Golden Suns of Kor Kammor


Campaign Journals


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Well, I'm starting a Brand New campaign tonight! It's Golden Suns of Kor Kammor, a gestalt Pathfinder game allowing nearly all official Pathfinder material (there are, like, two feats and three spells I've outlawed until they get errata, and there is no way to detect alignment -- even smiting won't do it, since hp are abstract you can't tell IC if you "did more damage" because you smote evil, or because you crit, or because the bad guy only had 5 hp left), all Super Genius Games material, and a lot of Rite Publishing and Jon Brazer Enterprises material (and more potentially allowed with a GM review).

I hope to run it once a month. (Our gaming schedule is SO stuffed!)

At the end of the last campaign, Silken Sails of Kor Kammor, the heroes managed to reform the Aldean Church, and help the Messaih Reborn ascend to godhood. As a result the world is entering a new Golden Age, as mighty heroes are born who can face off against the vast evils that have taken over much of the known world in the previous ages. All PCs are in their late teens or early twenties, and have been identified as "reborn saints" granted special powers by the new Aldean god (hence the gestalt classes) and in most cases trained in Nuevo Akkador, the City of Heroes (and seat of the newly-restored Aldean Church).

Characters start at 3rd level, and background histories must include 2 noteworthy adventures the character has been on. The characters are:

Kinsen Jelt (Male NG human seer oracle of life/celestial sorcerer) Descended from the sister of the Messiah reborn, Kinsen (Kin's Son) is a scion of divinity, through whom magic flows life blood. As a boy Kinsen foresaw an invasion of his homeland by the Gnargir (flind/gnoll empire with half-demons and godlings common), and his divinely-inspired guidance was instrumental in its defense (resulting in him being taken to the front lines despite his youth). Then he insisted on aiding the enslaved orc shock-troops his people captured during the fighting settle as a (relatively) peaceful folk (though most hire out as mercenaries), resulting in a vast political power he has no interest in exercising.

Brand (Male LG half-orc paladin/inquisitor) One of the previously enslaved shock troopers Kinsen helped re-settle. Brand had no name as a slave, then on day threw himself in front of a scorching ray meant to slay Kinsen. The fire branded with the Holy Tree of the Aldean Church (an acknowledge miracle), and he became a paladin/inquisitor. Originally an orc, he is a half orc because the miracle was caused by a hound archon having itself bound to the orc in order to help guard Kinsen. Brand was taken to Akkador a few years ago for training, where he rooted out several bad elements by the simple expedient of allowing himself to be captured by bigots, tortured, and then rescued.

Hundred-Handed Lui ("loo-oi")(Male LN summer elf magus/monk) Reincarnated champion of the far east, Lui underwent the Gauntlet of a Century of Blows, a training exercise designed to identify reincarnated :Great heroes," and on his sea voyage to Nuevo Akkador helped defend the ship against the Bloodwind Pirates.

Mira Fatesdottir (Female CG dwarf clever godling/summoner) Literally a god born in a mortal body so she can experience mortal life before becoming the dwarven Goddess of Crafts. Her eidolon is The Breaker, an earth element assigned by her pantheon to keep her alive, because if she dies as a mortal, she will never achieve godhood. Mira fought off a pack of wererats as an infant, and then was captured by slavers working for Kaug Blackspear, an evil god also born into mortal form as a result of his immortal form behind killed. However she masterminded a slave revolt (and managed to badly wound Kaug Blackspear, who fled), then marching the survivors to Akkador as the nearest safe city. Though not Aldean herself, she respects the newly-reformed church.

Nenevieve Ravenswing (Female N aellar witch/shadow assassin) Nenevieve is the reincarnation of Dyrienne the Night Queen, a fallen saint who was responsible for the original downfall of the Aldean church. The Messaih reborn is giving her one more life to redeem herself, before she is cast into the Outer Darkness, home of the Elder Gods, forever. She and a number of other girls of her village were nearly killed by a hag who wished to drink their blood to gain power. Then she was captured by Kaug Blackspear who wished to turn her to evil, and instead she was rescued and befriended by Mira Fatesdottir.

Dellen Whitesmith (Female NG human fighter/armiger) Dellen is a smith's apprentice (a whitesmith works in mithral and adamantine, having it as a family name is a note of coming from a long line of master smiths) who thought she was 6 foot 4 inches and able to bench press a horse as a teen because her parents where both big northerners. She refuses to believe she is a "reborn saint" because she (unlike every other character) can't cast spells. She fought off a goblin attack on her father's forge as a child, and ended up being one of the guards of the caravan that brought her to Akkador after a few guards were killed in a Gnargir (flind/gnoll) attack. Fights with a longspear and tower shield (with spear brace armiger talent). She has trained to be in the Ivory Guard, so she can protect the "real" saints reborn, which is the only reason she agrees to go along with the group on its first adventure (to protect them).

Grun Ironhoof (male LE taurian Rog-Kalem/gunslinger) Grun was raised in Lybrittia, a patriarchal, misogynistic minotaur island culture, and was hired out to the Bloodsail Pirates as muscle. When an Aldean Wave Cathderal defeated the ship and captured him, he eventually agreed to give his parole so he would have more freedom to move about. The Aldeans have identified him as a reborn saint, and sentenced him to seven years service to the church, which Grun accepted. He was then sent on an expedition to fight Lybrittian slavers and explicitly given a chance to escape, to see if he could be trusted. Grun takes his seven year sentence seriously, and thus fought his kin with horn and musket as best he was able. It's already been established than Grun and Mira don't get along, but that's largely been chalked up to their racial and cultural differences so far (and actually Mira is more often the one to start trouble).

As far as the players know, their characters are to accompany the elderly Mother Wykka on a short trip up-river to the edge of the Dengdel forrest. There, every year for the past thirty years, Mother Wikka has taken the tribute of the Khek, a powerful tribe of lizardmen who were unwilling to convert to Aldeanism, but were willing to ally themselves to the secular power the Aldean Church represents. In return, Wykka gives them potions and salves for healing, disease removal, and good crops (worth exactly the amount of the tribute to be collected).

It's supposed to be a milk run...


Welcome back to journalling your campaign. I assume because this is on the Paizo boards that it will be Safe for Work?


Saracenus wrote:
Welcome back to journalling your campaign. I assume because this is on the Paizo boards that it will be Safe for Work?

Thanks!

Well, as safer or safer than Black Days. I dont put illos in my journals. There may be descirptions of what TV calls "adult situations," but no graphic descriptions of it.

This game is supposed to be one step less intense than Black Days of Kor Kammor was, so you can use that as your guide! :)

Sovereign Court

Hiya DG!

Nice to see your campaigns being posted again.


Ah, something to look forward to at last! Good to have your inestimable writing skills back with us Dungeon Grrrl :)


Phalazar wrote:

Hiya DG!

Nice to see your campaigns being posted again.

Thanks! It's nice to be doing it again! Since I'm just running this once a month, hopefully I can keep up and it wont take up TOO much time. :)


Lathiira wrote:
Ah, something to look forward to at last! Good to have your inestimable writing skills back with us Dungeon Grrrl :)

I blush! I hope it lives up to expectations. ;)


Okay, we ran the first session! It went pretty well, despite me surprising the players a few times and them surprising me hugely once. Or maybe thats WHY it sent to well!

Without delay:

Golden days of Kor Kammor, Session One

RULE SET
Nearly Pathfinder material is allowed
All Super Genius Gams material is allowed
Significant amounts of Rite Publishing and Jon Brazer Enterprises material allowed
Critical Hit cards and Plot Twist cards are in use.
There is no way to detect alignment, or sections of alignment. (Instead of the detect evil ability, paladins know just before performing an act if it'll violate their paladin code.)

CAST OF CHARACTERS
Brand (Male LG half-orc paladin/inquisitor) An enslaved shock trooper Kinsen helped re-settle. Brand had no name as a slave, then one day threw himself in front of a scorching ray meant to slay Kinsen. A miracle occurred, the fire branded him with the Holy Tree of the Aldeaen Church (an acknowledged miracle), and Brand became a paladin/inquisitor.

Dellen Whitesmith (Female NG human fighter/armiger) The 6 foot 4 inch daughter of a married pair of norther master smiths, she refuses to believe she is a "reborn saint" because she (unlike every other character) can't cast spells. Fights with a longspear and tower shield (with spear brace armiger talent). She has trained to be in the Akkador Ivory Guard, so she can protect the "real" saints reborn.

Grun Ironhoof (male LE taurian Rog-Kalem/gunslinger) An ex-pirate the Aldeaens identified as a reborn saint, and sentenced him to seven years service to the church, which Grun accepted. Grun and Mira don't get along, but that's largely been chalked up to their racial and cultural differences so far (and actually Mira is more often the one to start trouble).

Hundred-Handed Lui ("loo-oi")(Male LN summer elf magus/monk) Reincarnated champion of the far east, come to train himself for a great destiny. Last know practitioner of the "arcane fist" and "hand of five rings" fighting styles.

Kinsen Jelt (Male NG human seer oracle of life/celestial sorcerer) A homeland hero and nephew of the Messiah, used divination to help his homeland stave off an invasion from the Gnargir (flind/gnoll empire) and gained vast (unwanted) political power. Seen as a peacemaker and liberator (who saw orc prisoners of war settled rather than killed).

Mira Fatesdottir (Female CG dwarf clever godling/summoner) Literally a god born in a mortal body. Her eidolon is The Breaker, an earth element assigned by her pantheon to keep her alive. Once captured by Kaug Blackspear, an evil god also born into mortal form, she masterminded a slave revolt (resucing Nenevieve in the process).

Nenevieve Ravenswing (Female N aellar shadow assassin/witch) Reincarnation of Dyrienne the Night Queen, a fallen saint. Captured by Kaug Blackspear (who wished to turn her to evil), and instead she was rescued and befriended by Mira Fatesdottir.

WHAT HAPPENED!
The characters are to accompany the elderly Mother Wykka on a short trip up-river to the edge of the Dengdel Forest. There, every year for the past thirty years, Mother Wikka has taken the tribute of the Khek, a powerful tribe of lizardmen who were unwilling to convert to Aldeaenism, but were willing to ally themselves to the secular power the Aldeaen Church represents. In return, Wykka gives them potions and salves for healing, disease removal, and good crops (worth exactly the amount of the tribute to be collected).

This has gone smoothly for thirty years.

Also along is Mother Wykka's bodyguard, Jyorgir the Shadow (a norther fetchling), two members of the ivory guard (human warriors), and six sailors to run the riverboat (two elves and four half-elves).

The riverboat ride is expected to take a few days. The heroes get to know each other. The first night, Brand and Dellen run into each other, discovering they have both decided to keep watch as the boat travels at night. Jyorgir assures them this is not needful – he watches the boat all night. But the two insist, although at Brand's suggestion they break up the watch (given Dellen two short shifts at the beginning and end, and Brand the darkest part of the night, as he has darkvision).

The next day upon discovering what Brand and Dellen have done, Mira decides everyone should take night watches, to spread the duty around. Grun immediately says he isn't going to, since he was tasked with keeping Mother Wykka safe at the conference, not on the trip to or from it (which is true, if a very narrow read of his instructions). This immediately sets of a yelling match between Mira and Grun, with Mira furious and Grun calmly insulting.

Insults included:
(From Mira) "Cow-breath" "Hatrack" Moose-headed, pig-brained, souless, vagabond!"
(From Grun) "End-table" "goblin lover" "rock-licker" "breeding sack with an overdeveloped sense of importance"

While Brand stands near Grun (more to make sure no one attacks Grun than to stop the taurian, as Grun seems perfectly calm even while slinging vile insults), and Dellen stands near Neneveive (who seems ready to attack Grun for insulting Mira), Lui carefully moves out of the way (unwilling to impose his preferred resolution on other reborn saints, who he sees as equals), and Kinsen goes to ask Mother Wykka to put a stop to the arguing. She tells Kinsen part of why they are on this trip is to learn how to deal with the world, and that includes settling their own disputes. She assures him she has no intention of allowing anyone to get seriously hurt, but as long as neither she nor her direct minions are being disrespected or injured, she's inclined to let the heroes-on-training to figure this out on their own.

Kinsen decides to try to broker a peace between Grun and Mira (and Brand moves to make sure he's near Kinsen), but Grun is simply unwilling to compromise, and Mira dislikes letting the issue go. In the end, Kinsen talks Mira down. Grun smugly declares himself the winner, and Kinsen wheels on him. All Grun has done, he states firmly, is trade a few uninterrupted night's sleep for the good-will and respect of everyone who can guard, heal, and scout for him. Hes "won," agrees Kinsen, at the cost of knowing he's the very last person anyone here will look to aid in a tough situation. It is, thinks Kinsen, a pretty stupid cost to pay for such a minor victory. But maybe that's why the taurian was captured by the Aldeaen's in the first place?

Grun loses his smug.

There are several "false" encounters to give people a chance to get used to their character sheets. A burned-out fishermans' boat is found at the edge of the river. One of the barrels of supplies has gotten wet and spoiled. A flock of rare golden swans is seen flying overhead. The players respond to each with a quick investigation, and admit they are on notice that I really well mention unimportant thing, so they can't respond to everything I say like it's the start of a fight. (IE if Lui wants to cast Mage Armor every time I mention anything odd, so its already up before a fight starts, he can do that, but he can't be sure something is a major encounter just because its odd. This is pretty much my normal GMing style, and my players all know that, but a quick reminder is always a good idea.)

After a few days, the group reaches the Dengdel Forest. They have a short walk (hauling their ship onto the bank, and bringing everyone along) to Skel-akhek-skeeis, a holy place to the Khek tribe of lizardmen (size large alligatormen, to be specific, averaging 800 lbs and 13 feet from nose to tail-tip), where they signed an alliance with the Aldeaen church that Wykka negotiated.

The PCs go nuts looking for traps or signs of ambush (except Grun, who just sticks near Wykka). Mother Wykka lets them, as they are (after all) supposed to be guarding her. Some stay back where the sailor's have set up a small camp, others check the treeline, and so forth. Jyorgir the Shadow states he sees no need to treat this as dangerous, and just sticks near Wykka. When a party of Khek arrive, the PCs take up positions to be ready if the allegatormen attack. They do divination spells to look for charms, diseases or poisons, hoping to find any reason why this year things don't go smoothly. The Khek seem a bit agitated by the increased scrutiny, and eventually Mother Wykka tells the young heroes to stand down.

Wykka speaks with a Huge alligatorman, Staksskee ("Brone-Crusher"), the tribes war-chieftain. (The Khek have a Craft Chieftain, Winter Chieftain, a War Chieftain, and a Plague Chieftain. Each is in charge for specific situations, the Craft Chieftain running things when there is no war, ice, or ongoing ailment affecting the tribe). While normally the Craft Chieftain makes the tribute delivery (furs, woods, herbs, and especially "black nectar" (a crystalized sap of plants from the Dengel Forest that grant spellcasters prophetic powers in proportion with their caster level, AND gives spellcasters a minor boost to spell power and non-spellcasters minor spell resistance), Stakskee explains that some unseen force has been slaying their young and breaking their unhatched eggs. He has taken over as he believes it to be an enemy attack, though the Plague Chieftain has begun to suggest it's really a curse (which would put the Plague Chief in charge).

Thus in addition to the normal amount of black nectar, the War Chief has brought a huge lump the size of his thumb, and asks Mother Wykka for a boon. He will forgo the normal support of potions and salves, if Wykka will agree to drink the black nectar and direct the visions it will give her toward the threat killing the Khek's young and unhatched. Wykka agrees, and sends Jyorgir the Shadow back to the sailor's camp (just a few hundred feet back and in line of site) to get her formal ceremonial tea set so she can make a strong batch of the black nectar.

Grun takes the lump of sticky, dark sap from the War Chief. Nenevieve comes over to "consult on a matter of etiquette," can (using the massive Grun for visual cover from the alligatormen) casts Detect Magic and Detect Poison on the black nectar. Grun approves of this caution (and has enough Spellcraft to identify the cantrips used), and mentions to Nen he's pleased she can confirm he's made no effort to poison the old woman (which causes Nenevieve to watch him like a hawk to ensure he doesn't poison the black nectar after he spell, since he was who she didn't trust). Then Jyorgir the Shadow returns with Wykka's ritual tea-set, and the Mother sets out to make the divinatory drink.

This takes several minutes. I confirm that Nenevieve is still watching Grun, and have her make a Perception check, then suggest everyone do so. This gets Perception checks from the players without making them suspicious.

Mother Wykka enters a trance, and talks as she has visions. She sees blue snakes of smoke in the forest, slinking through the grass and eating eggs and striking from dense brush to steal young Khek. She sees the smoke snakes' trails, weaving back through blue fog, leading to a vast stormcloud that sits on the ground. There is evil afoot, she says. Evil that has been pushed, and wounded, and driven from its lair. Evil that wishes revenge for the loses it has suffered. Evil with a name. Evil called...

And then, with green foam spouting from her mouth, Mother Wykka dies.

The players erupt. They scan for hidden archers, shove the Khek back and accuse them of some mischef, look for the sign of some invisible foe in the grass. Brand and Kinsen rush toward Mother Wykka, while Dellen sees something moving thr grass at the edge of the holy clearing and jogs over to check it out. More Perception checks, these made by me with results hidden.

Kinsen checks out Wykka's body, and makes a great heal check. He identifies the foam as a mix of Poison Sage (a deadly, natural poison often used by primitive cultures, and common in the Dengdel forest) and undigested black nectar. He says as much, and Brand wheels on the Khek and draws his axe.

Grun shoots a suspicious look at Nenevieve, and hefts his warhammer-musket Last Stampede and levels it at Nen. Mira sees this, and order the Breaker (her eidolon) to protect Nen. Nenevieve looks Grun dead in the eye, levels her finger at Jyorgir the Shadow and screams "Traitor assassin!"

While the other characters (and their players) stair at Nen in shock, Grun swings Last Stampede at Jyorgir, and fires point-blank. This is the surprise round, and no one else goes. Then Grun wins initiative (barely) and charges the fetchling, slamming into him with both horns. Then all heck breaks loose.

Blue-scaled goblin snakes burst up from the waving grass Dellen has almost reached, and fire out to strike her. Despite being flat-footed and taking 6 attacks, Dellen's AC protects her from everything (Player joke "She does cast spells! She cast "plate mail and tower shield" a few weeks ago, and the duration is still running!" "Right! It's a 0-level spell, but the focus is a suit of plate mail and a tower shield.")

At the same time, goblins rush out of the treeline. One casts Flame Blade as it rushes in, and the players realize these goblins are wearing horsehide cloaks, and that one has a horsehead hood. Towering behind them all is a massive, bearfur-clad Arlkang (a size Large 6HD-12HD goblin bigger than a bugbear, essentially goblin hill giants).

Things dissolve into a massive melee. Brand, Grun, the Breaker and Nenevieve fight Jyorgir the Shadow; Dellen faces off against the goblin snakes (and Lui running over to assist her"); and Kinsen and Mira facing off against the goblins and Arlkang. While Kinsen launches webs to slow the goblins in the trees and hold person to get stragglers, Mira uses her Lame dirty trick (from Resourceful Combatant) to slow, then stop the Arlkang, and then gets off her one Crushing Wrath to stagger it for 4 rounds. When a Khek is damaged by a goblin spear, Kinsen heals him with a channel energy. As a reslt, the Khek also move to aid Kinsen and Mira, which is the only reason

The group pounding Jyorgir the Shadow wins first, and Brand uses inquisitor magic to demand an explanation for his treachery (which, Brand's player hopes, will also confirm he is a traitor). As a quick rules aside – Brand initially used Interrogation to try to force an answer out of Jyorgir the Shadow, but we discovered that was an evil spell and he'd lose his Paladin status. Brand's player was confused because he thought he'd looked that up, but it turns out he'd checked the very similar – but not officially evil – Confess spell Brand's player was annoyed that one was evil and the other not, and we all agreed it was a bit odd. As a compromise, we added "Answer" to the list of commands an Inquisitor can give with the Command spell, and had Brand take Command rather than Interrogation, which made everyone happy.

In any case, Jyorgir says that with evil things being forced out of the darkness, they are moving into the shadows, and the young saints reborn have NO IDEA what some of those forces can do to a man, if they capture him. He tries to take off his breastplate, but dies (he took a bleeding crit from a card during the fighting) before he can. While the others rush to go help Kinsen and Mira, Ninevieve stays to strip his armor off, and find there is a brand with the runes "Slave of the Storm" on his chest, no more than a few weeks old.

Brand, Grun, and the Breaker rush to aid Mira and Kinsen, and Brand finally slays the Arlkang with a critical hit smite evil. The group (including Khek) then turn to finish off the goblin snakes. Much to everyone's surprise, Lui and Dellen have taken very little damage.

The heroes ask for a quick confab away from the Khek, and the alligatormen agree. Nineveive explains what she found, and Dellen suggests they need to make sure no one else has the Storm Salve runes. Ninevieve and Grun both object, and Grun points out such an examination would have to be... thorough. And some, he notes, might have secrets hidden beneath robe or armor they would prefer not to have exposed in public.

Kinsen suggests that if one of them submits to scrutiny by the whole group, that one could then check all the others and promise to keep their secrets.. The group agrees, and Kinsen discovers he's the only one everyone trusts. Embarrassed, he strips before the group, and is inspected for brands – none of which are found. Then he dresses and uses a tent to check everyone else, and all the sailors and the two ivory guards. He finds why Ninevieve and Grun objected, but keeps their secrets.

The group has to decide what to do. Kinsen thinks it's simple – go back to Nuevo Akkador and report. Brand objects that the Khek are still allies, and may be destroyed by the blue smoke snake threat, which surely must be related to the goblins that attacked here. He feels the heroes, as representatives of Mother Wykka and the Aldeaen Church, must go to their aid now that the threat is proven real and immediate. Ninevieve feels its more important to get word of traitors in the church back to Nuevo Akkador, but Dellen points out the ivory guard and sailors can take word back – no one needs a boat in the forest, where the threat to the Khek lies.

Mira snidely suggests the debate doesn't really matter – the reborn saints are supposed to stick together, and obviously Gurn will refuse to go help the Khek since he wasmt ordered to. Grun disagrees, and says he plans to aid the Khek in killing every last goblin involved in this attack. When questioned why, he explains he was guarding Mother Wykka, and she died. The goblins are, he agrees, obviously involved in whatever Storm Mother Wykka saw as the origin of the blue snakes, and which branded and turned her bodyguard. It is, notes Grun, a bad idea to let word get out what foes can get away with killing those he guards. If he destroys the entire organization that did so, word will get out, and fewer people will dare oppose him in the future.

Kinsen notes that he thinks thats... disturbingly reasonable. Grun also suggests that since the Khekl didn't want the aid Wykka normally gives them, and a lot of it is curatives, and the PCs are going to aid the Khek, it'd be a good idea to loot her aid chest. Brand bristles, but admits it's a good use of resources, and that it's what Mother Wykka would want if she was still alive. However, Dellen notes, the aid still belongs to the Aldeaens or the Khek – NOT to the PCs, Grun included. The taurian agrees.

Mother Wykka is burned in a pyre, Kinsen says a few words ("This kind woman was clearly an angle, given to use to guide us through difficult years. She has trained us well, and we thank the heavens for the loan of her. We return her now, up into the sky, so she can watch us earn the trust she gave us.") The ivory guards and sailors are sent back to Nuevo Akkador with letters explainign what happened, and Jyorgir the Shadow's body.

The PCs tell the War Chief they are oging to provide the aid the Khek need to overcome these attacks, and the alligtormen lead the heros into the depths of the Dengdel forest.

End Session 1.


Although I doubt anyone really cares, I thought I ought to keep any changes/rewrites made to PCs public so readers know why the main cast is suddenly acting differently.

Dellen was written without using the APG, which is one reason her player settle on using a longspear. After a few other players discussed this, the decision was made to change Dellen's longspear (and the feats and abilities tied to it) to lucerne hammer.

Liberty's Edge

Your sudden plot twists are always fun to read - your gaming table must be getting rickety from the slam of dropping players' jaws.

Scarab Sages

I very much like the blending of "regular" monsters with types unique to your campaign. The Arlkang is a neat concept. Is it a goblin with the giant template or an ogre reskinned?

It is good to see you posting again and sad that it may only be once a month. I understand the demands of time, but impatience has its demands too.

I look forward to next month's entry.


Bookkeeper wrote:
Your sudden plot twists are always fun to read - your gaming table must be getting rickety from the slam of dropping players' jaws.

I work hard t keep them on their toes. They MAKE me work hard to keep them on their toes!

Of course the flip side of that is to often make everything exactly what it seems. Sometimes the bandits holding the bridge really are just bandits holding the bridge. In this case I'd gone to great lengths to explain why Mother Wykka didnt feel there was any risk from the Khek, many of whom she knew and who had been good allies for decades. And, in fact, there was no threat form the Khek (yet, anyway).

Of course when you draw out an encounter on your battle-board, players know there's a god chance something is up. Since I often give them just what they expect, I get away with sometimes instyead givign them what they've been told. :)


Patrick Walsh wrote:

I very much like the blending of "regular" monsters with types unique to your campaign. The Arlkang is a neat concept. Is it a goblin with the giant template or an ogre reskinned?

It is good to see you posting again and sad that it may only be once a month. I understand the demands of time, but impatience has its demands too.

I look forward to next month's entry.

Yeah, I wish I had time to post more. :( As it is, I only think I can get away wit this because it should just be once a month (plus whenever I have time to come see replies -- I live for replies!)

Arlkang started life as reskinned hill giants back in the 3.0 days of Kor Kammor. Now they're bugbears with extra racial hit dice, scaled up to Large, with new feat and weapon options.

Her Lab makes upgrading monsters MUCH easier! A lot of my custom monsters nowadays are existing monsters with hit dice added, and new feat/spell/weapon options.

In case you are curious, here's a "base" Arlkang. They advance up to 12 racial hit dice (and at 12, they are Huge).

Arlkang CR 5
NE Large Humanoid (Goblinoid)
Init +0; Senses Darkvision (60 feet), Scent; Perception +6
--------------------
DEFENSE
--------------------
AC 18, touch 9, flat-footed 18 (+4 armor, -1 size, +5 natural)
hp 45 (6d8+18)
Fort +5, Ref +5, Will +2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Boar Spear +10 (2d6+10/20/x2) or Boar Spear +8 (2d6+16/20/x2) or
Club +10 (1d8+7/20/x2)
Ranged Sling +3 (1d6+7/20/x2)
Space 10 ft.; Reach 10 ft.
--------------------
STATISTICS
--------------------
Str 24, Dex 11, Con 16, Int 10, Wis 10, Cha 9
Base Atk +4; CMB +12; CMD 22
Feats Desperate Battler, Intimidating Prowess, Power Attack -2/+4
Skills Climb +10, Intimidate +10, Perception +6, Stealth +3, Survival +6, Swim +4
Languages Common, Goblin
Combat Gear Boar Spear, Club, Hide, Sling;
--------------------
SPECIAL ABILITIES
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Desperate Battler Gain +1 morale bonus on melee attack and damage when alone
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Scarab Sages

Dungeon Grrrl wrote:


Arlkang CR 5
NE Large Humanoid (Goblinoid)
Init +0; Senses Darkvision (60 feet), Scent; Perception +6
...

Thank you for the insight and stats. I also use Hero Lab and should be able to enter this in easily for later (evil) re-use. Heh, heh, heh...

Dark Archive

Another good-looking campaign journal. Can't wait to see more.


Patrick Walsh wrote:
Dungeon Grrrl wrote:


Arlkang CR 5
NE Large Humanoid (Goblinoid)
Init +0; Senses Darkvision (60 feet), Scent; Perception +6
...

Thank you for the insight and stats. I also use Hero Lab and should be able to enter this in easily for later (evil) re-use. Heh, heh, heh...

I'm glad its helpful!


Doorhandle wrote:
Another good-looking campaign journal. Can't wait to see more.

Thanks! It should only be another couple of weeks. ;D


It's been a couple of weeks. May we pretty please have more Dungeon Grrrl storytelling goodness now? It's a new year, everyone's got a fresh start on being nice now, so can we have the next entry please:)

The Exchange RPG Superstar 2011 Top 32

Quote:
("This kind woman was clearly an angle, given to use to guide us through difficult years.

So, was she acute or obtuse? Personally, I think she would be right.


This just must be the time for some of my old favorite campaign journalists to be returning to the boards in good form. Already sounds like you've got another amazing story brewing DG! I'll be following this one as well.


We didn't get a game in January – the Holidays played havoc with our game schedule, and while we got a Christmas game in, this wasn't it! – but we did play early in Feb, and here's the session log!

Golden Days of Kor Kammor
Session Two

RULE SET
Nearly Pathfinder material is allowed
All Super Genius Games material is allowed
Significant amounts of Rite Publishing and Jon Brazer Enterprises material allowed
Critical Hit and Plot Twist cards are in use.
There is no way to detect alignment, or sections of alignment. (Instead of the detect evil ability, paladins know just before performing an act if it'll violate their paladin code.)

CAST OF CHARACTERS
Brand (Male LG half-orc paladin/inquisitor) An enslaved shock trooper Kinsen helped re-settle. Brand had no name as a slave, then one day threw himself in front of a scorching ray meant to slay Kinsen. A miracle occurred, the fire branded him with the Holy Tree of the Aldeaen Church (an acknowledge miracle), and Brand became a paladin/inquisitor.

Dellen Whitesmith (Female NG human fighter/armiger) The 6 foot 4 inch daughter of a married pair of norther master smiths, she refuses to believe she is a "reborn saint" because she (unlike every other character) can't cast spells. Fights with a lucerne hammer and tower shield (with spear brace armiger talent). She has trained to be in the Akkador Ivory Guard, so she can protect the "real" saints reborn.

Grun Ironhoof (male LE taurian Rog-Kalem/gunslinger) An ex-pirate the Aldeaens identified as a reborn saint, and sentenced him to seven years service to the church, which Grun accepted. Grun and Mira don't get along, but that's largely been chalked up to their racial and cultural differences so far (and actually Mira is more often the one to start trouble).

Hundred-Handed Lui ("loo-oi")(Male LN summer elf magus/monk) Reincarnated champion of the far east, come to train himself for a great destiny. Last know practitioner of the "arcane fist" and "hand of five rings" fighting styles.

Kinsen Jelt (Male NG human seer oracle of life/celestial sorcerer) A homeland hero and nephew of the Messiah, used divination to help his homeland stave off an invasion from the Gnargir (flind/gnoll empire) and gained vast (unwanted) political power. Seen as a peacemaker and liberator (who saw orc prisoners of war settled rather than killed).

Mira Fatesdottir (Female CG dwarf clever godling/summoner) Literally a god born in a mortal body. Her eidolon is The Breaker, an earth element assigned by her pantheon to keep her alive. Once captured by Kaug Blackspear, an evil god also born into mortal form, she masterminded a slave revolt (resucing Nenevieve in the process).

Nenevieve Ravenswing (Female N aellar shadow assassin/witch) Reincarnation of Dyrienne the Night Queen, a fallen saint. Captured by Kaug Blackspear (who wished to turn her to evil), and instead she was rescued and befriended by Mira Fatesdottir.

PREVIOUSLY
The Reborn Saints went with Mother Wykka to the edge of the Dengdel Forest to accept tribute from the Khek, a powerful tribe of lizardmen. At the ceremony, the Khek war-chieftain Staksskee told of a threat that stole their eggs and killed their young. Mother Wykka used Black Nectar brought by Staksskee to try to see the source of the threat. She has a vision of blue snakes of smoke in the forest, slinking through the grass and eating eggs. Their trails lead to a vast stormcloud that sits on the ground. There is evil afoot, she says. Evil that has been pushed, and wounded, and driven from its lair. Evil that wishes revenge for the loses it has suffered. Evil with a name.

But before she can reveal it, Mother Wykka is slain by her bodyguard, Jyorgir the Shadow (a fetchling), and the group is attacked by goblins, goblin-snakes, and an Arlkang. They are victorious, and Jyorgir the Shadow claims with his dying breath evil things are moving into the shadows, and the young saints reborn have NO IDEA what some of those forces can do to a man, if they capture him. He has a brand with the runes "Slave of the Storm" on his chest, no more than a few weeks old.

The Saints Reborn send the remaining guards of their boat back to Nuevo Akkador with letters explaining what happened and Jyorgir the Shadow's body. Then they tell the War Chief they are going to provide the aid the Khek need to overcome these attacks, and the alligatormen lead the heros into the depths of the Dengdel forest.

NOW
The PCs travel uncomfortably into the dense, wet Dengdel Forest. For the first day everything goes smoothly, but on the second day Staksskee warns the PCs they are entering the Stormwash Dank, a section of the Dengdel unsafe for "peach-soft-skins." The area is more swamp than forest, though it only has standing water of note during the rainy season (such as now). Staksskee gives the PCs a foul-smelling unguent to apply to their bodies to keep them safe, and encourages them to stay out of the knee-deep and waist-deep pools of water.

Brand, however, misunderstands and believes the other PCs must use the unguent due to the color of their skin. (The player genuinely missed this point somehow) As he is as green as the Khek, he forgoes the sticky, pungent, goo. The PCs make regular Fort saves/Survival checks (using whichever result is higher) in the Dank, to see if they pick up slugs, leaches, or ticks. Those with unguent gain +6 bonuses. Poor Kinsen picks up a leach every half hour or so, but there's no serious negative consequence (though he does make a lot of Heal checks with his healing kit). Eventually, however, Brand fails.

As a result, a few hours into the second day, the PCs and their Khek guides are attacked by six giant mosquitos. (Three are the CR 6 Bestiary 2 version, and three are the smaller CR 1/2 Complete Tome of Horror versions) The vermin don't like to try to feed off the tough-skinned lizardmen, and the unguent changes the scent of any blood that leaks out of other creatures to be unappetising. But once Brand picks up a leach, his blood-scent gets into the air and attracts them. The giant mosquitos make for Brand initially, but soon are buzzing about attacking any non-lizardman. The smaller ones leave welts on everyone, while the bigger ones deal significant damage, grab and drag victims, and expose most of the PCs to malaria.

The Saints have trouble supporting each other, as most of the area is dimly light, knee-deep swamp slowing their movement. While everyone else slogs through the knee-high water, Nenevieve notes that the thick trees make the whole area dimly lit, so her shadowglide ability (as a shadow assassin) lets her run on the shadows of the water, leaving her full movement. She ends up spending most of the fight running around making Heal checks to stop bleeds taken by her allies. (We had a brief discussion as to whether the Stabilize should automatically stop a bleed for non-dying creatures. We didn't come to a conclusion except to agree it doesnt by RAW, and we'd revisit the question later. I'm leaning towards letting it do so, or at least reduce a bleed by 1 step, but have not come to a conclusion.)

Because the Saints Reborn are significantly slowed and the mosquitos can fly, the heroes have trouble engaging them in melee. Dellen does slightly better than the other heavy-hitters because she has reach, and Grun just keeps using his musket, but Brand pulls out his heavy crossbow, and Mira struggles to get the PCs into a tight knot so if a vermin attacks one of them, there are two others able to reach and hit it. While the little mosquitos go down quickly, the big ones take much longer to defeat than the heroes had hoped.

Then Heal checks are needed all around for malaria. Kinsen discovers, much to his horror, he's already nearly out of uses of his healer's kit. He is relieved to finds that not only does Nenevieve have two spare healer's kits, she has taken Craft: herbalist (which included being able to craft healer kits). The group agrees they may have to spend time using Profession skill to gather herbs (getting "paid" in gp value of raw materials for the Craft), and have Nenevieve craft more healing kits, though they are discouraged at how long this will take them. The Khek offer to sell them some medicinal herbs, which would somewhat speed the process, and some of the things they took from the supplies Mother Wykka was going to give the Khek can be used for the purpose as well.

After this, Brand uses the unguent, and formally apologizes to the group for his oversight after discovering this is the threat the Khek were warning them about. Grun is the only one who makes a point of this. The group makes it to the Khek main village without further incident.

The Saints Reborn discuss the threat and Mother Wykka's vision with the tribe's Plague Chieftain, Khevakek. Khevakek is nearly ready to begin a coup to take power from Staksskee, the War chieftain, on the basis that they have suffered a cruse (which counts as a plague in the lizardman's minds). Kinsen strongly argues that if there is a specific foe behind the loss of eggs, that is a "foe" and falls in Staksskee's purview. During this, Grun casually asks Brand if it's really the saint's job to tell a group of lizardfolk how to run their internal politics. Brand suggests they arent interfering, just giving their view of Mother Wykka's lore, but remains distrubed by Grun's observation

After a bit, Kevakek agrees to hold off on his power grab – for now. He may demand Staksskee turn over power later, but for now he will accept the War Chief has a foe to fight.

That does, however, leave the Saints Reborn unsure how to proceed. Luckily, Staksskee has a suggestion. There is an old shrine not far from the Khek village, where "evil pink-skins" once worshiped a dark god. The Khek used to keep watch on it, but since their village has had so many losses, Staksskee had pulled back the guards. However his scouts still check it, and they report a presence of outsiders there. Perhaps the Saints Reborn could check it out?

The Saints agree, and camp overnight, heading out in the morning. With a young Khek guide, they take most of a day to reach the old shrine, a vine-covered Aztec-style stone head with a gaping mouth 15 feet across and 7 feet tall, leading into old catacombs. Mira and Neneveive make phenominal Perceptionc hecks, and can just make out that the opening of the old shrine is guarded by numerous hobgoblin soldiers with crossbows, and a bugbear in hide armor adorned with beads, bones, and blood runes, who the PCs quickly identify as a "shaman." Grun wishes to charge and slay them immediately, but the group balks. There are more than 20 total goblinoids, and they can't be seen well. Brand isn't sure they are up to something nefarious, and doesn't with to slay them just because they are goblins. Dellen would rather draw some out, so as to not face so many at once. Kinsen wants to get a better look at the shaman, to know what spell-power the goblinoids are likely to have before starting a fight.

As a compromise, the Saints decide to sneak up for a better look. Dellen argues strongly against this, as she's not a good sneak. But for some reasn, Brand and Mira insist Dellen come (to guard Kinsen and help keep an eye on Grun, the players later reveal), so Lui promises to take point. He sneaks to be very near the hobgoblins, and Grun does a good job following him, despite the minotaur's size.

Unfortunately as she predicted, Dellen can't really sneak well, and she botches a Stealth check (getting a total of less than 0). The hobgoblins react to twigs breaking under her and suddenly spin and raise their heavy crossbows. I let the PCs make Perception check to go in this surprise round, and even give them +4 bonuses (since they are looking at the hobogblins, which makes it more likely they'd notice the change in posture). But of the whole group, only Grun and Lui get to act in the surprise round and (despite Lui having the best initiative bonus of the group), only Grun gets to act before them.

Always fearful of spellcaster's ability to swing a battle, Grun fires his musket at the bugbear shaman and gets a little damage in. The hobgoblins send several crossbow attacks into the brush, mostly aimed at Dellen but also firing at places they believe other targets are. Most bounce off Dellen's armor, but Kinsen taking a nasty random crit which does less damage than might be expected, but ALSO manages to do 6 Con damage, seriously reducing Kinsen's hp total. Lui curses in Eastern ("Foes try to kill you, allies do it by accident.") but decides he must support Grun. He makes a partial charge, taking a flying kick at the nearest hobgolin, but not dropping it in his one attack. The bugbear shaman casts bull's strength on himself.

At the beginning of the next round Grun realizes the hobgoblins are all using heavy crossbows, and thus unlikely to be able to fire again (assuming they need to reload, as he hopes they don't have Rapid Reload), and bellows for the Saints Reborn to "Charge!" As he has already fired, has powerful charge as a minotaur, and has the Opening Volley feat, he follows his own advice and rushes up to slam his horns into the bugbear shaman. He gets a critical hit, and his card result is "Eye Patch For You" giving his already massive damage a x3 multiple AND dealing 1d2 Con drain AND putting the target at -4 on ranged attacks until its healed. Not that the penalties are relevant, as Grun runs his horns through the bugbear's eyes and into his brain, slaying him instantly.

Not to be outdone, Mira yells out "don't give them a chance to recover" and charges in with The Breaker (her eidolon) at her side. Once three of their number are committed and the shaman is down, the others agree rushing in has just gone from suicidal to their best bet, and follow suit. This round, most of the Saint can only charge toward the fight (or at least where they can get a line of sight to target foes), unable to even make attacks.

Lui, who has mostly fought defensively and held things off until the other saints reborn had dealt with other threats and could come assist him, suddenly finds himself surrounded by hobgoblins who have thrown down their crossbows to draw longswords. In response, he unleashes an amazing, massive hurricane of attacks. He gets 2 attacks/round with flurry of blows, and combines that with a spellstrike-cast acid splash (thanks to the close range magus arcana) using spell combat. His attack bonus is lower, but he's maximized it in character design and since Acid Splash is a cantrip he never runs out, letting him make 3 melee attacks every round as a 3rd level character. With his +1 9-ring broadsword (enhanced to be flaming with his arcane pool) he damage dice are 1d8+1d6 for 2 of those attacks, and 1d8+1d6+1d3 for the one with the acid dart. This puts him much higher on the total damage output, and he begins chewing through two hobgoblins per round. Since they try to rush him, he never has to move more than 5 feet to have enough targets.

The rest of the Saints begin to attack, but the fight is already tilted in their favor. In just a few more rounds, they have killed three times their total number in goblinoids.

And from the open mouth of the Great Stone Head, entrance into the old Shrine to Evil, laughter echoes forth.

End of Session.


Also we were drinking these at my last game, and they rocked! I share the formula for anyone else who games and drinks! (And is over the legal drinking age!)
Gaming Sours: Crush lemonhead candies to dust in a food processor. Mix 1.5 oz Crown Royal, 3.5 oz Mtn. Dew, and 1 tablespoon of crushed lemonhead. Stir to dissolve lemonhead. Serve over ice. Good with Doritos and Spam dip.
You can change up the flavor with different types of lemonhead or different Mtn. Dews. Always use Crown Royal!


Drinking games are almost always a blast! Glad to see that you're still gaming, Dungeon Grrrl.


Turin the Mad wrote:
Drinking games are almost always a blast! Glad to see that you're still gaming, Dungeon Grrrl.

Yep! Nice to see a friendly face here, too. ;D


AHA! That'll teach me to stop watching your threads.
Again.
>_>
<_<
Look, kobolds have bad memory. Moving on, I'll start catching up now. Hopefully I won't reach the end to find the journal's been canceled. :P


And caught up. Looking forward to more! :)


More are coming, but we missed a couple of months of gaming. Both journal and game should be starting up soon.


Yay!

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