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Kingmaker - GM notes [message #1157] Fri, 13 January 2012 19:33 Go to next message
Tangaroa is currently offline  Tangaroa
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Registered: January 2011
Location: Boulder
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In the cold and rainy month of Calistril, the young Lebedan noble Solske Lebeda was charged by her father to take up the charter to explore and pacify the so-called "Stolen Lands", the bandit and fey haunted land to the south of her home country of Brevoy.

The charter, issued by the Swordlords of Restov and signed by the Brevoyan Regent Lord Noleski Surtova, is nominally to explore these wild lands and stem the growing bandit menace in that region.

With nothing but the authority of her noble position, Solske set off to the Free City of Restov, in southern Brevoy, to claim the charter documents from Lord Mayor Ioseph Sellenimus. She also attended to the purpose of assembling what mercenaries, frontiersmen and adventurers that were desperate, bold, or idealistic enough to accompany her in this pursuit - as partners and equals, since she was given no funds to hire men-of-arms or gear.

Upon reaching Restov on a rainy 2nd of Pharast, Oathday, she witnessed her first Restovian duel between an unnamed bravo and swordlord-in-training Al'dori. The young Al easily disarmed his opponent and sent the man fleeing. Upon observing the man's prowess, Solske approached Al and invited him to accompany her into the wilds. Al accepted, and it was not long before two observers in the crowd fell in with Solske and Al.

One of these was Kaldiras, a huntsman (priest) of Erastil with a trace of elven heritage and an avowed holy mission to uncover holy sites to his god in the wilderness.

The second of these was Trahia, a mercenary with orcish blood who had wandered to Restov from lands to the west in search of his fortune.

These four went to secure the charter from the Lord Mayor of Restov, but not before tangling with the previous bravo and two of his companions on a quest for vengeance. These foes were easily dispatched with the combined efforts of the group.

After securing the charter, these four on their great adventure set out for Oleg's Trading Post, an old and re-purposed fort in the northern reaches of the stolen lands. They arrived on the 5th of Pharast, Toilday. Not unexpectedly, they found the owners of the trading post, dour Oleg and kind Svetlana Leveton in dire straits, having been the victim of multiple robberies for some number of months.

The group laid succesful ambush for the bandits for the bandits, although Kaldiras sustained rather grievous wounds in the battle. The group managed to capture several bandits, including Happs Bydon. Interrogation proved relatively fruitless, other then some mention of a "Stag Lord" to the south, so the group executed Happs along with the surviving Bandits. After securing the fort's defenses the groups set out to run some errands and track the bandits. They encountered some kobolds of the Sootskin tribe, who were pacified in a relatively peacefully manner, and spider which had been preying upon humanoids, which they dispatched. They explored a few lands surrounding the fort as they traveled. These efforts took several days.

It is the 10th of Pharast now, and the group has returned to the fort.

[Updated on: Fri, 06 April 2012 22:34]

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Re: Kingmaker - GM notes [message #1178 is a reply to message #1157] Tue, 07 February 2012 23:35 Go to previous messageGo to next message
Tangaroa is currently offline  Tangaroa
Messages: 277
Registered: January 2011
Location: Boulder
Senior Member
Upon returning to the fort, the companions found that help from Swordlords had finally arrived to bolster the defenses of Oleg's Trading post. Kesten, formerly of House Garess, and a small band of soldiers were hired by the sword lords to help bolster defenses and discourage pillaging of the strategic trading post. It was noted by Lady Solske that Kesten was rumored to have fallen out of favor with his father after pursuing a low-born woman. Kesten also brought with him several bounties sponsored by the Swordlords of Restov, include one for proof of capture or execution of 6 bandits, and another for a solution to eliminating the Kobold mischief. The Sootscale tribe seems to have been agitated by some sort of recent events, an agitation that has led to them harassing travelers and hunters.

With the fort secured, the heroes proceeded to explore southwest, partially in order to track rumors of attacks by the kobolds. They made contact with the hermit and the potion maker Bokken, who asked for an exotic type of berries deep in the Narlmarches. He also ranted about, but did not name, his brother, a man he claimed deserved death for crimes against the brother's mother.

Further explorations of the southeast region yielded an entrance to and underground cave with a tantalizing but unidentified vein of ore in a shallow cave, and a lightning struck tree under which was buried a robbers cache. The cache contained the molding goods of some poor wizard who had fallen victim to the deprivations of the dead bandit, previously found dead at the bottom of the spider's layer. Wand and spellbook were entrusted to Lady Solske Lebeda.

Upon returning to the fort again, the companions found a group of hopeful homesteaders had assembled outside the fort in a sort of shanty town. Rumor is spreading of the colonizing of the Stolen Lands (again), and many are those with dreams of trying to homestead the green paradise. Still, the travelers are held back by simple living conditions and the remaining banditry activity.

The companions also met Jhod Khavken, a wandering priest of Erastil with some personal demons. Jhod turned out to be on a quest similar to Kaldiras; that is, to seek out and restore lost temples of Erasil. The two resolved to lead the party to a holy site seen in Jhod's dream. However, on the way to the temple the band encountered what would appear to the farthest northern outpost of the Bandits, led by a vicious woman wielding two axes. The fight for survival which ensued left many a combatant on both sides lying on the floor, but the heroes eventually proved stronger. Interrogation of the bandits revealed two facts - one being further mention of the Stag Lord, the terrible leader of the bandits who is a purported drunk, and who has an old man locked away in the cellar. The second fact is that there have been robberies of bandit stores by some sort of supernaturally tough, small but vicious feyish creature.

After such a mighty victory, the actual clearing of Jhod and Kaldiras' holy site proved a trivial challenge. A cursed bear... a former priest of Erastil... was put to rest. Jhod, who helped in the fight against the bandits, has decided to stay on and keep up the temple and provide healing to the party as needed.

On the return journey, Kaldiras found a magical knife embedded in a tree trunk and the carcass of a slain dear. The priest interpreted this as a blessing and sign of favor from
Erastil.

It is the 24th of Pharast, and the group returned to Oleg's trading post. The very first soul they encountered was a lame hunter who offered a reward for a great dire boar which took his leg- he wishes the beast slain in exchange for magic arrows.

A last note... it would appear that during their travels a small mirror was stolen from the pack of Al D'ori. The theft remains a mystery.

[Updated on: Fri, 06 April 2012 22:35]

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Re: Kingmaker - GM notes [message #1196 is a reply to message #1178] Thu, 23 February 2012 21:20 Go to previous messageGo to next message
Tangaroa is currently offline  Tangaroa
Messages: 277
Registered: January 2011
Location: Boulder
Senior Member
Tuskgutter! The name shall forever live in infamy as the Doom of Al D'ori. But, the tale start from beginning...

The companions returned to Oleg's Trading Post to find that all was not well in the small camp outside of town. A small group of disenfranchised youth, with one Lily Teskertin at the fore, had formed a small prostitution ring in the camp so as to procure a living. Kesten, the closest thing to a local authority, found out about activity and with a certain amount of zeal had thrown the small gang in the midden pits. Svetlana learned of these actions and being a kind soul sought to free the enterprising youth and discipline them in a less degrading manner. She found Kesten intractable regarding the matter and instead approached the companions upon their return. A stern discourse by the noble wizardess Lady Solske Lebeda on the value moderation in governance brought Kesten around to see the error of his ways.

Discussion between the companions of how to prevent further chaos, crime, or an over-zealous legal response led to several occurrences of note. One was a bare-bones idea for governing the settlers, consisting of a three-person council to negotiate disputes and punishment, consisting of a councilor/negotiator, Svetlana, an enforcement arm, Kesten Garess, and a yet unnamed religious component (who may turn out to be the priest Jhod Khavken, or perhaps a replacement priest from Restov). Another benefit was a decision for Svetlana and Oleg to take more of an organizational and leadership role in organizing the sanitation and living conditions of the town. Furthermore, the companions took Lily Teskertin into their employ, discovering her experiences as a street waif and vagabond to be complementary to their own. Lastly, the group petitioned the Leveton's to begin the construction of a true Tavern, a process which promises to be laborious if rewarding.

Having organized some form of governance for the temporary town around the trading post, the group equipped Lily and then set out for further exploration. They encountered a glade filled with unmarked traps, one which caught Al D'Ori in the leg. Unmarked traps being in strict violation of standard hunting practices, they undertook to clear the area of additional hazards to travelers.

During their trip, Lily and Trahia began flirting with one another. The two seemed to get along fabulously, perhaps on account of being two souls with a love of freedom, a bit of chaos and pursuits of a decidedly physical nature.

The companions continued further south to revisit the Temple of the Elk, and started to head even further south. Passing through the Thorn River Camp (of the previously defeated bandits) the group encountered a sounder of boars. Dispatching these creatures was challenging but accomplished swiftly.

However, the rains picked up afterwords and the group found themselves lost. When the rains let up, the group located themselves at the mouth of a bone-littered den, identified as that of none other then Tuskgutter, the infamous boar. Perhaps the sounder dispatched earlier had been his? Lily and Al began to stealthily approach the later, but Al turned his foot on a bone and stirred the sleeping Tuskgutter.

In a outpouring of porcine fury, Tuskgutter bore down upon young Al D'Ori. Earning his moniker, in one shocking moment Tuskgutter rent the innards of the swordlord and ended the promising young fighter's all too brief life.

His fury spent, Tuskgutter was dispatched by the rest of the companions. After a brief mourning, the group returned with Al's body to Oleg's trading post.

After this turn of events, the companions took a few days to shore their defenses, mourn the dead and then head back out again. During this process, a young fighter Harold D'Ori arrived at the trading post. It turns this man was cousin and childhood fried to Al, and had set out to join him on his adventures. Tragically, he arrived too late. However, in honor to Al D'Ori memory, and no stranger to adventure himself, he offered to take Al's place and honor his memory by helping to pacify the Stolen Lands. The groups, perhaps a bit shocked by the suddenness of events, agreed.

Not soon after the group set out south to encounter two more situations of note: an angry spirit who demanded vengeance upon the Stag Lord, and a lair of Kobolds engaged in a small war with the mites of the Kamelands.

The angry spirit guarded a ruined crossing over the shrike river along the eastern edge of the Kamelands. The ruined crossing consisted of several burnt buildings, a rotting rope that once served as a guideline for rafts, and a small burnt sign that said "Nettle's Crossing". As the companions approached the crossing, a watery, undead spirit arose and demanded the body of the Stag Lord be thrown into the river. The vengeful spirit then retreated back into the waters as the companions retreated.

Approaching the Kobold's lair a few days later. The kobold's seemed to be located in an abandoned mine called the "Oaktop Silver Mine". The companions were accosted by a kobold, Nakpik, who took them to see the tribal chieftain. The chieftain, Sootscale, implored the companions to recover a small statues of a horned devil which he referred to as the tribes' god. The statue had been stolen by a group of mites, who are currently at war with the Sootscale tribe. Nakpik was "volunteered" to lead the heroes to the mites layer, which he has done with great apprehension. The heroes arrived on the 11th of Gozren.

[Updated on: Fri, 06 April 2012 22:59]

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Re: Kingmaker - GM notes [message #1244 is a reply to message #1196] Thu, 05 April 2012 21:35 Go to previous messageGo to next message
Tangaroa is currently offline  Tangaroa
Messages: 277
Registered: January 2011
Location: Boulder
Senior Member
Heroes fight... but fools make war.

The companions set forth into the dark, cramped quarters of the mite layer in hopes of affecting and end to the conflict between the two species. Their assault upon the mite lair, however, was met with resistance. Mites are twisted, miserable little fey, and they parody their Seelie kin with gusto. While their cousins espouse the natural world by forming deep bonds with all manner of bird and four legged beast, mites choose instead to embrace all manner of insecta as their allies - in particular centipedes and ticks. In this realm, they excel, as the companions discovered.

With heads scraping against the walls, the companions discovered and dispatched several centipedes the size of a human and their mite handler - vicious foes with a nasty, poisonous bite.

But the terrors of the mite lair were much greater then these chitinous foes - a huge whiptail centipede, grossly distorted in size by the strange diet of mosses and corpses fed to it by the mites, fell upon the heroes as they recouped from their first assault. Arrows, spell and sword were unleashed in equal measure by the companions upon the huge beast. Trahia stood against the beast for a time, until it's blows knocked him insensate, after which Harold D'Ori boldly stood against the beast until arrows and magic felled the creature.

Alas, the battle greatly strained the resources of the companions, and they fled the lair to regroup and rest. However, in a decision that was tactically... unique... they chose to encamp upon a hill that lay within a stones throw of the mites lair.

Incensed at the slaying of their tribes prized pet and presented with such a tempting target, the mites regrouped their forces and fell upon the companions during the night. More then a score of mites attacked, let by a mite mounted upon some sort of overgrown tick.

The fight in the rain and mud of hilly Kamelands stretched into the night, and Pharasma's cold breath blew at the companions back. Exhausted and strapped of resources, they fought on bravely. Trahia, Harold and Lily held off the bulk of mites forces; Solski, for her part, ignited a few attempting a flank before running out of spells and resorting to her dagger; and Kaldiras peppered those sneaking up the back of the hill with arrows. Even brave Nakpik wielded his spear against a mite.

The giant tick proved particularly deadly. Trahia sustained numerous wounds from it before felling the creature. Shortly thereafter, the brave but lightly armored half-orc fell to the numerous stinging blows of the mites and their chief. However, Harold moved to stand over the fallen warriors body while Kaldiras channeled what little healing energy he had left to maintain his flagging companions. The heroes were perhaps saved by the fact that mites, while full of bravado, possessed little in the way of strength of arms or magic. The companions prevailed, and the remaining tribe member broke and fled the battle after their chief was killed and numbers decimated. In the mite lair, the companions discovered the demon statue they sought, some treasure, and the captured kobold Mikmek.

Having had their strength sapped, the heroes made their way north back to Oleg's trading post with Mikmek and Nakpik in tow. On the way, Trahia fell ill with fever - a side effect of the mite's bite. Kaldiras used his healing arts to help the battered half-orc, but only after the disease had ravaged his body. The other companions attended to matters of construction and governance in town.
Re: Kingmaker - GM notes [message #1245 is a reply to message #1244] Fri, 06 April 2012 07:38 Go to previous messageGo to next message
Tangaroa is currently offline  Tangaroa
Messages: 277
Registered: January 2011
Location: Boulder
Senior Member
Outline:

-Kobold lair, statue destroyed by Chief Sootscale, kobold shaman (a reincarnated gnome) deposed. Alliance with Sootscale tribe
-Encounter, and flee from, a Will-o'-Wisp on the return journey
-Further into the forest, Kaldiras' holy symbol is stolen.
-Trouble between Svetlana and Kesten over pressing youth into the city guard. A decision to limit whom is recruited into various positions is reached by Svetlana and party.
-On the way to talk to Kesten, the outlying new farms are found to be under attack by bandits. The heroes help in the defense.
Re: Kingmaker - GM notes [message #1254 is a reply to message #1245] Sat, 14 April 2012 08:04 Go to previous message
Tangaroa is currently offline  Tangaroa
Messages: 277
Registered: January 2011
Location: Boulder
Senior Member
Outline:
-Fought Akiros and His Bandit foray. Recognized Akiros as an ex paladin
-Returned to find Kesten Wounded and many of his men slain by the stag lord
-Ordered construction of a shrine
-Traveled through the forest south to track the stag lord.
-Encountered Tyg-Titter-Tut and Perlivash - two faeries that had been harassing the party
-Travel south to find the stag lords fort. Faeries do reconnaissance to find an owlbear, a "giant", numerous soldiers, akiros and the stag lord, as well as underground chambers.
-Strange, lifeless regions surround the fort.
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