Finally Started My Campaign (Spoilery Goodness!)


Kingmaker


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

My players:

Sky, the extremely flamboyant racist (against everything) male half-elf bard. Quote: "Half of my blood is pure. And the other half is even purer!"

The Cavalier (Yes that is his name), a calm and sophisticated male half-orc cavalier with an elk mount. Quote: "I do have a lot of patience, Sky. But I am quickly running out!"

Vorn Goldshlogger, a male dwarven druid raised by the Shoanti. Wields an earthbreaker and rides a T-Rex named Steve into battle. Exactly as awesome as he sounds. Quote: "What do you mean Oleg won't let Steve into the fort?"

Evita, an antisocial female human rogue with a pet raven named Quoth (feel free to cringe at the terrible pun). Dual wields a sword and dagger for maximum sneak attack. Quote: "You guys are taking too long to decide, so I'm just gonna slit their throats."

Suroze, a methodical and calculating male gnomish sorcerer who rides around in a cart being pulled by a yak. Quote: "Well, it seems we've all arrived. Shall we depart?"

And Terai, a female elven alchemist who joined the party at the last minute and thus doesn't have much characterization yet. Quote: "Yay, bombs! I love throwing bombs!"

So far things have gone smoothly; my players seem to be a bit schizophrenic and go back and forth between "kill them all!" and "capture them alive!". Their attempt to ambush Happs failed pretty terribly after he made a quite good perception roll, and he almost KOed Sky with a lucky shot, but they salvaged the situation fairly well. Happs decided to use the supply wagon as cover - completely failing to note the half-orc hiding inside it - but that turned out not to be a problem when the Cavalier missed three attacks in a row against him (including an attack of opportunity Happs gave him by firing in melee because he didn't consider him a threat). But a couple rounds later, a charging bite of death by Steve on a fleeing bandit, some bombs, and a Sleep spell ended the fight.

Happs and most of his bandits were taken alive, but then everyone but Happs had their throats slit. After a natural 20 intimidate vs. natural 1 will save (on top of watching his allies die) Happs had a complete nervous breakdown, begged for his life and told the party everything he knew in between fits of blubbering. May become an ally in the future if Sky ever forgives him for being a better archer.

After dealing with Happs (and learning from him that Kressle would be suspicious if he wasn't back in three days) the party decided to beeline Thorn River and try to catch the bandits with their pants down, which they mostly did. Good scouting of the camp and a solid plan could have resulted in an excellent ambush.. if not for one of the lookouts rolling three natural 20s in a row. Too bad all he got for his luck was a pair of Sky's arrows in the stomach, but he did hit the annoying bard with a thunderstone (Sky managed to natural 1 his fortitude save and spent the next round nauseated).

Unfortunately for the rest of the bandits, initiative rolls sucked for them (especially Kressle, who got a natural 1) and both the druid and the cavalier got into melee range with mounted charges. After some nasty lance damage and a magic missile, Kressle wasn't feeling well (and in the heat of combat forgot that she had a healing potion (bangs head against wall)). A very short time later with only a couple party members taking any real damage, 3/4s of the bandits are dead (one from being pushed off a guard tower while asleep because the gnome realized that was more damaging than a dagger coup de grace) and Kressle is captured (at negative hit points but stable). And then, to cap off an excellent session, the druid almost dies (down to -8) to the bear trap in the wagon, long after the bandits are dealt with. XD

Scarab Sages

Pathfinder Adventure Path Subscriber
MaxAstro wrote:

My players:

Vorn Goldshlogger, a male dwarven druid raised by the Shoanti. Wields an earthbreaker and rides a T-Rex named Steve into battle. Exactly as awesome as he sounds. Quote: "What do you mean Oleg won't let Steve into the fort?"

Ok, ok let me get this straight, doesn't the Kingmaker campaign start at 1st level? Can you please explain to me, for the love of all that is normal, the T-Rex mount?!

Reebo
P.S. Yes it is as awesome as it sounds.


Probably a dog or goat magically made to look as a T-rex?


T-Rex commpanion and scroll down a page or two.

-- david
Papa.DRB

Reebo Kesh wrote:
MaxAstro wrote:

My players:

Vorn Goldshlogger, a male dwarven druid raised by the Shoanti. Wields an earthbreaker and rides a T-Rex named Steve into battle. Exactly as awesome as he sounds. Quote: "What do you mean Oleg won't let Steve into the fort?"

Ok, ok let me get this straight, doesn't the Kingmaker campaign start at 1st level? Can you please explain to me, for the love of all that is normal, the T-Rex mount?!

Reebo
P.S. Yes it is as awesome as it sounds.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Yes, the T-Rex is his animal companion (druid, remember?). Although, because I felt it was stupid that horses and camels are the ONLY large size animal companions at level 1, I allowed the T-Rex to be basically permanently Enlarge Person'd so it's large enough to ride, but doesn't have the silly huge stats it gets when it "grows up" at level 7.

Scarab Sages

Pathfinder Adventure Path Subscriber
MaxAstro wrote:
Yes, the T-Rex is his animal companion (druid, remember?). Although, because I felt it was stupid that horses and camels are the ONLY large size animal companions at level 1, I allowed the T-Rex to be basically permanently Enlarge Person'd so it's large enough to ride, but doesn't have the silly huge stats it gets when it "grows up" at level 7.

Cool, still exploring the new Pathfinder rules myself, but if it works, why not.

Reebo


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Well, after missing a week due to out-of-town players, had the second session and it was pretty awesome, although it was over 75% roleplaying and very little combat.

Started out with interrogating Kressle, which was some excellent roleplaying from everyone, especially Evita and Sky. Ended up dragging her back to Olegs. Along the way, through some lucky roles, some pranks, and more great RPing, they got the faerie problem handily resolved. Sky played music for Tyg-Titter-Tut and the Cavalier lost a drinking contest to Perlivash (using the wine from the Thorn River camp). Back at Olegs they met Kesten, got paid for killing bandits, checked in on Happs (who they found shoveling manure for Oleg), got Jhod Khavken's quest, the kobold quest, and the moon radishes quest. I went with someone on the forum's suggestion of Svetlana wanting the radishes for their "performance enhancing" properties, to much lols.

Due to some other changes I made (namely the Stag Lord's fort is hidden by a multi-part map to prevent my impulsive players from rushing straight off to it) and discovering that both the wedding ring and a piece of the map are in kobold hands, everyone wants to track down the kobolds. However, since they knew where the radishes were thanks to the fae, they decided to get them first. Had the first random encounter of the game while exploring that hex - 3 boars turned out to be a fairly nasty first level encounter, especially since Evita and Sky decided the encounter wasn't worth their time and Suroze was slow to wake up. Vorn and Steve the T-Rex both hit negatives - Vorn almost died from an unlucky critical hit. I am starting to think that Vorn almost dying to bad luck is going to be a recurring theme.

After that unlucky encounter, the party was happy to find the sought-after kobolds in the radish patch... whom they promptly slaughtered. A sneak attack arrow, a sleep spell, and a bomb from the alchemist (with enough splash damage to kill a kobold outright) ended the fight before the kobolds got to act, leaving one kobold as a hostage. In an effort to make ending the sessions right before an interrogation also a recurring theme, we broke there.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Session three finished, and pretty damn awesome. Party finally kicked it into high gear and managed to get so much stuff done I have a hard time remembering it all. They got a bunch of information about Tartuk, the Sootscale lair, and the mites from the captured kobold before Sky decided it had outlived its usefulness and killed it. On their way back to Olegs, however, a couple of them spied a wand lying unattended in some thick brush... And Terai, with a lucky knowledge roll, realized she was walking towards a Shambling Mound ~just~ in the nick of time. Even so, the party barely escaped the deadly beast - Vorn once again hit negatives, and in fact I'd have a post to add to the obituary if not for a house rule I use that you have one full round to save someone who is about to die. It took the group two rounds to realize that staying and fighting was a terrible idea, and they finally bolted.

Making it back to Olegs, the group found the weather had turned sour and spent a couple days resting there after giving Svetlana her radishes. Vorn spent the whole time getting as drunk as possible, everyone else socialized to a degree. Sky, after some excellent roleplaying and a stealthy Charm Person, managed to convince Vekkel - who I roleplayed as a half-senile old codger - to give him the bow and arrows to kill Tuskgutter with.

Finally deciding to do some real exploration, the party set out west. After finding a drunk and wounded bandit in a pit trap (see Kingmaker Expansion thread), they decide to grill him for information by posing as a drunken hallucination. In a hilarious bit of roleplaying prompted by Sky, they told him they were the manifestations of facets of his personality. Suroze was his forgetful side, Evita was his violently masochistic side, Terai was his "sexy side", and Sky was his repressed homosexual side. Successfully extracting the password to the Stag Lord's camp from him, they left him tied up and back in the pit where they found him - but at least Vorn (his self-preservative side, apparently) splinted his leg.

From there they found the bear traps - which they had been warned about by the fey - and managed to clean them up. Evita was faced with the difficult choice of whether or not to warn the incredibly annoying Sky that he was about to step in a bear trap, but decided to do what was probably the right thing. Though she regretted it immediately after as Sky promised her his "undying gratitude" and was generally annoying.

From there they found Breeg, and Terai managed to spot that the trap had been sabotaged, although they came short of guessing why or how. Moving right along after grabbing his axe, they came to the hot springs, which had been their intended destination from the get-go. A fun but not-terribly-deadly encounter with a pair of Tatzlwyrms (a mother teaching its child to hunt) precluded an almost harmless encounter with the giant frogs, which Terai (maintaining her record of rolling incredibly well on perception checks) managed to spot before they could suprise the party.

After enjoying the hot springs a bit, they decided to head to the temple the fey had told them about. As they found the temple, a thunderstorm was quickly building (yay for random weather) and they decided to see if they could find shelter in the temple. Quickly finding the prospect un-bear-able (sorry, sorry), they Calm Animaled the bear, talked to it long enough to determine they weren't welcome, and then at the prompting from Vorn (who received a warning from his patron goddess that they were not ready to take on the bear) camped away from the temple to wait out the storm.

Decided to head back to Olegs to grab Jhod Khavken but wanting to do a bit more exploration on the way, the group crossed the river at the now-abandoned Thorn River camp and made their way to the hex with the gold vein, which they quickly stumbled across. Vorn, being the resident dwarf, decided to prospect the vein alone. Suroze has a yak that pulls a cart for him, so the party tied a rope to the cart and then tied it around Vorn to lower him into the cave. As it turns out, doing so saved his life because to make things more interesting I'd added a pair of Cave Fishers to the gold mine. What followed was a protracted tug-of-war between the yak and the Cave Fishers - only one of which seemed to be able to hit Vorn at any given time, luckily. A few lucky rolls managed to get Vorn out of there, although without even seeing what was attacking him - the party is convinced it's some kind of spider. Putting the mine behind them for now, they headed back to Olegs without event and broke for the night, finally getting enough XP to hit level 2.

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