight against sickly wolves. Exploration. (Hex A)
26 Arodus: Exploration. (Hex A)
27 Arodus: Travel and exploration. Trai’el takes an elk.
28 Arodus: Exploration.
29 Arodus: Travel and exploration. Meeting with Tyg-titter-tut and Perlivash. (Hex F)
30 Arodus: Exploration. (Hex F)
31 Arodus: Exploration. Random encounter. (Hex F)
1 Rova: Exploration. (Hex F)
2 Rova: Travel and exploration. (Hex K)

Random Encounters:

30 Arodus- Exploring (15%, 1-3): 1d20 ⇒ 19
30 Arodus- Camping (15%, 1-3): 1d20 ⇒ 6
31 Arodus- Exploring (15%, 1-3): 1d20 ⇒ 1
31 Arodus- Camping (15%, 1-3): 1d20 ⇒ 12
1 Rova- Exploring (15%, 1-3): 1d20 ⇒ 2
1 Rova- Camping (15%, 1-3): 1d20 ⇒ 11
2 Rova- Entering (5%, 1): 1d20 ⇒ 13
2 Rova- Exploring (15%, 1-3): 1d20 ⇒ 18

Monster- 31 Arodus: 1d100 ⇒ 65
Enack Knowledge (nature): 1d20 + 3 ⇒ (8) + 3 = 11


Druid/Barbarian 1 HP: 14/14 | AC: 14 (12 Tch, 12 Fl) |CMD: 15 | F: +4, R: +2, W: +4 | Init: +4 | Perc: +9 | Speed 40'

K. Nature: 1d20 + 9 ⇒ (7) + 9 = 16

Trai’el sneers at the creature from the safety of distance and cover. ”A shambling mound. It is a foul beast that will take more than our band to bring down. Leave it to its meal, we shall have to hunt it down another time.”


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Ignoring the dangerous shambling mound, the group finds a safe place to camp and does so without incident. The next day is spent exploring once more. The shambler isn't seen that day, which could be considered a good or a bad thing.

The next morning the group follows the Thorn River southwest. About midday they come to a place where several forest trails or animal paths meet.

Perception:

Trai’eltharian Perception: 1d20 + 9 ⇒ (3) + 9 = 12
Álainn Perception: 1d20 + 5 ⇒ (6) + 5 = 11
Wolf Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Enack Perception: 1d20 + 5 ⇒ (7) + 5 = 12

Just as the group comes walking into the area, another group does the same, coming from the southeast. It is four humans, dressed like highwaymen, leading a half dozen horses. They notice you at the same time you notice them, and begin to go for their weapons.

Their apparent leader, a hooded man with a longbow in hand, spits and growls, "Almost home and we find another mark. We really are lucky, aren't we boys? Kill 'em and take their stuff."

Initiative:

Trai’eltharian Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Álainn Initiative: 1d20 + 1 ⇒ (7) + 1 = 8
Wolf Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Enack Initiative: 1d20 + 6 ⇒ (20) + 6 = 26
Happs Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Bandit Initiative: 1d20 + 5 ⇒ (5) + 5 = 10

Enack waves his arms around, and calls for the aid of the Eldest, casting a divine spell.

"Trai’eltharian, do you think that's the Stag Lord?" he asks.

Enack casts bless.

The main bandit laughs and fires an arrow at the elf, his favorite type of creature to kill. The arrow impacts in Trai’eltharian's chest, a nasty hit.

Longbow attack against favored enemy: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 191d8 + 2 + 2 ⇒ (2) + 2 + 2 = 6

Log:

24 Arodus: Arrival at ruined fortress. First meeting with Oleg, Svetlana, and Enack. (Hex A)
25 Arodus: Early morning fight against sickly wolves. Exploration. (Hex A)
26 Arodus: Exploration. (Hex A)
27 Arodus: Travel and exploration. Trai’el takes an elk.
28 Arodus: Exploration.
29 Arodus: Travel and exploration. Meeting with Tyg-titter-tut and Perlivash. (Hex F)
30 Arodus: Exploration. (Hex F)
31 Arodus: Exploration. Shambler spotted but not engaged. (Hex F)
1 Rova: Exploration. (Hex F)
2 Rova: Travel and exploration. Encounter with bandits. (Hex K)

Trai’eltharian takes 6 damage. The wolf can act.


Druid/Barbarian 1 HP: 14/14 | AC: 14 (12 Tch, 12 Fl) |CMD: 15 | F: +4, R: +2, W: +4 | Init: +4 | Perc: +9 | Speed 40'

The wolf snarls and surges forward, attempting to rip the nearest man to the ground to savage him!
_________
Wolf charges and attacks the closest.
Bite, PA, Charge, Bless: 1d20 + 1 + 1 + 2 ⇒ (13) + 1 + 1 + 2 = 17
Free Trip If Hit: 1d20 + 2 + 1 ⇒ (9) + 2 + 1 = 12
Damage: 1d6 + 4 ⇒ (5) + 4 = 9

”No!” Trai’el grunts through the pain as he breaks the shaft off of the arrow in his chest, ”Probably one of his captains. He’ll die just the same!”


RETIRED - now part of the Harrow Realm.

Sorry... I posted last night but it obviously didn't stick.

Gender: 1d2 ⇒ 2 Male.

Álainn curses and a wind springs up behind him for a moment as he reaches into the air and make a clenching gesture with one hand. "They plan to betray you! Strike first!" He commands, gaze fixed on the leader with his longbow.

Charm Person, DC18 with a -2 on the will save, aimed at the leader.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

GM rolls:

Blue bandit: 1d20 + 2 ⇒ (4) + 2 = 61d8 ⇒ 7
Green bandit: 1d20 + 2 ⇒ (1) + 2 = 31d8 ⇒ 6

The wolf rushes forward and rips into one of the bandits, doing a great deal of damage and knocking him to the ground. The bandit tries to go for his short sword, but passes out from the effort.

The other bandits move and fire shots at the wolf, but in their panic, they shoot wide.

Between the chaos of combat and the appearance of the wolf, the horses begin to neigh wildly and stamp, pulling at the rope that ties all their reins together and trying to run off in different directions.

Recap:

Round One Enack (cast bless), Happs (ranged attack), Wolf (bit and tripped bandit), Bandits (attacked), Trai’eltharian (up), Álainn (up), Horses (not yet up)

Red Bandit: -1 HP, unconscious, and bleeding

Trai’eltharian and Álainn can act.


Druid/Barbarian 1 HP: 14/14 | AC: 14 (12 Tch, 12 Fl) |CMD: 15 | F: +4, R: +2, W: +4 | Init: +4 | Perc: +9 | Speed 40'

Trai’eltharian roars, sounding almost beastial, and rushes the leader! As he moves, he draws his curve blade, and his muscles seem to bulge and grow to almost twice their original size! He leaps into the air and brings the sword down at the man with animalistic fervor!
__________
Charge the Leader
Attack, Charge, Bless, Rage: 1d20 + 3 + 2 + 1 + 2 ⇒ (16) + 3 + 2 + 1 + 2 = 24
Damage: 1d10 + 6 ⇒ (3) + 6 = 9


RETIRED - now part of the Harrow Realm.

See above post. If Trai'el does lots of damage to the leader (looks like he has) aim for an uninjured bandit.


Druid/Barbarian 1 HP: 14/14 | AC: 14 (12 Tch, 12 Fl) |CMD: 15 | F: +4, R: +2, W: +4 | Init: +4 | Perc: +9 | Speed 40'

Heh, felt bad charging the boss man, but Trai’el, in a rage...yeah he’s gonna go after the one who shot him.


RETIRED - now part of the Harrow Realm.

Not to self - Trai'el has the subtlty of a large club wielded by an orc...


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Trai'el runs forward with his blade in hand, and delivers a strong blow to the bandit leader.

"Be careful, boys. This elf is very angry." says the wounded bandit leader, dourly, "Lazy Luke, take one of the horses and warn Kressle that we might need some help."

The bandit, who wears a blue bandana, nods in agreement.

Recap:

Round One [i]Enack (cast bless), Happs (ranged attack), Wolf (bit and tripped bandit), Bandits (attacked), Trai’eltharian (charged and hit), Álainn (up)

Red Bandit: -1 HP, unconscious, and bleeding
Bandit Leader: 9 damage

Álainn can act.


RETIRED - now part of the Harrow Realm.

See post from Saturday - short version is cast Charm Person on Lazy Luke :)


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Oops, either missed or forgot that. He only makes his save because you guys are engaged in combat with he and his allies, and he received a +5.

GM Rolls:

Lazy Luke Charm Person Will Save: 1d20 - 1 + 5 ⇒ (14) - 1 + 5 = 18
Lazy Luke Sleep Will Save: 1d20 - 1 ⇒ (8) - 1 = 7
Starfall Otis Sleep Will Save: 1d20 - 1 ⇒ (13) - 1 = 12
Longbow attack against favored enemy: 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 61d8 + 2 + 2 ⇒ (1) + 2 + 2 = 5

Lazy Luke stands confused, but seems to shake off the attempt to charm him.

However, Enack then steps forward and chants a spell, waving his arms and sprinkling some rose petals on the ground which he had produced from a small pouch. The petals turn to dust as the spell goes off.

Lazy Luke drops to the ground, asleep.

"Well, that settles that joker. Sleep well, ya jerk. You guys should surrender, you know?", says Enack, and he points at Álainn, "This here is the Ri-rion, the ruler of these lands. You should be bending the knee in her presence."

The bandit leader seems a bit taken aback, but unwilling to surrender just yet.

"Damned gnome magic. Damned elven swords," he says, as he steps back and fires a shot at Trai'el, but he is off balance and his shot flies straight off into the sky.

Recap:

Round One Enack (cast bless), Happs (ranged hit on Trai'el), Wolf (bit and tripped bandit), Bandits (attacked), Trai’eltharian (charged and hit), Álainn (charm person)

Round Two Enack (cast sleep), Happs (ranged miss), Wolf (up), Bandits (not yet up), Trai’eltharian (not yet up), Álainn (not yet up)

Red Bandit (Starfall Otis): -1 HP, unconscious, and bleeding
Blue Bandit (Lazy Luke): sleeping
Bandit Leader (Happs Bydon): 9 damage

The wolf is up. I forgot that the red bandit was unconscious already so I rolled a save for him anyway. So he is asleep and unconscious, I guess?


Druid/Barbarian 1 HP: 14/14 | AC: 14 (12 Tch, 12 Fl) |CMD: 15 | F: +4, R: +2, W: +4 | Init: +4 | Perc: +9 | Speed 40'

The wolf turns and rushes the remaining man still standing, trying to rip him down to the ground.
__________
Wolf Power Attack, Bless: 1d20 + 1 + 1 ⇒ (19) + 1 + 1 = 21
Trip: 1d20 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Damage: 1d6 + 4 ⇒ (5) + 4 = 9


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

GM Rolls:

Red bandit, DC 11 Constitution check: 1d20 + 1 ⇒ (17) + 1 = 18

The wolf rips into the man, who panics, and tries to withdraw from the battlefield. He only gets about thirty feet before he collapses from his wounds, leaving only the bandit leader.

Recap:

Round One Enack (cast bless), Happs (ranged hit on Trai'el), Wolf (bit and tripped bandit), Bandits (attacked), Trai’eltharian (charged and hit), Álainn (charm person)

Round Two Enack (cast sleep), Happs (ranged miss), Wolf (attacked red bandit), Bandits (out of comission), Trai’eltharian (up), Álainn (up)

Red Bandit (Starfall Otis): -1 HP, unconscious, stable
Blue Bandit (Lazy Luke): sleeping for 9 more rounds
Green Bandit (Charley Manticore): -1 HP, unconscious, bleeding
Bandit Leader (Happs Bydon): 9 damage

Trai’eltharian and Álainn can act.


Druid/Barbarian 1 HP: 14/14 | AC: 14 (12 Tch, 12 Fl) |CMD: 15 | F: +4, R: +2, W: +4 | Init: +4 | Perc: +9 | Speed 40'

Trai’eltharian continues to swing wildly and powerfully at the bandit captain, trying to fell him!
__________
Attack, Bless, Rage: 1d20 + 3 + 1 + 2 ⇒ (4) + 3 + 1 + 2 = 10
Damage: 1d10 + 6 ⇒ (3) + 6 = 9


RETIRED - now part of the Harrow Realm.

Álainn glowers at the captain, wind rising around him. "Run, coward! Flee!" He growls, sounding surprisingly feral.

Intimidate: 1d20 + 9 ⇒ (4) + 9 = 13


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Enack runs forward.

The bandit leader doesn't seem to be particularly affected by the intimidate, but he nonetheless takes Álainn's advice, and runs for it.

Recap:

Round One Enack (cast bless), Happs (ranged hit on Trai'el), Wolf (bit and tripped bandit), Bandits (attacked), Trai’eltharian (charged and hit), Álainn (charm person)

Round Two Enack (cast sleep), Happs (ranged miss), Wolf (attacked red bandit), Bandits (all now unconscious), Trai’eltharian (missed), Álainn (intimidated)

Round Three Enack (moved), Happs (fled), Wolf (up), Bandits (all now unconscious), Trai’eltharian (up), Álainn (up)

Red Bandit (Starfall Otis): -1 HP, unconscious, stable
Blue Bandit (Lazy Luke): sleeping for 9 more rounds
Green Bandit (Charley Manticore): -1 HP, unconscious, bleeding
Bandit Leader (Happs Bydon): 9 damage

Enack double moves. The bandit leader withdraws. The wolf, Trai’eltharian, and Álainn can act.


RETIRED - now part of the Harrow Realm.

Álainn leaves the pursuit to Trai'el and his wolf, as being far more suited to such things. Instead he examines the fallen bandits, trying to work out which one(s) to interrogate first.

Pass.


Druid/Barbarian 1 HP: 14/14 | AC: 14 (12 Tch, 12 Fl) |CMD: 15 | F: +4, R: +2, W: +4 | Init: +4 | Perc: +9 | Speed 40'

Trai’el and the wolf take off after the man, their speed easily able to keep pace. The wolf nips at the man’s heels as Trai’el lunges forward with his blade. ”You and your kind cannot escape nature’s justice!”

Attack, Rage, Charge, Bless: 1d20 + 3 + 2 + 2 + 1 ⇒ (13) + 3 + 2 + 2 + 1 = 21
Damage: 1d10 + 6 ⇒ (5) + 6 = 11

Wolf Power Attack, Charge, Bless: 1d20 + 2 + 1 + 1 ⇒ (3) + 2 + 1 + 1 = 7


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Trai’el runs down the bandit leader, and cuts him down as he flees. The bandits are all either sleeping or downed. However, the horses are now in a full panic, and manage to break the rope. Three horses begin to bolt north, while the other three head south.

You can try Handle Animal to calm down the horses if you desire.


Druid/Barbarian 1 HP: 14/14 | AC: 14 (12 Tch, 12 Fl) |CMD: 15 | F: +4, R: +2, W: +4 | Init: +4 | Perc: +9 | Speed 40'

Handle Animal: 1d20 + 5 ⇒ (6) + 5 = 11

Trai’eltharian let’s out some calming clicks as he calms himself and catches his breath.


RETIRED - now part of the Harrow Realm.

Ignoring the horses, who he expects to run anyway (since its in their nature) Álainn considers the bandits.

"Trai'el. Come here and look threatening while I wake this one up."

Once the well armed elf is in place Álainn shakes 'Lazy Luke' until he wakes and then grins at him, not an entirely pleasant sight.

"Young man. Your leader is dead, so are your companions and your animals have fled. If you don't want to die, I suggest you tell me everything you can about what you were doing, where you live and why you are here in the Greenbelt."

Intimidate: 1d20 + 9 ⇒ (3) + 9 = 12


Druid/Barbarian 1 HP: 14/14 | AC: 14 (12 Tch, 12 Fl) |CMD: 15 | F: +4, R: +2, W: +4 | Init: +4 | Perc: +9 | Speed 40'

Trai'el catches his breath, then heads over to the man and listens to Álainn's threat. Trai'eltharian leans down and lifts the man up with both hands by his shirt front and says through gritted teeth, "No. You are going to die. But it can either be slow, painful, and involve all sorts of natures darker aspects...or it can be merciful. Something your kind doesn't deserve after the lives it has already claimed! If you would prefer the quick death, you will answer the questions. NOW!'

Intimidate: 1d20 + 1 ⇒ (19) + 1 = 20


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

The horses run off into the woods.

"I...please, don't kill me. I've only been with these lot for a month or so. The Stag Lord pays well, even if he is a madman. We've a camp not far from here that we just established, but the man himself is down south on the banks of the Tuskwater, in an fort we've built up on the foundations of an old monastery."


RETIRED - now part of the Harrow Realm.

"How many more at your camp? And how many at the fort? Who leads in your camp?" Álainn keeps up the pressure, and the questions.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

"Including Happs and us three, there were nine of us. Happs was second to Kressle, the only lady bandit in the whole gang, but the leader of the Thorn River camp. Pretty sure she's shagging the Stag Lord, else I don't know how a woman could end up in charge. Back at the main base, the Stag Lord has about a dozen more, but he's always recruiting. Sends out some of the more charismatic ones to visit nearby cities and spread the word that the Stag needs more antlers. Promises of food, gold, and a way to escape your troubles are an easy way to make more brigands."


RETIRED - now part of the Harrow Realm.

With his questions the Ri-rion stands and walks away from the bandit. "He's yours." He mentions quietly as he passes Trai'el.


Druid/Barbarian 1 HP: 14/14 | AC: 14 (12 Tch, 12 Fl) |CMD: 15 | F: +4, R: +2, W: +4 | Init: +4 | Perc: +9 | Speed 40'

Trai'eltharian slams the man down and glares at him. He then whistles out to his wolf, who snarls for but a moment before leaping onto the man and beginning to savage him! All the while, Trai'eltharian stands and makes sure he is unable to get up or escape the wolf's attack.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

The wolf kills the remaining bandit.

Treasure:

alchemist’s fire (2), leather armor (5), short sword (4), dagger, composite longbow (+2 Str), longbow (4), arrows (80), 10 days of trail rations, silver Stag Lord amulet worth 20 gp, 75 gp

Give me Survival checks to try to track your way to the Thorn River camp.


Druid/Barbarian 1 HP: 14/14 | AC: 14 (12 Tch, 12 Fl) |CMD: 15 | F: +4, R: +2, W: +4 | Init: +4 | Perc: +9 | Speed 40'

Trai'eltharian kneels down and picks up the heavy bow, testing it's draw. He nods appreciatively and slips it onto his pack. He then sets to trying to track the bandit camp using their claimed directions.

Survival: 1d20 + 10 ⇒ (7) + 10 = 17


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

GM Rolls:

Yellow bandit, Stealth: 1d20 + 2 ⇒ (12) + 2 = 14
Green bandit, Stealth: 1d20 + 2 ⇒ (12) + 2 = 14

Enack, Perception: 1d20 + 5 ⇒ (4) + 5 = 9

Initiative:

Bandits: 1d20 + 5 ⇒ (17) + 5 = 22
Trai’eltharian: 1d20 + 4 ⇒ (18) + 4 = 22
Álainn: 1d20 + 1 ⇒ (12) + 1 = 13
Wolf: 1d20 + 2 ⇒ (20) + 2 = 22
Kressle: 1d20 + 1 ⇒ (13) + 1 = 14

The group travels for a few hours and approaches the area where the camp is supposed to be. As they come up, they can see a campfire glowing across the clearing.

The Thorn Ford camp is relatively large, and well defended by trees. The camp itself is about 60 feet from the Thorn’s north bank. A path winds alongside a shallow creek that leads directly up to the campsite.

Several people seem to be milling about around the campfire, but a shout rises up as you come into the area, and you see and hear them heading towards you, weapons drawn. Two of them loose arrows at the group, and one strikes Trai’eltharian in the thigh, piercing his leather breeches.

GM Rolls:

Red Bandit, longbow attack on Trai’eltharian: 1d20 + 2 ⇒ (15) + 2 = 171d8 ⇒ 4
Blue Bandit, longbow attack on Álainn: 1d20 + 2 ⇒ (3) + 2 = 51d8 ⇒ 3

Perception DC 14:

You also spot a pair of sentries hidden in the trees on stands about ten feet off the ground (the green and yellow bandits on the map). They seem to have readied actions to attack when they have clear shots.

Summary:

Round One Bandits (fired arrows, or readied), Trai’eltharian (up), Wolf (up), Kressle (not yet up), Álainn (not yet up), Enack (not yet up)

Trai’eltharian takes 4 points of damage. The elf and his wolf may act.

Enack Initiative (I forgot the little guy):

1d20 + 6 ⇒ (6) + 6 = 12


Druid/Barbarian 1 HP: 14/14 | AC: 14 (12 Tch, 12 Fl) |CMD: 15 | F: +4, R: +2, W: +4 | Init: +4 | Perc: +9 | Speed 40'

Trai’el fires a return shot at the bandit in the stand nearest them, then moves behind a tree for cover. He whistles a sharp whistle at the wolf, urging him to attack.

Bow Attack vs Yellow: 1d20 + 3 ⇒ (9) + 3 = 12
Damage, If Hit: 1d8 + 2 ⇒ (8) + 2 = 10

Can wolf make it to Blue?


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

The elf's shot goes past the ear of one of the bandits, whizzing into the treeline, a near miss.

He can double move to close with Blue, but he doesn't have a clear path for a charge. Also, don't forget yours and the wolf's Perception checks to spot the sentries, otherwise your attack will have to be at another bandit.


Druid/Barbarian 1 HP: 14/14 | AC: 14 (12 Tch, 12 Fl) |CMD: 15 | F: +4, R: +2, W: +4 | Init: +4 | Perc: +9 | Speed 40'

Forgot the roll!

Perception: 1d20 + 9 ⇒ (17) + 9 = 26


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

The wolf goes bounding across towards the bandits on the far side of the creek, splashing as he crosses the water.

Meanwhile a woman with a green bandana and green studded leather armor comes running up, a hatchet in each hand, and gives a shout as she sees the wolf.

Summary:

Round One Bandits (fired arrows, or readied), Trai’eltharian (missed), Wolf (double moved), Kressle (double moved), Álainn (up), Enack (not yet up)

Álainn can act.


RETIRED - now part of the Harrow Realm.

1d2 ⇒ 2

Álainn reaches across the stream and wraps the womans mind in his own, seeking her as an ally.

Charm Person, DC18 will.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Charm person is actually a close range spell, so you'll need to get within 30 ft. of Kressle to use it on her. Double move for now?

Enack runs forward and calls on the Eldest for a blessing for he and his friends, and morale in the party surges.

Noticing that they aren't going to really get a good shot, the archers that were hidden in the trees fire bad shots at the gnome, who is unharmed. The bandit on the far side climbs down from his post.

GM Rolls:

Yellow Bandit, longbow attack on Enack: 1d20 + 2 ⇒ (5) + 2 = 71d8 ⇒ 1
Green Bandit, longbow attack on Enack (with cover): 1d20 + 2 ⇒ (7) + 2 = 91d8 ⇒ 4

The other two bandits cut at the wolf with their short swords, and one of the bandits does manage to stab the beast.

GM Rolls:

Red Bandit, short sword attack on Wolf: 1d20 + 2 ⇒ (5) + 2 = 71d6 + 1 ⇒ (3) + 1 = 4
Blue Bandit, short sword attack on Wolf: 1d20 + 2 ⇒ (17) + 2 = 191d6 + 1 ⇒ (5) + 1 = 6

Summary:

Round One Red and blue (fired arrows), Trai’eltharian (missed), Wolf (double moved), Kressle (double moved), Álainn (moved?), Enack (cast bless), Yellow and Green (fired arrows)

Round Two Red and blue (fired arrows), Trai’eltharian (up), Wolf (up), Kressle (not yet up), Álainn (not yet up), Enack (not yet up), Yellow and Green (not yet up)

Bless (+1 morale bonus to attack and saves vs. fear)- 10 rounds

The wolf takes 6 points of piercing damage. The elf and the wolf can act.


Druid/Barbarian 1 HP: 14/14 | AC: 14 (12 Tch, 12 Fl) |CMD: 15 | F: +4, R: +2, W: +4 | Init: +4 | Perc: +9 | Speed 40'

Trai’eltharian looks to the gathering murderers before cloak his eyes and whispering a prayer to nature. Then the trees, bushes, grasses, and other plant life begins whipping about tryinto snare the humans!

Bite PA: 1d20 + 1 ⇒ (18) + 1 = 19
Damage If Hit: 1d6 + 4 ⇒ (4) + 4 = 8
Trip: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15

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Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Alright, let's get the ball rolling!

Character creation guidelines:

-Select your ability scores using a 25 point buy, with maximum hit points at first level.

-Create a 1st level gestalt character, choosing your class, race, equipment, feats, skills, any archetypes, etc. from any Paizo source, using the optional Background Skills system (for 2 extra select skill ranks per level), and with maximum gold for your class to start.

-Choose 1 campaign trait and 2 other traits (following the standard rule of no more than 1 from a single category). You have the option of taking 1 additional trait if you choose a drawback, but the traits and drawbacks should all be closely tied in to your character's backstory.

For convenience, here are the campaign traits for Kingmaker.

Campaign traits:

Bastard (limited to human characters): One of your parents was a member of one of the great families of Brevoy, perhaps even of the line of Rogarvia itself. Yet you have no substantive proof of your nobility, and you’ve learned that claiming nobility without evidence makes you as good as a liar. While you might own a piece of jewelry, a scrap of once-rich fabric, or an aged confession of love, none of this directly supports your claim. Thus, you’ve lived your life in the shadow of nobility, knowing that you deserve the comforts and esteem of the elite, even though the contempt of fate brings you nothing but their scorn. Whether a recent attempt to prove your heritage has brought down the wrath of a noble family’s henchmen or you merely seek to prove the worth of the blood in your veins, you’ve joined an expedition into the Stolen Lands, hoping to make a name all your own. You take a –1 penalty on all Charisma-based skill checks made when dealing with members of Brevic nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)

Brigand: You hail from the River Kingdoms or the more lawless reaches of Brevoy. Life has been hard for you. Perhaps your parents and siblings were crooks and con artists, or maybe your rough, lonely life lead you to fall in with thieves and worse. You know how to ambush travelers, bully traders, avoid the law, and camp where no one might find you. Recently, you’ve run into some trouble, either with the law or with other bandits, and you’re looking to get away to somewhere no one would ever think to look for you. An expedition into the rugged wilderness seems like a perfect way to lie low until the trouble blows over. You begin the campaign with an extra 100 gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and
their ilk.

Issian: You were raised northern Brevoy, a land of misty shores and harsh hill lands, of snowy vistas and violet-hued mountains. You are descended from an able and intelligent people, and you have grand ambitions, a mind alert for opportunity, and the tenacity to fight for your goals no matter the challenge. You care for little more than achieving your aspirations and opportunities to win wealthy and grandeur, for which few costs prove too great. You see yourself as a citizen of Brevoy through and through. The call for champions willing to help take back your country’s rightful holdings in the Stolen Lands has inflamed your dreams of profit and possibilities, so you have joined an expedition to quest south. Your agile mind grants you a +1 trait bonus on all Will saves made to resist mind-affecting effects.

Noble Born: You claim a tangential but legitimate connection to one of Brevoy’s noble families. If you aren’t human, you were likely adopted by one of Brevoy’s nobles or were instead a favored servant or even a childhood friend of a noble scion. Whatever the cause, you’ve had a comfortable life, but one far from the dignity and decadence your distant cousins know. Although you are associated with an esteemed name, your immediate family is hardly well to do, and you’ve found your name to be more of a burden to you than a boon in many social situations. You’ve recently decided to test yourself, to see if you can face the world without the aegis of a name you have little real claim or care for. An expedition into the storied Stolen Lands seems like just the test to see if you really are worth the title “noble.” Choose one of the following noble families and associated benefits.

Garess: Your family’s long association with the dwarves of the Golushkin Mountains has left its mark. You ignore the movement penalty for the first 5 feet of rocky difficult terrain you move through per round. This applies only to terrain made difficult by rocks or ruins. In addition, you gain a +2 trait bonus on Appraise checks to assess the
value of natural stones or metals. Your family motto is “Strong as the Mountains.”

Lebeda: Your family’s history of trading along the shores of Lake Reykal pervades your blood. As a deft merchant of the region, you gain a bonus language: Dwarven, Elven, Hallit, Gnome, Giant, Halfling, Skald, or Sylvan. Your family motto is “Success through Grace.”

Lodovka: Your family has made a living off the coasts of the Lake of Mists and Veils since before Brevoy existed. You gain a +1 trait bonus on Swim checks, and Swim is always treated as a class skill for you. Your family motto is “The Waters, Our Fields.”

Medvyed: Your family has long a deep respect for the wilderness and is superstitious about the creatures that dwell therein. You gain a +2 trait bonus on all Diplomacy checks made to deal with fey creatures and a +1 trait bonus on Will saves made against their spells and supernatural abilities. Your family motto is “Endurance Overcomes All.”

Orlovsky: Your family has a reputation for avoiding conflicts. You gain a +1 trait bonus on your CMD. In addition, choose Acrobatics, Diplomacy, or Stealth—you gain a +1 trait bonus on this skill. Your family motto is “High Above.”

Surtova: Your family is well known for their political agility
and scheming natures. You deal +2 damage when attacking a flat-footed opponent while wielding a light or one-handed weapon. Your family motto is “Ours is the Right.”

Pioneer: You have long lived along the southern border of Brevoy, in the shadow of wilderness known as the Stolen Lands. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you’ve learned how to survive on the rugged frontier. With the wilderness ever at your door, you’ve also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings in the Stolen Lands, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family’s land, you’ve joined the expedition into the Stolen Lands. You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill.

Rostlander: You were raised in the south of Brevoy, a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. You come from hearty stock and were raised with simple sensibilities of hard work winning well-deserved gains, the importance
of charity and compassion, and the value of personal and familial honor. Yours is the country of the Aldori swordlords and the heroes who refused to bend before the armies of a violent conqueror. You care little for matters of politics and nobles or of deception and schemes. As you are thoroughly Brevic, the call for champions willing to expand your land’s influence into the Stolen Lands has inflamed your sense of patriotism and honor, and so you have joined an expedition to quest
southward. Your hardy nature grants you a +1 trait bonus on all Fortitude saves.

Sword Scion: You have lived all your life in and around the city of Restov, growing up on tales of Baron Sirian Aldori and the exploits of your home city’s heroic and legendary swordlords. Perhaps one of your family members was an Aldori swordlord, you have a contact among their members, or you have dreamed since childhood of joining. Regardless, you idolize the heroes, styles, and philosophies of the Aldori and have sought to mimic their vaunted art. Before you can petition to join their ranks, however, you feel that you must test your mettle. Joining an expedition into the Stolen Lands seems like a perfect way to improve your skills and begin a legend comparable to that of Baron Aldori. You begin play with a longsword or Aldori dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.

Note that I might be open to making some more specific traits to better suit each of your characters if those don't fit.


Thanks Pendrak, both for the game and letting me bring someone else along. The same offer is open to you if you want it. :)

For Thron's sake: I'm going to build a male changeling mesmerist/? (Going more down the "your mind is putty in my hands" angle than Isabel does.) I asked for lots of fey theming so my guy will not be the child of a hag, but something else *subject to GM whims!*

Any initial ideas? Mesmerist is pretty versatile so I can run almost anything as the other half.

Campaign trait - probably Bastard, since the whole 'parents not married' angle fits in well I think. Unless a custom trait would be forthcoming?


Thanks for the tag along nod!

I am considering an Elf Druid/Barbarian combo, with the campaign trait Pioneer. Gender yet to be determined. I’m picturing someone who has had to live in the wilderness their whole life.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Changeling mesmerist will be perfect, whatever you end up choosing for the other side. Any full BAB class would complement it well and make him quite viable in combat, while you could always choose another CHA-based class such as bard, oracle, paladin, skald, sorcerer, summoner, or the like. Also, rogue is incredibly good with mesmerist as the latter receives some really cool feint-related abilities that I haven't seen elsewhere that make sneak-attacking enemies in the later game a lot easier.

Druid/barbarian will be literally beastly. Looking forward to seeing what animal of a character you come up with.

So, for your changeling, I do think a custom trait is in order. Maybe something like this:

Spoiler:

Sylvan Heritage: Though the circumstances of your birth are unclear and you were raised by humans, you have an undeniable connection to the forest and the fey, perhaps hinting at your true birthright. Plants seem to part way for your when you walk. There is a sort of otherworldliness to your persona, that fey find intriguing and entertaining, so much that strange forest creatures and fairies have seemed to seek you out since you were a child.

You gain a +1 bonus on all Charisma-based skill checks made when dealing with creatures of the animal, fey, magical beasts, and plant types. In addition you ignore the movement penalty for the first 5 feet of difficult terrain caused by undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) that you move through per round.

I can come up with something for the elf druid/barbarian as well if you decide that Pioneer doesn't fit right.


It was the closest of the defaults. This guy (settled on male) is almost a hermit. Lives and interacts with nature and it’s denizens. Finds that interactions with fey, sylvan, animals, and other nature respecting people comes naturally.

Whatever you think would be best.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War
Thron wrote:

It was the closest of the defaults. This guy (settled on male) is almost a hermit. Lives and interacts with nature and it’s denizens. Finds that interactions with fey, sylvan, animals, and other nature respecting people comes naturally.

Whatever you think would be best.

Are you going to have an animal companion?

Just from what you said, something like this (basically a light version of the ranger's favored terrain) might make for a good campaign trait for your elf:

Spoiler:

Woodcraft: You have spent your entire life among the trees. You are at one with nature, and while you are in the forest you are truly in your element, senses sharper and focus unparalleled.

You gain a +1 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when are in forest terrain. When you are traveling through forest terrain you leave no trail and cannot be tracked (though you may leave a trail if you so choose). If you have an animal companion, eidolon, familiar, or spirit animal, it also gains these benefits.


I’m planning on it. Not sure what kind yet. I plan on being flexible with my companions and swapping them around from time to time.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War
Thron wrote:
I’m planning on it. Not sure what kind yet. I plan on being flexible with my companions and swapping them around from time to time.

You should take a look at the pack lord archetype.


Looking at a couple of options for the other side but need to check with our almighty GM!

Water Dancer: Does a Water Dancer use their charisma to calculate their AC bonus? As far as I can see they get Cha as a dodge bonus from Nereids Grace and they still keep the 'AC bonus' class feature - what I can't tell is if they use their Cha to calculate the AC bonus or Wis? GM ruling please! :) (I'll use unchained Monk and just drop the 4th and 12th level Ki powers if that's ok.)

Other option I'm debating is: Sylvan Trickster although I lose Trapfinding, which is rather annoying.

On that note - would Wild Empathy as a trait be OP? I'm always vaguely surprised there isn't one since it strikes me as about as powerful as a trait.

Subject to GM ruling I'll probably go Water Dancer/Mesmerist :)


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

As I read it, he gets his CHA bonus as a dodge bonus to AC, AND gets his WIS bonus as an untyped bonus to AC. So if you are flat-footed you don't get to add CHA, like you would with the WIS part.

For all the other monk class features that would usually use WIS you would use CHA.

At least that's how I'm reading it.

And I'd be okay with you gaining wild empathy in place of a trait, but I'll add in the slight modification that it only works with woodland creatures.


My confusion is when it says 'He uses his Charisma score instead of his Wisdom score to determine the size of his ki pool and the DC and effects of monk class features.'

So there's an argument for calculating AC with Cha instead of Wis... I read it your way the first time, then I re-read it and started doubting myself... :) Your ruling is Wis then? MAD MAD MAD build coming up then!


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Oh, that's a good point, I see your argument. I'm okay with both of them being derived from CHA.


So I only need 4 stats rather than 5! :D


Pack Lord is an option. But seeing as it just takes 1 day of downtime to get a brand new full level companion, I could also, just RP it as he still has multiple “companions,” but only keeps one with him at a time, letting the others run wild and free unless he needs them. At which point he begins spiritually calling them.

But Pack Lord is interesting...could get roll cumbersome though...but I’ll consider it.

Also am debating Reincarnated Druid...for those Oopsie moments.


Or, Pack Lord Druid/Beastmaster Ranger...

Yeah...take Boon Companion Feat for the Ranger side, and have an absurd army of animals. Hahahaha

Not necessarily planning this...but funny to theorize.

Edit: Ok...I think I’m gonna go Pack Lord Druid/Invulnerable Rager Barbarian. Probably won’t get too crazy with the “Pack” until level 6, when I can go full on Beastmaster and get really creative.


Thinking of using the following stat array, Elf Racials already included:

Str 14, Dex 15, Con 14, Int 12, Wis 14, Cha 12


Str: 12
Dex: 14
Con: 16
Int: 10
Wis: 8
Cha: 16

Before racials (since I can't remember exactly what they are!). I'll be relying on water blast rather than Unarmed Strike for damage I think.


Changing my plans a bit and building a mesmerist//fey-bloodline sorceror with ALL the enchantments! Trying to make the character work and still be lawful (for the monk part) was proving much too difficult!

So quick GM question: will you allow either of the 3PP favoured class bonuses that Changelings get?

Mesmerist: Choose one bold stare improvement you know. You increase the penalty it imposes by +1/3 (maximum +2). When you reach this maximum, you can choose a different bold stare improvement to which you apply this bonus.
Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.

No worries if not :)

I should be able to post the character later today.


Depending on how busy work gets, I may be able to get mine done as well. First focus will be getting the Fluffy bits posted, then I’ll come up with an Alias and get all the crunch together.

Wish I could already shapeshift though...haha


There's always shifter... :)


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War
Nikolaus de'Shade wrote:


So quick GM question: will you allow either of the 3PP favoured class bonuses that Changelings get?

Yes, I'll allow either of those. Yeah ,mesmerist~sorcerer is gonna have bunches and bunches of spells.

Nikolaus de'Shade wrote:


There's always shifter... :)

Well, unfortunately not even shifter can shapechange at first level. Well, only about as much as a hunter can. I actually really like the shifter class, I was just disappointed that you can't turn into animals at first level.


Current Fluff Outline:

- Initiate of a Druid Enclave based in the Narlmarches. Being trained as a protector of the Enclave, Forest, and Nature itself. Has been involved in several hostile conflicts with settlers trying to bully their way into the region by bloodshed.

- Sent on a spirit journey to complete his initiation. Is gone for a significant amount of time into the Hooktongue Slough.

- Returns to find the Enclave completely destroyed, no survivors. The only clue left behind was a lost Stag Lord Pendant.

- Vows revenge on the Stag Lord and his men.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

I'm very excited about this campaign, and the various ways it can go. I could actually see some interesting conflict between the chaotic First World vision of nature embodied by the fey, versus the more harmonious connection to nature that the elves have, if that distinction makes sense. Add in clerics of Erastil, and Gozreh, the Green Faith, and others, and you have a lot of different viewpoints on how nature ought to be treated. There will be pulling from all sides in terms of how the Stolen Lands grow and change as they are settled under your direction.

Edit: Just had another thought in this regard, that maybe sums up how I see the various groups viewing nature:

Elves- nature should be protected from humanoids
The Green Faith- nature should be respected by humanoids
Erastil- humanoids should be protected from nature
Fey/First World- humanoids are just another part of nature, and a fairly new one
Gozreh- nature doesn't care one way or the other


Yeah I can go along with that outlook for Elves quite easily. And my character doesn’t see himself as a leader in any regard, but will not yield on his duties to protect the Narlmarches.

He may be open to working with people who respects them, however. But he has yet to encounter any such types.


I'll be right along the fey side of things :) even if I am technically human(-ish). Going to have quite a fey outlook on things I think.

'All things have their place in nature - for some things that place is to be eaten.'


Druid/Barbarian 1 HP: 14/14 | AC: 14 (12 Tch, 12 Fl) |CMD: 15 | F: +4, R: +2, W: +4 | Init: +4 | Perc: +9 | Speed 40'

Ok, Alias is up, but a work in progress. Still plugging away at it from work. Haha


Druid/Barbarian 1 HP: 14/14 | AC: 14 (12 Tch, 12 Fl) |CMD: 15 | F: +4, R: +2, W: +4 | Init: +4 | Perc: +9 | Speed 40'

Crunch is essentially done, just need to settle on a Feat.

DM: I took 3 traits and a drawback. Decided to go Pioneer Campaign Trait anyway. Also, I took Highlander regional Trait...can we re-skin that to apply to woods instead? Seemed fitting for the character.

Edit: Fluff added.


RETIRED - now part of the Harrow Realm.

Much later than planned, here is Alainn. Fluff will be done later but main thing to note is that Alainn is gender fluid, but uses the male pronoun for sake of ease. I like the idea of an 'object of desire' being hard to pin down :)

@Trai'el: are you an Invulnerable Ranger or an Invulnerable Rager? :P


Druid/Barbarian 1 HP: 14/14 | AC: 14 (12 Tch, 12 Fl) |CMD: 15 | F: +4, R: +2, W: +4 | Init: +4 | Perc: +9 | Speed 40'

Fixed :-P

My autocorrect was really resisting just putting Rager in there. Also, Trai’el is likely going to be too focused on his own pursuits to concern himself with any “objects of desire,” so have fun with the NPC gallery. ;-P


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Both Álainn and Trai’eltharian are looking good.

I'm fine with reskinning the Highlander trait.

I have a few more things to do preparation-wise (the beginning is going to be slightly modified), but otherwise as long as you guys are ready we can get started soon.


Druid/Barbarian 1 HP: 14/14 | AC: 14 (12 Tch, 12 Fl) |CMD: 15 | F: +4, R: +2, W: +4 | Init: +4 | Perc: +9 | Speed 40'

Soon as I can settle on a dag-nabbed feat. Can’t decide.


Druid/Barbarian 1 HP: 14/14 | AC: 14 (12 Tch, 12 Fl) |CMD: 15 | F: +4, R: +2, W: +4 | Init: +4 | Perc: +9 | Speed 40'

What is your stance on Call Animal and training it to be a buddy? I’m considering swapping a trait for:

Gifted Adept: Your interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. This early exposure to magic has made it easier for you to work similar magic on your own. Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level.

And if your fine with it, I may take Spell Specialization as well, to allow me to call some pretty cool animals to be friends with Trai’el throughout the game.

Also, what animals are in the region, by your rulings? Are dinosaurs around?


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War
Trai’eltharian wrote:

What is your stance on Call Animal and training it to be a buddy?

Adult animals enchanted by call animal could potentially be made into friends with uses of Wild Empathy, charm animal, or the like, and given training using Handle Animal, though they'd never be domesticated, and people who aren't trained in Handle Animal would never be able to get the animal to do the tricks that you've taught them, so they could be dangerous to people other than you and other trained animal handlers. Think of a circus lion, a lion-tamer would probably be safe in a cage with it (at least relatively safe), but it would attack most people given the opportunity, if it wasn't being handled at the time at least.

Trai’eltharian wrote:


Also, what animals are in the region, by your rulings? Are dinosaurs around?

From the Player's Guide: "The following animals are logical choices for druids operating in the Stolen Lands: badger (wolverine), bear, bird, boar, cat (big or small), blood caiman (crocodile), dog, horse, pony, snake (viper), and wolf. From the Bestiary, the following additional choices are logical: dire bat, dire rat, giant frog, mastodon (elephant), and narlmarch mugger (monitor lizard). Finally, two new animals are introduced in Pathfinder Adventure Path #31—the elk and the thylacine (also known in this world as the Tasmanian tiger)."

There are no dinosaurs in the River Kingdoms. The closest you could find anything like that would be, I believe, in the Realm of the Mammoth Lords, hundreds of miles away, or maybe in the Darklands, though I'm unsure if there are any connections to the Darklands in the the River Kingdoms.


Druid/Barbarian 1 HP: 14/14 | AC: 14 (12 Tch, 12 Fl) |CMD: 15 | F: +4, R: +2, W: +4 | Init: +4 | Perc: +9 | Speed 40'

Gotcha. I’m fine with that. If a silly intruder decides to get too close to nature without knowing how to respect it...it’s their problem ;-P.

I’ll make the changes to my sheet soon.

Also, to sneak around as an animal in wild shape form and not be noticed, would that be more Stealth, Bluff, or Knowledge (Nature) to mimic the animals natural actions? I was kinda figuring either of the first 2, but could see cases made for any of the above, so I wanted to get your ruling on that as well.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

As I understand it, you would use Stealth in such a situation. It says that Wild Shape grants you the ability to "communicate normally with other animals of the same general grouping," so I would say it would also instill you with the ability to move and behave naturally as if you were the animal whose form you'd taken.

I can imagine a Sword in the Stone type scenario, where as a young druid (which for an elf was like a century) you trained under other druids who would transform you into animals so you could learn.


Druid/Barbarian 1 HP: 14/14 | AC: 14 (12 Tch, 12 Fl) |CMD: 15 | F: +4, R: +2, W: +4 | Init: +4 | Perc: +9 | Speed 40'

Excellent. Makes me a lot more streamlined in regards to Skill allocation. Thank ya sir!

Edited to include the Trait swap, and settled in Spell Focus - Conjuration for future augment summons


RETIRED - now part of the Harrow Realm.

Everything is looking good! Do either of you have any ideas of how we are going to meet? I'm having a tough time working out my characters background, beyond the most basic ideas... anything I can cling on to would be good!

Please feel free to brainstorm! :D


Druid/Barbarian 1 HP: 14/14 | AC: 14 (12 Tch, 12 Fl) |CMD: 15 | F: +4, R: +2, W: +4 | Init: +4 | Perc: +9 | Speed 40'

Well, you may have either met or caught a glimpse of Trai’el in the Narlmarches if you have ever been there. Alternatively, it’ll rely on the altered beginning we’ve been hinted at. Heh


RETIRED - now part of the Harrow Realm.

I've just left it open in the end, a wanderer in a world which has trouble defining him. So she might easily have met Trai'el at some point. We shall let the GM decide! :)

Álainn is a bit more 'eggs in one basket' than I usually go - hopefully we don't meet too many plants/undead before level 3. After that it gets a bit better :) At least I'll always have grease.


Druid/Barbarian 1 HP: 14/14 | AC: 14 (12 Tch, 12 Fl) |CMD: 15 | F: +4, R: +2, W: +4 | Init: +4 | Perc: +9 | Speed 40'

Added my Animal Companion, a Wolf, to the Alias. Also added the Light Horse granted by Pioneer. I labeled it as Combat Trained since I could have done that training to the animal myself. But if you aren’t fine with that, I will remove that from the listing.

So between my Wolf, my sword, and some NPC’s, you MIGHT be safe for a while. Who knows.


RETIRED - now part of the Harrow Realm.

Hey - I have a non-combat trained pony and a small plant to protect me as well! :P


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

I'm still working on the intro, should be able to give you guys more information soon.

I'm fine with the horse being combat-trained.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

I guess I can go ahead and give you some idea of my plans for the beginning of the campaign. Basically it is going to take place 3 months before the campaign would typically start.

There have been whisperings that the Swordlords of Restov are planning an expedition into the region to clear out the human bandits that have been plaguing the region, but that they also intend to settle the Greenbelt and claim it for their own once they've made it safe.

Of late, messengers have been traveling up and down the Greenbelt, spreading the word and organizing a resistance of some sort. Driven on by some unknown benefactor, they have been working to gather a team of willing young adventurers to preempt the Brevish invasion by establishing order in the Greenbelt before they arrive. The hope is that if migrations of humans come from Brevoy, it will be on the Greenbelt's own terms.

Among those the messengers sought were both of your characters.

Whether or not you've met before is up to you. I'm fine either way.


Druid/Barbarian 1 HP: 14/14 | AC: 14 (12 Tch, 12 Fl) |CMD: 15 | F: +4, R: +2, W: +4 | Init: +4 | Perc: +9 | Speed 40'

Well, my characters first question would be what part the Stag Lord would play in this?


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

The Stag Lord and his band will still be the primary antagonists of the first book. In fact, most of book one will be very similar to as written, with the exception of the beginning and a few key interactions with certain NPCs. Book 2 will involve you guys not only dealing with kingdom-building, but also with a group of chartered adventurers entering the Stolen Lands at the behest of the Swordlords.


RETIRED - now part of the Harrow Realm.

Álainn is in. Humans coming down south and imposing their horribly strict and limited views on the Greenbelt doesn't suit her at all! He'll be ready to help as much as possible - as long as whoever is asking does so nicely.

In terms of having met before, perhaps just on nodding/first name terms. So we don't have to introduce ourselves from scratch, but there's still room for both characters to grow?

I like the sound of the changes! Much more fun than the 'bad guys' of the adventure as written! How much leeway do we have to really play up the CN angle? Álainn would quite happily dominate the Stag Lord and use him to flip the whole bandit camp - aside from Trai'el going a bit nuts would that cause problems? :)

Also GM: could you open the gameplay thread? I'd like to dot so this comes up in my campaigns page.


Druid/Barbarian 1 HP: 14/14 | AC: 14 (12 Tch, 12 Fl) |CMD: 15 | F: +4, R: +2, W: +4 | Init: +4 | Perc: +9 | Speed 40'

Trai’el is in, it was kind of his purpose for being here anyway, though his input is going to be skewed heavily in a “Benefit Nature, Elves, and Kyonin” aspect. Heh


Druid/Barbarian 1 HP: 14/14 | AC: 14 (12 Tch, 12 Fl) |CMD: 15 | F: +4, R: +2, W: +4 | Init: +4 | Perc: +9 | Speed 40'

Maybe we met in a very particular crossing of paths. Maybe both of us intercepted some of the Stag Lord’s men at the same time and took them out, camped and talked, then parted ways?


RETIRED - now part of the Harrow Realm.

That would work. They came across me, you came across them.
Álainn always holds that he would have handled them just fine - Trai believes differently? :)


Druid/Barbarian 1 HP: 14/14 | AC: 14 (12 Tch, 12 Fl) |CMD: 15 | F: +4, R: +2, W: +4 | Init: +4 | Perc: +9 | Speed 40'

That sounds fitting for Trai’el, lol

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