Kingmaker

Session 15
Wandering Werewolf

The session begins slightly out of order, temporally, as the PC’s leave from Oleg‘s Trading Post to find Jhod in order to request his assistance by joining the soon to be founded Shieldlands Kingdom. After traveling to the Erastil shrine and using Whisper to sniff out his trail, they run into Jhod returning from a walk in the woods. Jhod appears reinvigorated and is now displaying the holy symbols of Erastil. After a service to the meager crowd of four hunters, not including the party, the PC’s explain their need for him and, with a little convincing from Walays, he agrees to join them as their General.

The party returns home to Tyg’s Landing where time leaps ahead and all of the initial kingdom founding that occurred in the previous session is now in the past for the characters. Now, a month into summer, the kingdom expands out to include the river crossing at the junction of the Shrike and Skunk rivers. A farm begins construction where the fangberries are located.

During the 2nd month of the summer, the owner of Tyg’s Landing Inn approaches Walker, letting him know his barmaid, Saki had been brutally murdered on her way home last night and was discovered by the bus boy, Georgie. After questioning Georgie and investigating the site of the murder, the party determines it was a large wolf-like beast, possibly a Worg. As Tess and Walays help bury the body with Saki’s parents, Walker and Andrei try and track the path the creature took, only to be interrupted by a shepherd claiming his brother had also been brutally murdered two nights prior. All signs begin pointing towards a possible werewolf attack and the party reconvenes at the Tyg’s Landing Inn after Walker did some further investigating in the wilds and the rest of the group began looking at the Inn.

Eventually, the party barged into the room of a Kellid tribesman named Kundal who had been a suspicious character, having just recently come into town and didn’t have an alibi for the nights of the murders. A confrontation almost began between Walker and Kundal before Andrei stepped between them – causing Kundal to back down and start looking for an ally in the fellow tribesman of Walays. Walays, trying to further cool down the tempers offered to buy Kundal all he could drink later that night, and the very hungover Kundal happily agreed.

Later that night after several hours of drinking Kundal told Walays he needed to visit the restroom, only to wander off – unbeknownst to Kundal that he was being followed by the PC’s. As the lycanthropy began taking affect, the party struck – but a brutal fight took place with Kundal holding his own against the four PC’s. Eventually the party was able to whittle him down – with Kundal dropping to one knee, and tossing his greataxe aside, begging Walays in their tribes’ tongue to help him and save him. Walays remained silent as Tess fell Kundal and Andrei finished him off with a final stabbing of his blade.

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Session 14
Shieldlands' Start

The session begins as the players return to the Lonely Dragon in order to sleep – and Tess decides to strike up an very awkward conversation with the owner, Mila. After several minutes of unsuccessfully trying to talk to her, Tess decides to give up and go to bed.

The next day, Walker goes to wander the city, Walays goes to find potential recruits for the new Kingdom they are founding, Tess goes to find a scroll of Hallow, and Andrei goes off to visit his mother.

Tess implores the high priest of the Church of Gorum, Borvin, who decides that Tess isn’t trustworthy enough to get the scroll and instead sends a Vindicator, Dragana to complete her request.

During Andrei’s visit, his mother spikes his meal with a potion of Eagle’s Splendor and outsmarted him by having an antidote in her wine in case Andrei made her try some first, which he did. The potion attracted the attention of many women, most disconcertingly for Andrei, Dragana.

All of the PC’s get fancy clothes, more suiting of their new station and head out to Oleg’s in order to convince Oleg, Svetlana, and Kesten to become members of the leadership of the Shieldlands. After some discussion all three decide to sign on.

For the first month of the Shieldlands’ Kingdom, they expand outward to include the fangberries and build a farm. On Tyg’s Landing they decide to build an Inn and a group out houses. Everything goes well in the first month and the kingdom is off to a strong start.

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Session 13
Exuberant Exhale

The session begins as the PC’s release a collective exuberant but pained breath, having defeated the Stag Lord and the twisted, decrepit druid that inhabited the basement of the fort.

As our heroes gather the loot and prepare the dead for burial, they find Akiros has an amulet to the god Erastil as well as a tattoo above and to the right of his right breast, a revelation that shakes Tess. They also find a sleeping spot with a toy knight, dragon, castle, and princess as well as a stick figure drawing of a knight fighting a dragon to save the princess with an arrow pointing to the knight and “Auchs” spelled out crudely. Walker consoles Perlivash over the loss of Tyg whose cooked and broken open carapace still remains in the eating room.

Seeing the piles of coin, Thomas, Rickard, and Harriet turn lustful over such wealth in front of them but some quick diplomatic work by Walays turns these potential foes into friends who then help prepare and cook an owlbear for the impromptu celebration feast. Even Ubagug goes down to the seaside and gathers “fresh” sea plants and insects to make a “tasty” sea fly stew. After everyone has had their fill, Walker, feeling a deeper connection with nature transforms himself into a wolf and joins Whisper on a survey of the newly freed land as well as a hunt for small game.

As the PC’s begin their trip back to Oleg‘s, they make a detour to Nettles’ Crossing, wishing to fulfill their promise to the undead creature still haunting the place who seeks revenge on the Stag Lord for killing him. Andrei tosses the body into the river and a black mist rises up, swirls around them and then encompasses the toll booth before disappearing while a disembodied voice thanks the heroes for avenging him.

After a days journey the party reaches Oleg’s, who is excited to see them, grabbing up Walays in a big bear hug, though whether this is to show his affection for his friends or just to stop Walays’ bagpipes no one can be sure. They also deliver Falgrim Sneeg to Kesten who seems quite pleased at his reunion with Sneeg. Kesten takes each person’s request for a masterwork weapon before heading out to spread the news of a party in honor of the heroes which will be held in four days time, a bound Sneeg in tow.
The PC’s take the next few days to relax and also send a small owl, Fed, to deliver news to the Swordlords of their success. The night of the party finally came and the trading post was packed with trappers, hunters, traders, and anyone looking for a good time. Festivities were interrupted when a young maiden carrying a newborn demanded to confront Walays. A heavily inebriated Walays sobered up immediately and took her to a back room where he bluffed that he was not Walays and “removed” a Walays mask to show his “true” face. This seemed to satisfy her wrath, but she preyed on his goodwill to get a charm bracelet and a gold piece for travel.

The next morning the PC’s headed back to Restov, a two day trip by horseback. As they arrive in the town a cacophony of sound and bustling hits them, it has been months since they’ve been in such a busy place. Guard presence had greatly increased since they’d last been in Restov and even the royal guard patrolled the streets. As the PC’s find their way to the Swordlord barracks, they see that it has been closed by order of the King. Unsure what to do, Tess suggests they go to the Lusty Unicorn to wash up and see if they can get some extra information.

At the Lusty Unicorn, Tess is greeted by a mildly annoyed Zan, who tells Tess that she’s way behind on her tab. After she pays her debt and buys the house a drink, Zan’s mood becomes much more welcoming to Tess, as if he was never upset with her at all. Zan even revealed that a woman who looked quite like her came in the bar awhile ago and asked about Tess, but was chased out of the bar by guards looking to seize her. Zan also dropped her a note which told them how to make contact with the Swordlords.

Andrei following the instructions of the note given by Zan and gave the beggar in the back alley his sword when asked for coin. The beggar was a Swordlord in incognito and allowed the PC’s entrance into the storage shelter where they met with the head of the Swordlords, Ihvon. The heroes were congratulated for their victory over the Stag Lord and helping to tame the northern Greenbelt. They were presented with a new charter, to found a barony under the banner of the King. A small stipend was also included, emptying the coffers of the Swordlords who are already buoying another barony in the southwest region called Varnhold.

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Session 12
Final Fracas

The session began as the party regathered out away from the fort to discuss what just happened. As they determine how to approach the well-defended fort, they notice several reinforcements headed to the fort. Not wanting to lose what damage they did do to the personnel inhabiting the fort, the PCs ambush the trio of bandits, quickly dispatching them and then running from the long range volleys of arrows coming from the fort.

Andrei suggests that at night he go and scout out the area to see if there are any weak spots now that they have killed several people and to snipe a few of the bandits on the watchtowers. Unfortunately, the Stag Lord expected visitors that night and was up on watch. Alone, Andrei was vulnerable to the Stag Lord’s talent with the bow, taking massive amounts of damage and barely escaping with his life.

In the predawn hours, the PCs head out for a stealth assault on the fort. They sneak around the back and with a spell Walker opens a hole into the back of the fort that lets the party inside. Walays creates a false image of an empty walkway to avoid detection by the guards and after Andrei is unable to unlock the door to the Stag Lord’s bedroom, Tess smashes it in with one mighty blow.

From there, all hell breaks loose – the Stag Lord and Andrei exchange several blows, with Andrei keeping the upper hand for most of the fight. Tess and Walker fight Akiros and several bandits while Walays provides much needed magical support. Tess falls, but is quickly brought back into the fight by Andrei. Walker entangles a large section of the fort, preventing the party from getting flanked or have reinforcements arrive quickly. Slowly, the bandits fall and even Beaky the Owlbear is quickly dispatched. Dovan tries to escape but is cut down by the hunters and Ubagug, while the Stag Lord throws what is left of his strength against the man that most reminds him of his father – Walker.

Thinking the fight is over, the party finds and heads down into the basement to free the druid they know inhabits the area. The druid has other ideas, attacking the PCs with a Giant Soldier Ant, a swarm of spiders, and himself shaped as a Dire Wolverine. What was just previously elation over a victory over the Stag Lord turns into grim despair as the druid is able to fall both Walker and Tess. With Andrei succumbing to a horde of spiders, the druid finally dies and Walays quickly disperses the horde which would have fell Andrei soon.

Victory. At last.

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Session 11
Sunrise Subterfuge

The session began as the party strolls into Oleg‘s with Robert Brownpants in tow. While the previous visit to Oleg’s was a busy night, this evening the place was almost deserted except for three trappers. Walays sprung into action, tempting the three trappers with gold and stories of becoming heroes by joining up with the party to help defeat the Stag Lord.

The next day the party went to Ubagug‘s “kingdom” in search of more allies for the coming fight. After some negotiation, Ubagug agreed to help the party in exchange for a formal declaration of an alliance as well as recognizing his kingdom. After that alliance was secured, the PC’s headed back to the Temple of Erastil to consult with Jhod, who was nowhere to be found yet again.

After daybreak, the party turned towards the Soothscale Kobolds in order to see if they could convince the kobolds to help with the siege on the fort. Mikmek greeted them warmly, but told the PCs that there were no kobolds to spare as the women were brooding. Understanding, the party headed southwest to confront the Stag Lord with the party they had collected.

Overnight, Walken was startled by a familiar voice whispering from a bush – it was Perlivash the butterfly winged dragon fey. He told them while choking back tears that the Stag Lord had killed Tyg-Titter-Tut and that they’d failed in their mission. Tess was heartbroken while Andrei began considering how this affected the mission while trying not to see too cold-hearted about the loss. In the end the decision was made to continue with the plan even though things weren’t as optimal as they could be.

The next morning Walays, disguised as Robert Brownpants talked his way into the fort, though was confronted by Dovan who was less than impressed with his stories of bravely escaping capture. Walays pressed the issue, forcing Dovan to wake the Stag Lord and decide what to do with him. Further bickering ensued and Dovan drew his rapier, ready to end Walays for his lies and Walays made it look like he dove in front of the Stag Lord to protect him. An image of Perlivash appeared on Dovan’s shoulder, but was quickly dispatched by the Stag Lord. Infuriated by his underlings and no longer being able to tell who was being truthful, he demanded a duel. Walays’ quick wit and even faster tongue allowed the rest of the party to sneak all the way up to the fort without being seen.

Suddenly the trappers loosed their arrows and the fight was on. Walays ran for it, only to be pursued by an incensed Dovan and Walker summoned some war dogs to fight at the open gate. Perlivash assisted Walays while fighting Dovan, allowing him to steal Dovan’s prized rapier and do some massive damage to him. When Auchs came to assist Dovan, Walays now taking the appearance of Dovan each stated they were the real one. Walays was more convincing and Auchs went through the fort to kill the real Dovan. While this was going on Tess and Andrei snuck around the east side of the fort while Walker and Whisper went around the west. Dovan was able to calm Auchs, but Walays used the confusion to escape over the palisade. Zombies sprang from the ground around Whisper, Walker, Tess, and Andrei but were quickly dispatched, though not before doing some major damage to Whisper.

When the party retreated from the fight they had killed 3 bandits and 8 zombies – without taking too much damage themselves. The PCs now better know the area they are fighting in, but the Stag Lord knows the party that has been a thorn in his side for weeks is nearby. The first battle was won by the PCs, but the war against the Stag Lord has just begun.

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Session 10
Crappy Captive

The session began as the party returns to Oleg’s, carrying a tatzylwyrm head. A night of heavy drinking by Walays and Walker ensues while Tess continues to search for a purpose in life and Andrei studying the map of the Greenbelt. Walays, perhaps feeling the effects of a night of heavy drinking decided to have a bard-off and while he was performing well, a particularly long held note left him passed out on the stage.

Early the next morning the PCs set off for Bokken‘s in order to replenish their stocks of cure potions. They buy him out of stock for curing potions and head south in search of the Stag Lord’s fort. Walker, feeling confident Whiskey River has been domesticated, now starts saddling the stag in order to train him for riding. They reach the fort that evening and keep their distance, allowing darkness to fall before Andrei and Whisper approach the fort under the cover of darkness. They notice that two of the three guard posts are always manned, that the guard rotation seems to follow no pattern and they aren’t very attentive to their posts. They also notice four humanoid figures slowly meandering around the grounds and determine they are likely zombies.

The next morning the party sees a small group of six bandits leaving the fort and decide to shadow them. When the bandits reach the fangberry marshes the PCs strike, killing the lookout without a sound. Walays creates an illusion of a line of spearmen which sends the bandits into a panic once they turn around from their gathering. Whisper hunts down two of the escaping bandits and Andrei intimidates one of the bandits to surrender, but two bandits escape.

The party interrogates the bandit and find out a druid resides inside the fort and that Stag Lord is a dead eye shot and has a punch that can shatter bones. They find out that the three lieutenants are named Akiros Ismort, Dovan from Nisroch, and Auchs. The bandit also tells him about the seven permanent residents of the Stag Lord’s fort: Ayles Megesen, Cragger Kench, Dirty Jeb Megesen, Falgrim Sneeg, Fat Norry, Jex the Snitch, and Topper Red.

After tying up the bandit captive, the party heads to the Temple of the Elk to see Jhod. They arrive in the evening but Jhod is not there despite all of his belongings occupying a room inside of the temple. The PCs sleep overnight, hoping for Jhod to return but he is MIA. After waiting long enough they head north east towards the fey nest and arrive there around noon time. Walays plays a lively tune to get their attention. The party asks for the fey to go to the Stag Lord’s fort and prevent them from sleeping until they arrive, in return the party promises 6 shiny coins, a feast including very sweet wine and a sugary cake, and a private concert by Walays. The session ends as the party begins to head back toward Oleg’s.

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Session 9
Friendly Fire

The session began with the party returning to Oleg’s after many days out exploring and taming the Greenbelt. After the PC’s presented Oleg with Tuskgutter’s head he excitedly paid them 150GP and began work to prepare the beast for displaying. Andrei went to let Jhod know about the temple of Erastil that they had found while Tess went to discuss her doubts with Svetlana. Walker spent the day further training his stag, Whiskey River, and Walays spent the afternoon spinning tall tales of the PC’s adventures in the depths of the Greenbelt.

The next day the party, with the added accompaniment of Jhod, headed back deep into the Greenbelt, splitting off at the hot springs – Jhod heading for the temple, and the PC’s to further explore the area. What was found was something they were not prepared for – a unicorn, horn removed after death, with no normal signs of battle, but with the lingering necromantic aura of a finger of death spell.

While crossing a river in the shallows that contained the wreckage of a bridge, the party is ambushed by three tatzlwyrms. They quickly swarm Tess and Walays, knocking them unconscious, but Walker and Andrei held strong enough to kill the beasts. As Oleg had requested the head of one of these creatures, the party cast gentle repose on one and added it to their stash as well as the gold and valuables found in their nest.

After another day of mapping out the region, the party came across a clearing with yipping coming from a fall trap. Inside was a brush thylacine, hungry and desperate to get out. Unfortunately for Walker, the side of the trap gave way, leaving him with the creature. Tess, attempting to help, accidentally blinds both the thylacine and Walker, but Walker takes the brunt of the spell and is blinded for four rounds to the thylacine’s single turn. Andrei dives down in the trap and Walays provides support by turning him invisible. Tess, frustrated, gets a rope and helps the party prepare for a quick escape from the trap if things go wrong. A few quick stabs from Andrei kills the thylacine, but not before it got in a few bites to Walker.

Finally, the PC’s return to the boggard, with Tess prepared to cast “Share Language” so they could communicate with it. They learn the boggard is named Ubagug and has declared the abandoned ruins he resides as his kingdom – one of which he is extremely proud of. They learn he tried to lead a one man coup against his tribe, forcing him into exile where he was captured by the Stag Lord and tortured. He was able to escape, and founded his ‘kingdom’. Ubagug tells the PC’s if they attack the Stag Lord they will die, but still let them know where his fort is.

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Session 8
Bacon Boss

The session began as the party recovered from the ambush in the hot springs by giant (medium) frogs. While combat is always dangerous, a nice bounty of frog legs was taken from killing the frogs. With full bellies and a restful night of sleep the PCs continued on through the Greenbelt to map out the area.

Searching the next day, the party came across a temple for Erastil long abandoned with the forest overgrowing the once grand holy site. Unfortunately, the PC’s were greeted with a grizzly bear looking demented look in its eyes. After several rounds of standoffs between the bear and the party a fight breaks out. The bear takes the party by surprise with just how vicious it is – quickly knocking several of the party out, while taking quite a bit of punishment itself. Finally, the attrition of the four party members attacking it brought the beast down – letting out a hauntingly human sigh as it fell, became an old man, then a skeleton, and then dust in the blink of an eye.

After a couple more days of travel the party runs into a boggard, who, through broken common secures a truce with the PCs and even offers some of his special salamander-fly soup. The group has a little trouble digesting this boggard delicacy, and get a bit queasy trying to digest it. Unable to effectively communicate, the party leaves the boggard and continues their exploration.

The next afternoon, the PCs came upon a huge boar lair and, surmising it is the home of the fabled Tuskgutter, prepare their own ambush. They dig a makeshift punji trap and await the beast. Using a combination of summoned animals and illusionary animals, the great boar falls for the groups deception, landing himself in the trap and racking up a ton of damage. After a couple of rounds the beast escapes and comes after the PCs, but by that time most of the damage was done and the boar fell with relative ease. The party beheaded the beast, took some meat from its corpse, and turned NE towards Oleg’s.

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Session 7
Stealing Stags

The session began in the morning after the ambush by the chaneques. Walker notices a nearby heard of deer and seeks to capture a yearling to raise. Unfortunately, he hasn’t prepared the correct spell so decides to return the next day for another chance to capture the yearling. The party explores the rest of the day and Walker returns the next morning where he is able to calm the lead stag and capture a yearling to raise. It was named “Faunzie” by Walays, much to the chagrin of Walker – and the amusement of Andrei.

More exploring by the party lead to discovering a barbarian cairn where a ring of swimming is found. Another day the evil trapper’s body, the victim of a tree fall trap and possible torturing was found. After exploring the trapper’s temporary campsite, the PC’s decide to spend the night there. Unfortunately, the night was not restful as animals of all types circled the camp, leaving the PCs to stay up all night and keep their armor on.

The next day the party ran into a sleeping wyvern and while retreating, accidentally awaken it. Luckily, and unbeknownst to the party, it was an illusion perpetrated by two mischievous fey. Later that night the fey magically induced sleep on Andrei, only to have the entire party awake to the wyvern perilously close to them. After some quick thinking, the hoax was discovered and a truce was brokered between the party and Perlivash and Tyg-Titter-Tug.

Further exploring leads the party to a very inviting hot spring. Unfortunately the rest and relaxation found there is temporary as the PCs are beset by giant frogs. A short fight ensues and the frogs are handily beaten, but not before Tess is almost killed.

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Session 6
Battle Break

The session begins as the party heads out to collect some fangberries that were requested by Bokken. Upon arriving in the shallow marshes where the fangberries grow, Walker points out that they are covered with nasty swarming chew spiders. Using teamwork, the PCs kept the spiders at bay while being able to get enough fangberries for Bokken.

After exploring more of the lands, the party returns to Oleg’s. A night of much celebration begins where some of the PCs decided to drink a tad too much – and Tess decided to start a brawl with Jhod. A very quick lesson in the form of a punch to the gut, throw down to the ground and a busted knee leaves Tess unconscious.

While this is going on, Walays decides to have a bard-off with the young bard who had been previously entertaining the crowd. Walays put on a clinic with a finale of alcohol and (with the help of Walker) flame induced fire show.

After the night had settled down, Andrei decided to discuss the internal struggle he’s had with killing the prisoner the party had captured and interrogated in Session 2. It seemed both Andrei and Jhod had something to get off their chest as Jhod discussed his fall from being a Paladin due to his over enthusiastic bringing of justice which led him to kill an innocent man.

The party used the next day to recover and then set off NNW into uncharted territory. After two days travel, they were ambushed at night by two Chaneques – one of which was able to knock Tess unconscious before being killed by Walays.

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