My guys half infiltrated the camp. Basically they stayed and leveled up exploring this and that, and then camped in site of the fort, and made sure to light a fire. The bandits thought it was some of there boys coming in and send out two scouts, whom my party ambushed, killing one and taking the other captive. They questioned the guy and he sold out the stag lord pretty quick. Gave them the current passwords, and what not. Then they used some dust of disguise they got off... Something I can't remember what and one party member mimicked the guy they captured, and one of the other guys used a disguise check to try to be the other guy. The plan was to get in there wait till everyone went to sleep and go to town. Then they tied up most of the party members as 'Prisoners' and 2 of them and just dead, and entered the fort to be met by everyone whom had been awaken by the guards watching for the scouts return.
This is where things almost went bad, because they had been hoping there wouldn't be many guys waiting, and they got everyone but the Stag Lord, so the plan to get inside and start attacking was out. Anyway Akiros asked them to stow the prisoners, but he knew what the stag lord would do with live prisoners and that was his breaking point, so once the guards locked the living ones away, Akiros approached them with a plan to kill the Stag Lord. They confessed there duplicity to Akiros, and he gathered the two disguised party members, who were with the "dead" bodies of there friends trying to figure out what to do. After getting them all together Akiros sent everyone off too loot a wagon the prisoners had left back at the camp site, and were getting ready to rush what was left.
Now as to Donvan. After Akiros sent off most of the bandits he got suspicous. And when Akrios went back to plot the final assualt I had him listening at the door. Gave everyone a listen check which they failed. So when they opened the door, they were meet by Auch, and Donovan opening the cage to the owl bear. After which he quickly ran out. The owl bear drew the stage lord, so the final fight was between Auch, Stag Lord, and Beaky. Which while rough was still manageable.
Just wanted to let everyone know that this game is still running, it's just he hasn't had much time to update. Also me(The GM) and Liath here and a couple of the other guys in the campaign will be at Gencon coming up. Don't know if any of you guys will be there, but hope to meet some fellow path finder people.
The following Journal will entail the trials and tribulations of Ozmandus Serpentus, in an 'evil' campaign being run by our GM in a scenario our GM has thrown together. Thus begins our tale.
As a GM I try not to wield there family against them. Especially if they went through the trouble of fleshing out there characters. I often have them be fairly capable themselves, and potential co-horts for the guys that take leadership. And yes occasionally, I will admit I sometimes use them as plot hooks, if the group just isn't going to the place they need to be going having there family either kidnapped or have left to go poke around the area of interest and not have returned are pretty nice tools to have. Plus RPing one of the characters mom and scolding them for bring there muddy armor into the house, is always priceless.
Hey, Mikaze can I start a campaign journal of the Evil Campaign your running us through? Since it's your own creation, I wouldn't want to post the adventure if you didn't want me too.
I wish I had a group of players like yours where i live lol It would be awesome to be part of a group that role plays so well. But living vicariously through this journal is good too =D. Excellent as always! On edge for the next installment xD.
We live in a pretty small town too. But if you can convience your friends to play, it's easy to get some people into the role playing! Sometimes I have to beat them with a stick just to get them to shut up long enough for me to get to the next scene.
DM_aka_Dudemeister wrote:
*immediately adds cursed leprechaun to Kingmaker campaign*
I actually got the Leprechaun idea from the link Light Dragon linked to on the previous page, and made some changes for my group. You'll find out who stole the coin next entry Liath makes probably. As for mechanics I'm using a percentile role to determine the weather, then I roll a D6 to see how long they get that weather for. With the unluck aura I increased my results by 20% since all my bad weather results are upper numbers. And I also increased random encounter percent by 10%, and gave myself a + or - 2 on the roll to see what they encounter to give them the scary options.
Yeah, I think this would come down to GM choice. I mean when mithral is applied to armor is makes it one category lighter, I could see where you could say something similar must happen to the shield as well. Always saw the problem with heavy shields being that if you took the arm out of the strap and had this big 15 pound thing flopping around on your arm you wouldn't be able to manipulate stuff. If it's lighter... Maybe? It would still be all up in your business though. If the GM dosen't like it, maybe see if he'd give you a percentage chance to drop what your holding or something. Or make it where it takes a round or two to get the shield back in place if you've been carrying something.
Yeah, also the three spider attacks he mentioned was the Spider Hold. But stupid Jarvik with-held all the information about the letter, and all the nice back ground work to follow up on. So now they think he just has a good treasure sense.
Oh that's great, the spiders guarding the treasure sounded familiar, but I couldn't be sure. Don't worry about not following up on things-my party has not even managed to find the initial clue. [Still Re: Jarvik- what an evil-hearted character ;)]
Good luck with your adventures-- is Liath caught up with the game in writing up the adventures or is Liath a little behind?
He has almost caught up to where last we left off. We only play once a week for around 5 hours if we are lucky. So we progress somewhat slowly. Also, we will be missing a week of gaming pretty soon, so good ole Liath won't have anything to write about for two weeks pretty soon.
I play a character in a game he runs, I really wished I had started something like this for my character in that campaign. But I can't remeber all the stuff we've done. So if I started now it would be a bit.. I don't know. Maybe I'll do it anyway.
Oleg had a job for us in turn. He handed us a pair of letters, telling us that they needed to be delivered to two hunters in the area, going by the names Breeg and Nettle. He gave us the locations of their usual haunts, and suggested that they need only be delivered as we pass through the area.
Haha. :) I like how you wove in the letters I suggested here
And Crystal's hirelings expansion.
I am really enjoying reading this!
Yeah, also the three spider attacks he mentioned was the Spider Hold. But stupid Jarvik with-held all the information about the letter, and all the nice back ground work to follow up on. So now they think he just has a good treasure sense.
This all depends on how much time you have to work on this guy.
If you have a lot of time you can take your time not get to risky. You concentrate on getting his Lawful, and Good alignment to clash. Try to get him some place where laws aren't necessarily good. Where there is injustice, and them convenience he has to stick with the law, for the greater good even if it means doing some things he finds troubling. Start small, and work your way up. Punishing a bandit with a needless cruel punishment, that the law says can be done, instead of just putting them to death, or letting them go.
Or you could hire someone really annoying, to bug them constantly. To hound them, prime them with information on what the paladin is sensitive about and try to get the paladin to harm this person. If the Pally doesn't get into his RP this will be tough, but if he's really thinking about what's right as opposed to lawful you can get him on a slippery slope.
If you have to do it quick. You'll probably have to take big risk. Maybe charm a monster to give up, and then tell him you can't hold the spell and finish him off quick. Or even mind compulsion, as long as he can't figure out your doing it he will be aghast by his own actions, but as long as he doesn't know he was under magical influence you can start him toward evil.
Yeah, I made this thread without considering the insulting term of baby being applied to a full grown elf, but I can't help but remember several of my friends take on Elves. One of them cherished his hair, so the GM had a guy cut it off as an act of Elf Racism. We had to find the guy get the hair back, and have someone cast mend on it before he would stop complaining.
Since you're dealing with half-elves, note that the starting age for a human is 15 years base vs 20 for a half-elf. I'd say they grow up a little more slowly.
As for emotional/mental maturity, well, some people never grow up;p
That's sort of what I was imaging as well. I see a young human mother knocked up by an elf, and left. Raising this half elf, having to go through longer periods of squalling child than other moms. Having your child lag behind the others in picking up the basics like speaking, and walking. That would be a lot of stress.
Given the long life span of elves, do they have a longer infancy? Do they stay terrible 2 longer? Or do they age through childhood like a human, and then just live longer?
I ask because in my campaign I'm running I might end up with some half elf babies being born to some humans. And it seems like that would cause some worry for the parents, if there half elf kids took a lot longer to age. I really I hope they do age slower in that sense, because I could create some nice drama with that.
Well, my campaign is off and running. It's been a bit difficult doing something with as many puzzle pieces as King Maker, and I really need to get a binder for all the things I've printed off these forums from helpful people. The 6 player conversion works really great, and the extra quest I found in the thread really add a little bit more fun to some of those empty hexes. So thanks forum goers for making this more fun for myself and my players.
One of my players has started a campaign journal for his Paladin. Now as you know Law is a bit hard to define when you make them up yourselves like you sometimes have to do in the stolen lands where there are no laws. So I'm really proud of my pally for taking on the hard issues in the most difficult way he possibly can. And I like the rest of the parties makeup that leaves tension between my people, but also teamwork. Anyway if you want to read about it here is the campaign journal link to it over in the campaign journal section! Obviously is has spoilers, it is a campaign journal.
Here's how I always imagined fighting defensively to work, and why I consider it necessary to actually be able to attack something. I see it as sacrificing your base attack in order to move around your target a bit, or move in or take cover behind him in a manner that helps you defensively. So for instance you have two goblins, you attack one defensibly, you might be briefly pushing him into the path of the other goblin. Or you might be occasionally doing a broad strike that gets in the other creatures way. Can't get hang up on the way combat seems to us with our handy 5ft squares, if they were really fighting they would be moving about more vigorously than what are grid maps show us.
It could also work against ranged attacks the same way as it might represent you hiding behind your other melee combatants better.
Also, since Total Defense is a standard action, I believe you can now move and still go total defense. Unless I'm mistaken.
reading the background article on Brevoy, I was reminded of the two things that really stuck out from the campaign setting.
-The entire ruling family disappeared, and in recent memory, too. Basically any PC would have been alive during that event.
-A giant tower went into lockdown at the same time. No one has been seen since.
I'm wondering if they're might be anything from Kingmake that touches on these events, or if these are long-standing "plot threads" for the campaign setting that DMs can expand as they please. I ask because I know my players, and any mention of a fortress would have them running off immediately. (See the number of people clamoring for Viperwall levels.)
I like all the rumors about Choral and the Red Dragons. I have a player who picked the trait raised by Magical being, gives +2 to caster level if you miss some. And he's a sorcerer with Draconic blood line. So I just said one of the noble houses is still paying off a debt Choral incurred with another minor Red, not mentioned. And he ended up being at least partly raised by it because of his Dragon bloodline stuff. Works great for history fluff you can tie your character hooks in with.
My daughter was watching some tv movie on the Disney channel yesterday and i caught the theme of it - which could translate well I think to the Greenbelt region.
** spoiler omitted **
Robert
I am totally going to use this, I have a great Irish accent I've been meaning to do... Well.. You know Irish/firstworld.
Yeah, I see what your saying. And I'm leaning that way. With adding a potential coven of withes out there I was thinking I would want to flesh out the motivation a bit. But I suppose just knowing they are in opposition to what is going on over there would do, and potentially worry about it if the character starts trying to research where the power comes from.
I'm going to use a spoiler tag to talk about this in case some of my player wander across this thread, as I don't want to ruin one of the characters back story, also revealing info about the King Maker hidden stuff, so don't read unless you don't have anything to spoil. But my question is about Witches and the being behind the familar that empowers them in the King Maker setting in particular.
Witch Example:
Okay, I have a player who is doing an older sailor who sailed the seas, living a somewhat happy if solitary life. One day storm catches him off guard dumps him into the ocean he starts to drown. He's approached by something from the depths of the ocean and offered a choice, live and accept the power, or die now. He accepts, and finds himself back on shore after the storm has passed, with an old battered Cauldron with an Octopus swimming in it(His familiar). Since then he has been lead further and further inland making his way to brevoy where he did a fortune reading for a young man where it was revealed to him to travel with him, on the King Maker adventure.
Now all that being said, I'm trying to determine what this power in the sea was that is basically funding my adventure with his magical powers. I'm thinking since Nystta (however you spell it) the evil Fey is one of the driving forces it might be some Fey force in opposition to her? What sort of deep ocean Fey might I draw on to be the witch backer? Though I'm open to other ideas.
I've also thought about adding a coven of witches living in the green belt that he might eventually ally himself with, but I'm not sure about how approach that, any suggestions there?
I had the whole party run off to fight the Kobolds in the radish patch. When they did it they left the horses behind, and the fey scatter them off. Nearly gave my guys heart attacks when they saw the horses were gone. Thought bandits had stolen them. I made it tack 1 hour onto there travel time to get them back.
Cool! We obviously didn't have room to include descriptions for all the locations, so this is a handy trick to do.
One thing though; when preparing descriptions, it's a good thing to avoid using the 2nd person entirely. By using the word "you" in descriptions, it's easy to assume PC actions. By writing descriptions in 3rd person, you can present the descriptions in a neutral light so that they're usable in any circumstances with no modification.
A good point. I shall avoid such in the future. And would love to see other peoples descriptions.
I've noticed in King Maker that while a lot of the important sites have nice descriptions, the less important places don't go into much detail. While I don't exactly want to read a book to my players everytime they walk into a new Hex I've been putting a couple of sentences together for some of the various places described. Is there a topic that has peoples descriptions they might have written down? If not let start here.
King Maker Info:
Here's some of mine.
B. Barbarian Cairn
The open plains make exploration much easier and you find yourself for once able to stretch out your legs and enjoy a scenic view and the safety of not being ambushed. But even with the lack of trees ample grass and even black berry bush you often stumbled upon in small hidden drop offs. In one section of over grown berry bushes you discover a cairn of ancient stones piled carefully together to mark the passing of some unknown person, an adventurer or perhaps a bandit lord? Who knows whose bones lie in this place claimed by nature.
D. Bokken's Hut.
As you begin to travel across the plain you make note of a plume of smoke in the distance. As you ride closer to investigate you see a rock strewn hill with a twisting path leading to the top where you can see the top of a small hut.
H. Spider's Nest:
The woods give way to, and border a small plain full of thorn bushes, tall grass, and the incessant chirping of small birds flitting in and out feasting on the abundant insect life that seems to thrive in this area. However, something is soon wrong as the air has a faint reek of death to it. Along your path you pull to a stop and see decaying skeleton laying in the grass all around you. Boar, Deer, Bears, and a few human skeletons are scattered around a 200 foot area.