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Yeah, they changed that for Ultimate Campaign, and I think it was a necessary change. Under the original rules, buildings capable of producing magic items were basically the only winning strategy, and I think that's boring.

You need to expand. Claim more Hexes and build more Mines/Quarries/Sawmills to increase your income, while keeping an eye on your Control DC. Claiming Hexes with Landmarks and buiding Roads to them will help you keep your Loyalty score up; the other two are much easier.


I ran two parties through that encounter.

For the first, the Baroness and her Councilor had a lot of fun debating him back and forth, and driving him out of her realm. He actually came back to warn them that his patron was dealing with whoever was riling up the trolls in the south to attack their lands. Seems like he actually had a conscience, and feeding helpless farmers to monsters was where he drew the line.

He was later captured by Hags working for you-know-who. They needed someone with the Perform skill to play a magic flute that would summon the Talonquake to the capital. Once he'd done what they needed him to do, they murdered him.

The second party had serious trouble handling him - nobody had the Diplomacy skill to take him on. We actually had a player get pissed I wouldn't let him use his Perform skill to argue against Grigorij in public.

They finally settled on doing the sneaky thing: have the Spymaster follow him, search both his room and his secret hiding place to discover Forgery implements and other incriminating evidence. Grigorij was arrested, offered what little information he had on his patron in exchange for exile instead of death, and was banished. I don't think he'll be back.


Canarr wrote:
Continuing the saga...

Name: Davion DeGlade, Ruler

Race: Half-elf
Class/Level: Fighter (Aldori Duelist) 8, Oracle 1
Adventure: Varnhold Vanishing
Location: Vordakai's Tomb
Catalyst: Hell Pool
The Gory Details: The heroes chose the "back door" into the lich lair, meeting up with the undead wizard Cephal and his backup: a Leukodaemon bound by the Oculus of Abaddon. The poisonous air, and the bubbling tar pool in this room, made engaging the flying archer daemon particularly difficult.

Cephal the wizard was also flying, until the PC wizard Archibald dispelled his fly spell, leaving the dread zombie caster standing in the bubbling tar. Davion, without a fly movement, took a long leap into the mud to engage Cephal in melee. He managed to hurt the undead caster severely, but several arrows from the Leukodaemon, and a boneshatter spell from Cephal against which Davion failed his Fortitude save, brought his HPs low enough that a final, Empowered magic missile dropped him into the negatives.

The rest of the party might still have been able to save their Ruler; but losing consciousness while standing in the muck caused him to fall prone and become immersed in the scorching tar. The resulting damage overcame the resist fire spell he was under, and Davion died.

After the battle, the party brought him back using the raise dead scroll they found while investigating the Vanishing.


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Name: Ruby
Race: Kitsune
Class/Level: Oracle 6
Adventure: Rivers Run Red
Location: Hills east of Tuskwater Lake
Catalyst: Hidden archer crit
The Gory Details: Hargulka's troll forces had attacked the PCs' lands, killing many and taking others for food stores. The heroes set out to punish these strangely organized trolls, and came across a small camp holding several of them. After a bit of buffing, they attacked.

The trolls fought like trolls do, no big surprise there. Only an unseen drummer that was boosting their strength and aggressiveness (Skald song of rage) seemed a bit out of the ordinary.

Ruby, as caster/healer rather than fighter, stayed hidden in the underbrush rather than engage the trolls. When the group's fighter, the realm's Ruler, she broke cover and moved out in the open to heal him. No sooner had she delivered her Cure spell, when the hidden Skald dropped her invisibility spell: a beautiful elven woman appeared and put two arrows in Ruby's back, one of them a very severe crit. She dropped dead immediately.

Ruby was later reincarnated as a human, much to the player's disappointment. They left the campaign shortly thereafter.

Name: Archibald
Race: Human
Class/Level: Wizard 6, Evangelist (Erastil) 1
Adventure: Rivers Run Red
Location: The Owlbear's lair
Catalyst: Not healing between encounters
The Gory Details: After defeating the owlbear and clearing the lower cave level, the PCs discovered the web-choked chimney up to the ettercaps. Due to some too-hasty scouting, the group hurried upstairs, with the wizard neglecting to heal up properly.

He was killed by one of the ettercaps there, and later reincarnated as a human.

Name: Dak Kamore (don't ask)
Race: Half-elf
Class/Level: Magus 9
Adventure: Varnhold Vanishing
Location: Tors of Levenies, a few days north of Vordakai's Island
Catalyst: Graveknight
The Gory Details: One of the people who Vanished when Vordakai came to town was Roslin Varn, the daughter of Lord Maegar Varn, an accomplished Swordlord and Monk.

Using dark magics long since forgotten on the face of Golarion, the lich turned her into a Graveknight and set her to guard the mountain paths with a group of ghoul minions.

When the group of PCs entered her territory, she attacked them. Supported by ghouls, including a sorcerer with enough power to haste the monsters, the heroes were quickly fighting for their lives. Roslin, trained in the Snake Style, was able to turn her high AC and Combat Reflexes into a series of counterattacks whenever one of the martials missed her.

Dak, determined to press the attack on the Graveknight rather than withdraw and heal, was killed by one of her burning unarmed strikes. He declined to return from the Boneyard, and was buried in the realm's capital.


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Damn. That is a truly aweinspiring peace of work there. Kudos - I'm definitely going to be stealing some of that for my KM campaign. While I love playing around with nobles and politics, I've never put together something this detailed, on so many different houses - I tend to just make things up as I go along. This is definitely something I can use.


I set up a banquet where the PCs could meet and negotiate with the different factions that are willing to supply Venture Capital to their realm. Varn and Drelev with their people were also present, and they had a chance to interact with them.

Varn was a friendly guy who was interested in cooperation, Drelev was a dick who humiliated the PC ruler I’m public. There’ll be exchange of information, news and competition, and anything else I can think of. Having their neighbors be active at the same time as the PCs adds to the fun, I believe.


I figure since Nyrissa sees the Stolen Lands as hers, she considers herself the ruler over all Fey living there. Of course, not all Fey will agree with that, so some will do as they please and in doing so, cross Nyrissa.

And Nyrissa just loves using mortal to do her dirty work. In the game I run, I decided to swap out one of the standard Quests, so I added one that secretly came from Nyrissa: an anonymous request to kill an evil Fey in the Kamelands. The PCs, always up to kill something evil for gold, did so without questioning.

Now the Fey living in the Stolen Lands can view her in a lot of different ways: some, like the evil Fey my PCs killed, will consider her a tyrant trying to keep them from following their nature. Others may see her as a stern but fair leader: obey her and you may live in peace, cross her and you die. Others again might even think her a protector as she uses her mortal agents to keep other Fey from preying on each other.

All will probably agree it’s better not to mess with her.


There isn’t really one, IMO. Don’t even think the rules use the word nation at all.


Very nice... I like it! Even if the players never find out, having a solid backstory and motivation for the NPCs makes them more fun to play, IMO.

If you have the time and inclination to listen to a long podcast, Sugar-fueled Gamers have a Kingmaker podcast. The GM is Reverse here on the Forums, and he‘s done amazing things with Quintessa.


Paladins rock massively against evil opponents, true.

Have you solved your Drelev dilemma? How to bring together a paladin with having a mistress?


Aside from the important NPCs already named, I suggest foreshadowing Malgorzata Niska from RRR and her cult of Gyronna. It’s just a minor encounter as written, but with some more background could be an excellent side story.


Very nice collection, thank you! I'll be over here, browsing your archives... ;)


He can, certainly. Depends a lot on what the PCs do - if they spend a lot of time exploring to the west or south before taking care of the bandits, it’s definitely a possible action for him to take.

In my game, the PCs went right after Kressle and her camp, so they took her out before she noticed her people were gone. That delayed any kind of response against the Levetons, and the Stag Lord was more concerned with trying to track down the armed interlopers in his area than going after the Levetons.


Ahhh, okay. Thanks! That doesn’t seem too bad.


Ravingdork wrote:
My old online group used one extensively in Kingmaker to save on downtime/BP costs. Fortunately, the rules for doing so are a bit more codified.

Another necro...

Are there actually rules for the interaction of the Lyre of Building and the Kingdom Building rules? How are savings on BP through the Lyre calculated?


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https://daddydm.wordpress.com/category/gaming/dd/kingmaker/


The lack of details on Pitax and Mivon especially is annoying, yes. There is way too little on political background in general - this aspect of the game has been woefully neglected.

Concerning a tool for recordkeeping: There's a blog on Wordpress by DaddyDM (Spatula here on the forums) who made a tool for Kingdom Management that works very well.


whether or not it's explicitly stated in the Tax rules, the Economy Check is still a Kingdom Check, and as such always needs to hit the Control DC, or it fails. It's entirely possible that when updating the rules for Ultimate Campaign, they felt it unnecessary to keep that sentence (because the basic rules for Kingdom Checks are already explained elsewhere), and thus omitted it, without meaning to change the rule.

When it comes to suspension of disbelief, remember the rules are largely abstract. It doesn't really make a lot of sense that all the farms in your kingdom produce the same return every month, whether it's August or January. And the Rule Of One for Kingdoms isn't more or less realistic than a Legendary Swordmaster(TM) still missing every 20th swing.

Doesn't mean it's not a good idea to place this in the context of the story. But any GM worth his salt is going to do that with any kind of random encounter or development.


It can be a problem at the very beginning, yes. But that adds to the flavor of building a kingdom in the wilderness, so I wouldn’t change that. My players made sure to keep enough reserves in their Treasury to weather a lean month or two until they got things rolling.

Once you get the Kingdom going, it’s fairly trivial to keep your Economy score high enough to always hit the Control DC (unless you roll a 1). Remember, the players control both the DC (by limiting their expansion) and the score (by choosing buildings, terrain enhancements, or Kingdom leaders).

Unless, of course, your GM manipulates events to influence these factors. But he surely wouldn’t do that...


Spatula wrote:


I do think that the Regent's plan was to let Restov/the colonies do the heavy lifting of pacifying the Stolen Land and then absorbing them through force or intimidation when the time seemed ripe. And then handing those lands over to the Great Houses that have been loyal to the Surtovas. Restov's ploy is the far riskier one - when push comes to shove, will the new kingdoms join the rebel cause, or would they sit out the conflict or even side with Surtova?

That is an excellent follow-up idea! Not only does it give good reason to bring in more Brevoy elements and agents of the Regent, but it also gives Drelev motive to have (actually) hired Grigorij to sabotage the PCs, and for further actions against them.

And yes, that makes Restov's position a lot more tenuous, but they don't really have a choice - they're the ones who need to secure their southern border in preparation for the coming civil war. And it's more plausible to have Surtova actually do something to influence the whole project, rather than let the Swordlords do that right under his nose.


You’re German, right? Using „eventually“ instead of „potentially“ is a trap we often fall into ;)


A lot of questions. Let me see if I can help.

Legitimacy of the Charter:

It means nothing outside of Brevoy. Since neither the Swordlords nor the Regent hold any authority outside of their borders beyond what they can take and hold by arms and magic, they have no legal authority to give any of the Stolen Lands to anyone. I read somewhere (don't know if it was in the AP) that the southern part of Brevoy, fomerly Rostland, was settled by the same Taldoran Exploratory Army that explored the Stolen Lands, and that they use this as justification why the land is really theirs. But that isn't any more legitimate than Robert Baratheon on the Iron Throne.

Mostly, the point of the Charters is to remind the PCs and NPCs who bankrolled them, and who they owe a debt of gratitude to if push comes to shove.

Fluff for the Charter:

I made it a political thing. Brevoy is on the way to civil war, but nobody wants to acknowledge that, because both factions don't want to really get going before they feel they have an advantage. So, they're playing a game of pretending not to realize what the other group is doing, and setting up the Charter worked the same way:
"Hey, Regent! We wanna organize some people to combat the monsters in the Stolen Lands. It's about fighting bandits and stuff, and totally not a ploy to secure our rear for that civil war we're pretending not to be preparing for! We have this guy who's perfect for the job, Maegar Varn."
"Hey, Swordlords! That's totally cool - fighting bandits has always been my policy. Really. And I'm not at all suspicious that you're choosing one of your own people for this job. As a matter of fact, I know the perfect guy for one of these Charters, myself, Hannis Drelev. He's a ruthless, opportunist bastard, but he's married to the daughter of one of my most staunch supporters. That's cool, right?"

So basically, the Swordlords appointed one guy for a Charter, the Regent appointed another, and they picked a bunch of fully neutral nobodies to place in the middle between their guys so nobody would have an advantage over the other. Both believed that their guy would be able to either conquer or influence those nobodies, if they didn't go down on their own.
There was a fourth party that was sent farther west, an experienced group called the Company of the Iron Shield, but I kind of glossed over them because they're more or less killed immediately.

It's mentioned that Restov cuts ties to the PCs, but I'm not sure, where. I'm thinking book 4 or 5, but they start withdrawing obvious support already in Varnhold Vanishing.

Title:

The title the PC ruler gives themselves doesn't matter - they're one of many Stolen Lands warlords. Baron is just the rank that other nobles are willing to accept from them, because that is what their realm is worth in their eyes. Once it grows beyond a certain size (26 hexes?), they can claim the title of Duke, and so on.

Factions:

I'm bringing in the River Kingdoms, who should have their own interest in those new upstarts. Mivon is the next, but several of the others should also be looking to build their own advantage.


I like them for the fluff - built a bunch for Varnhold, since they had mountains. Became one of their main argument for opening trade relations with my PCs‘ kingdom: we‘ll trade you the stone we quarried for the timber from your woods.

If you’re using Legendary Games‘ plug-in books, they have a few new buildings for your cities, one of which makes adjacent quarries cheaper and gives them a boost.


Glad to hear it went well for your group - sounds like you had a fun game!

So far, my players are enjoying the mass combat rules. We're using the variant from Legendary Games' Ultimate Battle, and had a series of battles against Hargulka's forces. With the option of giving PCs either command of a unit, or adding them as heroes, every player gets to participate in the battle.

To me, commanding armies in battle is an important part of the feel of Kingmaker - having the PCs be more than just adventurers, but raising and commanding armies on the field of battle, with the fate of their realm and their people hanging in the balance.


While I like the basic premise of your ideas - have you considered simply asking your players how deep they want to delve into the politics of Brevoy and the Stolen Lands? I mean, why put in that level of subterfuge to gauge their interest, when you can simply discuss it?


Very cool ideas! While Kressle and her bandits are long dead in my campaign, having a few bandits fleshed out is always useful. Thank you!


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A lot of good points. Also, Spatula has just finished his campaign, which he’s been blogging heavily about (thank God).

His final summation is here, but I recommend reading the whole enchilada.

https://daddydm.wordpress.com/2020/06/26/kingmaker-the-whole-damn-thing-pos t-mortem/


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There are several older but still excellent threads here to get you started. Try searching „Venture Capital“, and check out any threads by Dudemeister, Spatula and Pennywit, for starters.


One more thing I remembered:

There is a thread on here somewhere collecting an updated list of Kingdom Events. Just check out those and pick one that seems fitting.


It probably depends on what you mean by "doubling the consumption". If you're talking about doubling the city's 1 BP consumption, that should be fine. If you're thinking about doubling the entire kingdom's consumption, that could be difficult.

Try looking at the cost of holidays or festivals in Ultimate Campaign, and use those as a baseline. Having 6 holidays per year costs 2 consumption, having 12 costs 4. Looking at that, I think having this cost more than 2 comsumption seems excessive.

You could of course add some Unrest (never wrong) and maybe damage or occupy a building where the festivals are taking place, adding to the mere consumption cost of the problem.


If I read the spell correctly, the PCs would get a Reflex save to keep their stones safe against the spell's damage. Depending on their saves, that may or may not be feasible.

If you want to tone it down, maybe give them a separate save for every ioun stone.


If you have the time, I strongly recommend to listen through Sugar-fuelled Gamers' Kingmaker Podcast. They made a lot of changes, especially in the later game.

What the GM - Reverse on these boards - does for a lot of army combat is move different enemy units towards the PCs' towns, forcing them to split their forces. You could do that, make it a little more difficult for them to defend their holdings.

Also, depending on what you're planning to do with Armag and his forces, you could simply increase the number of barbarian and troll mercenaties to give your players a good fight.

Concerning the PCs' counterattack against Drelev: I've built both neighboring realms from the ground up to give them more history, and even though I'm still years away from Book 4, Fort Dreleve is already racking up Defensive bonuses like there's no tomorrow. It's going to be really, really hard to defeat troops in a solidly built city. So if you build Fort Drelev right, the city isn't going to be a pushover - certainly not a case of just trampling over them on the way to Pitax.

That basically means your PCs will need to run through the Fort Drelev minigame in order to turn the population against Hannis Drelev in order to take the town without combat.


I'm still far away from Book 6, but the setup immediately struck me as odd every time I went through the AP. It's just... uninspired. And I couldn't work out the sense behind it, either.

While I haven't made any concrete plans for the final battle yet, I'm envisioning the different levels of the Fable more as different "mini-realms" with a lot more space, than actual rooms in a house.


Morrigan wrote:
Canarr wrote:
Yeah, I'm not too sure myself how long my players are going to be interested in tracking down generic crap for alchemists or other NPCs. Leaving aside their rising personal power, aka levels, they'll be more and more occupied with governing their lands. Well, we'll have to see.
I found the best way to deal with that was to restructure it a little. The local alchemist doesn't offer a reward for someone hunting stuff down for him as much as approaches the Councillor to say that he has a theory about Resource X being of use to the kingdom. If he can get his hands on samples it will benefit everyone, and of course would pay a suitable tithe to the crown. He's aware that the Lords are currently securing that part of the forest (or wherever), and so if they should stumble across the relevant mcguffin could they bring some back? It also helps if you have buildings that can tie into this. In my kingdom, Dr. Van Tan, the Alchemist PC who wound up getting dropped early on, became the proprietor of the Alchemist Building, which kept the sidequests nicely personal. It still runs out of steam after a bit, but it helped prolong the fun.

Seems like a good idea... I've already started to switch some of the Quest rewards to BP instead of gold, or drop some Quests entirely and simply add the wealth they should've brought to some encounter or other.


Morrigan wrote:
Canarr wrote:
Sounds like a fun final battle! Having Munguk go turncoat is a great idea - my players never made it down to the area where he was hanging out, so he didn't make an appearance in my game.
Hexploration gets less and less relevant and appealing the more the game goes on. I kept the players going with it into Book 3 without too much difficulty, by suggesting that NPCs could either miss important stuff or die. But by the time they were able to command armies it just got a bit silly. In books 4 & 5, the only reason the PCs have done it themselves is when they're hunting for something very specific.

Yeah, I'm not too sure myself how long my players are going to be interested in tracking down generic crap for alchemists or other NPCs. Leaving aside their rising personal power, aka levels, they'll be more and more occupied with governing their lands. Well, we'll have to see.


Sounds like a fun final battle! Having Munguk go turncoat is a great idea - my players never made it down to the area where he was hanging out, so he didn't make an appearance in my game.


Definitely an interesting development - I like the way you broke the stalemate. Well played...


Very nice developments! Well done! Always an exciting read here.

I really regret not checking out the Kingmaker forums before running the AP - I missed out on some quality foreshadowing, and some excellent add-on ideas. Ah, well.

Don't know if I've already recommended it, but there's a podcast by Sugar-fuelled Gamers out there that runs through a modified version of Kingmaker. It has a lot of great features, but the developments around Malgorzata Niska and her cult are my absolute favorite. It's just phenomenal.


Morrigan wrote:
Canarr wrote:
But I'll need to get through the end of Book 2 first - we've managed to kill Hargulka, after a few solid Mass Combat battles against goblins, orcs, and trolls. Now, the heroes just need to finish the owl bear - and decide how to deal with a few hundred orc civilians...
The age-old problem of D&D and it's ilk - are there 'evil' races, or are you just being racist? My players have hit something similar in books 4 & 5 with the Orc tribe I put in the southern Narlmarches. They're a brutal, might-makes-right society, who make raiding a way of life. But they're also willing to negotiate with a stronger force, and once someone is willing to sit down and talk it's very hard to argue for the extermination of their species.

A lot of that, yes. My players do tend towards negotiation when they believe they're talking to someone who might appreciate it, so I'm kinda hopeful for these orcs. I'm also veering away from "all orcs are CE always" so there is actually some room for discussions.


Morrigan wrote:
Cold Mountain is very good, but like most published adventures it puts in too many loops and fights for me. I don't mind this at all, I want to be clear - I'm much happier to buy an adventure which gives me too much and then prune it down, rather than bare bones I have to spend time adding to.

Seems like a sensible list of changes - a lot of Cold Mountain seemes like filler to me. But I'm of the same mindset as you: it's always easier to trim away stuff than to add more, so I'm fine with the details.

But I'll need to get through the end of Book 2 first - we've managed to kill Hargulka, after a few solid Mass Combat battles against goblins, orcs, and trolls. Now, the heroes just need to finish the owl bear - and decide how to deal with a few hundred orc civilians...


:D

You know what they say: stealing from one source is plagiarism. Stealing from many sources is research!


Spatula wrote:
Canarr wrote:
In the end, Grigorij was abducted and murdered by the remaining two members of a Coven of Hags working for Nyrissa (an idea I stole from DaddyDM, I believe). The PCs had killed the third Hag, and they wanted to summon the Talonquake to their capital in revenge, but they needed a bard to play the magical flute to do so. They made him play the flute, then murdered him.
Ooh, you used the flute, too! :D Love what you did with Grigori there, it seems like a suitable end for such a person.

...annnnd I forgot that I stole that from you, too. Sorry about that - didn't mean to hog the credit.

Yeah, I liked the flute idea. The concept that the Owlbear is just randomly enraged miles to the south and then happens to stumble across the PCs' capital never sat well with me. The whole plot part with some bandit being tricked by Nyrissa seemed fairly contrived, TBH.

So in my game, while Nyrissa made the flute ages ago, and definitely used it repeatedly, this time it's just the Hags being pissed about their sister getting killed.

I found that a fitting end for Grigorij. Here he is, just barely having discovered something like a conscience, then gets murdered by creatures much worse than he is.


The Ultimate Campaign book has a bunch of downtime and background rules, among them updated versions of the Kingdom Building rules introduced in the Adventure Path. It's a good investment, if you want to pick it up - there's a Pocket Edition version that's fairly cheap.

A quick round of Google brings me to this link, seems to have all the rules. At least the part you asked about.

https://www.d20pfsrd.com/gamemastering/other-rules/kingdom-building#TOC-Kin gdom-Terminology


From all checks - Economy, Stability and Loyalty. Check the Ultimate Campaign book if you want updated figures, but this information is pretty consistent throughout all the books.

I'm guessing this is simply a mistake in translation.


He could still have a caster available who can cast Teleport, if him escaping and making his stand elsewhere would make for a better story.


It's a bit of a tradeoff. If the PCs start taking their army into every dungeon, then the dungeon crawls aren't going to be much fun in the long run. On the other hand, depending on the Mass Combat rules you use, someone like Irovetti is going to be a formidable army of one in his own right.

This is something you should discuss OT with your players - what do they expect, what do you expect, how should this game be played between all of you.

The compromise that Sunderstone suggested seems fair if they want to keep using their armies in attacking the castle (which is something that does make sense from a narrative point of view). Let them roll their armies against the castle guards using the Mass Combat system, or just narrate it until it comes the time for the PCs to meet Irovetti's last stand.

Alternatively, the PCs' army takes the castle, but Irovetti and his closest allies manage to escape - because the mooks simply aren't up to stopping someone of their caliber from getting out. Then the PCs can track him and defeat him on a different field of battle, without any armies involved.


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In my game, my PCs managed to Out-Diplomacy Grigorij when he first showed up. The dwarven cleric of Erastil won enough Diplomacy checks against him to drive him out of the town for a while.

However, Grigorij wasn't a big hit with my players. They found him annoying, and not in the good way, so I decided to switch things up a bit. A month or two after he disappeared, a letter from him arrived for the baroness on a ship from Mivon - he'd relocated to there for the moment. In the letter, Grigorij warned them that the people who paid him - a fixer/troubleshooter for Baron Drelev - were also in cahoots with the trolls troubling their realm.

Basically, Grigorij stated that he didn't have any qualms in taking gold from one noble to harass another. That was fair in his book, but he drew the line at letting innocent farmers get eaten by trolls. So, he'd ducked out of his contract and was laying low somewhere else, until the PCs managed to deal with the trolls. Or the other way around.

In the end, Grigorij was abducted and murdered by the remaining two members of a Coven of Hags working for Nyrissa (an idea I stole from DaddyDM, I believe). The PCs had killed the third Hag, and they wanted to summon the Talonquake to their capital in revenge, but they needed a bard to play the magical flute to do so. They made him play the flute, then murdered him.


In Reverse's Kingmaker Podcast, Grigorij was hired on by Drelev in an official capacity, ended up his Grand Diplomat, I believe. Continued to be an annoyance to the PC(s), but they couldn't really touch him without provoking an incident.


Morrigan wrote:
Canarr wrote:
I figured that was just the kind of sign Akiros would be looking for to convince him that these people might be more worthy of his service than the Stag Lord, so he surrendered. "Don't know who you people are, but if you'd rather heal an enemy than let a friend die, you have to be better than this."
How did you approach his crimes? They're pretty serious.

I believe if he actually raped the woman,they would never have accepted him. But killing two people in the heat of the moment didn't seem to strike them as overly severe. I suppose being adventurers and used to killing things for gold makes you take a different perspective.

I'm planning to steal a scene out of Reverse's Kingmaker Podcast (Sugar-fuelled Gamers; if you haven't heard it, I strongly recommend it) where a Paladin of Erastil comes up with an arrest warrant for Akiros. Should be interesting...

Glad to see you brought in Cold Mountain. I've been considering that myself, but was wary of extending the already long AP by even more story. What parts did you trim off to shorten it?


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Morrigan wrote:

12th Session - 18/05/16

Akiros Ismort is one of the more interesting NPCs in the Adventure Path, to me anyway. Since the PCs weren't going to have any non-combat interactions during the adventure, I decided to have him be inspired by them and join the fight against the other bandits rather than just be killed. Put it down to the hand of Erastil.

He was a big hit with my players, as well. The PCs had been drawn apart a bit during the fighting in the fort, when Akiros came up from behind and went for the sorceress and the barbarian protecting her. The cleric came up to support, with one reformed bandit NPC they'd been lugging around (War-1) at his side.

Unfortunately, when the bandit saw the kind of damage Akiros could dish out, he failed a morale check I made for him and tried to run, but got cut down by Akiros' attack of opportunity. The cleric saw him bleed out, but couldn't get past Akiros to administer a healing spell, so he decided to use Channel Positive Energy in order to prevent their ally from dying, even if that meant healing the enemy in the process.

I figured that was just the kind of sign Akiros would be looking for to convince him that these people might be more worthy of his service than the Stag Lord, so he surrendered. "Don't know who you people are, but if you'd rather heal an enemy than let a friend die, you have to be better than this."

Full Name

Clyde McClod

Race

Human

Size

M

Age

30

Alignment

LE

Location

Talingard

Languages

Common

Strength 19
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 14
Charisma 14

About ClydeMcClod

Full Name : Clyde McClod

Race: Human

Classes/Levels: Vigilante(Serial Killer) 7

Gender : M

Size: M

Age : 30

Special Abilities :

Alignment: LE

Deity : The Voice in the Well

Location : Talingard

Languages : Talingard

Occupation : Cook,Butcher

Strength 19 (+4)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 10
Wisdom 14 (+2)
Charisma 14 (+2)
Height: 6'4" Weight: Large Hair : Bald Eyes: Black
Favored Class: Vigiliante (HP)
EXP: +0
Hit Points: 59
Spd: 30
Init: +7
AC: 17 (+5 armor shield +2 Dex)/Touch 12 /FF 15)
BAB: +5
CMB:
CMD:
Saves: Fort +4 Ref +7 Will +7

Weapons:
Greataxe+1 +10 1d12+6
Greataxe power attack +9 1d12+9
MW Warhammer +10 1d8+4 x3
Throwing axes +7 1d6+4 10 feet.

Skills: 9/level
Stealth (7+2+3+5 Item) 17
Profession-Cook (7+2+3) 11 +16 in Social guise
Profession-Butcher (7+2+3) 10 +16 In Social guise
Perception (7+2+3) 12
Intimidate (7+2+3) 12
Climb (7+3+3+1 Item) 14
Swim (7+3+3+1 Item) 14
Disable Device (6+2+3) 11
Acrobatics (6+2+3) 11
Disguise (1+2+3) 6
Bluff (1+2+3) 6

Feats: Improved Initiative (+4),Blind Fight,Power Attack(-1/+2),Signature Skill-Intimidate
Traits: Ambush Training +1 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls during any surprise round in which you act.
Rest For the Wicked You heal temporary ability damage at a rate of 3 points per day of complete bed rest. A normal night of rest (8 hours) still heals you at a rate of only 1 point of temporary ability damage per night of rest
Special Abilities:

Dual Identity:
A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante’s true identity revealed to the world at large.

The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante’s secret.

Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user’s appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in his social identity, but a vigilante who uses vigilante talents in his social identity risks exposing his secret.

Despite being a single person, a vigilante’s dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity’s alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements.

A vigilante’s two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a vigilante is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment.

Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.


Seamless Guise:
A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.

Social Grace S:
The vigilante selects any one Intelligence-, Wisdom-, or Charisma-based skill other than Perception or Use Magic Device. Whenever the vigilante is in his social identity, he receives a +4 circumstance bonus on checks with the selected skill. At 5th level and every 4 levels thereafter, he can select another skill (with the same restrictions) to gain this bonus. Profession-Cook, Profession-Butcher

StalkerA stalker gains an ability called hidden strike, which allows him to deal an extra 1d8 points of precision damage on melee attacks (or ranged attacks from within 30 feet) against foes who are unaware of his presence, who consider him an ally, or who are made flat-footed by startling appearance. This extra damage increases by 1d8 at 3rd level and every 2 vigilante levels thereafter. A stalker vigilante can also deal hidden strike damage to a target that he is flanking or that is denied its Dexterity bonus to AC, but in these cases, the damage dice are reduced to d4s. A stalker can deal hidden strike damage against targets with concealment (but not total concealment).3d8
Another Day VAnother Day (Ex, Su): When the vigilante is dropped unconscious due to hit point damage, he automatically stabilizes, but he can also appear to be dead, unless an examining creature succeeds at a Heal check (DC = 20 + the vigilante’s class level) or, if using magic such as deathwatch, a caster level check with the same DC (the ability to affect spells is supernatural; the rest of the ability is extraordinary). The vigilante counts as having received aid and automatically succeeds at the Constitution check to become conscious after 1 hour (unless he has actually died in the meantime).
Thwart PursuitAt 3rd level, a serial killer adds 1/2 her vigilante level as a bonus on all checks in a chase and to the DCs of Diplomacy checks to gather information about her and checks to track her or notice her tracks (though not to the DC of the profiler’s expert profiler ability).+3
Double Time (Ex) The vigilante’s social identity is that of a skilled and respected artisan or professional, rather than a merchant or noble. In order to complete his day’s work while still continuing his vigilante activities, he has learned to work faster than normal, hiding his progress so it seems like he is working full shifts at his day job rather than spending some of that time on other pursuits. The vigilante needs to spend only 6 hours each day for mundane uses of the Craft or Profession skill, rather than 8 hours. If he has the social grace social talent, he needs to spend only 4 hours for any skill he’s chosen with social grace. A vigilante must have a social identity appropriate to the chosen skill to select this talent.
Studied TargetAt 4th level, a serial killer gains the studied target ability of a slayer 3 levels lower, including the ability to study multiple targets simultaneously at the appropriate levels.

The serial killer does not provoke attacks of opportunity when attempting a coup de grace against a studied target.

This ability replaces the 4th- and 14thlevel vigilante talents and the 9th- and 19thlevel social talents. +1 Hit/Damage
CharmingAt 5th level, a serial killer gains the charm hex as if she were a witch of her vigilante level, but she can’t affect animals. The DC is based on her Charisma, and the ability is non-magical.
This ability replaces startling appearance.DC 14
Signature Skill-IntimidateIf you exceed the DC to demoralize a target by at least 10, it is frightened for 1 round and shaken thereafter.* A Will save (DC = 10 + your number of ranks in Intimidate) negates the frightened condition, but the target is still shaken, even if it has the stalwart ability. DC 17
Death AttackAt 6th level, a serial killer gains the ability to make a death attack as if she were an assassin (DC = 10 + 1/2 her vigilante level + her Charisma modifier). DC 15
This ability replaces the 6th-level vigilante talent.
Calling cardAt 7th level, when a serial killer slays a humanoid with a coup de grace or death attack, she can leave a telltale token or clue behind identifying this death as her work.

The serial killer chooses her calling card when she gains this ability, and the first time she uses it in an area where she has renown (as per the renown social talent), it becomes associated with her killings. After that, once citizens of a new settlement find this calling card, the serial killer immediately establishes the settlement as an area of renown for her vigilante identity without spending additional time to spread tales, and the Intimidate bonus from renown increases by 2. She still must spend time to establish her social identity’s renown.

This replaces the 7th-level social talent.
Cornugon smashWhen you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.

Equipment
+1 Greataxe (2020)
MW Warhammer/Meat tenderizer (312)
2 Throwing axes (16)
+1 Mithril Shirt (Dex bonus +6 No ACP +5 Armor ) (2100)
Handy Haversack (2000)
Vigiliante Kit (8)
belt pouch
blanket
torches (10)
trail rations (5 days)
waterskin
Featherstep slippers (2000)
Cloak of ElvenKind (2500)
Belt of Giant's Strength +2(4000)
8,544 gp

Description:
Clyde is a large and bulky man in his early thirties who is as bald as an eggshell and has a long pointy nose and beady black eyes. Despite looking rather intimidating, he often has a jovial demeaner and while
rather brusque when he is working is still already ready to help people choose the finest meats.
When Cylde lifts this mask, his face goes near blank and his eyes become shadowed as he seems to loom over everyone. Quite often, he dons a sackcloth mask with just eyes holes cut into the cloth.

Background
Always an obese child, Clyde was the son of a man who eventually worked himself to death and had little time for Clyde, not that he was cruel, but that
he was home so little that Clyde often wandered and to escape the harassment of the other children he found himself a hiding place near an old well where he
would gaze at nothing and listen to the lapping of water in the well.

When he was a teen, his father's heart gave out and Clyde couldn't afford anything other than a pauper's grave and with the last thread holding him to his
birthplace gone he wandered once again to the well with a gnawing emptiness in his heart. How long he sat there he didn't know, he just felt crushing
loss and a void that might have led to suicide but as he let himself be enveloped in the darkness, he heard slight whispers from the well and felt
if not comfort, but a slight surease, something that dulled his pain somewhat. when a mangy cat hopped down from the well's lip and stared into his eyes,
he knew of a way to slather numbness on his pain if just for a momment. And so Clyde vanished into the darkness.