Kingmaker Obituaries


Kingmaker

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I've got two here, deaths separated by only three game sessions (not the same player though):

Name: Zorak
Race: Aasimar
Classes/levels: Paladin 12
Adventure: War of the River Kings
Location: House of 1000 Doors - King Irovetti's Throne Room
Catalyst: Two battle-axe wielding troll
The Gory Details: An invasion of the palace via teleportation magic yielded a major kerfuffle in the throne room. The paladin had been cutting down Pitax Heralds and Wardens like a farmer with a scythe in a wheat field when he was set upon by two troll fighters, one of which proceeded to behead him. The body was unrecoverable, as the rest of the party needed to retreat shortly after. Paladin was resigned to his fate.

Name: Rowan
Race: Human
Classes/levels: Rogue 12
Adventure: War of the River Kings
Location: House of 1000 Doors - Combat Pit
Catalyst: General Juurg and two dire tigers
The Gory Details: On a return trip to the palace, the rogue and an associate were scouting ahead, when the ogre-magi general invisibly grabbed him, grappled, and tossed him into the pit with the two dire tigers. The two tigers then proceeded to enjoy a fresh meal. Rogue was very despondent after his digestion.


Name: Joseph Lagrange
Race: Human
Classes/levels: Cleric 1
Adventure: Stolen Lands
Location: Forest hex directly south of Oleg's
Catalyst: Random Encounter

Name: Feldspar Ironbeard
Race: Dwarf
Classes/levels: Ranger 1
Adventure: Stolen Lands
Location: Forest hex directly south of Oleg's
Catalyst: Random Encounter

The Gory Details: Party is exploring south of Oleg's in their second session, having previously explored some areas to the east of Oleg's and traded with Bokken. As the party rides through the forest they fail to spot the shambling mound which ambushes the back of the party line as it passes them. Joseph is hit and grabbed by the mound, immediately knocking him unconscious. Following round the mound constricts Joseph, killing him. As the party fights on, Feldspar gets hit and grabbed and is constricted before being let go. When Feldspar gets hit and grabbed a second time he gets knocked out. The mound then drops Feldspar to focus on the rest of the party that is beating it down, but Feldspar bleeds out before he can be stabilized.


Not a PC death, but a brief note on a notable fight. Phomandala lasted 11 rounds last weekend, breaking the tradition at my table of powerful monsters/NPCs being defeated easily by a swarm of PCs. She was assisted by 2 of the defaced nymphs, which helped a lot.

Bonus points that both she and a nymph got to execute their "signature moves"-- one of the group's two power-fighters was blinded by beauty, and the Countess was turned to stone by the medusa's gaze.

Note to GMs for the upper floor: a nymph's Entangle and Spike Growth spells can really break up a party's movement in the rooms & halls that are already difficult terrain! ;-)


Names: Drumpf, and Gauss
Race: Dwarf, and human
Adventure: Stolen Lands
Classes: Cleric of Gorum 1, Sorcerer 2
Location: Temple of the Elk
Catalyst: "Ee can take it"

Details: the rest of the group having gone home, our brace adventurers stumbled upon the temple and woke the bear within. Hearing a loud roar as the bear postured atop the stairs, the sorcerer commanded the cleric to follow him into battle as he fired off a snowball spell. Unfortunately the bear was within charging range after they moved forward, though proceeded to miss it's attacks except one - dropping Gauss down to half health with a poor roll. Drumpf proceeded to tank for six rounds despite wearing no armour, until the bear rolled above 4 to attack and finished him off. It was a few rounds of tanking from the cleric Drumpf that allowed Gauss to fire off his fullisade of snowballs, bringing the bear down to one hit point. One hit point is still enough to grapple anybody though, and that's how Gauss met his end, being eaten alive by an "easy fight, considering there's only one opponent".


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The party has finally finished off Rivers Run Red, but not without cost..

Name: Nikolai Volkov
Race: Human
Classes/levels: Wizard 1/Magus 6 (Some archetypes I forget the name of)
Adventure: Rivers Run Red
Location: Troll Lair
Catalyst: Friendly Fire
The Gory Details:

So the party finally faced old Hargulka. They were doing pretty well. The paladin was tanking and dealing blows, Nikolai the gunamagus was blasting away, our two wizards were throwing various spells at him.

Then one of the wizards throws a fireball. And Hargulka fails his save. And his necklace of fireballs fails ITS save.

Well.

The Paladin survived due to having enough hitpoints to not really care. Same with our tank/healer Oracle. Most of the rest of the party was far enough away they were not affected. But poor Nikolai was just a bit too close, and having already taken some damage in the fight (From Hargulka actually using one of his fireballs) he went past 0 hp and to about twice negative con. Ouch. So yeah, that's the first successful PK from a fellow PC in this campaign (But not my first with this group).

After defeating the troll king (The huge explosion at throat height helped), the party headed back to town to get Nikolai reincarnated, only to find the town wrecked by the Talonquake. Still, they managed to get him reincarnated pretty quickly.

Name: Nikolai Volkov
Race: Human
Classes/levels: Wizard 1/Magus 6 (Some archetypes I forget the name of)
Adventure: Rivers Run Red
Location: Talonquake's Lair
Catalyst: Talonquake's claw
The Gory Details:

After reincarnating our heroic gunmagus (As a gnome), the party gathered up and set out to track down the beast responsible for wrecking their town. They got past the mushroms and spiders at the entrance with only moderate difficulty, and found a sleeping Talonquake. So they buffed up and started to fight it.

It was going pretty well until Nikolai got caught out of position and inside the beast's reach. It wasn't actually focusing him, being more interested in the loud and dangerous paladin in its face, but he was in within its reach and could not easily get out. So he decides to just take his shots and tank the damage. He lifts his gun to fire and gets a claw to the face for his trouble, but he is still standing, and he fires a shot, doing moderate damage. He then reloads his gun. Its at this point that I started feeling guilty for having tampered with the Talonquake's statblock, and having given it Combat reflexes (In place of.... cleave? iirc?).

Suffice to say, whilst he could tank one hit from it, two was right out. He was slain once again, for the second time within as many sessions. He has asked not to be reincarnated this time. I think the pain is getting too much to bear.

So. They have some downtime ahead of them, then they are Going to be heading off to Varnhold. Should be fun.


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Name: Petra
Race: human
Classes/levels: Oracle (ice) 16
Location: Castle of Knives
Catalyst: blown save
The Gory Details: New Year's Eve, the last night of the year, the last night of this 4-year campaign (long summary coming later). The party of 6 PCs, 3 14th-level cohorts, and 1 animal companion, took on the Queen.

Several rounds of a "high-level slapfight" commenced, as the fighters didn't have the stats to hit Nyrissa's AC, and she couldn't make many spells stick. Most notably, she couldn't make her concentration checks on any of her cure spells! The only ones scoring damage were the Oracle, and the Ranger (max damage on a crit with a longbow = 60 points!) UNTIL...

The spell was Prismatic Spray, and Petra got tagged with two rays, including the Poison ray, save or die. She didn't save. BUT...

the wielder of Briar was close by, and noticed the monthly True Resurrection spell. Problem solved.

Nyrissa lasted several more rounds, before the Ranger put the final arrow into her.


Lee Hanna wrote:


Name: Petra
Race: human
Classes/levels: Oracle (ice) 16
Location: Castle of Knives
Catalyst: blown save
The Gory Details: New Year's Eve, the last night of the year, the last night of this 4-year campaign (long summary coming later). The party of 6 PCs, 3 14th-level cohorts, and 1 animal companion, took on the Queen.

Several rounds of a "high-level slapfight" commenced, as the fighters didn't have the stats to hit Nyrissa's AC, and she couldn't make many spells stick. Most notably, she couldn't make her concentration checks on any of her cure spells! The only ones scoring damage were the Oracle, and the Ranger (max damage on a crit with a longbow = 60 points!) UNTIL...

The spell was Prismatic Spray, and Petra got tagged with two rays, including the Poison ray, save or die. She didn't save. BUT...

the wielder of Briar was close by, and noticed the monthly True Resurrection spell. Problem solved.

Nyrissa lasted several more rounds, before the Ranger put the final arrow into her.

Ouch, poor Nikolai. Feldspar almost suffered a similar fate as he was knocked unconscious by a random werewolf in the session after being slammed to death by a shambling mound. Fortunately for Feldspar, Perlivash was nearby and put the werewolf to sleep.


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Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

Name: Jin Qi Zhong
Race: skinwalker
Classes/Levels: Samurai 11
Adventure: Blood for Blood
Location: Armag's tomb
Catalyst: Iron Golem
The Gory Details: The guardians of Armag's tomb seemed to recognize Jin's tiger heritage and called him out by name. When the statue of Gorum challenged him, Jin took it as an offer of a duel and the rest of the melee hitters gave him space to fight unimpeded. Unfortunately, Jin's armor was no match for the golem's iron fists.

After four hits from the golem, Jin fell unconscious. His friend Kaija healed him, only to have the next pair of blows send him over death's door. Kaija brought him back with breath of life, but the samurai will have a fist-shaped scar over his heart for a long time.

Name: Lily
Race: tiefling
Classes/Levels: Brawler 11
Adventure: Blood for Blood
Location: Armag's tomb
Catalyst: freindly fireball

The Gory Details: Upon encountering a group of 8 bloodied skeletons, the party wizard Lia unleashed a barrage of fireballs while Kaija, Jin, and Lily blocked them off with melee. Kaija and Jin took care to avoid the firy blasts, but Lily insisted her tiefling heritage and quick reflexes would protect her.

Unfortunately, Lily didn't anticipate that Lia had the strength to knock out half the skeletons in a single blast, nor did her quick feet get him out of the blast radius in time. 51 fire damage and a failed Reflex save She burnt to a cinder along with the rest of the skeletons.

With Kaija's resources for restoring life depleted, Lia took her friends ashes and shadow walked to Jhod to ask for help in reviving the fool-hardy brawler.


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Name: Joseph Lagrange
Race: Ratfolk
Classes/Levels: Cleric 2
Adventure: Stolen Lands
Location: Ruins beneath New Sehir (player added content by RobRendell)
Catalyst: Channel Negative Energy

The Gory Details: The party had descended to the ruins beneath New Sehir when they encountered a group of skeletons. The party ranger became extremely excited and rushed into battle -- only to see one of the skeletons run off to its master. The party fought through eight skeletons in two locations to find the cleric that had animated them. Two very big rolls on Channel Negative Energy left the poor Cleric of Desna dead again as well as two other party members bleeding out (though they would be saved once the cleric went down). Fortunately for Joseph, the evil cleric had finished his Salve of the Second Chance.


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You know, I'm starting to be concerned about the attrition rate of PCs right now. I didn't THINK I was a killer GM...

Name: Countess Charlotte Medyved
Race: Human
Classes/levels: Bard 7
Adventure: Rivers Run Red
Location: Talonquake's Lair
Catalyst: Pool of green slime
The Gory Details:

Charlotte (or "Charlie" to friends) was the last active member of the original party that started this campaign, the rest having all either died or been religated to NPC status when players got bored of playing them/left the group. She was also rather impulsive.

And so it was, that impatient to finish exlporing the Talonquake's cave after slaying the beast, she ran ahead of the party and explored by herself. As any seasoned adventurer can tell you, this is a Bad Idea.

Anyway, she ended up exploring the thin passageway that leads between the Talonquake's room and the shambling mound's room, when the floor collapsed undeer her. She failed her reflex save, and tumbled 40ft into the slime at the base of the pit.

Having already taken some con damage from the Violet Fungi earlier (due to having charged ahead of the tanks to explore the room), she didnt last long in the slime (2 rounds, to be precise). The nearest party member was over 50 ft away, and arrived too late to save her, or indeed any trace of the body - for green slime converts organic matter into more green slime. And so it was that she who would be Queen passed rather ignominiously from this world.

RPG Superstar 2012 Top 32

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I decided to run this for my party. Before they reached level 2, they reached the Old Sycamore.

Names: Fenlin, Rumae, Harken, Thelos
Races: Gnome, Elf, Dwarf, Human
Classes: Bard 1, Paladin 1, Cavalier 1, Healer 1
Adventure: Stolen Lands
Location: The Old Sycamore
Catalyst: Tickleback
Details:

The party had been doing quite well for themselves. They wiped out everything on their way down to the ravine, and managed to kill the whiptail centipede with no difficulties, and without taking a single point of damage. Which was when everything went wrong.

The glaive-wielding paladin was on the same side of the ravine as the War Room. Realizing things were about to go wrong, Fenlin cast sleep and took 3 mites out of play instantly, including Grabbles. Harken quickly crossed the ravine and prepared for battle, but had already used his challenge on the whiptail centipede. Tickleback moved forward and mauled Rumae, who missed on her attack of opportunity, instantly dropping her from full health to unconsciousness.

Panicking, Thelos swung across to an open space and cast a spell to bring Rumae back from death's door, but the goddess was not with him, and his last healing spell restored a mere four hit points. Fenlin cast sleep, not realizing Tickleback was immune, and leaving one of the mites still awake in spite of this. Harken attacked and flubbed, only to have Tickleback destroy most of his hit points in a single strike. Unwilling to eat the attack of opportunity and likely instantly die, Rumae attacked uselessly from the ground for the next four rounds.

Harken's attacks were cursed by the mite's doom, and Tickleback nearly killed him outright. Thelos bravely stepped forward to battle in melee, dealing great damage equal to nearly a third of Tickleback's health before falling. Seeing that she was about to die, Rumae stood and was instantly knocked unconscious by Tickleback. Seeing that this was a lost cause and injured by the darts of the mites, Fenlin used the rope loops to flee across the ravine, only to encounter a slip knot and fall to her death.

To the GM's utter shock, the party that had been annihilating the mites was slain utterly by what they termed the 'Death Beetle.' Thus, after some discussion, the group woke from a vision of the future just before their death could fall upon them, and fled the Old Sycamore in search of another level before facing the Death Beetle.


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Forgot about this thread! I've got some back logs to make :)

Name: Chips
Race/Class: Human (Urban) Ranger 12
Adventure: Blood for Blood
Location: Armag's Tomb
Catalyst: Armag's Sword

The Gory Details: Though he was built for TWF, Chips had somehow found himself filling the role of front liner in front of our Archer Slayer, Support Bard, and Ranged Kineticist. He held his position bravely, but in the end was beheaded by a crit from Armag.

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Name: Hickory (Hector) Horatio (The Gardener Poltergeist) Copperbottom
Race/Class: Gnome/(Aether) Kineticist 12
Adventure: Blood for Blood
Location: Armag's Tomb
Catalyst: Armag's Sword

The Gory Details: No, it wasn't from being hit by it. After defeating Armag, the Kineticist grabbed the sword to put it in our Portable Hole (Why didn't he use telekinesis? Very good question.). Upon picking it up, he failed his will save, and was brainwashed by the cursed sword, believing that HE was the twice born. Suddenly, flying was for cowards, as was being invisible and attacking from afar. On the group's way out of the tomb, they decided to take a look at a secret passage they had found on their innitial way through. This passage turned out to be just a shortcut to the room with the Golem, and was also occupied by a Derghodaemon. Hickory naturally charged it with his cursed sword. With Chips dead, there was no melee support, and after the Derghodaemon summoned a second Derghodaemon, and the two filled the hallway with Creeping Doom, Hickory died and the two remaining party members made their final exit from the dungeon.

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Name: Kaga
Race/Class: Half-Orc/Medium 13
Adventure: War of the River Kings
Location: Haunted Abbey
Catalyst: The Strange Gardener

The Gory Details: Upon exploring the Abbey for clues as to the whereabouts of Lord Pitax's secret weapon, the group found a well that just seemed too Dimension-Door-friendly. Kaga used one of his scrolls, and they found themselves down in a cavern which the well emptied into. A Ghost appeared, and after very little talking, activated some sort of frightful gaze attack, causing 3 out of 4 party members to drop their stuff and run, where they were then assaulted by Advanced Will-o-Wisps. Unfortunately, this meant Kaga dropped his special +1 Ghost Touch Net that he had for just such an occasion. After reaching the cavern wall, Kaga was still Panicked for 1 more round. Luck be that one of the other Panicked group members happened to run in the same direction, and the one who made his save also ran in that direction to keep everyone together. Unluck be that the next round, the Ghost cast Black Tentacles on them. With nowhere left to run, Kaga did the next best thing and cast Dimension Door. The GM let him make a new Will save to determine if he had the wherewithal to bring the other two with him, which he did. The Bard, who had ran in the opposite direction, cast DD as well, bringing everyone to the surface again. The Bard (the group's dedicated healer) immediately started a Soothing Performance, thinking we had escaped danger. The next round, the Ghost simply flew up through the well followed by the Will-o-Wisps. One round before the Bard's Soothing Performance could go off, Kaga was struck by the Ghost's touch attack, taking 13d6 damage (49), which brought him to -15 HP. His Con score was 14. The next round, the Soothing Performance went off, and the group's Archer finished the Ghost off, and they DD's again to safety from the Will-o-Wisps.


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Name: Feldspar Ironbeard
Race: Human
Classes/levels: Ranger 2
Adventure: Stolen Lands
Location: The Old Sycamore
Catalyst: Tickleback

The Gory Details: Party had just dispatched the mite torturers when they started to cross the chasm. Feldspar began to fall from the trapped rope but was able to grab a hold of a second rope that Joseph, the cleric, had previously strung across the chasm. This attracted the attention of the giant centipede down below which bit Feldspar. The party was able to beat the centipede easily enough, but the sounds of battle carried to the war room and got Grabble's attention. He came charging in atop Tickleback who latched onto Feldspar's leg and began to suck him dry. Although none of the mites could land an attack, Feldspar was unable to escape the grapple from Tickleback and was eventually sucked dry before the tick could be killed.

Its weird, I never thought I was a killer GM, but this is now 4 character deaths in 6 sessions. On the bright side, they are now up to level 3, so that should help some.


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Name: Naxx
Race: Nosoi Psychopomp
Classes/levels: Familiar to a 15th level arcanist
Adventure: Sound of a Thousand Screams
Location: Former location of the Weeping Grove
Catalyst: Random Encounter and some bad rolls
The Gory Details: The PCs had resolved to search the forest for the castle that keeps teleporting. It was their first time exploring and camping in a while. When the evening watches come, one person rolls an encounter. He hits a high number, and gets six of these guys at CR 14 each. Unknown to them, each one of these guys can produce four clones, but my math failed and I made only 3 each. So, out of the deeper darkness emerges 24 creatures that had the party surrounded.
Seeing that they are surrounded and learning that fort was their worst save, the arcanist uses a limited wish to summon a tornado. All the enemies and one melee ally go flying around. Two of the real monsters get off Prismatic Spray. I rolled for everyone, but then the arcanist poijnts out that Naxx the familiar also needs some rays. He gets three hits and fails all three saves.
Naxx is turned into stone, sent to the Plane of Earth, and then lightning bolts blow him into pieces.
The players have a way to bring him back, but first they must go to the Plane of Earth and find several specific pebbles.


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Name: Micka
Race: Samsaran
Classes/levels: Druid 4
Adventure: Rivers Run Red
Location: The Mud Bowl
Catalyst: Plant Food

Name: Mugwort Jones
Race: Half-Orc
Classes/Levels: Fighter 4
Adventure: Rivers Run Red
Location: The Mud Bowl
Catalyst: Plant Food

The Gory Details: Party had finally set out to start exploring the areas around the capitol of their newly found kingdom and decided to explore around the edges of the lake. After a briefly harrowing fight with Old Snapjaw, the party moved south and found an interesting pool of mud. After being ambushed by Snapjaw the previous day, Mugwort refused to go near the mud but Micka was more than happy too, passing the save to avoid becoming nauseated. The party summoner and his horse failed their save vs. nausea but the Cavalier/Druid made his but stayed well back. Micka gets close and is promptly bit by the tendriculous and swallowed the following round. Mugwort tries to come to Micka's aid, failed his save vs nausea and proceeds to get bit and grappled as well. Micka failed his save vs. paralysis and eventually is dissolved at which point Mugwort gets swallowed as well (also failing the save vs. paralysis). Summoner only gets back in the fight late (refused to fight while nauseated and the Cavalier just peppered the tendriculous uselessly with arrows. Mugwort is eventually dissolved as well. The Cavalier/Druid ends up losing both his horse and his animal companion to the plants stomach as well before he and the summoner finally bug out.


Pathfinder Rulebook Subscriber
LuniasM wrote:

I'm beginning to worry that I'll have an addition for this thread soon. At level 1 my two players (an Arcanist and a Shaman with a fighter joining soon) encountered an owlbear just after leaving Oleg's for the first time. After a couple will saves and no dead owlbear I suggested running, to which the arcanist refused and somehow managed to kite it on horseback with his measly +2 to attack rolls and many less bolts than it should've taken.

At level 2, just last session, they managed to sandwich themselves between a large centipede, five mites and a giant tick (effectively an APL+4 encounter). One sleep, an entangle, obscuring mist, and four burning hands later they somehow won.

Hope this doesn't give them the idea that they're invincible.

Spoilers: They did, but this was only one of many reasons why.


Name: Torm
Race: Human
Classes/levels: Summoner 6
Adventure: Rivers Run Red
Location: The Forgotten Keep
Catalyst: Dangerous Curves

The Gory Details: Party had cleared out the lower levels of the Forgotten Keep and began to head upstairs. They triggered the Insanity Mist and the wizard and cleric both got hit hard, the cleric to the point that he could no longer cast spells. Party enters the Dancing Lady's room and 4 out of 6 fail the save (not even coming close). One of the two to make it was the poor cleric who could do little else (only had a star knife for a weapon). The other was the monk who could barely get past DR on the rare occasions that he actually hit (really bad dice rolls). As such, the Dancing Lady saw the summoner who was the prettiest of the human men in the room and feasted upon him before allowing the rest of the mesmerized party to flee.

On a side note, there have been a few other casualties since my last post, but I forgot to put them up here and I now don't recall all the gory details, if I can locate them, I will post the update.


It's been a while, huh? Since my last message, numerous party deaths have occurred, though at this point MOST of them were fairly easily fixed (breath of life is a wonderful little spell). Not sure I can recall all of the incidents in detail, but I shall try.

Name: Dominic
Race: Human
Classes/levels: Wizard 7ish
Adventure: Realm of the Fellnight Queen
Location: The Faerngard
Catalyst: BEEEESSSS

The Gory Details:

Ran the party through the ROTFQ module between PDFs 2 and 3. All went well initially, but when fighting at the borders of the Faerngard, Dominic got focused by the bleached gnome druid's animal companion giant bee (since he was the one who's fireballs had killed most of the druid's more normal bees). Though the party was victorious in the fight, Dominic fell. Thankfully, he did so late in the fight, and right next to the party healer, who slapped him with Breath of Life courtesy of some gloves of first aid. A bit expensive, but highly useful.

Name: Garreth/Sylvia
Race: Half-Elf/ Dhampir
Classes/levels: Sorceror/Ninja 7ish
Adventure: Realm of the Fellnight Queen
Location: Queen Rhoswyn's Throne Room
Catalyst: A Killer Queen

The Gory Details: The fight against the Fellnight Queen was a long and tricky one. Her tactics of teleporting between the hollow pillars around the room delayed the party for a long time. She baleful polymorphed the party paladin, and generally made a massive nuisance of herself. Garreth and Sylvia both got struck by a fairly high-DC poison spell each towards the end of the fight, they were unable to best the poisons coursing through their veins, and both succumbed shortly afterwards (Both had pretty damn terrible rolls AND saves, so even with antitoxins administered... well, they didnt have all that much con to lose in the first place). Garreth died to the poison itself, Sylvia survive the poison with about 1 con left, then got hit by a shadow evocation. Thankfully, Rhoswyn had a bounteous treasury, which helped fund their respective reincarnation (into a full elf) and raise dead.

Name: Vorwin/May
Race: Kitsune/Kitsune
Classes/levels: Mesmerist/Oracle 8
Adventure: Varnhold Vanishing
Location: The Ghost Stone
Catalyst: Stab Stab STAB STAB STABSTABSTAB

The Gory Details: Some background, first. I did some reworking of the 3rd PDF to delay the party getting to Vordakai (to let the get enough exp etc to be level 9 before fighting him) because I know otherwise they would beeline towards him in an attempt to rescue Lord Varn (they really liked him...). Because of this, the Ghost Stone actually became the focus of a centaur ritual to help work out what the hell is going on by asking the spirits. So, it needed to be cleared out first.

I also run KM for 6 players, so the Xill at the Ghost Stone were not sickened. This ended up going... poorly, for the party. The Xill bypassed the party tanks via the ethereal plane, and appeared right in the midst of the party backline. Hideous damage was dealt as they laid around them with their swords. The Xill were eventually slain, but by that time Vorwin and May were dead, and several other casters were unconcious or heavily injured. Since May was the healer, this was a problem, and they had to fall back to civilisation for revives. This was the first SERIOUSLY tricky fight since the fellnight queen for the party, but I think they enjoyed it in the end. Vorwin ended up getting raised from the dead, but retiring to an advisory role back in the capital (Guy wanted to move on to a new character, but didnt feel right leaving Vorwin dead). May got brought back and kept adventuring.

Name: Sylvia
Race: Dhampir
Classes/levels: Ninja 8
Adventure: Varnhold Vanishing
Location: Base of the stairs to Vordakai's tomb complex.
Catalyst: Cyclops Battleaxe (Apply Directly to Forehead)

The Gory Details: The party had been gifted the knowledge (via the aforementioned centaur ritual) that their target lay beyond the cyclops graveyard (not that they knew it by those terms, but eh). Upon nearing the end, they saw a shambling figure. Since it was clearly a zombie, they were not expecting a very hard fight, so were caught off-guard when it charged forwards and neatly beheaded Sylvia in a single blow (Battleaxe 3x crit....). She was swiftly brought back via Breath of Life from yet more gloves of first aid, but the party was running a mite low on those at this point...

Name: Garreth
Race: Elf
Classes/levels: Sorceror 8
Adventure: Varnhold Vanishing
Location: Flooding Trap Room in Vordakai's Tomb
Catalyst: Cyclops Battleaxe (Apply multiple times directly to forehead)

The Gory Details: Upon the trap being sprung, water started gushing into the room. Garreth went first, and noticed that the water was NOT smashing down into the corridor the party had come from. Hoping the buy time to think without being drenched, he moved back. Then the two cyclops zombies opened the secret doors they were hiding behind, right next to Garreth, and cut him down in a frenzy of blows. The rest of the party escaped via Dominic the Wizard, who shadowstepped the party through the bars blocking progress. They did return for Garreth's body some time later, and he was revived, but for a good day or two he was a slowly bloating waterlogged corpse.

Name: May
Race: Kitsune
Classes/levels: Oracle 9
Adventure: Varnhold Vanishing
Location: Oculus Chamber
Catalyst: Cyclops Battleaxe (Apply directly to forehead)

The Gory Details: So I run KM for a party of 6, but I thought the 6 player conversion (where Vordakai has a melee monster Champion with him) might be a little too much. So I cut the difference and had him START alone, with the capacity to call up his champion if needed. After a long, hard battle with both sides taking significant damage/CC, Vordakai was forced to Dimension Door away to the Oculus chamber to heal himself. I had already decided that would also be where his champion was, guarding it - so the second half of the fight could still be a threat even with Vordakai low on spells.

Here's where things went wrong for the party. They recognised that Vordakai had only cast DD, so they knew he couldnt have gone far. They had earlier found the secret door to the Oculus room, but had been unable to open it. They suspected it housed Vordakai's Phylactery (wrong) and that he had retreated when when he fled (right). They also knew he was weakened greatly. So it was that May (the healer), Dominic (The transport) and Areala (The Paladin) shadow-teleported down to chase him and finish him before he could heal himself up. Vordakai's Champion had issues with this plan, and tore bloody shreds out of May, killing her in a single round of horrendously damaging attacks. Thankfully for the party as a whole, Dominic could still do more shadow teleportation and got himself, Areala and May out of there. At which point May got slapped with their final Breath of Life from their final First Aid glove, JUST in time.

The party eventually ended the Vordakai fight victorious, after a grueling 1.5 session long drag-out fight with both sides pretty much entirely running out of spells, having healed themselves up several times over, and with half the party incapacitated (though not dead). It was generally agreed to have been by far the most epic fight yet, and victory was truly hard-won. Exactly what I was aiming for. Honestly kind of proud of them.

Name: Sylvia (Yes, again)
Race: Dhampir
Classes/levels: Ninja 9
Adventure: Varnhold Vanishing Aftermath
Location: Dragonleaf Gulch
Catalyst: FEEEEEED ME

The Gory Details: The party was exploring hexes in the aftermath of Vordakai's destruction. Just seeking to expand their borders. When they ran into the giant fly trap, they had a little trouble in that it ate most of their frontliners, including Sylvia. Sylvia was actually still alive (though bleeding out) when the plant died, however her subsequent unconcious fall into a swift-flowing river as the thing collapsed was sadly the final blow. At this point, Sylvia finally got retired and was allowed her peace.

Names: Zeke/Adram/Valdriel
Races: Human/Half-orc/Elf
Classes/levels: Bloodrager 9, Warpriest 9, Ranger 9
Adventure Varnhold Vanishing Aftermath
Location: Edge of the Hooktongue Slough
Catalyst: And the dice gods laughed

The Gory Details: Continuing their explorations, the party (only 4 in number for this session) was convinced by their new ranger friend (Sylvia/Valdriel's player) to finish exploring the Njaarlmarch forest. While travelling on the very western edge of the forest (partially in the Hooktongue Slough) the party got a random encounter. Since it was pretty much in the slough, I used the 4th PDF. The dice gods laughed at the party, and the encounter ended up being 3 adult black dragons. Swiftly realising they were hopelessly outmatched, a call to scatter and try to hide was given. Zeke, bloodrager and worshipper of Apsu, stayed behind, swinging his mighty falchion, roaring defiance and trying to buy his friends some time. But alas though he dealt grievous wounds to one of the dragons, he fell swiftly. Valdriel fled atop her dire wolf companion, but though her companion was fast, a dragon on the wing is faster, and even HER stealth was insufficient to hide from a dragon's blindsense. Adram nearly got away - he made it out of sight of the dragons, but was caught by one that was attempting to find May, the 4th member of the party. He wounded it significantly, bringing it to deaths door.... at which point it flew up out of range and slowly melted him with its breath weapon over several minutes, as Adram realised he had no ranged weapon at all. The only survivor was May, the party healer oracle, who turned herself invisible with Kitsune magic and had the fortune not to come close enough to a dragon whilst fleeing that their blindsenses could kick in.

I don't think anyone was expecting this encounter, but I dont think they will forget it any time soon. Plans are being established for dragon hunting, for revenge and to revive the fallen if at all possible. I have already decided these 3 shall be the ONLY black dragons in the swamp, and have named/otherwise fleshed they out. They shall be more than just a throwaway random encounter. They are Ilthuliak's Children, scourges of the Swamp and specifically tasked with hindering these pesky humans who are looking like they might actually succeed in civilising the area. Hopefully, it will be a suitably epic encounter.


I know I'm a bit late to the party, but here goes. As a precursor to these obits, I'm running Kingmaker for a party of 8 plus myself. We called the game the 8 Tales because one of my OC's is a nine-tailed kitsune, and beause of the easily made pun. As the campaign has progressed, the DMPC's love of kitsune coupled with the introduction of more kitsune PC's has made for quite a number of jokes.

Name: Siena Maev
Race: Samsaran
Role: Treasurer
Class/Level: Sorcerer 6/Wizard 1
Adventure: Rivers Run Red
Location: Cult of Gyronna Lair
Catalyst: Going without backup/a nosy and overly enthusiastic spymaster
The Gory Details: During the Cult of Gyrnonna incident, two party members interviewed a series of women matching the description of typical followers of the Hag Goddess. Siena was new to the party, and very few in the public knew about her. So she decided to stand outside the jail where they were having the inteviews and complain to them about these "unfair interrogations." One of the interviewed women began talking to her, and eventually gave her a note. This is where a bit of background information becomes important. Siena was blind due to a backstory event, but had blindsight out to 30 feet. This was great when dealing with everyday events, but made ranged casting difficult. It also meant that she could not read. She brought the note to the DMPC, a Suli Summoner named Kyra. She made Kyra swear not to tell anyone about this note, and asked her to read it to her. It contained instructions for her to join the woman for worship. Siena followed, determined to expose the rest of the cult.
Now fast forward to the lair, Siena is in the rows of worshippers listening to the head cultist. Tof, the half-elf arcane trickster spymaster, has alternatively followed one of the women suspected of being in the cult to the barn, and snuck in to peer in the door. Siena sees him with her blindsight, and whispers to him not to get her killed. Siena proceeds to cast lightning bolt, initiating the fight and taking out 3 of the 6 followers. In the ensuing fight, she is knocked unconscious while Tof tries to get to her. At one point he strikes the head cultist while yelling "She signs my paychecks!" After taking a hit from the cult leader, Tof goes temporarily invisible and backs off. The leader, enraged, proceeded to channel negative energy in an effort to expose the trickster. The party is beginning to arrive at the barn at this time, but by the time they are in the tunnels, the cleric of Gyronna has channeled negative energy to the point where all of her followers and the unfortunate Siena have been desecrated into nothing but charred mangled corpses. The leader was then slain, and her body carried back to the castle. No one in the party had resurrection spells, and Siena's body disappeared inside the casket. She later reincarnated through some hand waving on my part as the magus Kaali (Her death is to come).

Name: Tof / Jasmine Skye
Race: Half-Elf / Elf
Class/Level: Rogue3/Wizard3/ArcaneTrickster2 and Gunslinger8
Adventure: Rivers Run Red
Location: Castle Floros (Formerly Stag Lord's Fort)
Catalyst: Assassination attempt, Poorly executed rescue attempt
The Gory Details:
Awhile after the events of the cultist, Jasmine the elven gunslinger (the Marshal/Police Chief) had not done her job through several encounters requiring her attention, and had drawn the ire of an unknown party.
Enter the assassin. The assassination event was rolled, and Jasmine the chosen target. I built the assassin as a level 8 catfolk sniper rogue. I countered this by not using full round attacks when he first struck (thus keeping Jasmine from taking 3 sneak attack arrows at once). Jasmine was sitting at her desk in front of her open window when the first arrow struck her in the chest. Diving behind the desk, she scurried to the other side of the room to retrieve her musket, taking one more shot. She managed to escape into the hallway, after which the assassin climbed over the balcony and followed after her. As she attempted to escape, the aforementioned Tof heard her cries and used a spell to come to her aid (I believe shadowstep, but I don't remember for certain). Jasmine was unconscious, but Tof distracted the assassin from outright killing her. In the ensuing combat, Tof failed to outdamage the catfolk, and was finally downed. The assassin then coup de graced both of them and ducked out the way he'd come.
The Royal Enforcer, a kitsune fighter named Ude, put out a bounty for the assassin, but as of yet, nothing has come up.

Name: Kaali Maevos
Race: Samsaran (2nd Life of Siena)
Class/Level: Magus8
Adventure: Rivers Run Red
Location: Cave East of the Capital
Catalyst: Skimming from the treasury
The Gory Details: When Siena first became treasurer, the party set up a macro (we use Roll20) to determine tax rolls. Siena's player contacted me privately about potentially having Siena skim from the treasurery. We determined that taking money equal to any remaining decimal points on the calculation times the cost of a build point would be the best way to have her skim without actually hurting the party. I advised her that if the party found out, it would mean consequences. Fast forward several months of real time, and through Siena's death and reincarnation as Kaali. Due to an out of character interpersonal conflict, Siena/Kaali's player left the game. As the party prepared for the new treasurer, they went through the books and discovered Siena/Kaali's treachery. They decided to hunt down the errant magus, and bring her to justice. They found her, pitting a group of 6 PC's and a contingent of Hellknights (the general decided she wanted to join the Order of the Godclaw previously) against the one magus. Obviously, she was captured. Due to the anger the rest of the party was feeling towards Siena's player, the king(another PC) sent a message to them to execute her outside the kingdom's borders and the reach of its laws. She was then promptly beheaded over a stone, her body looted, and left for the crows.


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Name: Rhodo Darkwhirl
Race: Halfling
Class/level: Monk 3
Adventure: Stolen Land
Location: Stag Lord's Fortress
Catalyst: Shot through the heart, and you're to blame...
The Gory Details: The Stag Lord, angered at the poisoned bottle the party had slipped him, took his wrath out on the first PC he saw...for a max-damage crit, knocking the little colonist beyond the point of healing in a single shot.


A bit late posting this one, as it happened a couple of months ago:

Name: Ude, Kaminoyari
Race: Kitsune
Role: Royal Enforcer
Class/Level: Fighter9
Adventure: Varnhold Vanishing
Location: Nomen Heights: Hills South of Varnhold
Catalyst: Pathfinder's Dementor
The Gory Details: As the party was first searching for what could have caused the disappearances in Varnhold, they ventured out into the hills south of Varnhold with nothing but a name: Vordakai. A few nights into their search, Ude was on watch along with Kadoro, our new spymaster. Ude was struck from behind by an attack from a shadowy wisp of a creature, and then engaged the creature in combat. After she cried out for assistance, the rest of the party began waking up. Kadoro ran across the campsite in an effort to assist her, but crit failed the acrobatics check to heroically jump over the campfire. As Kadoro sprawled in the embers, the Soul Eater attempted to steal Ude's soul. She resisted. Once. As Kadoro struggled to his feet and the rest of the party finished climbing out of their bedrolls, the Soul Eater made its second run. This time, it was successful. Ude's soul was removed from her body, and the heavily injured Soul Eater fled into the night. The party was left standing in an empty campsite with a soulless corpse and no capacity to revive their beloved Royal Enforcer.


Name: Remesio of Mivon
Title: High Priest
Race: human
Classes/levels: cleric of Cayden Cailean 13
Adventure: War of the River Kings
Location: just outside the walls of Fort Drelev
Catalyst: decapitation strike gone awry
The Gory Details:
Pitax's armies had surrounded Fort Heptamus (a renamed Fort Drelev) in the immediate aftermath of the Rushlight Tournament. The PCs - being 13th level and having no large armies at hand to defend the city with - had gone out to wreck mayhem on the opposing forces, but were forced to retreat after General Avinash Jurrg, Irovetti's ogre mage bard, surprised them. On the following day, Jurrg stood before the city walls (out of bow range) and, using some magic to amplify his voice, presented a long-winded ultimatum addressed to the inhabitants of Fort Heptamus. The PCs used that opportunity to cast fly on everyone, then cast invisibility sphere, and headed over to attack.

They had a pretty good plan - the arcanist hit Jurrg with a quickened glitterdust and a souped-up dimensional anchor, and then the melee types charged in - but they didn't know that Alasen the weretiger was lurking invisibly nearby. During the fight she pounced on poor Remesio of Mivon, and tore him to shreds. The rest of the group was forced to retreat again, and didn't have the strength - or the will - to retrieve Remesio's body.

And so ended the reign of the kingdom's third (and longest running) High Priest. Long live the new High Priest!


Large number of deaths over significant period of time, incoming:

Name: Merrick Nugai
Role: Guild Adventurer
Race: Human
Class/Level: Fighter 11
Adventure: Blood for Blood
Location: Armag's Tomb
Catalyst: A Large and Angry Golum
The Gory Details: Merrick joined the party after hearing of the coming expedition resulting from the taking of Fort Drelev. A member of Wanderlust, the guildmaster, Nathan, vouched for his trustworthiness. After dispatching the Sisters Black, the party delved deeper into the tomb. Wary to dangers, as the trials of the first two rooms had already worn on them, they approached the third room with caution. Once the party had filed in, the Iron Golum sprang to life, charging the main group. Merrick received a dizzying blow, calling out immediately for aid. The aid was given. Alas, it was not enough. Rather than retreating to nurse his wounds, he held the line, dealing a devastating return blow to the golum. In response, the golum again leveled a blow against him, crushing him instantly and turning his torso into paste.

Name: Kadora Ketser
Role: Spymaster
Race: Human
Class/Level: Swashbuckler 11
Adventure: Blood for Blood
Location: Armag's Tomb
Catalyst: A Strange Headache, Followed by Immense Chest Pain
The Gory Details: Shortly after the death of Merrick, the party regrouped and attempted to delve deeper into the tomb. As they made their way through the foggy hallways, a noise caught their attention: the skittering of thousands of legs. Retreating back to the Golum's chamber (the golum had sense been dispatched, and shoved into a portable hole), the party took up defensive positions. Kadora fought alongside the frontliners as usual, hacking through swarms of biting and stinging insects. Then a strange feeling overtook her, and she forgot how to think. Her instinct was to keep fighting, not aware of how outmatched she actually was. Standing in front of her was a derghodaemon, the personification of being eaten alive by predators. For awhile, she held her own, stabbing at the aberration in a vain attempt to down it. Finally, the beast had had enough, and sunk 4 of its 5 sharp appendages into her chest. She died where she stood, unable to even comprehend what had just happened.

Name: Kanno / Nathan Icefall
Role: Party Mascot / Marshal
Race: Fading Fox / Wulfkin
Class/Level: Shifter 9 / Beastmaster 11
Adventure: Blood for Blood
Location: Armag's Tomb
Catalyst: Them Bones Them Bones
The Gory Details: Having defeated the priest Zorek, the party proceeded to push into the final chamber, the resting place of Armag himself. The party filed up the stairs in pairs, with Kanno and Nathan being the first ones to enter the room. Standing inside was Armag, along with 8 skeletal champions. Kanno and Nathan were quickly surrounded, as the rest of the party attacked from the confines of the doorway. Armag himself was kept busy by an abundant stepping monk, an NPC currently filling in as the kingdom's Royal Enforcer. As Kanno took blow after blow, he attempted to shrink from his tiger form down to his fading fox form, and dive through the legs of the enemies. Normally, this would have been enough, but the fates were not on his side this day. As he darted between two skeletons, one landed a passing critical hit, killing the small fox and sending him tumbling onto the flagstones. Left alone in the center of a throng of skeletons, Nathan continued to fight as best he could. Alas, the healers could not make it to him before the skeletons cut him down. The party finished off the last of the skeletons, then proceeded to carry their fallen comrades out of the tomb.

Name: Kadora Ketser
Role: Spymaster
Race: Elf
Class/Level: Swashbuckler 12
Adventure: Blood for Blood
Location: Speartooth's Den
Catalyst: Here Kitty Kitty
The Gory Details: After the events in Armag's tomb, Kadora was reincarnated into an elf. Whilst trying to expand their nation's borders during an extended time of peace, the party sent out explorative groups to the surrounding lands to scout them out. One area in particular caused significant issue, and upon further investigation, they discovered the rumors about the great sabretooth that lived there. The party decided to set off to handle this problem themselves, eventually stumbling upon the lair of the great cat. Kanno, reincarnated into a strix and retrained from a beastmaster into a slayer, alongside Nathan, who had been resurrected, ventured in together, stealthing as best they could. A couple of unfortunate rolls later, and they were beset by an angry Speartooth. Kadora rushed in behind them, determined to help. Kanno and Nathan were bloodied and hurt, and Kadora quickly gained the attention of the beast. A couple of attacks later, Kadora once again lay lifeless on the ground. The rest of the party made it into the lair, and quickly dispatched the cat before it had the chance to finish off its other two victims.


Wow, 3 deaths in the tomb and 1 outside! That was a brutal adventure for your group!

Dataphiles

Name: Thou-Shalt-Worship-Our-God Thicknesse
Race: Half-Elf
Classes/levels: Swashbuckler 4
Adventure: Stolen Land
Location: New Sehir
Catalyst: Rilev the Necromancer
The Gory Details: In the vaults beneath New Sehir, the party found the Necromancer they'd heard rumors of, guarded by four skeletons. Unfortunately, they came down noisily, in a straight line, which let Rilev get off a lightning bolt on everyone before they even entered the room. While the skeleton wall prevented most of the party from entering the necromancer's chamber, the swashbuckler employed his favorite tactic: acrobatics over the mooks and land straight in the middle of the engagement. While this had worked for months against non-spellcasters, in this case it left him cut off from the party as Rilev hit him, first with Ghoul Touch, and then a critical Vampiric Touch. The poor swashbuckler, who everybody expected to live forever, dropped immediately. Horribly, this was not the end. Rilev's next turn saw the reanimation of the swashbuckler's corpse into a zombie to bolster the undead that were harrowing the party. Eventually the cleric's channels and the wizard's burning hands carved a path for the party to take out Rilev, and Worship's corpse de-animated once again.

In the end, and they buried 'Worship' Thicknesse in a clearing near the Thorn River.


Name: Bernard
Race: Human
Classes/Level: Paladin 9
Adventure: Varnhold Vanishing
Location: Vordakai's Tomb
Catalyst: Graveknight
The Gory Details: The party had trekked through Vordakai's tomb looking for their missing party member (arcanist had wandered off after being reduced to 1 Wis and been captured). After fighting the water elemental off, the party opened the door to confront Vordakai. Opening the door the saw their missing party member strung up in chains and a large, armored foe. A voice boomed that party was meddling where they did not belong and that they should leave but they did not listen and ventured in further. The Graveknight (I have 6 PCs) rushed forward toward the paladin and Flash of Insight + Smite Good + Power Attack saw poor Bernard slice from his right shoulder down to his left hip where he fell in a pool of his own blood and entrails.


Name: Dust Crowfeather
Race: Catfolk
Classes/levels: Rogue 6
Adventure: Rivers Run Red
Location: Hargluka's Lair
Catalyst: A Rock Troll and Hargluka's necklace of fireballs
The Gory Details: The party got stopped from advancing on Hargluka by the rock troll essentially providing a solid wall at a bottleneck, and Hargluka took the opportunity to throw a fireballs at the clumped-up group. In the end, Dust went down to the Rock Troll's attacks, and then taking fireball damage while unconscious.


Name: Azrael Kenrith
Race: Half-Elf
Classes/Levels: Sorceror 7th
Adventure: Varnhold Vanishing
Location: Just south of the Nomen Tribe
Catalyst: Soul Eater, man. Soul Eater
The Gory Details: The Party was camping out after meeting with the Nomen tribe, only for a Soul Eater to sneak into Azrael's tent during the second watch. Thankfully, the entire group was alerted by the Alarm Azrael cast on his tent, allowing them to slay the creature before it absconded with Azrael's soul.


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Man, I have got to get better about writing these as they happen. A bit of backstory: After the war with Pitax, the heroes of Athera decided to retire from adventuring. Nathan Icefall stepped down from his position and wandered out to find new fortunes. Neylin, as mentioned below, passed on during the fight with Pitax. Orixian has stayed on as the Councilor, but no longer desires to go out on quests. Kyra the Grand Diplomat and King Imhakaru were finally married after the war, and have since left for their honeymoon. (OOC, the party was tired of running Kingmaker and decided to end after book 5).

Name: Kanno, Orixian Vanala, Neylin Goodgrove
Role: King's Bodyguard/Councilor/Magister
Race: Strix/Half-Elf/Human
Class/Level: Slayer/Warpriest/Wizard
Adventure: War of The River Kings
Location: Irovetti's Palace
Catalyst: Split Party, Spells, and a Whole Lotta Bombs
The Gory Details: During the invasion of the House of a Hundred Doors, the Heroes of Athera stayed mobile, moving room to room and clearing it as best they could. After forcing Irovetti's hand and causing him to escape to his hidden bedroom, the party dispatched the remaining enemies in the throne room and continued their search of the castle. Kanno stayed behind to deal with some stragglers as the rest of the party made their way into the southern half of the palace. It was here that Kanno fell, as Lady Alasen of the Catspaw Mercenaries snuck up behind her and struck a fatal blow to the already weary and injured Strix.
Meanwhile, the party finally found the hidden stairs down to Irovetti's room. King Imhakaru was the first to enter, and fell victim to a Dominate Person spell. He fell in alongside Irovetti and his consort Engelidis, as Chain Lightning was cast on the rest of the party. The resulting damage killed Neylin where she stood at the top of the stairs. Finally, as Orixian forced his way into the room, Imhakaru threw several bombs at his friend, landing every hit and blowing him back against the wall. His wounds were too greivous, and without a second healer to stop him from crossing over, he died as well. The remaining party members forced their way into the room after them, and killed the would-be God-King and his spirit naga, before finally carrying their fallen back to the surface.

But the story doesn't end there. A new adventuring group was formed in response to the appearance of the first bloom of Book 6. (A couple of members of the previous party came back, along with some new members to help finish off this adventure path.)

Name: Droheb Nailo / Damion / Blarg McBlargenson Blargblarg
Role: Hired Adventurers
Race: Half-Elf/Half-Elf/Half-Orc
Class/Level: Necro-Occultist/Magus/Barbarian
Adventure: Thousand Screams
Location: Tatzlford
Catalyst: Many Heads, More Arrows
The Gory Details: The first notable night during the Horned Hunter's quest to locate Briar occurred when the Hunter and his Ettins showed up in Tatzlford. The party arrived in town in the late evening, and even as they crossed the bridge into town they could see smoke rising from burning buildings. As they made their way into the town center, they saw guards fall to hails of arrows, and two-headed giants bashing down doors and walls to get at the civilians inside. The party immediately set out to stop this. As the ettins advanced down the street towards them, Blarg moved forward and entered a store, resolved to stop the Ettin within from setting fire to more of the wares. Several volleys of arrows rained down on the party over time, dealing massive injuries. Damion summoned a wall of stone to block the approach of the Ettins, limiting their avenues of attack, and incidentally blocking Blarg's escape route back to the party. The Ettins were undeterred, and soon broke down the stone wall and continued their advance. Damion was the first to go, taking a full volley of arrows to the chest. He died where he stood, not even fully aware of what happened before his soul left his body. Droheb was the next to fall, as he did not find cover after watching his friend get slain. 5 more arrows, two of which landed in critical areas, struck him down, eviscerating him instantly. It was at this time that Katia, a halfling gunslinger and the 4th member of the party, decided to attempt to make her retreat. She fired her pistol into the air, scaring all that were near her as she grabbed Droheb's staff and took off running into the night. Blarg continued to fight, stuck inside the store as two more ettins attempted to force their way inside. He defeated them both, and was almost out of danger when he dropped his rage. His health plummeted, and he fell unconscious, stabilizing in the street surrounded by fallen enemies. He would have survived, had the store he was attempting to save not betrayed him. The fires set by the ettins had continued to spread, and several powerful magical items were caught in the conflagration. Notably, several necklaces of fireball were set alight, causing the entire store to explode rather specatcularly. The building was leveled, and a couple of ettins were killed in the blast. Alas, the damage from the fireballs punished Blarg's body more than he could bare, and he died. All three heroes were cremated in the ensuing inferno, as Katia fled from the menacing advances of the Horned Hunter.

Name: Graban Knokbrew
Role: Hired Adventurers
Race: Dwarf
Class/Level: Cleric
Adventure: Thousand Screams
Location: Floros (Capital of Athera)
Catalyst: Yet More Arrows
The Gory Details: After Katia escaped the Horned Hunter and made it back to Floros, things happened quickly. First, it was discovered that Droheb had a contingency set up in his room, so that if he died he would regenerate from his severed finger. In the same day, the refugees from the destruction of Tatzlford made it to Floros, partially led by a travelling brewmaster named Graban. Graban agreed to help fend off the evil that was hunting Katia. In their dealings, it came to light that Katia had a wife and child back in Brevoy. A charmed refugee brought this information to the Horned Hunter, wherein he sent two of his Ettins to retrieve the family as hostages. He fired an arrow through the window of the castle, demanding the Katia hand over Briar or witness her family be killed. Katia implored Rose, the treasurerer and facilitator of the hiring while Imhakaru and his bride were away, to help. Rose teleported Katia and herself to her family's home, scooping up her wife and child and teleporting back to Floros just as the Ettins broke in the front window of their home. Enraged by this information, the Horned Hunter launched a direct assault of the city, moving with purpose towards the castle. Droheb, Katia, and Graban went out to head off the attack. In the ensuing fighting, Katia and Droheb were knocked unconsciuos. Graban fought valiantly, even summoning a celestial T-rex to fight for their cause. Unfortunately, he focused solely on the Ettins, ignoring the Horned Hunter until he put a slew of arrows into the Dwarf. He fell in the street, as the Hunter retrieved Briar from the unconscious body of Katia.

Name: Droheb Nailo
Role: Hired Adventurers
Race: Aasimar
Class/Level: Necro-Occultist
Adventure: Thousand Screams
Location: Castle Floros (Capital of Athera)
Catalyst: A Very Scared Sorcerer
The Gory Details: After the Horned Hunter was dispatched by a well-timed attack from the High Council and Graban had been resurrected, the adventurers tried to settle in to do some more research on the events occuring around them. It was around this time that the Nightmare bloom began to take hold. One of the victims on the second night was Katia's wife, Abigail. She believed that her wife and new friends had been possessed by demons, and that the only way to get them out was to kill them. She launched an attack on Katia, attempting to suffocate her with the spell of the same name. Katia fired off a shot, alerting Droheb, who teleported into the room. Abigail flung him from the room with a direct telekinetic burst, sending him out a 4th story window. Droheb stood up and teleported back into the room, stopping Abigail from attempting another spell to kill off the "demon" inside her wife. She turned to Droheb, terrified that he was back, and cast Disintegrate. Droheb became dust, drawing a wretched wail from Katia. Katia prepared to end the life of her wife, knowing now that she was beyond reason. She was stopped, however, by Rose, who used a sleep hex to subdue the sorcerer and bring peace back to the night.


Name: Arya River
Role: Cohort and sister of the General Jon River
Race: Human
Class/Level: Ninja 7
Adventure: Blood for Blood
Location: Fort Drelev
Catalyst: An unfortunate desintegrate
The Gory Details: Not knowing how to infiltrate the fort, the General sent his sister to scout. She was supposed to scout the secret entrance revealed by Satinder, but she got ahead of herself and scouted the Fort.

She turned invisible, found info on the Giants in the middle of the night. But little she knew, she tripped an alarm spell on the balcony of the fort's tower. Not wanting to open the locks on the doors of the balcony, she decided to fully use her spider climb potion and started to peak insides the windows of that second floor.

Unfortunately, the tripped alarm spell warned Imeckus Stroon who was watching for intruders. And when he saw the little thief peaking through her windows, all he wanted was to capture her for interrogation. But she won the initiative. And she was a student of the Prometheus's school of running in a straight light. She just dropped down to the floor, disguised as a raccoon. Imeckus didn't want the intruder to leave unharmed, he unleashed his disintegrate spell which turned the noisy Arya in a pile of dust.

Her brother don't know of her fate. But they found her equipment in the secret stash of the basement. Not knowing that the Fort is aware that forces are upon them. The fight is raging on in the Fort at the moment.

Grand Lodge

Name: Forsythia "Thia" Black
Title: Magister
Race: Half-Elf
Class: Witch 7
Adventure: Between RRR and TVV
Location: Near the Temple of the Elk
Catalyst: Lucky shot with x4 crit multiplier

The Gory Details:
To break up the stretches of Kingdom Building turns between the books, I've been inserting small one-shot adventures for the PCs every 4-6 months. Normally I wouldn't include material that I added, but since this involves a returning NPC from RRR I figure it counts.

Rigg Gargadilly, having escaped his first encounter with the PCs in the Forgotten Keep, had been carrying out attacks on the outlying farms around the kingdom of Raphanus. Somewhat aware of what he was up against, he'd enlisted the help of three redcaps. The PCs easily tracked their foes into the forest, but with their high speed and some good Stealth rolls, Rigg's forces managed to surround them.

As it happened, Rig and the first two redcaps in front of the party won initiative, while the third redcap rolled terribly. Rig held his action waiting for a flank, while the first two redcaps broke cover to attack the nearest PCs with their scythes. After the melee PCs moved forward to engage, the third redcap finally got his turn, and he and Rigg emerged from behind the party to flank the cleric.

Over the next few rounds, an unusual battle unfolded. Due to low rolls and the melee PCs no longer being flatfooted, both sides failed to land many hits. Using their high speed and Spring Attack feat, the redcaps disengaged the front-liners to attack their less-armored comrades. Although the redcaps did some damage (Rigg himself was largely ineffective), the PCs began to gain the upper hand. However, before they could down the redcap attacking Thia, it rolled a natural 20 with its scythe attack. Wincing, I rolled to confirm - the die landed on 19. 8d4 + 40 damage hit the already-wounded witch, instantly dropping her to -25 HP.

A short trip to Restov to pick up a scroll of raise dead later, Thia was restored to life. She has vowed to keep some method of flying handy to avoid such things in the future.


Cenorin wrote:

Name: Forsythia "Thia" Black

Title: Magister
Race: Half-Elf
Class: Witch 7
Adventure: Between RRR and TVV
Location: Near the Temple of the Elk
Catalyst: Lucky shot with x4 crit multiplier
** spoiler omitted **...

when I ran Kingmaker, the party barbarian, after getting nearly sliced in half by a redcap, went out and bought himself a Buffering Cap. That thing saved his life so many times ...


Name: Arng
Race: Human
Classes/levels: Kineticist/Fighter 2 (Gestalt)

Name: Vargas
Race: Fetchling
Classes/levels: Oracle/Unchained Summoner 2 (Gestalt)

Name: Rikmet Skragvit
Race: Ratfolk
Classes/levels: Wizard (Primalist)/Monk (Serpent-Fire Adept/Drunken Master)) 2 (Gestalt)

Adventure: Stolen Land
Location: The Old Sycamore aka Mite Lair
Catalyst: Overconfidence and inability to climb out of centipede chasm

The Gory Details:
I don't remember all the details but the only reason it wasn't a total party kill was Silvyr Curholme Medvyed elf Ranger(Dandy)/Rogue 2 (Gestalt) spent 2 hero points to survive.

As my memory serves the mite were no trouble what so ever so the party got more and more overconfident. During betting the giant whiptail centipede Vargas and Silvyer jumped over or ran over the root bridge over the chasm.

Rikmet fell down the chasm and Arng went down to help the very old ratfolk, this would spell there doom. While Silvyr was fighting Grabbles and Tickleback, Vargas ran ahead to fight more mites. Tickleback started the grapple and kill, one pc at a time.

Rikmet and Anrg couldn't pass climb checks to save there friend's lives as Silvyer was "killed" then Vargas. As the tick came for the ratfolk and human couldn't pass a climb check to save their lives.

Fun fact: The replacement characters two could fly all day and the other has +9 climb.

Sorry if this is thread necromancy.

Silver Crusade

weet555 wrote:
Sorry if this is thread necromancy.

It's never thread necromancy with the obit section! Makes me realize I owe the campaign a few.

Silver Crusade

I'm way behind on these, so no I didn't have mass killing of named characters in one setting!

Name: Halt
Race: Half-Elf
Classes/Levels: Ranger 1st
Adventure: Stolen Lands
Location: random hex
Catalyst: random encounter with a "dirlagraun" (displacer beast)
The Gory Details: Dangerous things roam the lands, and the mythical predator that fey loathe got ahold of the party's scout. Usually the first to lead, he was the last to run and it got ahold of him, prompting the rest of the group to turn and pull off a miracle revenge killing. Later, fey would repay this feat by leading them to mythical Tir Gwydd (where the concept for fey reincarnation was had).

Silver Crusade

Name: Hilda
Race: Human
Classes/Levels: Paladin 1st
Adventure: Stolen Lands
Location: Sycamore Tree
Catalyst: insulting the gawd of xvarts (my replacement for mites)
The Gory Details: Taking the kobold side of things, the group was merrily marching through enemy territory and through knowledge checks knew a bit about xvart history (their god was a powerful demon that stole from Graz'zt and in order to avoid destruction split itself into the xvart race, which is possessed of his thieving nature to make itself stronger). When they reached the enemy center, a packed house, the group's bard insulted their gawd, leading to a "no enemy left alive" proclamation by their leader and a PC gruesome death in the carnage that ensued.


Name: Gremash
Race: Human
Classes/Levels: Fighter 4th
Adventure: Rivers Run Red
Location: Isle of the Lizard King
Catalyst: Scout leaving invisibility inside the opponent's huts
The Gory Details: The group had succesfully built a harbor on the shores of the Tuskwater lake, bordering their capital and the Stag Lord's fort. The ruler then decided the lake should be claimed within the realm's boundaries and launched a naval expedition to explore its waters. After enough warnings and failed wisdom checks, the group avoided the Candlemere's Tower before detecting the lizardmen's village.
As they approached, they starting hearing a boy screaming through the gates. The slightly too rough diplomatic ways of the strangers convinced the lizardfolks they better keep their gates closed and regroup at the center of the village. The bard ruler made the fighter invisible while the rest of the party was trying to open the gates by brute force. After a while, the scout fighter and the others entered the village approximately at the same time.
As the bard was gaining time negociating with the lizard King, Gremash sneaked into the main hut where he heard the boy screaming for the last time. When he found him, the boy had stopped making any noise and, still invisible, the fighter started to talk with him: "I came to save you, don't worry!". Screaming anew, the boy answered : "No! Stop that! I already asked you to stop doing that!". Afraid that the boy could reveal its presence, Gremash hit him on the neck with his bare hands, thus leaving invisibility. He then carried the kid in his arms, confident that he would be able to run away from the village and probable mock all the lizardmen by the way. This gave the opportunity to the always invisible will-o'-wisp to attack the fighter with his mighty thunder, once during the surprise round and a second time before Gremash managed to espace from the hut.
When the human and the kid still in his arms went out to run accross the crowd of lizardfolks, all negociations stopped immediately. Literally surrounded by the whole tribe, Gremash barely managed to run up to the crushed gates. He would go no further, although the boy made it in the arms of the wizard and in the bark of the outnumbered fleeing adventurers. Two days later, Lordaeron (the group's realm) launched a new expidition and razed the Ilse of the Lizard King in retaliation, only to discover the will-o'-wisp had temporarily replaced the boy by a full grown victim, that he killed right before leaving the lizardfolks to their inescapable death.

Silver Crusade

Name: Doro & Mako
Race: Human, Tiefling
Classes/Levels: Paladin 4, Warlock 4
Adventure: RRR
Location: wilderness hex near town
Catalyst: a bag of beans from randomly rolled loot
The Gory Details: A bag of beans is an old D&D and AD&D magic item where if you plant the magic bean, something comes out of the earth. It fits a setting with fey and wondrous events pretty well. The party was playing around with it in town and summoned pink toads that if touched turned into random monsters. So, safety first, they took their new item out of town, with a researcher to document results, in the hopes they might trigger a more fantastic bean, like Jack & the Beanstalk.

Instead, they summoned a small pyramid with a CR16 Mummy Lord that proceeded, when they explored, to slay two of them before the rest wisely fled.

The remaining beans then were summarily dumped over the side of a tower (they had identified the item enough to know if you dump all the beans out, they simply explode). And, now I have a nasty high-level mummy caster who animated a few bodies and left his tiny cage. He doesn't like forests. Maybe he'll find Vorkdakai...


Touc wrote:


The remaining beans then were summarily dumped over the side of a tower (they had identified the item enough to know if you dump all the beans out, they simply explode). And, now I have a nasty high-level mummy caster who animated a few bodies and left his tiny cage. He doesn't like forests. Maybe he'll find Vorkdakai...

Good luck wrapping up that plot.


So, after 10 years, I worked up the nerve and got a group together to play Kingmaker (although it's in 5e with Spheres of Power). They just cleared out the Stag Lord's Fort, so I thought it was time to come back here.

Name: Chyrssa
Race: Eldarin Elf
Class/Level: Rogue 3 (Alchemy & Beastmastery spheres)
Adventure: Stolen Land
Location: In riding distance of Oleg's Trading Post
Catalyst: Shambling Mound
The Gory Details:

Spoiler:
At the time, there were only two PCs (Chyrssa and a Monk of Pharasma), so I had statted up one of Kesten's group to be a non-magical healer DMPC who was willing to go with what the PCs attempt, peaceful or violent.
After returning to Oleg's, they decided to leave the DMPC and a horse Chyrssa had begun training behind before heading for the forest with plans to find the Temple for Jhod.

Drawn by a passing storm (coincidental weather + random encounter), a Shambling Mound made its way in the general direction of Oleg's. Observing that it seemed to not be responding to them at a distance (as it relies on blindsight) and having the knowledge that a plant creature that seems to be unable to make ranged attacks is probably very dangerous to engage in melee (and seeing it moving slower than they could), Chyrssa remained within the Mound's normal movement.

It moved up, raised its arms and killed the Elf as it pulled her in to eat a later point. Having filled itself, the Mound began to return to the forest when Kesten finally arrived with reinforcements (and was relatively useless himself). They did manage to do enough damage that it tried to play dead - which worked - and get Chyrssa's body free. She was buried and I was very glad that the ground was sufficient to block the Mound's vision for when the party returned to the grave.

Name: Kressle (with bonus Happs)
Race: Human
Class/Level: Conscript (Paragon) 3
Adventure: Stolen Land
Location: The River Crossing
Catalyst: Party exploration, Milestone levels, and Mites + Bugs
The Gory Details: CW: for the bugs. If you're sensitive to it, it's probably BAD

Spoiler:
I converted Kressle to a Spheres-specific build with the idea to play up the deadly double hand-axe wielding fighter who gets way too close and is difficult to get a solid hit on.
I didn't count on my players having an almost supernatural ability to avoid hexes with the more significant encounters - they circled the Mite/Kobold war as well as the Bandit Camp, on a separate trip, they got up to Davik's hex before turning around. As such, I decided that enough time had passed to see what was going on with the bandits while they were exploring.

Happs survived the encounter with the PCs, meeting up with bandits that had fled before him and decided to go back to the River Camp. Their first night back in the forest, the group is ambushed by wolves and torn apart - the party finds this at a later time.
A couple days later, Kressle works out that something must have happened and prepares for an assault from whoever caused trouble for Happs.
At some time during this, Chryssa and the Monk have found the Old Sycamore and alerted the Mites but ran for it rather than fighting or exploring further - this means that the Mites were active and expecting an attack from the Big Folk.
A week later, Kressle decides to take a pair of bandits and report to the Stag Lord. While camping at the River Crossing, Kressle's party is discovered by a pair of mites. 5e mites can summon a swarm as their Vermin Empathy, so each calls for insects while remaining hidden from the bandits on watch.

The swarms cover the Bandit on guard, who screams for the last 10 seconds of his life. This alerts Kressle, who is immediately alert, and the other bandit, who is much more groggy.
Once the first is downed, the mites direct the insects at the second Bandit, who dies attempting to flee from the swarm, allowing them to swarm Kressle.

She manages to drive off most of the insects over the next 36 seconds, but that is plenty of time for the bites to rack up and take her down without the mites having to get directly involved.


The party has not returned to the River Crossing to discover this yet, but this a reason that the Stag Lord is unaware of the trouble happening outside his lair.

Name: Protagonist Zombie
Race: Zombie
Class/Level: CR 1 Zombie
Adventure: Stolen Land
Location: Stag Lord's Fort
Catalyst: Stag Lord + DMPC
The Gory Details:

Spoiler:
The biggest feature not present in Pathfinder Zombies for this is Undead Fortitude, which allows a Zombie to make a Constitution save to remain standing when they should die.

By this point, a third PC has joined but each session at the fort has only had two at a time and the medic has not left since Chryssa's death.

The assault on the fort almost immediately goes weird - the Stag Lord is extra cranky due to the delay on alcohol, but not enough to have sobered up, so the bandit on watch waits to see how the zombie do dealing with the intruders before alerting anyone.
The first wave goes down easily and the party barbarian breaks a hole in the fort wall. The Monk mostly avoids running into anyone; the Barbarian convinces Akiros that the bandit on duty was supposed to be showing him the ropes and Akiros intimidates the bandit enough to not recognize the Barbarian up close; the medic is stuck hiding in Akiros' room while the second wave of zombies walk through. The bandits try fighting the zombies - a decent fight but the zombies have a minor advantage and one makes one or two very easy saves to survive; then the Stag Lord comes out, yelling at whoever is disturbing him.

He lines up a shot and gets a devastating hit on the last zombie - who makes the Undead Fortitude save to survive, becoming the protagonist of its own story. The third wave starts to approach the fort as the Stag Lord and the medic join the fight that has started between Akiros, the Barbarian, and the bandits. Protagonist Zombie follows the Stag Lord and no matter how much he tries, the Stag Lord is unable to take down this single zombie. Frustrated, he shoves the zombie at the medic, trying to get his enemies fighting one another - the medic hits the zombie once with his staff and it fails the save immediately.
The third wave? Half is picked off by the new party member, the other half is quickly beaten while the Stag Lord is unconscious and tied up.

This was the most notable death at the Fort. The other lieutenants were out before hand, while the other two named characters were captured alive - which should be interesting in the future.

Silver Crusade

Name: Halt
Race: Human
Classes/Levels: Ranger 4
Adventure: WRK*
Location: Halt's home in capital city
Catalyst: Halt revealed a secret
The Gory Details: This gets complicated. At level 1, the backstory for one PC was that he believed he was of Choral's bloodline, the only one not taken, but as a noble bastard, he had to keep that secret. Others with far more power aspired to claim the Duchy of Rogarvia, and if he spoke up, he'd likely be killed. So, he confided in Halt. This became the impetus for the charter and forming a barony. Everyone believed this PC was deserving of the title and was earning it.

Halt was killed early on by a displacer beast. His friends, having pleased some fey, were given a tip to transcend worlds to the original location where reincarnation was invented. Skipping to the end result, Halt got a new body, but everything fey comes with a price. He had to hear a secret that he could never share, else the restoration of spirit would be taken back. He learned his buddy was not of Choral's bloodline. Everything the party had fought for thus far was a lie. But, he couldn't share it.

Fast forward to 11th(!!) level. Halt has retired but still lives in the barony. The PC Baron has just gained access to the Commune spell. He contacts the agents of the gods and asks: am I of Choral's bloodline? They say no. He goes to the only survivor of the original charter group (yeah, it's been a deadly campaign, and some opted not to be rezzed for roleplay reasons), Halt. He tells Halt. Halt takes a deep breath and says, "I know. I've always known." With that, Halt violates his fey deal and goes to his death. Coincidentally, Halt was having a bad time at this exact moment of the year. It was the anniversary of his death and subsequent marriage to Goody Niska, on the same day of the year. Goody turned out to be a hag cultist that sacrificed their son for power. So, Halt was considering ending it all anyways.

Yeah, our Kingmaker has gotten that complicated. And it's been a blast.


Touc wrote:


Yeah, our Kingmaker has gotten that complicated. And it's been a blast.

If your Kingmaker campaign doesn't get complicated, you aren't doing it right.


Pathfinder Lost Omens, PF Special Edition Subscriber

Name: Grosk
Race: Half-Orc (Human)
Classes/Levels: Magus 4
Adventure: Stolen Lands
Location: Stag Lord's Fort
Catalyst: REALLY bad luck

Name: Barakas
Race: Tiefling (Elf)
Classes/Levels: Wizard 4
Adventure: Stolen Lands
Location: Stag Lord's Fort
Catalyst: REALLY bad luck

The Gory Details: After learning the details of the location of the Stag Lord's fort the PCs decided to head towards it determined to take down the bandit's leader. They planned a war of attrition - sneaking in close, killing a few, and running off and making sure that none escaped. The first night went off without a hitch with one of the towers burned to the ground and several bandits slain, including Dovan from Nisroch.

The second night, however, did not go as well. We are playing 2nd Edition...

The Stag Lord crit 10 times with his longbow. Five of which were natural 20s.
The Bandits rolled a natural 20 4 times.

That's 14 critical hits in one battle. I only rolled a 1 twice all night. It did not help that the party's healer was on the other side of the fort trying to burn down another tower and was unable to reach the dying magus and wizard in time.

The remaining PCs eventually ran - and the Stag Lord tossed the dead bodies in the zombie hillside while mounting the heads of the two slain PCs as a warning on spikes at the front gate. The group eventually returned with two new PCs and managed to defeat the Stag Lord.

They have named their barony Barosk in honor of their two slain friends.

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