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game_systems:pathfinder:kingmaker [2020/02/16 09:40] – [Early Episodes] Bryan Stephens | game_systems:pathfinder:kingmaker [2022/08/10 15:59] – [People] Bryan Stephens | ||
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====== Kingmaker ====== | ====== Kingmaker ====== | ||
+ | === Game Master: Matthew === | ||
+ | {{ : | ||
- | ===== Campaign Resources ===== | + | Brevoy is a proud land, known throughout Golarion for producing able warriors, regal nobles, and clever rogues. Yet Brevoy’s two regions, Issia and Rostland, |
+ | have long held one another in contempt and now stand on the verge of civil war. Both Issia and Rostland were independent nations until Choral the Conqueror’s barbarian | ||
+ | armies and red dragon servitors united the regions into a single kingdom two centuries ago. Until recently, the iron rule of House Rogarvia maintained a fragile peace between the two regions. But a decade ago, House Rogarvia mysteriously disappeared, | ||
+ | Now a labyrinthine political landscape plagues the nation, full of secret alliances, provincial loyalties, and nefarious plots; civil war seems inevitable. In Rostland to the south, the swordlords see in many of Issia’s recent political moves the swift approach of such a war. They rightly fear such an event, for Rostland is smaller than Issia, it has fewer armies, and its rolling hills and grasslands offer very little in the way of natural defenses. Worse, unlike Issia, whose northern | ||
+ | border stretches along the Lake of Mists and Veils, which offers some defense, Rostland’s southern border lies along a stretch of wilderness infested with bandits and monsters. If Brevoy falls into civil war, it won’t be long at all before the violent, opportunistic vultures to the south move to take advantage of Rostland’s problems. | ||
+ | This southern region of wilderness is called the Stolen Lands. While these lands are technically a part of the River Kingdoms, several of which have advanced claims in the past, Rostland has long viewed them as “stolen” from it by bandits and monsters. Many attempts have been made to settle the Stolen Lands, but to date, none have succeeded, making these 33,000 square miles of unclaimed wilderness the largest swath of unclaimed land in the entire River Kingdoms. As tensions mount in Brevoy, some of Rostland’s swordlords hope to change that fact; they have issued charters to several groups of adventurers, | ||
+ | |||
+ | ===There are four groups chartered by the swordlords for the four regions of the Stolen Lands=== | ||
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+ | |**Glenebon Uplands**|The swordlords sent a relatively experienced band of adventurers into the westernmost reach of the Stolen Lands—an area that is supposedly under the rule of the bandit kingdom of Pitax (although that River Kingdom has done very little to prove its claims over this area).| | ||
+ | |**The Slough**| The East Sellen River runs through the swamps known as Hooktongue Slough. Rumor holds that the swordlords sent actual Brevic government agents into this swampy area.| | ||
+ | |**Nomen Heights**|The easternmost reaches of the Stolen Lands contain a low mountain range and border the longruined realm of Iobaria. The swordlords sent a band of mercenaries into this region, rumors hold.| | ||
+ | |**The Greenbelt**|Dominated by the woodland known as the Narlmarches and the rolling hills of the Kamelands, this region is the one your group has been chartered to explore. Bandits are particularly rife in this area, and the rumors that they’ve organized under the banner of a bandit warlord who calls himself the Stag Lord are particularly troubling. You are to explore as much of the northern half of the Greenbelt as you can and, if possible, to find out more about this “Stag Lord” and remove the bandit threat from the region. Other rumored problems in the region include a tribe of mites, a tribe of kobolds, mischievous fey, and numerous dangerous monsters and wildlife.| | ||
+ | |||
+ | Your group of characters begins the Kingmaker Adventure Path as one these four groups sent south into the Stolen Lands to defeat bandits and, hopefully, to establish one of four new nations in the River Kingdoms. It certainly won’t be an easy task. Before any such settlement can even begin, the bandits and monsters must be dealt with—and once that initial task is done, the danger will only increase. As you struggle to foster a fledgling kingdom, build up its cities, and expand its farmlands, your group is destined to face rival warlords, ferocious beasts, strange cults, invading barbarian hordes, and even the mysterious fey denizens of the near-mythical First World. Can you tame the Stolen Lands and forge a lasting settlement amid such opposition? Who will survive to rule your kingdom? | ||
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+ | Who among you possesses the makings of a king? | ||
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+ | ===== Campaign Resources ===== | ||
- | ==== Creatures ==== | ||
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==== People ==== | ==== People ==== | ||
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- | ==== Places ==== | + | <wrap indent> |
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==== Things ==== | ==== Things ==== | ||
- | <wrap indent>Things</ | + | <wrap indent>[[game_systems: |
- | ===== Lore ===== | + | <wrap indent> |
+ | <wrap indent> | ||
- | ===== Characters ===== | ||
- | <wrap indent> [[game_systems: | ||
- | <wrap indent> [[game_systems: | ||
- | <wrap indent> [[game_systems: | ||
- | <wrap indent> [[game_systems: | + | ===== Player Characters ===== |
- | <wrap indent> | + | ^Character^Title^Player^ |
+ | |[[game_systems: | ||
+ | |[[game_systems: | ||
+ | |[[game_systems: | ||
+ | |[[game_systems: | ||
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+ | |[[game_systems: | ||
- | <wrap indent> [[game_systems: | + | ===== Kingdom of Thylicia ===== |
- | <wrap indent> [[game_systems: | + | ==== History and Maps ==== |
- | ===== Kingdom Timeline ===== | + | <wrap indent> |
- | {{ :game_systems: | + | <wrap indent> |
+ | ==== People ==== | ||
+ | <wrap indent> | ||
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- | ===== Adventure Journal ===== | + | <wrap indent> |
- | **These are incomplete, as I did not keep great logs at first. We have some attempts, then moving well into the future to get more detail. The Timeline has a record of the events, without the details. | + | <wrap indent> |
- | ** | + | |
- | ==== Erastus 4714: Landshark ==== | ||
- | •Caleb hears of a Land shark to the West towards Varnhold, and Ayrn suggests an expedition because of boredom, and those areas need to be explored. Taalen and Vern, fresh in from the long way from Varnhold, overhear and are interested as it is towards their home, and that Ayrn appears territorially expansive in that direction. | ||
- | •Grundar was busy helping Hargood with a prison break. | ||
- | •The Team explores the two hexes to the East (HA5,HC5), killing a land shark and chimera, repsectivly. Micki took the hides, to convert the land shark into armor and the Chimera for a nice wall hanging. In the Breath attack, most of the mounts died, and Taalen was near death. Both fights were over in less than two rounds. | ||
- | •News breaks that Varhold has ceased all communications with the outside world. | ||
+ | ===== Proclamations Writs & Treaties ===== | ||
+ | === Dragonscale Throne Charter and Declaration of Founding === | ||
- | ==== Lamashan 4714: Expedition to Varnhold ==== | + | <wrap indent> |
- | Setting out to explore what had happened to Varnhold returned a few days later, leading back refugees from an attack on the farms closest to Varnhold. By a group of cyclops. Aaron assembled the group including Barry, Hagrood and Vashra to go to Varnhold to discover what was going on. | + | <wrap indent> |
- | Following the tracks of the cyclops, Ayrn and Mickey were able to lead them into a mountain pass an ambush point. The group had a hard-fought battle against cyclops ease. Emerged Victorious and hurt. Ayrn led the team to the outskirts of the where they camped for the night after exploring the cave works I'm securing several magic items well prepared group of cyclops. | + | |
- | Seriously concerned for of the Kingdom Ayrn instructed Vashra, Hargrood and Barry to return to Stagfell in the morning. Grunduar worked with Hagrood on plans to prepare The Watch for an attack. Miki worked with Vashra to form a plan to personally guard the Leviton’s, | ||
- | The next morning the trio set off group backtracked towards the fort Vern and Taalen said had been built by the city of Varnhold. They found the fort open it was as if everybody suddenly stood up and orderly left the fort. Fearing the worst the group made haste to the city of Varnhold, and it too was completely abandoned. While searching Taalen’s home and other homes in the area, it was clear that somebody had looted the homes the absence of their owners. During their investigation of the city they were call fae, which were easily bested by the party. | ||
- | The group moved on towards the Nomen Tribe of Centaurs in a heavy rain, taking 5 days to cover the ground. On day 6, the Nomen approach the team and Ayrn formally asked for treaty with their leader. They are taken to the High Priestess and explain the situation. The Group then left their mounts and headed south to a cyclops graveyard from before the time of man. The ascend towards the spire of an what they assume is an undead creature. They easily best a Zombie and summoned cloud, and noticed a Raven spying on them, but it teleported away. They used their folding boat to cross to the island and bedded down for the night. | ||
- | The next morning, the team entered the ancient fortress and began a long drive to find and end what they were now convinced was an ancient Lich. They fought through several guards and traps, eventually finding the missing Nomen princess. Keeping her well to the rear, the beleaguered group pushed ahead to confront undead in thrall to a mighty Lich. | ||
- | Along the way, they found gruesome evidence of the undead eating townsfolk. The horror of the plight of Varnhold grew, and their determination to put this evil to sword, axe and fire grew. At last, they found the chambers of their foe. | ||
- | This was the fight they expected. Grunduar charged the Lich, while the rest of the group engaged the other undead. The dwarf Paladin reared back to strike and, at a touch, the lich paralyzed him. Aghast, Tarcil pulled Grunduar to safety. Taalen had an answered prayer and was able to restore Grunduar to action. As the fight wore on, the undead fell. Again, Grunduar faced his foe, and again, he was paralyzed. | + | === Established Holidays === |
+ | <wrap indent> | ||
- | But the fight was taking its toll on the Lich, as Ayrn fought the Undead, the spell casters burned and tore away at the ancient evil. Finally, the Lich fell, and the group signed in relief. It would be a day before Taalen could restore Grunduar and Farra, who were both paralyzed. The party searched the room, and were astonished to discover the dread lich kept his phylactery on his person. The took the evil artifact from his eye, the very thing that let him take the souls. They also found soul jars and released the soul of a townsfolk. Seeing her immediate trauma, they kept the rest of the jars closed, until they could return to Stagfell and priests to minister to the people. After a day’s rest, Taalen restored those paralyzed, and using Taalen’s mystical mounts, they tore across the countryside to Stagfell. Ayrn ordered Miki to take flight as a bird, and tell the Noman High Priestess what had happened, and that the Sovereign Monarch of Thylicia would welcome her at Castle Stagfell where he would Treat with her. Miki was then to fly back to Stagfell, | + | === Writs Establishing |
- | The Queen and Miki met the rest of the party returning to Stagfell, and together they road into the city to much fanfare. There was much work to be done in running the Kingdom, and as soon as they arrived, the Founders were set to work. At Ayrn’s request, Vern oversaw the preparation | + | <wrap indent> |
- | ==== Arodus 4715: Owls, Flytraps, and Chimera, Oh My! ==== | + | <wrap indent> |
- | The month of Lamashan | + | |
- | Moving to work, the Varhold souls left were returned to the world, and ministered too by priests of Sarenae. As the backlog | + | <wrap indent> |
- | After several months of consolidation and expansion, rumors of trouble once again make it to the ears to the Founders. Fishermen were missing at the edge of the Varhold Territories. Miki and Caleb organized a plan and brought it to Ayrn. Again, tired of just rule, Aryn jumped at the chance to lead the Founders into the field. Vashra asked to come along, as Grunder was on a holiday in Garass. | + | <wrap indent> |
- | The group set out towards the Nomen Heights, taking a new pathway, exploring along the way. Excitingly, they discovered a rich iron deposit which Ayrn marked down to be a new mine. Seeing giant owls overhead, Ayrn initiated contact, and Miki negotiated with them, promising not to destroy their range with settlement. Taalen rolled his eyes at Aryn’s commented on air cavalry in the future. | + | <wrap indent> |
- | Ayrn also discussed Peerage for Vern and Vashara, promising them Peerage in the next Ennobling | + | <wrap indent> |
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+ | === Treaties === | ||
+ | |||
+ | <wrap indent> | ||
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+ | <wrap indent> | ||
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+ | === General Proclamations === | ||
+ | |||
+ | <wrap indent> | ||
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+ | ===== Adventure Journal ===== | ||
- | Moving into a valley, there was a partially sunken boat. Ayrn and Tarcil moved to explore the area, and Aryn was attacked by a giant fly trap. While Ayrn did significant damage too it, he was promptly trapped between the deadly leaves. The rest of the party came to his aid, and quickly, the magical plant was dead. It was clear this was what killed the fishermen. Taalen said some words over the area. | + | [[game_systems: |
- | Moving deeper, the group head what sounded like whispering voices around several holes in the ground. Miki turned into a snake and poked her head in. She say a gem mine, but before she could report it, 6 Chimera attacked the party. After a tense fight, all 6 were killed, with the final being killed mid air by Miki and Very as an air elemental and using fly spell respectively. | ||
- | Ayrn noted that he was taking a skin to hang behind his throne. | ||