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You are here: Home --> Forum Home --> Recent posts by Sibelius Eos Owm
Topic: Kingmaker Campaign
Subject: Somebody Yelled Attack


Pharast 2
Oleg's Trading Post


Morning came early to Oleg’s Trading Post. Preparations were made in the predawn twilight for the bandits’ arrival. After a quick breakfast, Oleg and Svetlana busied themselves piling furs onto the tables, while the Greenbelt Party went about their individual morning and pre-battle rituals, ranging from sharpening and checking weapons and donning armour to prayers and meditation.

The disk of the sun was only just clearing the horizon by the time everything was in place. Next came the hardest part. Waiting for the bandits’ call for Oleg to open the gates. He and Svetlana had retreated to the main house where Svetlana would keep herself safe during the interaction.

Aria hid alone in the guesthouse, watching from the doorway, while Junn watched from the stables for Sylvia, Ortlieb, and his monkey. Sordin the paladin was positioned hidden behind the catapult on the southeast tower, and Lloyd had chosen to hole up in the storage hut. Aside from the occasional creak of leather or wood, no one made a sound.

At long last, the sound of hoof beats sounded over the palisade and came to a stop outside the gate. “Open up, or we’ll throw some fire in there to hurry your asses up!” There was a brief chorus of laughter at the crude jape.

Oleg stepped out of the main building and met Ortlieb and Ramathu at the gate. He glanced one last time at the yard as if one more look would reveal some flaw in the plan that had not been thought of yet. With a quiet breath he pulled the gate open wide enough for Ortlieb to get behind.

“Well it’s about time.” The hooded man stepped into the fort with only three thugs. “Where’s that darling wife of yours, Oleg?” the man asked with a lazy grin, “I was fancying myself a quick tumble while my friends here were loading up the month’s taxes.”

Oleg’s scowled but said nothing. The man took his silence in stride and laughed at his own joke. He strode out into the middle of the yard while the lower ranking bandits took to the furs on the table.

Oleg waited for a full breath, allowing the bandits to settle into the sense of routine, before he sent the hand signal to Ortlieb.

The gate slammed shut with a sharp crash. The bandits likely would have jumped clear from their skins at the noise had they not been holding bundles of furs to anchor them to the ground.

“What in the nine—” The hooded man turned to the gate, bewildered. “… Hells?” It seemed he was unable to comprehend the scene before him, the cause of the noise.

The trap slammed shut around their ears while they laboured to make sense of what was happening. It was time to strike.


(Alright, because the bandits are so damn startled, you guys all get a surprise round. What is a surprise round, I hear roughly half of you asking? It’s when you manage to catch your enemy completely off guard while you yourself are fully prepared (instances where both parties are surprised, or both parties were prepared are simply normal combat). The result is everyone who was aware of combat gets to take a single move action or standard action before combat starts. This could, for example, be a ranged attack, most spells, a short charge attack (in a straight line), or simply manoeuvring into a better position before the battle starts).

MAP

(Initiative order for you guys is:
Ramathu, Aria, Sordin, Junn, Lloyd, Ortlieb, and Sylvia
You don’t have to wait for people before you to post, before you dictate your own actions, but be aware that these people will have already done something when you move in to combat. Since we’re fully prepared for this, weapons can be considered already in hand. After the surprise round comes the first round of combat, meaning anyone who beat the bandits’ initiative (not shown) gets to move twice before retaliation. To start us off, Ramathu will charge the bandit at the south of the table.)

(Note that you don't have to suddenly cut off conversations you may have been having before. Feel free to wrap up the previous day while fighting goes on--just divide your post into back-post and current sections (such as with a line like the kind made with the command [hr], using pointed brackets instead of square.)

Posted on 2011-11-19 at 07:03:25.
Edited on 2012-01-20 at 08:37:58 by Sibelius Eos Owm

Topic: Kingmaker Q&A
Subject: hehe


And then it turns out Sylvia's actually the most sane, well-adjusted member of the party... the true whack-job? Sordin. XD

No one knows how he maintains his paladin powers, but his method so far has been to save more people than he hunts down.

That would be an odd tale to tell.

Posted on 2011-11-18 at 22:23:16.

Topic: Kingmaker Q&A
Subject: Location, Location, Location


I'll just make this place where you can quickly reference who is hiding where (well, once I get replies).

Guesthouse
-Aria

Stable
-Sylvia
-Junn

Honourable Doorfellows
-Ortlieb & Ramathu

Other >.>
Sordin (Southeast tower)
Lloyd (Storage Hut)

Posted on 2011-11-18 at 02:18:41.
Edited on 2011-11-18 at 08:29:34 by Sibelius Eos Owm

Topic: Kingmaker Q&A
Subject: Shucks, there goes that plan =3


Aww, but if you decide now, I won't be able to declare morning has arrived after an arbitrary time and the bandits have arrived while you argued XD

As for answering questions: The doors to the keep must be opened by hand. When Oleg lets the bandits in, he can open one door only, which would make it easy for a person who might be hiding behind the door to slam it shut. Oleg could do the door closing, but he should normally be with the bandits at the tables. Svet could do it, but Oleg would mislike placing her in danger like that.

After the ambush starts, Oleg and Svetlana will quickly get somewhere safe, because, my goodness, aren't hostage situations just annoying?

Also, I will need from each player where they want to be hiding. The best choices are Stables, the Guestroom, and to cut off escape, at least one at the door. Other places are possible, but could prove less ideal. The guest house would land you right next to the bandits, since they'll be loading furs from the tables right there. The stables will pop you out across the yard from the loader thugs, behind them. The doorfellow will take a move action to shut the door, but will be in a similar situation to the stables folk.

Oh, and since no one here is a small character, no one gets to hide under the pile of goods this time XD (I'm lookin' at you, Reralae)

Posted on 2011-11-17 at 22:40:05.
Edited on 2011-11-17 at 22:44:11 by Sibelius Eos Owm

Topic: Kingmaker Q&A
Subject: 2 for 1


Not just torturing, but from the sounds of Sylvia's plan, slaughtering the prisoners after they've given up everything they know

+EDIT

To summarize the current plans that seem to be floating around so far:

1. Let the bandits take the stuff and follow them back to camp, then fight down the camp, attempting to kill a couple bandits at a time.
-Ortlieb is reasonably confident he could track a mounted group of bandits not hiding their trail.
-Plan banks on being able to kill the entire camp either without them mustering in force against you, or being able to fight the entire camp (not wanting to fight the entire camp being one of the reasons why the tax collectors would be allowed to go)

2. Capture the hooded bowman who seems to hold a certain elevated position, and capture/kill his cohorts. Extract information out of the captives as to location of the camp and whatever other details may come to mind, using increasing levels of persuasion as necessary. Sylvia's version: slaughter the captives after they spill the information. Sordin's version: offer captives a chance to redeem themselves and turn away from banditry; if they refuse, the penalty for unrepentant banditry is execution (note how much more official 'execution' sounds than 'slaughter').
-Bandits, theoretically, may withhold information. PCs' Moral fibre may prevent the more extreme methods of information extraction.

Other details:
-It's not known how long the camp would take to retaliate for the missing tax collectors. Also, the full extent of the bandits' forces unknown; placed at twelve minimum, assuming no deaths or departures in the last 3 months.
-Likelihood is that the tax collectors are not expecting any resistance, and so would be easy to ambush.
-Ortlieb probably could backtrack the taxmen's original approach, should they all die/prove unhelpful.
-Oleg has been sending messages to the city requesting guards for months now. His request has been recently approved, though when they will arrive is up to the bureaucratic BS, which is how the message concerning your arrival came to imply you could help with the problem until the guards arrived.

Posted on 2011-11-16 at 23:17:31.
Edited on 2011-11-17 at 09:23:41 by Sibelius Eos Owm

Topic: Kingmaker Q&A
Subject: Making my commentary on the plans


Concerning Sordin's fears of a retaliation coming within a few hours' time, note that the distance to the edge of the forest, the direction the bandits are suspected of holing up in, is about a couple hours' journey, even on horseback. Oleg and Svetlana suspect that their camp lies within a day's ride, since the bandits are always eager to be gone as soon as they can, starting in the early morning.

Also, about the possibility of the bandits resisting attempts to extract information out of them, I believe all three of Sylvia, Junn, and perhaps Lloyd would be eager to take up the challenge to prove Sordin wrong in this. Of course, with their methods, Sordin might have to kill them all on the spot XD

EDIT: Update to go with Reralae's post. This just suddenly reminded me of the Thirty-Six Stratagems, about how one was about how a cornered enemy fights all the more viciously when there's no hope for escape... granted that you should likely have them outnumbered in your territory, and this isn't a battlefield, it doesn't exactly apply, but I just wanted to mention it

Posted on 2011-11-16 at 22:55:49.
Edited on 2011-11-16 at 23:14:21 by Sibelius Eos Owm

Topic: Kingmaker Q&A
Subject: Lloyd's plan, Sordin's comment


Oleg will grumble about any plan involving not killing the bandits and hanging their corpses as warning to any further attempts, but he will remain silent as an admission of the validity of Sordin's (and later Lloyd's point)

Also, I'd like to offer mention that Ortlieb can track. I can't say how difficult it would be since I don't have time and the rules on hand right now, but I can give you and estimate for Ortlieb to relate if this plan finds favour later.

Posted on 2011-11-15 at 23:47:33.

Topic: Kingmaker Campaign
Subject: Don't Split the--Nevermind, too late.


“I cannot help but wonder what you would have us do. Your words lead me to conceptualize that we may be outnumbered tomorrow; and even if this was of no concern, I cannot see any holding cell for the miscreants to be ascertained in until the proper authorities can deal with them. There seems to be very little we can do at this moment aside from pleading them to leave you alone... or do you propose a more underhanded tactic in dealing with vagabonds?”

Oleg issued forth a low, sighing guttural sound that, in the universal language of grunts, probably would have translated to something akin to ‘I’m still annoyed and unhappy, but not too angry anymore’.

“If I have spoken indirectly, it was to avoid offending the too-often weaker city-folk stomachs. Let me be clear on this matter. Tomorrow morning, a party of bandits will arrive at my gate demanding my wares. I want them dead, preferably, or run off with their tails between their legs if you can’t manage that.”

Aria shook herself out of her reverie. “What time would be best to expect these uninvited guests?”

“They arrive on horseback no more than an hour after the sunrise. We have until then to decide what we’re doing, if we’re doing anything. Does this mean you’ll help?”

Ortlieb stirred up a pile of rocks in his throat, drawing attention to him. “If you will have both me and my friend, we will help and take your offer of room and board for the night.”

“Do you know how many are coming, and how they're armed? If you haven't fought back before, they probably won't expect a fight now. Knowing which direction they come from would be useful, too. A watch can be set and other arrangements made. Are your catapults as broken as they look?”

While Oleg retained his sour expression, his manner grew more relaxed. You’re not sure you’ve ever met a man who could emote in so many different degrees of displeasure and relief. “There’ll be no need for a watch, but I think you’re right about surprising them.”

Svetlana stepped in to explain further. “They first showed up in our fourth month at the post with a dozen of them—that’s three months ago. They were lead by a cloaked man armed with a bow, and a woman with a pair of hatchets. She did all the talking that first time. She made us agree to hand over all our furs and goods or else, ah—” The memory seemed to cut off her train of thought.

“Or else they’d burn the post down and take Svet for themselves.” Oleg finished. “She nearly lopped off my arm and took Svet’s ring while she was at it. Since then they’ve come twice more, led by the dope with the bow, each time with fewer thugs. Last time it was down to four and the archer.”

The bandits have grown confident that the occupants of the post have been cowed. With luck, the next group was expected to be even smaller, led by the hooded bowman and not the dangerous woman with the axes. The bandits seem eager to leave right away, leading the Levetons to believe their camp may only be a day away—either way, they’ve learned to have the wares set out on the tables before they get there. They arrive coming from the forest to the south, and are probably have a camp not too deep into the Narlmarches.

While Oleg and Svetlana were making their suggestions for the party to hide in and ambush from the guest house or the stable while the bandits are loading the furs onto their horses, Lloyd announced his desire to go foraging (as opposed to forging) for herbs. Sylvia made up her convoluted password system quickly, but wasn’t fast enough to catch up to her new ‘old man’.

While out, she met with Junn though, who had been surveying the fort from a long perspective. The fort’s defences were sparse, but standard fare for a small outpost. The palisade was sturdy and probably not particularly easy to climb, if the gates were shut. The material of which it was composed clearly made fire a potential threat should the bandits thought to bring torches or kindling. The catapults themselves were completely useless, though with a little care from a craftsman, they could be repaired and back in order someday.

Provided everyone had a bow, archers could be stationed along the wall to fire on the bandits as they arrived, but giving away their presence beforehand would probably lose them the chance at a definite total-kill.

His inspection completed, he and Sylvia went back inside to where the rest of the group was still planning their actions. No password was asked for or given, since the doors to the fort were still wide open for the daylight hours.

(Lloyd has a 3-hour trip both ways to and from the forest, so he’ll be gone until clear into the evening, though he has time to change his mind about foraging—particularly if he figures the sparse patches of snow left on the open ground herald a relatively poor harvest under the cover of the trees.)

(As for the rest, the Q&A eagerly awaits your various ambush or plotting ideas. Oleg and Svetlana, while they admit readily to knowing nothing about tactics, favour an ambush from either the stable or the guesthouse, behind and beside the tables where the bandits will be respectively. Other ideas are up to you to come up with or vote upon as you feel inclined. Note that if you think you have a fantastic idea, but you’re not sure if your character is clever enough (hardly likely, this party has a high average Int, actually) to come up with it on his own, go ahead and let us know anyway! Your plan doesn’t necessarily have to be one posed by your character specifically.)

Posted on 2011-11-15 at 09:06:01.
Edited on 2011-11-15 at 09:07:09 by Sibelius Eos Owm

Topic: Kingmaker Q&A
Subject: BTW


For anyone who's hanging on to the edge of their seat, I've been meaning to crank out a post since Thursday, but I flopped out all over the long weekend while further and further updates accumulated.

I am now endeavouring to respond to everything that's happened. We'll see how it goes.

Posted on 2011-11-15 at 06:52:58.

Topic: Kingmaker Q&A
Subject: That'd be about right


Yeah, everyone said 'hi' to each other when they got into the wagon, and eventually names and professions were divulged. You know about as much of each other as their description on the first page of this Q&A says (plus what you've inferred from their actions since starting the game) except Sordin, of course, at the moment.


Posted on 2011-11-12 at 18:50:51.
Edited on 2011-11-12 at 18:51:18 by Sibelius Eos Owm

Topic: Kingmaker Q&A
Subject: Continuity Control


For those (like myself) needing to establish some kind of set chronology for all the events your fellows have wandered off on, I present you with a (relatively) objective order.

-While Sylvia and Aria were talking, presumably staying just long enough to hear that the enemy in question was actually bandits, Junn wanders off to examine the outer walls of the fort. If I forget to mention later, the fort's dimensions are 10ft. tall wooden palisade, with four 20ft. tall towers.

-Lloyd responds to request for help. The Leveton's answer will be forthcoming in the next post.

-Levetons dispatch information they have assuming someone indicates that they'll help.

-Lloyd declares his intention to leave for the forests just visible toward the south-east ~10mi away. Sylvia makes a password. Lloyd leaves right away as Sly goes on to make a second password in case of spies (I'll give you a hint how paranoid she is... the fort and surrounding terrain are essentially devoid of humanoids other than those present at the lunch)

-Sylvia heads out and looses Lloyd in the flat grasslands. Discovers Junn somewhere out there. They return.

-Meanwhile, the rest of the group is free to actually get some planning done about the bandits coming the next day, awaiting the info-drop I'm about to unleash with my next post.

-Junn and Sylvia probably arrive not too deep into planning (I doubt they even went far enough to loose sight of the fort)

-Lloyd, password change unknown in his haste, probably arrives back later in the evening.

Now that's what a Q&A is good for... even if it's just an answer to a question no one asked

Posted on 2011-11-11 at 09:19:28.
Edited on 2011-11-11 at 09:20:15 by Sibelius Eos Owm

Topic: Making my way back
Subject: Happy Day!


I think most people know what it's like in that dark place. Suffice to say, I thought the Inn was disturbingly quiet of late.

Welcome back! Many happy returns! All that sap and syrup! Now give us a lick, yes?

Posted on 2011-11-09 at 22:30:21.

Topic: Kingmaker Campaign
Subject: Misinformation, Mischief, and Making Pleas


“Don't worry I'm sure we can handle it . . .”

A layer of tension fell away from Oleg’s face at Sylvia’s reassurance with a sigh of relief.

“. . . Could I inquire as to what ‘it’ is?”

Oleg’s face regained all its former grimness and grew darker as Sylvia went on.

“And why the second of every month? I assume bandits or raiders of some form or type, but any information you can give us would be useful.”

Oleg looked around the table for indication that the odd-haired girl was joking or misinformed.

“Slow down there,” Aria told Sylvia. She bowed to where Oleg and Svetlana sat, “Thank you for the meal. It was delicious.” Oleg didn’t seem to appreciate the rehearsed niceties, but he said nothing. Even Svetlana at his side seemed too concerned to return more than an absent-minded nod acknowledging her.

“Now please, if you can, start at the beginning, so we may know your plight in full. It would be good to know what it is that we are dealing with, but also, I was wondering, what is it that they return for precisely?”

“They didn’t…” Oleg barely murmured the words, you had to listen carefully to hear. Suddenly he was shouting. “They didn’t even tell you! Those pussy-footing, arse-licking—Argh!” He threw his hands into the air in frustration.

He balled his fists as if to slam the table, but he didn’t strike anything.

Svetlana stepped in to take over. “We’ve been having problems with bandits at the Post lately.” She said, apologetically. “They’ve been coming every month, demanding all the furs and goods we have for ‘tax collection’. Oleg fears for my safety, or he’d have fought back long ago.

“Please, would you help us deal with them tomorrow? We can offer free room and board for the night if you’ll help.” Svetlana seemed anxious, but she didn’t voice out loud her fears that if Oleg ever stood up to the bandits, he would likely be killed.

(More information to come regarding the bandits, but if you already have plans you want to start throwing in there, you can mosey on over to the Q&A to formulate and discuss. If you want to wait until Oleg and Svetlana tell you everything they know, that's fine, too.

(I am currently assuming that you will agree to help out, but that's just because I know some of the characters are just like that, and it is your job out here. See, it's not really railroading so much as pointing you down a slope and saying 'that way' XD)

Posted on 2011-11-09 at 20:49:49.
Edited on 2011-11-09 at 22:23:02 by Sibelius Eos Owm

Topic: Kingmaker Campaign
Subject: Lunch with the Levetons - An Imbalance of Information Exchange


“It is obvious that you have no idea what work environment I require in order to properly prepare for the coming weeks. I will leave it for the time being, but I will need a portion of a table to take inventory.” Lloyd took his business to an unoccupied end of one of the tables.

Svetlana released a tolerant sigh and glanced to the heavens. The self-important, wordy boy dealt with for now, she returned inside to make sure lunch didn’t end up burning.

While she was gone, the party unwound stiff muscles and sore limbs. The two hunters finished up their meals and, after taking time to appreciate Aria’s dance, left the keep. One by one the fresh wave of visitors settled around the tables.

Before long the hammering stopped and Oleg descended from the roof of the guesthouse, sweaty and unsmiling.

“Welcome to the Post. Name’s Oleg. Oleg Leveton.” To say his expression was surly would be unkind. Rather he seemed to be guarding his thoughts behind a stoic mask. “We can talk about problem after I put my tools away.”

He disappeared into the main house, returning a moment later following Svetlana, who was wielding several bowls of hearty stew. She placed the bowls on the table and grabbed the nearest idler, Sylvia. “Hon, would you mind very much giving me a hand? That way we’ll all have our meals quicker.”

They returned with more bowls for the rest, as well as hot bread and even a bottle of wine.

When everyone was firmly seated with their meals, Svetlana spoke up again, “It might not be much, but we can’t thank you enough for helping us out with the bastards. Oleg’s been sending every trapper going to the city with requests, but things were starting to get worrisome until word of your coming arrived. Isn’t that right dear?”

Oleg cleared his throat before he spoke. “They’ll be here tomorrow morning, the second of every month. Now I don’t know much about fighting, but I want those thieving craven whore’s sons to remember what fear is. You think you can do that?” He looked around the table for an answer.

(So you’re certain, you do not, in fact, know what he is talking about other than through conjecture or a good guess. A slight pause before anyone speaks, for the first poster, would be entirely plausible. Also, if anyone wants to know what’s for sale in the storage room, I can post it in the Q&A later for you to peruse.)

Posted on 2011-11-08 at 08:30:33.

Topic: Kingmaker Q&A
Subject: Oh ho!


Ah, thanks for pointing that out to me. I forgot to go back into the topic editing page and put in posting permissions... I don't think it showed up when I created the thread, so I let it slip =3

Posted on 2011-11-07 at 21:47:27.

Topic: Kingmaker Q&A
Subject: Oleg's


I had planned to, but forgot to mention the more in-depth description of Oleg's Trading Post as per the map linked on the game thread.

So here it goes:
A1 - Main Area. Generally where traders go about their business with Oleg.
A2 - Guesthouse. A bunch of beds. You see four there, but there are actually magically six. Don't question it.
A3 - Stables. Inhabited by Claptrap, currently.
A4 - Storage Hut. Where furs and stuff are collected until there is enough to warrant a trip to the city. Currently empty.
A5 - Middens. Basically garbage and waste disposal.
A6 - Main Hall. The building Oleg and Svetlana live and conduct business in.
A7 - Dining Area. Where you go to eat indoors.
A8 - Oleg's Office. Where Oleg would meet with important guests, should any arrive. In his short reign over the post, none have so far. He keeps his accounting ledgers in here.
A9 - Storage Room. Items to be sold or traded are kept here (other than what would be found in the hut outside). There are a variety of things to be bought here, should you express interest later.
A10 - Supply Room. Supplies for the post. Food and other necessities, mainly.
A11 - The Leveton's simple bedroom.
A12 - ? this isn't on the book's map. Probably something added by whoever I'm borrowing the map from.

Posted on 2011-11-05 at 07:15:52.

Topic: WE HAVE SNOW!!!!!!!!!!!
Subject: Been wonderin' where the fluff was... least it waited for Hallowe'en


Yep, snow... and only a dozen crashes that I've seen today

Posted on 2011-11-04 at 23:22:57.
Edited on 2011-11-04 at 23:23:24 by Sibelius Eos Owm

Topic: Kingmaker Campaign
Subject: Room & Board & Pony


Lloyd caught the trade mistress as she was headed back inside. Svetlana smiled apologetically at his request. “I’m sorry, hun, I would if I could, but we’re not exactly a big city inn. Don’t get a lot of travel this way. The guesthouse is just there, if you like.” She pointed her chin behind Lloyd at the building currently undergoing roof maintenance.

Svet chewed on her lip in thought. “There are no private rooms in the fort, but if you like we could set aside a corner of the stables for you, so long as you don’t mind having Claptrap to keep you company.”

“Claptrap’s the horse,” she added, to be safe.

Sordin approached the wagon driver, “The trip here was much appreciated, would you like some assistance stabling the horses? That is if you are planning to stay the night of course.”

“I thank you kindly for the offer,” the driver smiled, “but I’m only staying for lunch. After that it’s back on the road for me. If you like though, I won’t object to a hand with their feed.”

Posted on 2011-11-04 at 06:51:39.
Edited on 2011-11-05 at 07:41:41 by Sibelius Eos Owm

Topic: Kingmaker Q&A
Subject: Of Frequency and Monkeys


I plan to be doing a full update at a rate of about once a week, but I will be playing NPCs as often as I can keep up, as needed, so no one has to doom themselves to a week's wait for saying 'hi' to the hobbit drinking in the corner.

What this mean for my other peeps is that you have about a week to make sure your character is doing something, though as always, getting in your post early would be to your benefit, so I can plan reactions and you can chat and interact with your allies better.

When time comes 'round that I make an 'update' post and you haven't managed to get a post in, I'll just guide your character along with some default action or another. As I mentioned before, we encourage participation here, so if you're absent without warning for long periods of time, you may want to withdraw or let me set your character aside somewhere (obviously if you're waiting on me, it's not your fault, but I should be pretty good about getting back to you, barring essays or the ilk).

(Okay, I lied to get your attention, there are no monkeys)

Posted on 2011-11-03 at 21:57:30.

Topic: Kingmaker Campaign
Subject: Book 1: Stolen Lands


You know the drill, this game'll be mostly PG-13, but may drift into mature content and ‘suggestive themes’. Kiddies be warned. . . . I know you're still there, you know.
-Sibelius' Kingmaker Adventure Path-

Pharast 1
Oleg's Trading Post


“There she be,” the driver announced, pointing out the tiny wooden fort on the horizon, here at the very edge of Brevic civilization.

One the third day of travel since leaving the city of Restov, riding in the packed wagon has left you eager to get to your destination and stretch your legs. Your journey began with your latest adventure when you accepted the exploration charter for these lands from the Lord Mayor of Restov. The next day you all met with the wagon driver who would take you to Oleg’s from which you would launch on your mission.

If your life of adventuring hadn’t already desensitized you to the weirdness of those who travel the road, you might have had some odd looks saved for your companions (though to be sure, there were looks thrown your way as you left the city, not that you’d noticed).

The charming beauty Sylvia with her unnaturally coloured hair and obvious magical talents garnered her much of the attention heading out of the city.

Lloyd, self-proclaimed doctor from New Stetven in Brevoy drew some speculation with his stoic silence and unusual beaky mask and heavy, dark coat. He carried with him a locked chest and a heavy bag over his shoulder.

Then there was Aria, the short half-elf with Tien heritage, a travelling dancer who grew up among the elves in Kyonin. At her hips she carried two large, inward-curving kukri knives.

Standing a head above the rest of the group was Junn, an elf with odd, disturbed eyes of solid white and pure yellow, wearing the three-pointed holy symbol of Calistria around his neck.

A sudden divergence from the pale-skinned northerners, Sordin’s light-brown complexion marked his homeland in northern Garund, specifically the atheist kingdom of Rahadoum the west. The lean adventuring paladin carried a bow as his primary weapon, with a short sword at his side.

Finally, the bestial half-orc Ortlieb, also from Garund, joined the wagon party as you were just leaving the city with his gorilla, Ramathu, which you might have suspected of being an infant orc if you hadn’t heard of the Garundi animal. He stood nearly as all as Lloyd, but his bulky orcish frame made him easily the heaviest.

Around you the mild winter and early-coming spring left only the most stubborn piles of snow still dotting the country. When you got up this morning, your breath frosted before your face, but now the air had warmed to a comfortable temperature, and was getting warmer every week.

The gate to the trading post was open, so the driver led the horses into the yard. On top of each of the four towers there is a catapult in varying stages of disrepair. Inside the palisade there are four main buildings, a stable to the left, the main building in the back right corner, a fenced storage hut with roof between them, and a guest house to the right, with a pair of tables laid out between it and the guest house. Thus.

A pair of hunters sit at one of the tables discussing over lunch, and a burly man is loudly hammering away at a leak in the roof of the guest house. A woman steps out from the main building and an apprehensive look flashes across her face for a second at the site in the courtyard before her. Any trace of alarm, though, is quickly replaced with a warm smile.

“Welcome to the Post! You must be the charter folks we’ve been told about. I’m Svetlana Leveton; my husband Oleg and I run this here trading post. That’s him fixing the roof just there.” Svetlana broke off her greeting to call to her husband, “Honey! Guests!”

Oleg looked up from his work and glanced at the assembly in the yard. He gave a curt nod. “I’ll be down for lunch!” he said, and went back to his pounding.

Svetlana smiled and bit her lip some. “Don’t you worry about him, he’s just got a lot on his mind lately. Just let me say, you got here not a day too soon, they should be here tomorrow. Now come, have a seat, lunch is just about ready.” The friendly woman disappeared back into the main building before a word could be had on behalf of the Greenbelt party.

Posted on 2011-11-02 at 22:53:45.
Edited on 2013-02-20 at 21:31:17 by Sibelius Eos Owm

Topic: Kingmaker Q&A
Subject: At long last


Alright, and I believe it may finally be time to open the Q&A for use by the public (or at least you poor foo's I've conned into playing this campaign under my rule--err, with me.

As the name suggests, this is where you go to get questions answered and to talk with the party at large (Not everyone knows each other this time, so it may actually get used since you can't all just use MSN or Skype to chat with each other.

If there is anything else that occurs to you that you'd really like to see in the info blurbs above, let me know and I'll see if I can find a place for it (except character sheets. I'm taking some small delight in depriving you of each other's details, forcing you to interact with each other without default stereotypes other than what you can see. Or something like that.

I have the first post mostly finished, but we're still waiting on a few last details to come in, it being that time of the year for exams and essays all over the place for us Uni/College-goers, moon-touched souls that we are.

~Prepare for Fun and Roleplaying, and probably a little inter-character conflict as we get settled into the adventure of kings (well, not literally kings or queens at first, but you get the idea).

Posted on 2011-10-25 at 22:49:37.

Topic: Kingmaker Q&A
Subject: Bestiary


Boggards - A race of anthropomorphic frogs who typically live in small communities in large marshy areas. They are known to be prone to violence and cruelty.
Lore: (No Check)

Gremlins - Small, malicious, and destructive fey. There are many varieties throughout the world, each with their own specialty in ruination.
Lore: (No check)
Mites - Foul blue creatures, about the size of a goblin with bulbous heads and disturbingly large eyes (which in any light above a faint dim glimmer they keep narrowly opened. Mites are the weakest and largest class of gremlins, retaining barely any of the ruinous fey magic that characterizes the species, which they use to fill foes with dread. They live underground with their incredible night vision and domesticate giant vermin. All the party knows is from observation.
Lore: (No check)

Hodags - Spiked reptilian creatures larger than bulls with glowing red eyes. Officially they are classified as magical beasts, like the owlbear. The rumour and superstition surrounding them are such to the point that some believe there is actually only one hodag, which has been stalking the woodlands for thousands of years, while others laugh that the hodag is a mythical creature, and that something so silly was probably dreamt up by imaginative and excitable rural folk (these same people see no contradiction with the fact that owlbears are real things). Elements common across the myths include a retinue of deadly natural weapons, from their spiked tails, their powerful jaws, and impressive racks of horns on the males of the species, which they can use to hurl foes upwards of twenty feet.
Lore: Arcana 28 (Giles & Miguel)

Kobolds - A small, reptilian race of humanoids. They claim relation to the majestic dragons, and come in all the colours of the chromatic (read: evil) dragons. Excellent miners and trapmakers, they usually live in clans and are not typically found in civilized society, preferring the darkness of underground warrens.
Lore: (No check)

Owlbears - Large bear-like creatures that appear to be a cross between giant owls and bears by some mad wizard long ago, with the face, beak, and talons of an owl on the body of a bear, both feathered and furred. The result is no mere animal but a magical beast, albeit only with feral intelligence (Darkvision, High BAB, Good HD). Notoriously aggressive to the point of madness, and with a tendency to attack all prey on sight (prey being anything larger than a mouse) with ferocity, the owlbear fights like a bear, hooking its claws into prey and pinning a single target, biting and clawing it to death. Generally function as apex predators in their territory, owlbears live either solitary lives or in mated pairs, although have been known to hunt in small groups.
Lore: Arcana 23 (Miguel)

Quickling - Quickling are small, malicious grey fey that are capable of moving around at extreme speeds. They favour misdirection and hit-and-run tactics, taking advantage both of their incredible speed, but also the way their body blurs when they move, allowing them to approach unnoticed. In those rare moments where a quickling is not moving, they turn invisible. They are said to be related to brownies, are more inclined to spread insults and brutality than merriment.
Lore: Nature 24 (Miguel)

Shamblers - Also called simply 'shambling mounds', not much is known about these strange masses of vines and slime except that they appear to be made entirely of ambulatory vegetation. Most hunters who get close enough to study one up close don't live long enough to tell much about it, and no one in the party has studied lore on the creatures. Nevertheless, it is observed that they tend to get more active after particularly violent thunderstorms, often appearing in areas they are not normally seen. They are also apparently deadly stealthy for their size, if personal experience is any judge.
Lore: (No check)

Slurks - Monstrous tusked creatures, they were originally conceived in failed dwarven attempts to breed a domesticated strain of subterranean toads. They are stronger and, if only slightly, smarter than typical animals (being classified as 'magical beasts' like the owlbear), and prefer to live either underground or in swamps, where they are often found domesticated by the less picky races that live there. Slurks have very large tusks and a powerful bite, but what really makes them dangerous is their use of slime, whether their hard, resinous slime that covers their back, which they can fire in jets at prey to trap them, or the greasy slime excreted by glands on their stomach that prevents them from being stuck.
Lore: Arcana 26 (Miguel)

Undead - Everyone knows of the conventional mindless walking corpses and skeletons. Certain types of intelligent undead have gained a level of notoriety, notably the vampire and the ghost, but by and large the distinction is lost on the average person.

Worg - Intelligent to a point, these evil wolf-like magical beasts occasionally team up with goblins. They hunt like wolves, but use their superior intellect and little-known ability to speak humanoid languages to lure more intelligent prey.
Lore: Arcana 29 (Miguel)

Posted on 2011-10-25 at 04:09:08.
Edited on 2015-09-22 at 19:00:52 by Sibelius Eos Owm

Topic: Kingmaker Q&A
Subject: NPC Roster & Chronology


Oleg Leveton - Human Trader
-Oleg runs the old run-down fort situated at the north of the Greenbelt, re-purposed into a Trading Post for the trapper and hunters in the area by himself and his wife, Svetlana. He was not especially happy to see the Greenbelt Charters in the hands of the party to begin with, but he's warmed up if only somewhat, to the idea of someone clearing out the troublemakers harassing his Post.

Svetlana Leveton - Human Hostess
-Svetlana takes care of cooking and accommodations for guests that stay at the trading post where her husband Oleg handles the trade. She was immediately welcoming to the party, knowing that their arrival may have saved her husband from doing something foolish to protect her and his business.

Jhod Kavken - Human Hunter/Priest (Erastil)
-Jhod came to the Post to offer his services to the Greenbelt party as an affordable source of healing and magical curatives. Given time he can cast any cleric spell up to second level, but he is always prepared with health restoring and other restorative spells. He has heard a rumour of a lost temple dedicated to Erastil, south in the Narlmarch Woods. Once its location was discovered, Jhod immediately requested to be taken to the temple so he could restore it to functionality, offering to provide free spellcasting as a cleric in exchange.

Kesten Garess - Human Mercenary (Guard)
-Kesten is a moody, morose man hired to protect Oleg's Trading Post from attackers. He and his three men camp by the stables in the shadow of the palisade. He has offered a reward for the capture of Falgrim Sneeg, a former associate.

Chief Sootscale - Kobold Chieftain
-The leader of the Sootscale clan remains chief in name only, with the arrival of the shaman Tartuk and his new god almost a year ago. Sootscale is a well-spoken soot-coloured kobold. He is grateful to the party for their assistance in removing Tartuk the usurping and returning leadership of the clan to him.

Kressle - Human Bandit Leader [Dead]
-Kressle was the leader of the Thorn Ford bandits and loyal subject of the 'Stag Lord'. Her sadism and cruelty were put to an end in the raid on the Thorn Ford camp.

Tartuk - Kobold False 'Shaman' [Dead]
-This strange purple-scaled kobold has taken control of the Sootscale kobolds and is slowly driving the clan to extinction through introduction of his kobold deity 'Old Sharptooth'. Tartuk turned out to be, according to his journal, an ex-gnome who took sadistic pleasure in driving kobold tribes into the dust. He was killed by the party, securing the friendship of the Sootscale Clan.

The Stag Lord - Human Bandit Lord [Dead]
-The Stag Lord was a figure shrouded in rumour and mystery. He was the leader of the bandits in the Greenbelt area, and some told that he may not even be human (or the usual alternatives). Rumour was put to rest when he was demasked and proven mortal. He mades his camp somewhere in the south of the Greenbelt. Prior to his defeat his underlings spoke of him in whispers, though some noted that he'd been taking to the liquor harder and harder of late, though warn that he remains no less deadly for his slipping control. Both rumours were proven true when the Stag Lord drowned his sorrows in an entire case of liquor, but still proved to be a challenging combatant.

Minor NPCs
Tanya - Prisoner. Strong, hardy, and independent, she preferred carpentry with Oleg to working in the kitchen with Svetlana.
Stefan - Former Prisoner. Young and formerly cock-sure, like any teenager made to do work he was resentful of having to clean out the stables, but the perks of his new job are turning that around. He seems not to mind so much the time he spends with the horses. Now Frodrick's squire.
Luka - Prisoner. Blond man, unusually friendly and ready to help for someone in his position. He has said he would one day like to join the guards, or even become a member of the city watch. That question stays at rest for now, obviously, until the bandits prove themselves worthy of trust with more freedoms.
Adela - Prisoner. The dark-haired Adela recognised by Miguel at one point in their distant history, is quiet, introspective, and untrusting. She took up Tanya's position as Svetlana's aid in the kitchen.
Gavril - Prisoner. The once-blacksmith almost reminds the group most of a dwarf in mannerisms and habits, albeit his beard is far shorter than would be expected of such a comparison. He patiently awaits the day he can resume his pre-outlaw craft.
Poro - Kobold thief, gave information on mites and released.
Mikmek - Sootscale kobold captured by the mites.
Rill - A nixie met in the Thorn river. Very insulting, but seemed to take pity on the party's incompetence.
Tyg-Titter-Tut - One of the two fairy pranksters in the Narlmarches. Female.
Perlivash - Other half of the pranking duo in the Narlmarches. Male.
Falgrim Sneeg - Former associate of Kesten. Reported to have joined the bandits. Reward was offered for his capture alive--this has since been collected.
Akiros - One of the Stag Lord's former lieutenants. He was second-in-command to the Stag Lord, but as soon as he saw his chance, he joined the Greenbelt Charter Party and attacked.
Auchs - One of the Stag Lord's former lieutenants. His name is actually 'ox', but he's dumb as a sack of bricks. Loves his toy knights and dragons more than anything.
Kundal - A Kellid barbarian who contracted lycanthropy and caused a disturbance in Arodus 4701 AR. Since cured.

Happs Bydon - Kressle's former lieutenant. Currently decorates the south wall of Oleg's Trading Post [Dead]
Nikodim - Prisoner. 'Niko' is egocentric and clearly in love with his own powers of intellect. He seems to regard his work as beneath a person of his stature, and has to have his duties explicitly laid out for him or else he may 'forget' a detail. Nevertheless he knows better than to push his luck more than he can get away with. Update: Apparently he didn't. Hangs with Happs these days. [Dead]
Breeg Orlivanch - Trapper and reportedly all-around foul character. Gone missing with debts to pay. Confirmed to be the dead trapper killed by his own trap. [Dead]
Dovan - One of the Stag Lord's lieutenants. Arrogant and depraved; obviously clashes with Akiros frequently. [Dead]
Nugrah - Decrepit, elderly druid who was found in the Stag Lord's employ. After escaping, his whereabouts are unknown. Reappeared as a member of the worg's wolf pack. Finally slain in combat. [Dead]



Chronology

The current historical age is the Age of Lost Omens, beginning with the death of Aroden in 4606 AR.

AR: Absolom Reckoning. The Calendar is based on the year the Aroden raised the Starstone out of the sea, creating a small island in the middle of the Inner Sea now known as Absalom, and subsequently ascended to godhood.*yeah, you read that right, he raised the stone in 0 AR and died in 4606 AR

_______________________________________


21 Desnus, 4699 AR: King Urzen Rogarvia of Brevoy and all his heirs and kin mysteriously vanish without a trace, with no sign of foul play or struggle, almost 200 years to the day after the rise of Choral the Conqueror.

21 Kuthona, 4699: Lord Noleski Surtova rises to be declared Regent of the Dragonscale Throne

24 Calistril, 4700: Charter for the exploration of the Greenbelt drawn up to be granted to a group of the most likely applicants.

1 Pharast, 4700: Greenbelt Charter Party arrived at Oleg's Trading Post

16 Sarenith, 4700: Feast of the Tuskgutter at Oleg's Trading Post

11 Erastus, 4700: Stag Lord defeated and banditry in the Greenbelt effectively routed.

~3 Arodus, 4700: Kingdom Founding Day

1 Rova, 4700: Capital Viridian founded on the north shore of the Tuskwater

2 Kuthona 4700: Redcap attack in the outer farms is quelled

29 Erastus 4701: Rumours of trolls sighted in the south begin to spread

~3 Arodus, 4701: One year anniversary

25 Arodus 4701: Werewolf attacks on Viridian citizens are put to an end

1 Rova 4701: Olegton founded at Oleg's Trading Post

17 Lama 4701: Grigori the Rabble-Rouser arrested, later found guilty of espionage and treason, exiled

27 Lama 4701: Tatzlford annexed peacefully into Kingdom

Posted on 2011-10-20 at 21:48:26.
Edited on 2016-09-04 at 15:42:59 by Sibelius Eos Owm

Topic: Kingmaker Q&A
Subject: The World


A map of the whole of the Inner Sea region can be found here. Brevoy is a kingdom that lies in the northeastern corner of Avistan at the top right of the map, with the Stolen Lands unmarked to the south of it, in the northeastern part of the River Kingdoms. Golarion is the third planet from the sun in its solar system and possesses one moon (that I know of >.>).

Golarion Calendar

Each month is roughly analogous to our month of at the same time of year, and is named after a deity.

Solstices and Equinoxes occur on the 30th/31st, rather than the 21st, of the appropriate month starting with Midwinter Kuthona 31st - Abadius 1st.

Abadius (31)
Calistril (28/29)
Pharast (31)
Gozran (30)
Desnus (31)
Sarenith (30)
Erastus (31)
Arodus (31)
Rova (30)
Lamashan (31)
Neth (30)
Kuthona (31)

_______________________________________


The Stolen Lands

While technically belonging to the expansive River Kingdoms, several of which have staked claims in the past, Rostland has long viewed them as "stolen" from it by bandits and monsters. Despite all this, the lands have long resisted attempt to colonize them, and even within the wildlands themselves, lands are stolen and conquered in constant struggles between bickering tribes of various creatures.

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.

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 long-ruined realm of Iobaria. The swordlords sent a band of mercenaries into this region, rumors hold.

_______________________________________


Brevoy

Nearly all historical accounts of Brevoy begin with how it was once two kingdoms, the northern Issia and the southern Rostland, forced together by the invading warlord, Choral the Conqueror in the year 4499 A.R., whose strength maintained the fragile peace between the two regions. Almost exactly two hundred years after the conquest, however, the entire House Rogarvia, descendants of the Conqueror mysteriously vanished, leaving a tense situation where later that year the Issian House Surtova claimed regency of the throne until the time should come that the royal house should return.

Issia

Issia, the northern half of the nation, has been sparsely settled for centuries. Numerous small villages cluster on the southern shore of the Lake of Mists and Veils and in the foothills of the mountains to the east. With the land too rocky and cold elsewhere for proper farming, the people of Issia survived on a combination of fishing and raiding�the most successful tribes even venturing across the great lake to sack settlements along its western or northern shores.

Rostland

Rostland, south of Lake Reykal and the Gronzi Forest, is quite different than Issia�a vast stretch of rolling hills and grasslands fed by the East Sellen River and its tributaries. Taldan colonists settled this area centuries ago under the leadership of Baron Sirian First, who became Sirian Aldori, first of the Aldori swordlords.

Major Cities: (Issia) New Stetven, Port Ice, (Rostland) Restov, Skywatch

_______________________________________


The River Kingdoms

The River Kingdoms of northeastern Avistan have long been a haven for inland pirates, anarchists, exiles, and anyone who can't seem to make it in more civilized nations. The Kingdoms are by no means a unified nation, but rather a constantly shifting group of city-states and fiefdoms, each at war with the others both to gain more power and to prevent their own demise.

Of the city-states, the realm of Pitax is the closest to Brevoy, ruled by a petty, megalomaniac of a tyrant named Castruccio Irovetti.

_______________________________________


Relevant Deities & Faiths

Far from a comprehensive list of all deities worshiped in Golarion, these are only the gods and faiths most prominent in Brevoy, and those relevant to particular characters. Yes most of the descriptions are copied and pasted, but, hey! You don't have to go search for yourself to get a basic idea! Go me.

Abadar

Master of the First Vault, Judge of the Gods, The Gold-Fisted

God of Cities, Wealth, and Commerce (Lawful Neutral)
Holy Symbol: A golden key with the image of a city imprinted on the flat bow of the key.
Abadar is known to be a patient deity. Maintaining a strong neutral stance in his actions, he sets forth to further expand civilization and order in the world and among the peoples of Golarion. He is often described as an attractive human, with dark hair and wearing a golden breastplate. He wears a cloak and fine clothes, and is often depicted possessing a number of keys. In Brevoy, Abadar is the unifying religious power, favored of the merchant and tradesman class, as well as those nobles more interested in prosperity through trade and the rule of law than the iron fist of battle. Temples of Abadar are places of judgment and trade, and the bearers of his golden key are often invested as neutral judges or arbiters.

Erastil

Old Deadeye

God of Farming, Hunting, Trade, and Family (Lawful Good)
Holy Symbol: A bow made of antlers, notched with an arrow, pointing down.
Erastil teaches his followers to embrace traditional and simpler ways of life, free of the constraints of modern civilization, a trait that often results in disagreements with more progressive deities such as Abadar. His religion dates back to before the Age of Darkness when small farming communities and hunter-gatherers prayed to him for bountiful harvests and successful hunts. He is a god of the hunt and of farming, leading his followers by example and good deeds rather than flowery rhetoric. Worship of Erastil is not uncommon in the far-flung rural areas of the land.

Green Faith

Associated with Druidism, Erastil, and Gozreh (Any Neutral)
The Green Faith is, with little argument, the oldest form of worship in Golarion, as evidenced by the numerous druidic symbols found in the cave drawings of early humanity. It is a naturalistic philosophy based on the belief that natural forces are worthy of attention and respect. Although the Green Faith is based on nature, one need not be a druid to value its tenets; nor do all druids necessarily count themselves as members of this philosophy.

Gorum

Lord in Iron

God of Battle (Chaotic Neutral)
Holy Symbol: A sword protruding from a blocky green and white field.
Gorum's presence was unknown in the earliest days of Golarion. His clergy claim he was formed from battle itself, a suit of iron armor standing alone on the battlefield once the dust had settled; his genesis is generally considered to have resulted from conflicts that erupted between orcs and humans following the former race's surge to the surface during the Age of Darkness. Gorum is considered the divine embodiment of martial prowess, of glory on the battlefield, and it is believed that should conflicts like those that birthed the deity ever cease, he will perish as a result of their absence. Gorum speaks to the needs and interests of the nobility of Brevoy: strength through force of arms and prowess in battle. The household priests of the great keeps and strongholds of the land are ironclad followers of Gorum, wearing their red tabards and swinging iron censers heavy with pungent incense.

Hanspur

The Water Rat

Minor God of Waterways and River Travel (Chaotic Neutral)
Holy Symbol: A rat walking on water, or riding on driftwood.
Legends say Hanspur was a faithful of Gozreh until he was drowned one day by a travelling companion and raised as a minor god. Most only pay the river god lip-service in his own domain in the River Kingdoms--the Sellen River in particular is his domain. His core tenets are the same as the six River Freedoms universally obeyed in the River Kingdoms.

Lamashtu (illegal)
The Demon Queen, Mother of Monsters

Goddess of Madness, Monsters, and Nightmares (Chaotic Evil)
Holy Symbol: A three-eyed, vaguely equine yellow head with horns.
Lamashtu is the mother and patroness of many misshapen and malformed creatures that crawl, slither, or flap on, above, or below the surface of Golarion. Once a demon lord, she lured the god Curchanus to her realm and beset him with demons and monsters until he was weakened enough for her to attack directly. By defeating him she ripped his godly domain over beasts from him and earned a vendetta with his protege, Desna. Small cults dedicated to Lamashtu have a tenacious ability to endure all manner of cleansing crusade in this region.

Pharasma

Lady of Graves

Goddess of Birth, Death, and Fate (Neutral)
Holy Symbol: A blue-white spiral
Pharasma is the goddess who shepherds Golarion's recently-departed souls to their final reward. She makes no decision on whether a death is just or not; she views all with a cold and uncaring attitude, and decides on which of the Outer Planes a soul will spend eternity. Pharasma is also the goddess of birth and prophecy: from the moment a creature is born, she sees what its ultimate fate will be, but reserves final judgement until that soul finally stands before her. Some legends say that Pharasma knew the death of Aroden was approaching, but chose not to tell her followers for reasons unknown. Pharasma is the divinity of the common people of Brevoy, more concerned with cultivation, birthing, and harvesting than wealth, and less involved in the outcome of battles than in the repercussions of the corpse-strewn fields they leave behind. Inhabitants of scattered villages are far more acquainted with the local bone-thrower, midwife, and black-clad mortician-monk than they are with the splendid clerics of Abadar or Gorum.

Posted on 2011-10-08 at 03:07:08.
Edited on 2016-09-04 at 15:45:33 by Sibelius Eos Owm

Topic: Kingmaker Q&A
Subject: Quests & News


Troll Blood (Quest)
-Local alchemist needs troll's blood to test her theory that it would make for an excellent potion catalyst.
-Deliver one waterskin filled with blood. One donor should be enough.
Reward: A crop of potions worth about 1200G, deliverable one week after the blood is brought.


Woodsman's Tale (Bounty)
-Stas, local lumberjack, claims to have seen a monster known as a hodag in the forest. His friends believe he is making up stories to cover his own clumsiness and loss of magic spear.
-He needs the head of the creature to prove his honour.
-The creature possibly still has said magic spear stuck in its hide, making identification easier.
Reward: Stas promises his magic spear in return for the head--the very same magic spear that should still be stuck in the monster's body.


Northern Howls (Bounty) COMPLETED.
-Worg named Howl-of-the-North-Winds lairs just across the river from the capital.
-Slay the beast and display his body for public before he goes from bandit hunting to citizen hunting.
Reward: A bounty of 1200G is placed on the worg's head.


A Lady's Desire (Quest) COMPLETED.
-The flirtatious Lily Teskertin is an ardent afficionada of fine elven workmanship. She has heard rumour of an ancient elven ruin, abandoned somewhere in the Narlmarches.
-If these rumours are true, she would be EVER so grateful to whomever could salvage a statuette of elven make.
Reward: Lily will trade her father's old magic cloak, and a kiss for her benefactor to sweeten the deal.


Wrath of the Scythe Tree (Quest) COMPLETED. -Tiressia, the dryad of the grove in G2, is under dire threat from a monstrous scythe tree to the south of her grove. -She and her lover have tried many times to repulse the tree, unsuccessfully. -Slay the scythe tree.
Reward: Tiressia promises to reward you handsomely for your service. Additionally, she will use her contacts to discover information concerning Elven ruins in the Narlmarches.
Update: Reward included a variety of useful magic items, as well as her assistance in alerting Volga of threats passing through her territory in the Narlmarches, granting +2 Stability to the barony.


Tomb Treasure (Quest) COMPLETED
-Treasure map points to a barrow in the Kamelands that is said to be the home of a potent magic weapon (complete with undead guardians).
Reward: Magic weapon of unspecified make or caliber.
Updade: Reward turned out to be the broken--but still mighty--magic sword wielded by the barrow wight; +2 feybane longsword


--------------------


Explore Greenbelt and Prepare for Settlement (Charter) COMPLETED.
-Explore the Greenbelt and make a detailed map. -Root out any banditry and/or hostile monsters you may find in the area.
-Make the land habitable for settlers to come to the new barony.
Reward: Noble titles and lordship over the newly founded barony.


Wanted: Bandits (Bounty) COMPLETED.
-Show the bandits in the Greenbelt their place
-Reward upon confirmation of lessened activity (given time for news to travel)
-This bounty doesn't include any bandits that may be slain come collection time at Oleg's
Reward: 400G [Coming To Kingdom Coffers: 12/3/4600] (Added)


Davik's Revenge (Quest) COMPLETED.
-Slay the Stag Lord and dump his body into the Shrike River.
-Anywhere on the Shrike will do.
Reward: Unknown if the revenant plans to reward you. UPDATE: with a magic ranseur, apparently.


Kobolds in the Hills (Bounty/Quest) COMPLETED
-The Sootscale kobolds living in the Kamelands have been problematic recently--slay or make peace with them.
Reward: 800G


The Sacred Statue (Quest) COMPLETED.
-The mites have stolen the sacred statue of 'Old Sharptooth' from the kobolds in the latest act of an on-going war between the two tribes.
-Statue can either be returned to the kobold's shaman, Tartuk, or to their usurped in all but name cheiftan, Sootscale. You get the sense from events up until now that things would work out for the best if Sootscale got the statue.
Reward: Tartuk- No doubt the shaman would reward you handsomely for the recovery of his sacred statue. Sootscale- Probably the eternal gratitude of the Sootscale tribe, for a start. Mikmek promises loot, too. Oh, and all of Tartuk's gear and Svetlana's wedding ring, it turns out. Sweet deal.


Wanted: Tuskgutter (Bounty) COMPLETED.
-The famous ill-tempered wild boar of the Narlmarches has been put up for bounty by the retired hunter Vekkel Benzen. Bring the beast's head to Oleg's.
Reward: Finely crafted longbow, 6 magic arrows, and a share in the head cheese to be made.


Wanted: Tatzlwrym (Bounty) COMPLETED.
-Oleg has put up a bounty for the relatively undamaged head of a tatzlwyrm to stuff and mount at his post.
-Despite their popularity as a conversation topic, tatzlwyrms are actually quite rare in the Greenbelt.
Reward: Oleg offers 600G 900G


Svetlana's Ring (Gather) COMPLETED.
-Find and return Svetlana's stolen ring. It was not found among the treasure recovered from the Thorn Ford bandits. They may have lost or sold it already.
Reward: 1000G worth of credit at Oleg's Trading Post.


Temple of the Elk (Quest) COMPLETED.
-Jhod has heard 'rumours' of a temple dedicated to Erastil, somewhere in the Narlmarches. Confirm or deny these rumours.
-Rumours also speak of a bear. The bear may be angry.
Reward: If you can confirm the rumour, Jhod may have further requests, but for now he's just curious.
-Update: Rumours were proven exceedingly true in all respects.
-Jhod now desires to be taken to the temple so he can begin restoring it to functionality.
Reward: Jhod promises to provide free spellcasting (not including expensive components) to the party for life after he can restore the temple.


Wanted: Falgrim Sneeg (Bounty) COMPLETED
-Kesten knew a man who fled to the Greenbelt to become a bandit. He wants to catch him and return him to Restov to face punishment.
-Capture alive, if possible. The reward will be greater, if so.
Reward: Two Masterwork Weapons of the finder's choice. Four if brought back alive. UPDATE: Alive; Dwarven Waraxe, Lance, Shortbow, Shovel


Wanted: The Stag Lord (Bounty) COMPLETED.
-Official charter from Restov
-The Stag Lord is wanted dead or alive; if his body is not available for proof, an agent of the swordlords shall be dispatched.
Reward: 5000G and a new charter (as above) to settle the Greenbelt and establish a colony.



Posted on 2011-10-06 at 23:07:28.
Edited on 2018-04-23 at 02:58:19 by Sibelius Eos Owm

 


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