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GMofthelanddownunder
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Post subject: Re: GMofthelanddownunder's Kingmaker campaign Posted: Tue Jul 13, 2010 9:26 am |
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| Jedi Apprentice |
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Joined: Sun Oct 25, 2009 8:38 am Posts: 379 Location: ISD Australis
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Tonight we began the second book. They awoke from dreams of Lord Soths charge with an army of undead behind. The rouge had an image of myself holding a person’s head with a woman in an orange dress and fiery red hair at his feet crying. The druid had dreams of birds falling to the ground dead, and the bard was in a church to Caden Colane where the priest gave out poisoned ale to everyone when he touched the priest he become a robe, the bard drank from the cup which turned to blood and he drowned in it. They all awoke with their horrible images and some with souvenirs. He rogue got a folded piece of human flesh written in blood saying “ you will pay for your crimes. The Shadow!” ( a “The Gamers” reference)
The sorcerer got a elf femur with 3 notches carved into it. On a closer inspection they found it could be opened and inside was a note. Written in an unknown language that could not be decipher but very powerful in magic. From the corner of their eyes the words would move and change. They tried all sorts of things to decode it, read it at night, spill blood on it, burn it, put grinded bone powder on it nothing worked. The bard executed a tavern wench who was charged with drugging and stealing from guest then killing them. The bard was also going to execute a small girl and an old man. The only criminals in their fledgling empire.
Finally they decided to leave it and go exploring. They went west and come across the Gnome explorer and his little band. They help rescue there carriage and tried to get a hold of some of his maps. Well they didn’t make the diplomacy roll and so the sorcerer used Intimidate on them instead. So he only got 2 map locations. They talked him into working together but because the gnomes where attacked by kobolds they went after the kobolds. They found the kobolds tracks but lost it after 4 days.
They came across the Nixi in the water with 2 charmed loggers as body guards. After some very “Interesting” role play they managed to get the loggers to go elsewhere. The Nixi demanded compensation because the loggers where the PCs subjects and they were against it but they conceded to it they need 5 feather tokens (trees). They travelled to the Dryda and the sayta consort and asked about them for the feather Tokens (tree) but only if they killed a scythe tree that was hunting them.
That where he held it for tonight's game.
_________________ Long Live the Empire
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GMofthelanddownunder
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Post subject: Re: GMofthelanddownunder's Kingmaker campaign Posted: Tue Jul 20, 2010 10:04 am |
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| Jedi Apprentice |
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Joined: Sun Oct 25, 2009 8:38 am Posts: 379 Location: ISD Australis
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Well tonight three players didn’t make it because they had tickets to see Bill Bailey in concert. So after being attacked by a werewolf last week they run back to their keep, for two reasons 1 it was that time of the month again ( and no that’s not what I talking about) and 2 the oracle of battle got bitten. (Evil grin.)
They arrived at their keep (stag lord’s old keep now called Stags Rest) and where told that Olegs pride (they turned Olegs trading post into a stables and built a city around it.) had two brutal murders and several cattle slaughtered. They rode out to Olegs Pride and started to investigate. They looked at the two dead bodies and was that they were killed by a large wolf animal. ( alarm bells where ringing with them) they went out into the field and examined the site. CSI style. LOL.
PCSI (pathfinder crime scene investigation) they discovered wolf foot prints and followed it back to a corpse of trees (that’s what I called it LOL). On investigating the corpse of trees they found a young boy looking rather shifty. He was in there with a homemade still making moon shine. The 17 year old was then offered a job in there tavern and wanted to confiscate the magic still. The still has a everburning fire in the base of it. The pcs managed to find tracks of a bare footed man leading back to the road.
That’s when our good friend the Oricle of nature showed up after 2 months of being absent. They travelled back to Olegs pride and stayed up that night. They found the werewolf and killed him not before a very tense moment when the half orc fighter through he was a goner when reduced to single digit hit points rather quickly.
They returned back to the keep finished there monthly duties and went out to deal with the scythe tree. They found the hex and started exploring it looking for it. They failed to find it and in frustration the fighter hit a tree with his axe cutting it in one swoop, the tree feel right on top of the oracle of battle pinning him in place.
That’s when the Scythe tree struck using stealth to hide as a tree it attacked them. The battle raged for 5 turns until the sorcerer used flaming sphere which did massive amounts of damage to the tree. It leafed itself and run for it. The look on the PCs face when the HUGE tree turned and legged it was priceless. But alas it wasn’t able to out run the flaming sphere killing it in its tracks. But you know what the best thing about flaming spheres are they burn and light fires so a sphere rolling along the forest floor started to burn and start a forest fire. With quick thinking and good ideas from the players they managed to put out the flames. They dragged the tree corpse to the dryad druid and got there feather tokens and took them back to the nixe in the water.
Well that’s where we held it for the night.
_________________ Long Live the Empire
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GMofthelanddownunder
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Post subject: Re: GMofthelanddownunder's Kingmaker campaign Posted: Tue Jul 27, 2010 9:28 am |
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| Jedi Apprentice |
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Joined: Sun Oct 25, 2009 8:38 am Posts: 379 Location: ISD Australis
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Well what a fun night. Tonight they returned to the Stags Rest for a quick rest and continued their adventures but moving to the east, they hear that monstrous beast they were attacked first by three worgs then by a winter worg and 3 more worgs. The worgs attacked the party but left the oracle of battle alone. The winter worg used its breath weapon but focused it on all but him. Two worgs ganged up on the druids Elk and it was killed by having its throat ripped out. The druid got angry with despair and charged the nearest worg killing it with a blow from his hammer. The oracle of nature came up with the idea of casting charm animal but a worg is a Magical beast which I didn’t know about until I looked it up. So I gave the oracle of nature back his spell. (He made a great knowledge nature roll and I don’t realise that it should have been arcane or something so I let it slide.)
The half orc fighter focused on the winter worg trading blow for blow. Finally he managed to kill it. The others quickly dispatched the other worgs they rested and healed up continuing their adventures. The finished exploring the hex and moved onto the second one. There they come across an opening into the hillside and ventured in.
There they were ATTACKED!!! By a swarm of bats, the bat held the PCs off and drove half of them out of the chamber. The sorcerer used his flaming sphere to try and damage the bats but they kept making their reflex saves. The Oracle of battle used sound burst twice killing on swarm. The second continued to reek havoc on the PCs until the druid cast summon natures ally and got a small fire elemental. The elemental attacked the bats by stepping into it and burning them all.
Having killed them all they moved into the next chamber which has three entrees and exits, the Half orc fighter and the human oracle of battle saw a skeleton on the ground in the centre and where hit by the ray of exhaustion (evil grin Whoohahahaha). The fighter past his save and was fatigued but the Oracle failed and was exhausted so he went out of the cave back to the horses for an hour long rest. Little did he know that the spell lasts one hour and he still needs a second hour of complete rest to regain his strength. The rest of the party explored the two chambers off to the Left and Right which in the room have a MAJOR error in them. They have Room 1 , 2 ,3 and 4 but there is a 5th room which they didn’t write in. Room 5 is the major fight for the little “Dungeon” but inside the book they listed it as room 4. (Whoops.) Room 3 and 4 are meant to be the same.
In room 3 and 4 they encountered the skeletons that they should encounter in each room (12 in all) and dispatched them rather quickly. Not before the half orc throw his great axe away because of a crit fail. (There always funny) They wanted to loot the skeletons that have broken and rusted arms and armour. But get this the DRUID who has craft armour smithing wants to know if they can be salvaged. A DRUID with Armour smithing asking about metal armour. Does anyone else have a problem with this? Look I know it covers all forms of armour (hide leather, Full plate, Chain mail) but a druid; even a dwarvern druid should not be working with metal armour. Nothing was salvageable.
They moved into the next room where they encounter the barbarian king of old now turned wight. Now in my games I have a rule that when I have a Monologue to do NO ONE IS ALLOWED TO DO ANYTHING. One of my favourite rules. Try it and see.
They listen to his monologue and then got straight into combat. The druid was the first to be hit but I didn’t understand about the energy drain it did. So I let it slide that time just to keep the game moving while the others were doing their turn I read up on it and used it against the Half orc fighter next with a great hit he lost a negative level. The next was the druid again who lost a negative level. The half orc had to go and ruin my fun by scoring a critical hit on him and doing something like 50 to 60 damage. Killing him. They party looted the room but only found broken and rusted arms and armour. They left the cave and rested for 24 hours at which point the trap reset and the sorcerer went back inside to explore more of the wight room being hit by the trap.
That where we held it for the night.
_________________ Long Live the Empire
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GMofthelanddownunder
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Post subject: Re: GMofthelanddownunder's Kingmaker campaign Posted: Wed Aug 04, 2010 5:58 pm |
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| Jedi Apprentice |
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Joined: Sun Oct 25, 2009 8:38 am Posts: 379 Location: ISD Australis
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Really sorry for the late post i was sick the last 2 days.
Anyway. Well what an interesting night it was. Well first it was a full moon and the oracle of battle that was bitten by a werewolf turned during the night, he killed one of 6 mules the party owns by ripping its throat out. He failed his save to resist it for the night and made his second save to remember it. So that night he has a vivid memory of him moving out into the night and killing the mule. The party know that there is possibly three of them that could be a werewolf. The Human oracle (he is), the Half orc fighter and dwarvern Druid (they aren’t).
So they made a knowledge local check to find out info on werewolfs and found out that wolfsbane allows the afflicted character a second save. So they race back to the castle at Stags Rest and hold up for the night. Second night of the full moon the PCs locked up the three above characters and fill the corridor with guards, I forgot about the will save to resist it and had the oracle of battle breakout and kill all the guards then a massive story as i try an trick the PCs into thinking the oracle didn’t do it. But I was reminded of the save and guess what... He made it. So I had to say last night never happened.
That day they decided to try and find some wolfsbane, they scavenged up enough for one dose which allows a new fort save which he failed. While in the town the PCs hear about a man standing on a soap box talking about their incompetence in the defence of the people and city. A bard is telling the townspeople that the PCs are more interested in adventuring then ruling.
The Half orc fighter grabbed his axe using the flat of the blade hit the bard doing 27 points of non lethal damage. Which started combat, the bard was going to do anything to escape, the PCs bard cast turn invisible on... the opponent. I failed the will save because he couldn’t identify the spell that was being cast on him. On his turn he ran. Well guess what he’s coming back. Whohahahahaaha. (evil GM laugh).
That night was the third night and final night of the full moon. And I remembered all the saves this time. He failed so the oracle of battle killed a barmaid. Now a few weeks ago they found a scroll that they couldn’t read, it was inside a bone, well the PC bard was fixated on it and wanted to solve it. So the third night of the PC being a werewolf that PC went out and killed two children and poured their blood onto the scroll (well he turned CE from LE) which revealed what it says. I’m still writing it up. Then he wanted to make the two body’s made up to look like the werewolf did it.
Well I can see a party of Paladins coming to visit this kingdom in the near future. They then did their month as rulers and went back to adventuring.
_________________ Long Live the Empire
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GMofthelanddownunder
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Post subject: Re: GMofthelanddownunder's Kingmaker campaign Posted: Tue Aug 10, 2010 9:56 am |
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| Jedi Apprentice |
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Joined: Sun Oct 25, 2009 8:38 am Posts: 379 Location: ISD Australis
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Well what a game, tonight I gave my players a chance to redesign their characters because we got the New Advanced Players Guide they came across the ruined keep and entered, the half orc fighter walked through the gate and tripped the portcullis, being trapped he grabbed the portcullis and lifted it allowing the other characters to enter. A quickling stabbed the fighter in the back, using its ability to hide he moved attacked the hide. The sorcerer run from the blur and stumbled into two swarms of rats. The rats attacked, the sorcerer cast ghost sounds and got scared one of the rat swarms away but the other scrambled on top of him biting him.
The other PCs were dealing with the quickling who was running around stabbing people and hiding. The fighter got two good hits on the quickling causing him to jump the wall and run away. The PCs then searched the quicklings home and found his treasure. They then searched the next two towers and came across the Grimstriker who with his assassin vine attacked the party, When the assassin vine died and he was down to single figure hit points he run away. The players then grouped back to the main tower and entered it, setting off the insane mist trap.
The PCs moved up the stair case and come across the Grimstriker and the dancing lady. The dancing lady did her dance attack and got 3 of the 6 players. The 3 players were captivated by the dancing. The oracle of nature, oracle of battle and the fighter were all caught in the spell. The bard, sorcerer and druid were free to act. The sorcerer cast his new spell summon pit. Its a new spell from the Advanced players guide. It got the grimstriker and sent him to the bottom of the pit. The druid cast summon natures ally and got a snake. The dancing lady was clawing the sorcerer when the bard pulled a natural 20 and used it on bard ability to cancel the spell. Freeing the fighter to attack the dancing lady. He was then “enlarge” and attacked the dancing lady. The dancing lady used her grapple ability and drained the blood of the fighter twice. The fighter broke free of the grapple. The snake then attacked and grappled the dancing lady. The lady got control of the grapple and bite the snake draining Str and Con twice. The fighter then continued his attacks on the lady and managed to kill her.
Then the dancing lady’s death ability kicked in. Failing his will save the fighter lost 6 to Str. Knocking him down to 9 str. The Grimstriker saw the dancing lady die and with 1 hit point he surrendered to the PCs. Where they started to question him, the oracle of battle said he would accept him and protect him as his prisoner tying him up with rope the sorcerer wanted to kill him and cast magic missile on him almost killing him but the oracle of battle used a cure spell to save him life. The oracle of battle has the tongue ability while in a stressful situation. I have ruled that any combat is a stressful situation so he speaks a fey type language which the grimstriker speaks. So the bard wanted to know what language he spoke. I didn’t want the players to know so the grimstriker made a top notch bluff check and told them it’s a southern giant speaking language. Then kicked the grimstriker off the ledge of the tower but the rope was grabbed but both the druid and oracle of battle. The sorcerer still wanted to kill him fired a crossbow bolt into the grimstriker doing no damage, then he cast acid splash on the rope trying to send him to his death, but it didn’t burn through then the bard cut the rope sending the grimstriker to his death. The sorcerer then shot a bolt into the Grimstrikers head just to make sure. Well that’s were we stopped for the night MMM i have told them their actions do shape the world there in. Doing stuff like that has consequences. I can see some unrest in their future.
_________________ Long Live the Empire
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GMofthelanddownunder
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Post subject: Re: GMofthelanddownunder's Kingmaker campaign Posted: Wed Aug 18, 2010 6:13 am |
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| Jedi Apprentice |
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Joined: Sun Oct 25, 2009 8:38 am Posts: 379 Location: ISD Australis
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Well what can I say but what a game. Last week they attacked and killed the dancing lady and the half orc fighter was cursed from her Last Word. He lost almost all his Strength, so after resting the night they decided to return back to the keep and contact the cleric Jhod they meet in the first book. They wanted him to cure the half orc fighter. It took a week for the messenger to deliver the message and for the Jhod the cleric to return to the keep. During this time the sorcerer crafted a clock of resistance and the Oracle of battle made a Scorpions whip for the bard. During this week a band of merchants had been attacked and robbed by some bandits hiding in the forest between Stags Rest (the Stags Lords fort) and Olegs Pride (Olegs trading post now turned city). The Oracle of Nature decided that she would investigate and took a large group of guards (5 men out of 10 that guard the keep), they travelled up to the site and investigated.
They found the attack site but no blood, but lumps of fresh dirt on cobble stone road; she surveyed the area and say a small farmers hut not to far from the road. She ordered her men to knock on the door; they did twice with no answer. The oracle of nature decided he had enough and ordered her men to kick in the door. Inside was an elderly couple hiding behind a miner’s lounge and the old man holding a nasty carving knife.
The old couple yelled out “we have no money to give the tax collectors we have already give our money” (there tax rate is the second highest, very sheriff of Nottingham)
The oracle ordered her men to grab him and she asked some questions about where the bandits were, well the old refused to tell him and tried lying but failed, The oracle ordered her men to beat up the old man, after a 3 rounds of beatings and questions the old woman yelled out “stop hurting my husband they are hiding in the forest” well it went downhill from there. The oracle of nature ordered one of her men to grab the old woman and hold a knife to her thru. She then asked the old man where the bandits were he told them but not all of the truth, Well the oracle had the old woman killed, which the old man was enraged and being an old barbarian he raged throw off the man holding him grabbed his carving knife the run the blade into the guards head then throw the knife at the oracle...
missing.
The oracles men jumped on him and held him down and tired him up. She then ordered her men out and grabbed a burning log on the way out. Yep you guessed it she torched the hut with the old man inside it. The fire took and people started to gather watching it, some started a bucket brigade to put out the fires, one brave man ran over kicked the door opened and run inside, the oracle ordered one of her men to close the door and lock it with something burning both to death, she then turned on the crowd and said “this is what happens to traitors and anyone who helps them”!
She rode back and called a summons for council to meet. The council meet and they started talking and it very quickly degraded into name calling and insults. (Normal council meeting them. LOL) the Cleric Jhod (Lawful Neutral) had heard rumours about the incident and started demanding questions from the oracle, after some great role play scenes from me and the Oracle, Jhod doesn’t trust her now. Well things just go from bad to worst. The bard who decided that he wanted to kill people started using the spell suggestion on the half orc fighter to kill a bard maid. He got him to chop her up into small pieces, but the fighter was spotted walking off with her.
Then on a second night a body was found outside of town with a dozen stabs in the body, there was also wolf prints and the bloody knife found IN the victims hand. After some good heal checks and perception checks they found that she had killed herself. A big crowd had gathered to see the body and wild rumours started going around that a troll dragon riding pit fiend come down and killed her. The bard tried to stop such rumours but they only got worse, soon it was an army of dragons with Giants on their backs riding the skies. The bard decided to calm some of the people that he would “investigate”, he did “investigate” and picked some guy off the streets to be guilty of the crime.
Jhod was taken back by this and demanded that the magister do the investigation, unfortunately the magister was available so we had a second great roleplay scene where they argued who had jurisdiction over it. It was determined that the warden (Kystal Chaotic neutral fighter from the first book) did. He turned his chair around put down his ale looked at the men and said “Yeah he did it. Execute him” then turned around and continued to drink. Jhod was held back by his order and tried to free him but the guards stopped him and the innocent man was taken out to the court yard and executed. Thats where we held it for the night
_________________ Long Live the Empire
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GMofthelanddownunder
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Post subject: Re: GMofthelanddownunder's Kingmaker campaign Posted: Wed Aug 25, 2010 4:34 am |
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| Jedi Apprentice |
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Joined: Sun Oct 25, 2009 8:38 am Posts: 379 Location: ISD Australis
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Sorry people due to work commitments we couldnt meet for last nights game. We will be back next week
_________________ Long Live the Empire
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GMofthelanddownunder
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Post subject: Re: GMofthelanddownunder's Kingmaker campaign Posted: Wed Sep 01, 2010 5:13 pm |
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| Jedi Apprentice |
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Joined: Sun Oct 25, 2009 8:38 am Posts: 379 Location: ISD Australis
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Were back tonight was a lots of roleplay with no action at all. Tonight we started with the months kingdom management, where they gain 4 points of unrest from past actions (burning down houses and killing people) they also had another visit from there favourite bard who’s been stirring up trouble. They received a messenger that Olegs Pride has a man standing on his Magic soap box and talking to the people about how incompetent the PCs are, The PCs race to Olegs Pride and the mountain druid, fighter and oracle of battle went up to confront him, when they got close enough they were asked to make will saves, the fighter and oracle of battle failed while the druid passed. Meanwhile the oracle of nature who’s blind as a bat when off to fetch oleg who has taken up residence in the city and is a council member of the kingdom, the sorcerer is out terrorising the peasants and the Halfling bard and rogue are out with the flu.
The fighter and oracle of battle where enthralled to his words and were hanging off every word he said but the druid wasn’t and tried to stop the troublemaker by first slapping him (which missed) then trying to grapple him (which also failed) Gregor (that’s the name of the bard who’s been causing trouble) said to the crowd “look noble people two of your lords agree with me but the third doesn’t and tries too attack me for no cause. Please people defend me and subdue him”.
The fighter and oracle of battle did as they were instructed first by attempting to trip the druid then the fighter hits the druid with his axe for 23 subdual damage. I saw that this could degrade into a shit fight very quickly so Gregor said to everyone “don’t kill him, i wish no blood spilt” At which point the oracle of nature has arrived with a contingent of guards but before they can apprehend him Gregor uses invisibility and escapes.
The party decided they have driven him out and return to the keep at Stags Rest well Gregor hasn’t left he was lying low and after the PCs had left returned to his stirring up trouble. So the PCs get a second message and they ride out to investigate again. But when they get there Gregor isn’t there he is hiding using spies he has recruited to act has his eyes and ears. The PCs are getting very annoyed at Oleg and Gregor. They warn Oleg that if he doesn’t find Gregor soon then Oleg will be out of a job. The Oracle of nature stands in the town square and tells everyone that if Gregor returns then they are to inform the authorities straight away.
But the people are getting very upset with the PCs because ever since they started the kingdom building part they have had Tax at Heavy. So the people can barely afford food after paying taxes. So we had a great roleplaying session of the oracle of nature telling everyone that the taxes are necessary and if they don’t like it then leave.
When the PCs leave only one the sorcerer doubles back returns to Olegs Pride where he sneaks into town to watch for Gregor, the sorcerer spends 2 days watching the town square and everyday there are guards inside the square watching for Gregor well on the third day they have stopped and word soon leaks that Oleg has captured Gregor and is putting him on trail. Well I made a secret roll for a loyalty test for the outcome of the trail. I rolled a 1 and so Gregor was found NOT GUILTY and was released. That caused a big argument among the players. So the sorcerer walked up to Gregor and said. If you return we will kill you. You are banished from our kingdom. Well Gregor will be back with disguises and will be causing more trouble for the PCs.
_________________ Long Live the Empire
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GMofthelanddownunder
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Post subject: Re: GMofthelanddownunder's Kingmaker campaign Posted: Wed Sep 08, 2010 7:56 am |
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| Jedi Apprentice |
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Joined: Sun Oct 25, 2009 8:38 am Posts: 379 Location: ISD Australis
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Tonight we went adventuring at last. But first the bard who unknowingly joined an doomsday cult is trying to remove a mark from his skin. Its been burning him for weeks now and he keeps losing Int and Wis from it. His mark demands blood and with every kill he gets it gives him a point of Str and Con at the cost of his soul. Several weeks ago the group had decided that they would post a bounty, an explorers that went out and explored five (5) hexes and came back with the maps would become land owners. So one set of adventures come back with five (5) hexes explored and as such the PCs don’t get the XP for it. The PCs decided that it was time to track down Tig the missing little boy and as such they went off looking for him, they decided that the best way to explore was to use a keelboat and go down stream looking for him they travelled up to the Nymph and ask her if she had seen the young boy. They also asked her about crackjaw the turtle, she said yes i know him and give them directions to the place that crackjaw lerks. The party then sailed back up river and went looking for crackjaw, they come across the secret fishing hole and where going to dock there ship at a natural rock formation making a jetty. When crackjaw attacked the ship, the druid and oracle of nature tried to charm the animal with charm animal twice but failed. The fighter used an arrow of animal bane and hit. Crackjaw reacted and went under the ship and hit the other side of it. The fighter having been enlarged and raged jumped over the edge and attacked crackjaw killing him. The dwarf druid cast water breathing on the fighter who sank like a stone. The bard decided there was nothing he could do went fishing, and cast his line over the ship. The half orc fighter walked right into the fishing line and the bard through he had a fish and started to try and reel it in, the fighter felt a sharp sting and a pulling so he grabbed the line rolled a natural 20 on the str check and pulled the halfing bard into the water and dragged him back to shore, where the bard jumped him with a knife and tried to start cleaning him. It ended badly for the halfing. They continued onwards and followed the map the other adventures had given them, finding a ford. They traveled around and found Bokkens brother the mad hermit. They walked up to his house and knocked on the door, the mad hermit answered the door and saw two young woman, a child (halfling), an orc, dwarf and a human. He invited them into his home to enjoy some nice “Gully dwarf stew” (with real gully dwarf) with an added ingredient dried Koldra leaves that work like rohipnol The dwarf, bard and oracle of battle were drugged by the stew, but the orc passed and the two woman didn’t eat. The Old hermit started groping the oracle of nature and asked her to spend the night (only because he was sitting next to me). The old hermit got up and offered everyone some tea but noone drank it except the half orc fighter who is as thick as two wooden planks. Thats when the hermit said stuff it and pulled out a short sword from a hidden scabbid in the table, the combat was over before it began the half orc fighter attacked with his great axe and rolled a crit. Picked a crit card, triple (or double not sure which) damage and target takes 3d6 dex damage (severed spine). Which took him out in one fowl swoop. His pet cat (looks more like a puma) attacked and was dispacthed just a quickly. The PCs looted the house and the hermit and tried to skin the cat but failed. The Halfling then made cat soup and was thinking about adding bits of the old hermit to bulk it out a bit.
We had to call it early due to people needing to get up early for work the next day. Sorry this post is late. I have had a hell of a day. Will try and get these up earlyer
_________________ Long Live the Empire
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GMofthelanddownunder
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Post subject: Re: GMofthelanddownunder's Kingmaker campaign Posted: Thu Sep 16, 2010 5:12 am |
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| Jedi Apprentice |
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Joined: Sun Oct 25, 2009 8:38 am Posts: 379 Location: ISD Australis
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Sorry for the really late post. But until today the internet was down. Ok. Tuesday what a game. I had 2 players out ( the half orc fighter and the dwarf druid). The party decied to travel south of the Old hermit and they encountered the Lizardfolk village, On getting close to the river shore line they heard the cries of a small child and know that it was the lost Tig. The Halfing bard wanted to scout the village from a high tree and so he did. He climbed a large oak that could see out over the village but failed a perception check to notice any guards.
The Sorcerer inquired about the river and i told him that the current was quite fast at this section of the river. The sorcerer did want to swim across due to the low swim saves across the board so instead he come up with a great idea of using a crossbow bolt tying a rope of climbing to it and shooting it across the river into the villages palisade. This took three attempts and when he finally got the bolt into the palisade he started to cross. Well at that point the Half elf rouge, oracle of battle and oracle of nature started to cross at the same time.
Well the bolt got ripped out of the wall and the all started to drown. Having to make swim checks they all kept failing and going under the water until the sorcerer read up on the rope of climbing and found out that it can move at 10ft a round. So the sorcerer used the rope to save the others but even using the rope they kept failing the swim checks. After a funny half hour of people trying to swim they finally got across...
The only person not across was the halfing, so using the rope of climbing and the turtleshell that they got from crackjaw last week he was pulled across the river to the wall of the village. Now they were talking about going over to the large gate and knocking on it and using diplomacy. When they started to move around i wanted some to make str checks for the turtle shell in response the sorcerer decided that this would take to long and using a spell from the new Advanced players guide he use summon pit on the palisade which opened a large section of the wall but also allowed the water to flood in.
The villagers were immediately alerted to the PCs presents and the entire village come flodding out to attack the intruders. Along with the will-o-wisp and the 15 or so lizard folk the players where soon outnumbered and being overwhelmed. The summoned pit had disappeared sealing the PCs in the village and with discretion being the better part of valour the retreat was sounded. The sorcerer used the rope of climbing to have an escape route using it climbing and diving back into the river, the oracle of nature was hot on his heels, but the Halfling, rouge and oracle of battle where cut off. Of course his didn’t mean a thing to them. The rouge tried a daring escape that was awesome using acrobatics (rolling a 20) he flipped up using a lizardfolk as a spring board and started climbing but fell off the rope and onto the ground unconscious (rolled a 1 on the climb check). After the lizardfolk had interigated there new priosoners the lizardfolk discovered that the PCs are nobles. So they would be ransomed back. The sorcoeror and the Oracle of nature fled to an ally they made weeks ago. The Dryad druid at the grove. They pleaded with her to intercede on their behalf and negotiate for the PCs release. She agreed and told the sorcerer and oracle of nature to return to their village of stone and she will call on them on the five day. They waited for 5 days and the dryad come back and had arranged for the captured PCs realease, but it wasing going to cost them 3,000 gp upfront and then 1,000 gp every year for 5 years. Not only that but they would not be allowed to enter their hex again. The party agreed and so the trade was to take place at the dryads grove, neutral ground. Using the handover and signing of the agreement the PCs where allowed to intermix with the lizardfolk, where they discovered that the village was divide about the will-o-wisp who was pretending to be the lizardfolks god and draining the life out of poor little Tig. So the PCs came up with a solution a coup was need. They would secretly arm the people who where agaist the will-o-wisp and negosiated for TIgs realase but they need to supply a subsititute.
The Hlafing bard was drafted and shoved into a cage, he with the other PCs (except for the Druid and fighter) along with an honour guard of 10 men for the castles garrison and the oracles of natures personal retinue. They entered the village and as soon as they all entered the King of the Lizardfolk yelled out “now you die pink skins”. A massive combat broke out, half the village on one side and the rest on the other. 5 of the castles garrison where killed, half of the oracle of natures personal retinue were also killed as well as half the village. With some unbelievable rolling from the oracle of battle critting the will-o-wisp, the willage was free and the PCs heros.
Now when the PCs want to take the hex they will have a small village in there for them.
Again sorry for the late post
_________________ Long Live the Empire
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GMofthelanddownunder
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Post subject: Re: GMofthelanddownunder's Kingmaker campaign Posted: Wed Sep 22, 2010 8:03 pm |
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| Jedi Apprentice |
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Joined: Sun Oct 25, 2009 8:38 am Posts: 379 Location: ISD Australis
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Last week after the players were ransomed back to their kingdom and freeing the village from the evil will-o-wisp and the cruel king the players ended the session with the start of the month. The week before they had rolled a bad result with the event phase for their kingdom, they got food shortage. Well this week they did there kingdom building at built nothing. So the flew through the kingdom building, didn’t help that they had no funds in the kingdom until after they collected tax and sold magic items, then decided that it was time to adventure again. Looking on the quest board they have solved they saw one that a hodag had attacked a woodcutter and he was offering a reward to anyone who could get his spear back. So they find the man sitting in a local tavern enjoying a nice pint. He gives them directions to the site which leads two possibilities. South of the abandon keep hex, there are two hexs one contains nothing and the other contains the hodag. They travelled to the hex with nothing in it, on their way the bard lost some Wis and Int due to a curse he got for solving a very dangerous puzzle. A few month ago to inspire the players to go adventuring i gave them dreams. When they awoke they found things in the dream had come true. One was a human bone in bed with the sorcerer who on closer examination found that the top of the bone could be removed. On removing it she found a scroll and showed it to the party. No one could read the scroll it keep shifting and moving but when saw out of your proiforay the words turned solid. No one could solve it until the bard one night went out found two children and sacrificed them on the scroll. The paper burst into an unnatural flame and words appeared on it.
Bird die and people fry. Your fate is sealed on Morgorgs wheel The blood you spill will fill his wheel. When the wheel turns Morgorgs power are revealed Your new God will pay you my dear In blood and tears and your fears
And a flaming wheel tattoo appeared on him arm, well he showed it to the sorcerer and the oracle of nature who both got the tattoo on their arm, as a joke the sorcerer whispered it to the druids animal companion and the wheel tattoo appeared on it forehead. Not sure what it meant they decided to continue with the adventure. They arrived in the hex and wanted to draw it out of hiding by use a survival check to gather enough food and place it into a sack. It worked in getting a group of boar out and investigating the smell. The sorcerer fired magic missile at the boar and killed one then noticed that the tattoo filled. So he killed a second one before the others could escape. The tattoo filled but only a little, but they had meat they could use to lure the hodag. Instead of a hodag it got the attention of 8 very hungry trolls. The trolls entered the clearing and when straight for the two dead boar, two started fighting over the boar while the other 6 looked around and spotted the Oracle of nature, the fighter, oracle of battle and the druid. Giving them a moment to consider their actions the sorcerer said stuff this and fired a scorching ray at a troll, starting combat. Well the combat was short and bloody, in one round of combat the fighter had been dropped from hull hp to single digits, the druids animal companion was dead and everyone was running for there lives. Thinking they may have miscalculated they tried the second hex and spend three days exploring it finally coming across the hodags den. When they got close it attacked. After some great combat moves the first Hodag was dispatched rather quickly and the second was posing a bit more of a challenge. The bard used a spell which maybe it nauseated so it could only do move actions for 6 rounds. So it run off and hid for 5 rounds they jumped the oracle of nature. The players redoubled their efforts and dispatched the last hodag rather quickly. Having done what they wanted they returned back to their keep and got their reward, then spent the next few weeks crafting. The oracle of nature called a council meeting and ordered 6 prisoners to be sent up who were guilty of high crimes, the oracle of nature wanted to kill these men to satisfy the scoll but let slip in front of their men that they were cursed the sorcerer saw that this would be a problem pardoned all the criminals and dismissed the guards and started yelling at the oracle of nature. The druid finished the hide armour from a previous hodag. Then they did there kingdom building again, when it come to the event phase they rolled an event. Monster Attack! A Half dragon Wyvern had appeared and attacked Olegs pride. The players had to go out and attack his menace before it did too much damage. The found the dragon flying over Olegs and breathing fire onto the town. The players started shooting arrows at it which caught its attention. It slammed onto the ground and roared a challenge. The battle that ensured was brutal the dragon breathed fire and hit everyone but the bard in one breath. The PCs horses all died but the bards and the oracle of nature was DEAD dropped to -19 hp, she only has a con of 11. I ruled that if someone could get to him this turn and use a heal spell then he wont die but be badly scared. They managed to save the oracle and dispatch the dragon. Limping home to lick their wounds we held it there for the night.
_________________ Long Live the Empire
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GMofthelanddownunder
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Post subject: Re: GMofthelanddownunder's Kingmaker campaign Posted: Tue Sep 28, 2010 7:59 am |
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| Jedi Apprentice |
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Joined: Sun Oct 25, 2009 8:38 am Posts: 379 Location: ISD Australis
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Tragedy struck tonight, the brave half orc fighter was killed. Eaten to death by a giant plant.
A moments silence if you please to remember poor “Havocs” ... Ok tonight they started off just after killing the wyvern and spending the next month crafting stuff, the half elf rogue and Halfling bard could not make it tonight so there characters just disappear. The human oracle of nature and human sorcerer having been cursed by reading the “note” decided to find out what they need to do for this curse. The sorcerer know that he need to take a life so she went looking in a local forest and found a woodchopper and after sharing a drink with him incinerated the woodchopper with Flaming hand of fiery doom (scorching ray). The player was umming and arring over this decision but did it anyway.
The players spent the next month in there keep and did a week of ruling, when it came to the event phase they rolled feuding nobles and i decided to role-play this one out. In the corridor outside the council chambers two nobles where yelling at each other. They gave there grievances and the players decided that duelling was the only way to solve this. I flipped a coin to see who would win. Since they didn’t solve the problem it will keep cropping up.
The sorcerer was in the keep and was looking to satisfy the curse and saw that the oracle of nature’s personal troops where nearby so she got one of the Halfling warriors to follow her down into the laundry brig (basement) and using Flaming hand of fiery doom killed the warrior. His body was not missed until the next morning when the oracle of nature ordered a full search of the keep and found him in the basement. She ordered a full search of the keep to see how this could have happened. Her troops found no forced entry and all the guards were at their posts and alert all-night.
Since the Halfling bard has a tendency to kill people at a drop of the hat it was blamed on him, so next week when he shows up he has a lot to answer for. The oracle of nature went down to the local jail and wanted some prisoners who were marked for death. She asked them that if they went adventuring with them they would earn their freedom. So they agreed
They decided to go out adventuring and headed to the Witch’s hut, there they found a small hut with a pumpkin patch in the front yard with a scarecrow and an old rusty bell. The players rang the bell twice and got no response. Having made a perception check to hear that someone was in the house they walked up to the front door. Before getting there the scarecrow come to life and attacked them the two “companions” where feared and cowered when it attacked. While the players battled the scarecrow the oracle of battle raced to the front door and began knocking on the door. After two rounds the door opened and the old witch was there.
She cast sleep spell and put one player to sleep, the oracle of battle asked the witch to stop the attack that they meant no harm. I got him to roll a diplomacy roll and he just made it. While this is happening the Oracle of nature attacked the “companions” telling them to fight or die. Before the combat was over the oracle of nature had kill one of them with a crit. The other used the spell dimension door and escaped so he can return later to get his revenge.
The oracle of nature pulled out the copy of the cursed note that they got months ago and gave it to the old lady to read which in turn cursed her too. She was offended by this and ordered them to leave her house now or die. The dwarf druid was curious about what happened and grabbed the note and read it. He too is now cursed.
The players continued on and came to the candlemere tower returning to town and hired a boat to take them there, the captain took them close to it but they need to row over to it. So they used a row boat from the captain and rowed over. On arrival they say 12 will-o-wisp floating around the base of the tower. So they fled and returned back to the ship.
They got the captain to drop them off at the other side of the river bank and continued to explore, heading east to a large mud pit with a giant plant in it. On getting close the plant attacked them. The brave half orc fighter went charging. The plant grabbed him and swallowed him alive where he continued to fight, but he was unable to escape. The plant then swallowed the oracle of battle. Before he could die to it the other players managed to kill the plant freeing the oracle of battle and retrieved the half orcs body for burial.
_________________ Long Live the Empire
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GMofthelanddownunder
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Post subject: Re: GMofthelanddownunder's Kingmaker campaign Posted: Tue Oct 05, 2010 9:05 am |
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| Jedi Apprentice |
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Joined: Sun Oct 25, 2009 8:38 am Posts: 379 Location: ISD Australis
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Tonight the players started by returning to Stags Rest and mourning the loss of their comrade. They held a festival in his honour for three days and then waited around the rest of the time until the start of the new month. After the 3 days of mourning the players were approached by a man wanting to start a new kingdom and was asking if they could give him some recourses with the understanding that when the players claim the hex which holds that new city it will be these. The players agreed and decided on a market place, because i have told them that they will not gain access to all the equipment in the player’s book until a market place is built in the city. They agreed gave them 24 BP but to insure that he kept his word the man had to surrender his wife and children to the PCs to make sure that he didn’t run off with the 24 BP. I was a little shocked at this but let it slide. Now when they need something like that other kingdoms will want a hostage to ensure that the PCs keep their word.
The oracle of Nature went out and recruited 5 new followers which turned out to be Human divine adepts, so how she has Half orc archers (1st warriors), Halfing Archers (1st level warriors) and human divine Adepts (1st level Adepts) in her personal retinue. she’s Building up quite a force. The sorcerer having the curse of Morgorg along with the dwarf druid, human oracle of nature and the Halfing bard went out and killed four innocent peasants. Filling up his magic tattoo, the oracle of battle and druid did some crafting, the rouge sent time watching people on how they dressed for a +1 bonus on disguise checks. During that month they held a small festival for the archers where they held an archer competition. The winner was a monk Zen archer (advanced players guide build) which is the new character. I don’t know the characters name.
Months ago the bard had brought 500 gold of wolfsbane and in the equipment book that was released by pathfinder it has wolfsbane for 5 SILVER PEACES he had brought 500 GOLD Peaces worth of it. During that festival the bard had made up 200 doses of the wolfsbane poison and came up with a nasty plan to put it into the festivals ale. Well i allowed it and it worked, killing over 100 commoners. The oracle of natures personal retinue were patrolling the festivals and taking people to the drunk tank (a small shack) when they realised that they were all dead not passed out drunks, they told their mistress and were ordered to remove the dead and hide them all around the city. She called Sarsha her errand girl to call a council meeting. The PCs were the only members of the council in Stags rest at the time, everyone came in and when the bard came wandering in they noticed something very wrong straight away. Both his eyes were on fire and smoke was coming out of them his forearm that had the magic tattoo was ablaze now and spinning.
They started the council meeting about the 100 dead peasants that the guards had found and then one of them remembered that one of them had a dream of Undead riding horses followed behind by an army of undead, they panicked and ordered the oracle of natures guards to stop hiding the dead and return them to be burnt. But when they got out they found that the guards had finished. The all grabbed lots of oil and torches and went looking for the dead but they had all disappeared. All of them just vanished. Then looking up into the sky an unnatural storm had gathered and a giant flaming wheel was spinning, every bird dropped dead, an earthquake rocked the area and sky cracked with thunder.
The Players all turned on the bard but he escaped and made his way down to the people of Stags Rest. Here he used his bardic abilities to fascinate and then use suggestion on the people of Stags Rest to turn against there leaders (the PCs, except him) the Sorcerer was this and as a wording used scorching ray on a block of houses which started a massive fire, soon that fire had spread to the other house block. While this was happening the army of peasants advanced on the players. The players fearing for their lives retreated to the keep where they prepared for the attack. By the end of it 50 more peasants where dead the bard using up the rest of his wolfsbane poison had spiked the towns well with it and escaped. The sorcerer had achieved the same as the bard she too now has a flaming eye and her magic tattoo pulses and spins. The druid using wild shape turned himself into a eagle and was almost killed by the unknown force that had killed all the birds
Stags Rest two house blocks were levelled due to fire and the keep was badly singed the only thing left intact was the pier and now they have earned a total of 18 unrest points. They teeter on the brink of ruin if they aren’t careful.
We shall see what they do next. How do you think they will fair?
_________________ Long Live the Empire
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GMofthelanddownunder
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Post subject: Re: GMofthelanddownunder's Kingmaker campaign Posted: Tue Oct 12, 2010 7:13 pm |
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| Jedi Apprentice |
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Joined: Sun Oct 25, 2009 8:38 am Posts: 379 Location: ISD Australis
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Tonight the players begin the cleanup of their actions. They spend the last two weeks of the month at the keep and begin with the rebuild. They pass the stability check knocking off 1 unrest then by building 2 wall and a houses they manage to drop the unrest to 12. The cleric Jhod was not going to attend the council meeting but the oracle of battle who is the head of the council made a good diplomacy check so he returned to his position but warned that if they continue in there ways of evilness then he will not be working with them and informing Restov of their actions. They then decided to continue with their adventures first by heading up to Olegs Pride to return the hostages that they took to ensure that an NPC keep his word.
They then travelled to the Dryads grove and where introduced to a new character, a elf sorcerer. The elf was rescued by the dryad when his boat was flipped by a halfing bard (the halfing bard has turned evil and will return as a villain later). The Players started talking to him and after finding out that he’s a noble form a sea faring society they continue to adventure, they moved southish back to the hodags den where they moved south and entered the next hex.
Here they begin exploring and noticed a lookout tower, the druid when off into the forest to do his animal ritual and got a new animal companion an Elk. The other players where happy about that because when it dies they will have some nice venison to eat. They travel back to the lookout tower they noticed earlier and went investigating. The new monk they recruited form last week noticed that the tower has some murder holes and approached very quickly. On investigating he discovers that there are TROLLS!
The battle that ensures was bloody, the new elf sorcerer cast fireball inside the room which come blasting out of the murder holes and hit half the party. The human sorcerer got attacked by a troll who almost rendered her in half so she had to roll off the edge of the cliff, hit the ground hard. The monk who is a zen archer fired multiple arrows into each troll. Managing to kill the trolls the PCs had two choices south or west (i think) they chose west and come to a empty room with winding stairs. Moving up the stairs they came to a metal ladder bolted to the wall and a trap door.
The monk made a perception check and heard something stomping around up there. They used ghost sounds to knock on the door giving away there position. Nothing happened so the human monk climbed the ladder and stuck his head out and saw he was flanked up two trolls. Two attacks later he dropped to the ground while the elf sorcerer cast a fireball. The Trolls reacted by spacing themselves out but within reach to attack if anyone came up the ladder. The battle there was bloody. The elf and human sorcerer were on the verge of death, the monk and rouge were down to single digit hit points . which left the dwarf druid and the two human oracles in combat. Thanks to the druids call lighting the party survived. That’s were we held it for the night.
_________________ Long Live the Empire
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GMofthelanddownunder
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Post subject: Re: GMofthelanddownunder's Kingmaker campaign Posted: Wed Oct 20, 2010 10:25 pm |
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| Jedi Apprentice |
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Joined: Sun Oct 25, 2009 8:38 am Posts: 379 Location: ISD Australis
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Sorry for the late post. Ok tonight we i hand only 4 of the 7 players show up. One was in hospital, one at the dentist and the other was feeling sick. We continued anyway and it was a fun, great and deadly night. After a long chat with my players with were the game is going and what they through the was about.
We started tonight’s game resting after fighting two trolls in the watchtower, due to spells being used up and hit point lose. So they rested and continued exploring. They moved further down into the watch tower and got into a battle with a Troll and his hound. The hound was quickly dispatched thanks to a fireball and failed reflex save but not before giving the oracle of battle a disease, the troll passed his save and began ripping the Players up. The Zen archer kept firing arrow after arrow into the troll and knocking him unconscious until he was healed enough to get back up. The elf sorcerer fired a scorching ray into the troll killing it.
Having two corridors one Right the other Left they choose to go right and run straight into some more hounds. Here the elf sorcerer could not use fireball and almost all the damage was done by the Zen archer monk who kept plunging away with arrows. The hounds dropped and the oracle of battle pulled out two pints of oil and poured it onto the hounds. They began to burn and died from it.
Exploring the room with the hounds the elf sorcerer started searching a room full of dung. I got him to make a fort save due to the unclean state of the room and his open wounds but he past (hey I have to have some fun lol). Finding nothing they returned to the previous room and went left. They come into a large room full of supplies and a large hole in the wall. After spending time doing inventory they found enough to give there kingdom 10bp.
They extinguished there light sources and got the oracle of nature who has dark vision up to 60ft become their eyes. Moving in a congo line they come to a folk in the cavern. They had straight or right, they went straight. Straight into combat. A large two headed troll was enraged to see four humanoids heading into his lair and flew into a rage. The battle was blood and for a second there almost over as soon as it began. The Elf sorcerer cast scorching ray and scored a crit, since we use the crit cards he drew one of the cards. The card said double damage and the target gets a will save to resist suggestion. The elf sorcerer said “I want you to cower in front of me, as i am fear itself.” So I had a hard time trying to work out how to use this spell, since it works for 1/hour per level or until complete, since he was 6th level it was lasting for 6 hours. We had a chat and ruled it to mean panicked -2 to all rolls. The Zen archer fired more arrows the oracle of nature tryed to flank a two headed troll and the oracle of battle tried to attack. The sorcerer fired a second scorching ray and made himself the main threat. The troll attacked with his two claws both of which hit. Then come the rend which tore the Elf sorcerer in half latterly.
The oracle of battle come up with the idea of using a flaming torch as a club and combined with the three remaining PCs they got the troll unconscious. They he used a pint of oil and lit his sword on fire and only doing 1 point of fire damage with a coup de Grace i had to make a DC 11 fort save to not die. It was an auto pass as long as i didn’t roll a 1. Well guess what i rolled? Searching the area they found some treasure and continued to explore with one man down. They grabbed a net from the elf sorcerer’s backpack and dragged him along. They come back to the folk and went right into a large chamber with a hostage on the wall. (I know there was no way in hell the other PCs could have handled two trolls so i let the elf sorcerer have a twin brother who was chained to the wall. He is going to write up a new character but to keep everyone alive he had a twin, what can i say i generous).
The Zen archer monk (sweeper i think his name is? Anyone a Terry Pratchet fan? And i need to look at his character sheet to make sure he has lots of arrows). The two oracles took point and were all most ripped in half too, but the Elf sorcerer the 2nd managed to slip his bounds and use fire ball with out hitting anyone and kill the trolls. We stopped there for the night .
_________________ Long Live the Empire
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