Harthar's Kingmaker Part One: The Stolen Lands OOC
Pathfinder: Kingmaker
Part One: The Stolen Lands OOC Thread
This is the Out of Character thread for the Kingmaker Adventure Path that I will be DMing. We will all be using this thread to keep track of anything important that everyone will be aware of, to have discussions about anything relating to the party and to sort out any disagreements (hopefully there won't be many).
I will edit this post with more information once we get started, but here you will find a breakdown of the characters and, most probably, their unique skills. I'd like to put a little description here of past exploits so that you can all quickly reference what has happened and remember those good times, or that very hairy fight!
I'll put up here some useful maps, tables and such to help everyone out as well.
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The Stolen Lands encompass an area that covers approximately 35,000 square miles a territory about the size of the state of Maine. This area is split roughly into four regions which are briefly summarized below:
The Greenbelt: With the tangled woodlands of the Narlmarches to the west and the rugged hills of the Kamelands to the east, the Greenbelt is a haven for bandits. The lack of dangerous inhabitants other than indigenous tribes of kobolds and mites makes this the safest of the four regions for freelance banditry, although recent rumors hold that a particularly powerful bandit known as the Stag Lord has risen to unite and lead the region’s brigands. To the south, tribes of trolls and more dangerous creatures provide a quite effective buffer between Brevoy and Mivon.
The Nomen Heights: With a southern skyline dominated by the ragged, stony mountains known as the Tors of Levenies, the Nomen Heights are named after the aggressive tribes of Nomen Centaurs who view the eastern steppes of the region as their own. Ancient ruins dot the Tors themselves, hinting that the region may have once been the most civilized of the Stolen Lands.
The Slough: East of the Glenebon Uplands, the rugged hills and rolling grasslands soon give way to a swath of reeking swampland known as Hooktongue Slough. Inhabited by lizardfolk, boggards, and stranger beings, this region has long been a battleground between the Tiger Lord barbarians and the more monstrous tribes of the swamp.
The Glenebon Uplands: The westernmost quadrant of the Stolen Lands is a contested zone between the barbarian tribes known as the Tiger Lords to the north and the bandits of Pitax to the south. Further complicating this scene is the not-insignificant presence of several powerful fey and dangerous monsters in the Branthlend Mountains and the forest of Thousand Voices.
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Exploring the Stolen Lands
Presented on the following pages are rules for exploring, claiming, and keeping control of a large tract of wilderness. Although specialized for use in the Kingmaker Adventure Path, you can use these rules and guidelines for any exploration-themed campaign. The expanse of the Stolen Lands has not, in Brevoy’s recent memory, been accurately mapped, and part of the task set before the PCs is to rectify this gap. As they explore the region, they and their companions are expected to keep track of what they find in order to keep Brevoy informed of strong and weak points of defense and to determine possible sites for roads, towns, and other fortifications.
Movement in the Stolen Lands
Each hex on the map of the Stolen Lands is 12 miles across (between opposite corners) and covers just under 150 square miles of area. These hexes are provided not only as a way to help define the land (and eventually aid in defining the territory of the kingdom the PCs are destined to rule), but also as an aid in tracking travel through the Stolen Lands.
In Chapter 7 of the Pathfinder RPG Core Rulebook, the tables on page 172 list how long it takes for a person to travel through various terrains. In this Adventure Path, though, characters will also be taking time to fully explore hexes on the map, doing so takes much longer than simply walking through a hex. To determine how long it takes the PCs to travel through a hex or to fully explore it, determine the group’s speed (which is set by the slowest member of the group) and consult the tables below.
For traveling, the amount of time it takes to cross one hex is listed. For exploring, the amount of time listed is to fully investigate the hex. Until the PCs spend money to create rails and roads, all of the Stolen Lands are considered to be trackless. In some hexes, more than one terrain is present in a hex. In such cases, calculate that hex’s effect on travel as if it were a hex of the dominant terrain type.
Terrain Types Forests: The forests of the Stolen Lands are densely vegetated, but generally crisscrossed with game trails and numerous clearings. The trees here typically consist of oaks, beech, rushleaf, and smaller scrub.
Hills: The rolling hills of the Stolen Lands are often pocked by small caves, twisting valleys, and small woodlands that crown hilltops or nestle in clefts.
Mountains: Although mountains in the Stolen Lands are relatively low in elevation (rarely rising more than 1,000 feet), they are often quite rugged and sheer, forcing travelers to follow old riverbeds, gorges, and twisting trails.
Plains: The grasslands and moors of the Stolen Lands vary from relatively open plains to swaths of tall grass that grows up to 3 feet high in places. Small copses of two to six trees are not uncommon.
Swamps: Swamps are a confounding mix of soggy ground, partially dry hummocks, tangled undergrowth, and deep pools of murky water. Travel in a straight line is impossible, requiring constant course adjustments.
Water: A river varies from 50 to 500 feet in width. Infrequent bridges and fords that allow a river to be crossed are indicated on the map where they appear, but in most cases, travel across a river requires swimming or boating. If the PCs wish to try swimming, all members of the group must make DC 15 Swim checks. If all members (and all mounts) make the check, then that particular river crossing doesn’t impact travel time through the hex. Otherwise, add 1 hour to the amount of time spent traveling for each failed Swim check. Lakes are calmer than rivers and may be navigated with a DC 10 Swim check, but their larger size makes swimming across them dangerous as a general rule, if the PCs lack boats or actual swim speeds, it’s best to simply treat lakes as barriers to travel and force the travelers to circumnavigate the edges.
Tracking Exploration
The easiest method to track the PCs progress as PCs travel and explore the Stolen Lands is to do so on hex paper. A sheet of blank hex paper is provided in the Kingmaker Players Guide, available as a free PDF at paizo.com. As the PCs explore hexes, they should notate their progress by placing a small X in the hex. Tracking which hexes are fully explored is important for determining exploration rewards and establishing a nation’s territory.
I'll be working on a nice detailed hex map that we'll keep track of your exploration with.
Rewards for Exploration
With each hex of terrain fully explored, the party earns 100 experience points; 500 experience will be awarded once half of the Greenbelt has been explored, and then an even greater amount, depending on the difficulty during the campaign, will be awarded when the entire map has been explored.
4710 AR
- Calistril - Fireday, 24th
The PCs are introduced to the Lord Mayor of Restov and given the charter to explore the Greenbelt and, by extension, cleanse it of the bandit presence.
- Toilday, 28th
The newly formed party arrives outside Oleg's Trading Post. Their time within the Stolen Lands begins.
- , 29th
Rumors and Important Information
Spoiler
Rumors:
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Important Information:
- Your Charters.
-Thorn River bandit Camp is at D2
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Characters: Harthar Damon, Playtest 5e Gedriwyn, Pathfinder, Aasimar Cavalier
Re: Harthar's Kingmaker Part One: The Stolen Lands
Meet the Team:
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Harthar's DMPC ~ Gedriwyn Damon - Aasimar Strategist and Honor Guard Cavalier, Order of the Dragon
Spoiler
Description:
Gedriwyn stands at the height of 6’1", long dirty blonde hair is allowed to grow wild for the most part, though when knowledge of a battle is gained it is usually drawn into a single tail at the nape of his neck, making it a hard target for one to grasp but also easily fitting under a helmet should one be worn. When unruly it falls about well built, tanned shoulders; its length reaching just below muscular shoulder blades. His dark cavernous orbs of brown watch from the sockets of naturally golden brown skin, a sign of his human heritage, or perhaps something greater? His handsome, but distinctly hard, angular and sometimes rough jaw is, when he is not flashing a particularly charismatic smile, set in a semi-permanent expression of emotionless. Whilst holding a frighteningly powerful visage when armoured in full battle attire astride his war trained steed, an aura of confidence and power surrounds this naturally born leader of a particularly well known noble family. His build is extremely muscular, though wiry, but not beastly, one might say perfectly proportioned.
Although a member of a noble family his heritage is somewhat suspect given that he is actually an Aasimar should one look closely; this particular fact is over looked by his proud father, a rather religious man who believes his son a blessing from the gods. This religiousness was taken on by his guild, though not to the almost zealous nature of his father. Being the youngest son in a line of three others and a sister, he was never destined to inherit the title of Lord, and thus devoted his life to pursuits generally suiting his ability and as all younger siblings of noble families did. Thusly he is not a stranger to fighting, though her has perhaps never been in the thick of a real battlefield, he has some knowledge of small engagements. These years of fighting and training have left their marks as with all the Borderlanders of the Brevoy area, though none of them disfiguring or unsightly enough to distract from his naturally appealing features or body structure; there is a scar on his left shoulder and upper arm, extending from the front of his shoulder down and around to finish just before the back of his elbow. Another scar is upon the front of his right thigh, but isn’t very large. Lastly there is a scar which runs from the inner right side of his left calf down to the right side of his ankle, passing beside his achilles tendon, a wound that is memorable because of its severity and the luck that it had not severed his tendon and condemned him to a more peaceful profession and life. There are many other, smaller scars upon his chest, arms and legs; however none of them are as large as the above mentioned, and none of his scars are rough or displeasing. Much to his pride he bears no scars upon his back, and never will if he has any say in the matter.
Known to the Party:
1) Is aspiring toward becoming a swordlord.
2) The party is aware of his first name only; he has yet to inform them of his noble heritage, though his bearing is a subtle hint at what might be.
3) He is believed to be a young adult, though his knowledge of history and recent events does not seem to be learnt but hints at being lived.
Background:
The Damon Family had always been members of the Aldori Swordlords of Brevoy, never in their history, which stretched back quite far, had a member of the family not joined the Swordlords and died a member. This would be no different as far as the current Damon's were concerned, though to have seven members of the same noble family all a part of such a prestigious faction as the Swordlords was inconceivable, and had yet to occur. Nathaniel Damon, Gedriwyn's father, was a member of their ranks and, despite being his eldest son, was not fire to his estates because of his questionable parentage. His father never spoke of who his mother had been, but he did explain why he was not considered to be an inheriting member of the Damon family; he was Aasimar and was not a blood relation to Nathaniel, his father was something altogether different, though he could not explain how or why. Thus, Nathaniel's eldest legitimate child, Jeric, inherited his estates and title of Lord Damon. Jeric, also a member of the Swordlord's, grew up with Gedriwyn and, knowing of his half brother's true parentage, never held it against him; unlike the other siblings. Shunned by everyone except Jeric, he was taken in by his half-brother and together they shared their lives in ruling their lands.
Natalie, Jeric's wife, hailed from a noble house of no minor repute within the city of Restov, met her future husband at one of the many courtly meetings that went into the rulership of Brevoy. They fell instantly in love and, because she was one of many other sisters, it was possible for her to follow that love and marry Jeric despite his house being of lesser status, but no lesser worth to the Kingdom. After years of faithful service, attending to Nathaniel's needs and caretaker-ship of their estates with his absence, it was no surprise when Natalie became pregnant with their first son, Baldwin, whom would be the first of three other children to successively be born each year thereafter. Years past and Baldwin earned the right to be made a swordlord, however none of the other children had, either by their own measure or that of the Swordlords. After Baldwin, of Jeric's children there was in order of succession; Bethany, second eldest child and currently a cleric in Port Ice; Grundin, a squire to a minor noble in House Greyhaven; Andric, a ranger in service to one of the lords of Medvyed. Should all of these perish with no living heirs then, and only then, would the Damon lands fall to Gedriwyn. As far as he was concerned he would never inherit the lands, though he had worked harder than any save Jeric to establish them to what they were today.
Despite so much knowledge of the Damon family, and so many years of his being a member, he still knew very little of his own heritage. He knew snippets from what his father had told him. Nathaniel had said that he was born in Skywatch, though he was raised in the Damon estates. His mother, a woman of repute (he would say no more of who she was or had been) had died giving birth to him. He had been in love with her, but had not had the opportunity to marry her before she had given birth to him. He had mourned for years before finding his next love who had born Jeric and other children. Despite the fact that he had not actually been Gedriwyn's father, he had taken the boy in as his own and treated him as such in all but succession because of that love he had felt for his mother.
His childhood had been wonderful at first, growing and learning the rule of the land under Nathaniel alone. He had free reign to do anything he wished, taking a particular liking to the more physical pursuits of combat, though never neglecting his studies despite his lack of interest and average intelligence. He felt that it was his duty to learn from the man who had taken him in when he did not have to; who had loved the woman who had been his mother even though he had not known her... nor his real father for that matter. When Nathaniel fell in love again and married things changed however. His new wife shunned Gedriwyn, calling him a bastard and a freak because of the Aasimar features that slowly began to show, small metallic scales of the kind that might resemble dragon scales began to grow upon the back of his neck and down his spine. Luckily Nathaniel's second child came shortly thereafter and Gedriwyn would make a life-long friend in Jeric who would defend him in family matters whilst Gedriwyn defended Jeric in physical encounters.
From then onwards Gedriwyn worked on the Damon lands beside the peasants, as well as assisting the militia and armsmen to keep law and order. It was during this time, from roughly twenty onwards, that he found his calling to be of a more noble path; he joined an Order of Cavaliers, after much training as a squire, and soon was named one of the Order of Dragons. This he believed would eventually lead to his being included in the Damon Swordlords. He began his long journey of testing himself against anything and anyone in Brevoy who would do harm to its populace. It was during this time that he suffered the injuries that the white scars now mark his flesh as a reminder; battles that may not have resulted in victory or where hard won.
Despite his many, many years of service amongst the Order and to Brevoy, he never truely believed himself ready to become a Swordlord, regardless of whether he had been offered the status or not, he would not accept it until he believed himself worthy. Thus, after over forty-years of service, many of which past whilst assisting his half-brother, Jeric, and his family on the Damon lands, he still has not achieved that which he so desperately wishes.
Now, however, he has found an opportunity to not only test himself and attain that which has been so elusive, but also grasp a path that he had thought forbidden to him. He would take up the call of the swordlords and travel to the Stolen Lands to represent his family and his order, and hopefully become worthy of what he wishes the most, and should have been entitled to from birth. Accompanying him on such a journey is a squire who wishes to become one of the Cavaliers of the Order of the Dragon. Whilst this man is indentured to Gedriwyn's service, he is also to be paid as he should from Gedriwyn's own pouch, as a test not only given to him by the Order, but also an unspoken one of the Swordlords. In preparation for the journey he trained his newest mount, Cardoc, to bare him into battle should it arise. Gedriwyn's many previous horses having since died of various causes over the last forty years of service, his last mount retired to the care of his brother to sire many stronger most likely.
Description
Upon seeing and hearing her name, Winter's demeanor can be ascertained. Born during her namesake season to two sorcerers, Winter began her life originally as a horrible disappointment. Unable to cast even the most basic of cantrips, Winter lived her early years in shame up until she met him. The weasel, an albino, appeared one day and everything changed.
No longer did Winter bring shame to the Zadaria name. She kept her relationship with Ivory, as she had come to call him a secret. She began researching about the strongest ice magic she could; Irrisen seemed like a paradise. But Winter wanted more. Determined to find or make her own winter wonderland, she jumped at the call for adventurers. A chance to strengthen her powers was just what she needed.
Known to the Party
1) High respect for those that can survive in harsh conditions (including deserts!)
2) Detests natural born spellcasters as lazy and unmotivated unless their powers have a cold theme. Then they are only slightly less lazy and unmotivated.
3) Would like to befriend a fae creature in her lifetime and understand more about why they dislike cold iron.
Background
Upon seeing and hearing her name, Winter's demeanor can be ascertained. Born during her namesake season to two sorcerers, Winter began her life originally as a horrible disappointment. Unable to cast even the most basic of cantrips, Winter lived her early years in shame up until she met him. The weasel, an albino, appeared one day and everything changed.
No longer did Winter bring shame to the Zadaria name. She kept her relationship with Ivory, as she had come to call him a secret. She began researching about the strongest ice magic she could; Irrisen seemed like a paradise. But Winter wanted more. Determined to find or make her own winter wonderland, she jumped at the call for adventurers. A chance to strengthen her powers was just what she needed.
Description
A little short for an elf, at around 5'7". She is athletic looking, a little more muscular than you might expect from an Elf woman. Dhovanu has long stark black hair, and fair skin. Generally elven features.
Known to the Party
1) Dhovanu once spent over a year in the Kyonin forest wilderness alone. It was here that she grew fond of avian wildlife.
2) Dhovanu has a strong dislike of guns, based in part on simple fear of them. She gets nervous when Vasilli has his out for cleaning or repairs.
3) While trained for fighting, and being a skilled hunter, Dhovanu hasn't ever been in actual combat. She's a little nervous about the possibility, but also somewhat excited.
Background
Dhovanu was born in Kyonun, to the south of Brevoy. Her family emigrated to Restov when she was young. Here she and her brother Faeron developed into mature elves. Her older brother focused his marital training on the use of the elven curve blade. Dhovanu preferred the bow. Both became quite adept in their chosen arts. Their uncle Fayne, a retired adventurer of minor renown, was instrumental in their training.
Faeron left home first, whose travels have taken him south. Intrigued by her family's stories of an ancestral elven home to the north of Restov within the Stolen Lands, Dhovanas decided that her first adventure would be attempting to discover and validate these rumors. If there are still intact elven ruins in Brevoy, she aims to find them.
Dhovanu has spent the past few months living on the outskirts of the Stolen Lands. Each time she attempted an excursion into the rough lands, she had to eventually turn back empty handed. These attempts were not a total waste, as she did spend considerable time taming a wild Hawk, which she named Ouray, which means "arrow" in an obscure elven dialect.
Realizing she needs help to make more satisfying progress, Dhovanas has accepted a charter by the local government to help tame these Stolen Lands.
Description:
A sharp-eyed young man with an old, worn suit of boiled leather worn with faded reds and an old fur cap. His beard and mustache are short and utilitarian, his hair a red flash over a wind-kissed face. He talks little and never leaves his few possessions behind, particularly the worn and dented old pistol worn at his hip in a decorated leather holster.
Known to the Party:
1.) He never, ever allows anyone to touch his gun. Nor will he remove the empty holster from his other hip, saying he intends to fill it one day again.
2.) He says very little about his background, just that he grew up in the borderlands and doesn't expect things to go too easily.
3.) He is, without a doubt, the poorest member of the group, bringing with him little more than the clothes on his back. He does make up for his lack of physical goods by working hard and unbidden, often being the first (or second, after Dhovanu) to be up in the morning, looking after the horses and pack animals.
Background:
Some people are born with every benefit, every luxury, every opportunity offered to them. For such men, the world is their oyster, and every day is a promise of a great tomorrow.
Vasili Lagov was not born such a man.
Vasili was unfortunate enough to be born into the Lagov family, exiled from Brevoy because of his grandfather's treason against the ruling Rogarvia family. What such treason was, Vasili did not know. His grandfather was long dead by the time he was born, and his father vehemently claimed that the charges were trumped up. With nothing more than their blades and a perchance misguided sense of entitlement, Vasili's father and uncles turned mercenary in the lawless River Kingdoms, and as the years went by and each glorious plan and ingenious plot failed, desperation drove the family into brigandry. So it came to be that Vasili's childhood was spent in this bandit camp or that mercenary company, and the boy grew up to be a youth of hard eyes and scarce smiles.
Vasili might have ended up doing the hempen jig in the gallows of Pitax like his kinsmen, were it not for an unlikely duo that spared him: Gennadi Mikhailovitch Kozhek, a paladin of Erastil and his wife Marisetta, a strange Garundi woman bearing a pair of curious Alkenstar-made weapons at her hips. It was they who had routed the brigands and brought Vasili's family before the king, and it was they who took pity on the lad of twelve and spared him. Vasili railed and fought against his captors, buth Gennadi's kind but stern hand and Marisetta's calm demeanor eventually won his grudging approval. Marisetta also noticed the boy's fascination with her guns, and slowly but surely Vasili's good behavior was won with small lessons with the pistols.
Vasili will be the first to admit that at first he had every intention of killing the couple the first chance he got, but as weeks turned to months and months into years, his resentment melted away. From Gennadi and Marisetta he received kindness and love he had not received from his father or his mother, dead at childbirth. He learned to hunt and to shoot, to read and to write, and his adoptive parents did not shoulder him with the weight of past transgressions. He learned patience and to look past his own selfish desires. He learned of the Stolen Lands, too, from Gennadi's tales of his own family who had once lived there.
Vasili's life might have been set, living a quiet life in the northernmost reaches of the Stolen Lands where Gennadi had brought his wife and adopted son. But three months ago all that changed during the cold winter, when brigands were driven by hunger and cold to raid north. The little homestead they thought to raid proved a pricklier prize than they had hoped for, with Gennadi and Marisetta making the brigands bleed. In the end, however, numbers and fire proved too much and Gennadi fell. Vasili managed to escape with his adoptive mother to the nearest stronghold, but Marisetta's wounds were too many and too grievous for the local healer. In the quiet hours of the night, Marisetta slipped away from this world, leaving her and Gennadi's son with a meager legacy: an old blade that had belonged to Gennadi, a dagger bearing the Lagov coat-of-arms (a bear and a wolf combatant), the gentle young mare called Ember and Marisetta's favorite keepsakes: a battered old pistol and ivory powderhorn. The pistol's pair, Vasili feared, had been lost. Either destroyed in the fire, or now held by some lowly highwayman. Or worse, sold for scrap.
With this meager legacy and his adoptive father's surname, Vasili set out to seek his fortunes. It was then that he heard of the plans to explore and pacify the Stolen Lands, and the young man stepped up when volunteers were sought. Partly he wishes to find a place for himself in this world and honor his adoptive parents. Gennadi's bones should rest in peace in the bosom of his ancestors' lands, and somewhere, Vasili knows, is Marisetta's missing pistol. But a darker, Lagov-born part of him whispers dark vengeance against the men who took his loving family away from him. Only time will tell, which side will win the battle over Vasili's soul.
Description:
Shaggy haired and dressed in muddy rags Walker would not look the least bit divine, were it not for the manner in which he carries himself. With a straight back he holds himself high, seeming even taller than he already is. His strong jaw and muscled physique allow him a commanding aura, although he rarely puts to use.
He wears a durable travelling cloak and walks with a staff of burnt wood, carrying several spears wrapped together as well. The large backpack he travels with holds all of his belongings and he wears piecemeal armour made from a few heavy pieces of wood tied onto his clothing.
Known to the Party:
Background:
Farming is the most courageous occupation denizens of the River Kingdoms can choose for themselves. Walker's parents managed a small farm in Mivon, a short ways south of the Stolen Lands, not far from a small village. It was them who taught the boy who would become Saint Walker the values of hard work, honesty, and perseverance. They raised Walker to be true to others and himself, and he happily absorbed their teachings. In the relative peace in which his family lived, Walker managed to grow up without fear of the bandits that plagued so much of the River Kingdoms. Strong and popular, Walker was happy with his life and looked forward to living out his days as a farmer, but on the night of the new moon the visions began.
Walker woke in the morning, drenched in sweat. His dreams that night were full of horrifying images of his farm in flames, his friends and family dead. At first dismissing the nightmare as just that, he was unnerved when night after night the vision would repeat. As word spread of Walker's dreams, the village grew uneasy. Many thought the youth's dreams were prophecy of a terrible fate to come, but just as many discounted the boy's visions. That changed when word reached the village that a warband of Tiger Lord barbarians was ransacking the countryside, headed in the direction of Mivon. Many began to make plans to leave the village before the Tigers Lords arrived, while others prepared to hide or board up their homes. The mood was dire until on the night of the full moon, Walker's dream changed.
This time, he dreamt of a figure, clad in white light and holding high a staff of brilliant energy, descending from the sky to drive away the darkness. For the first time in half a month Walker awoke invigorated and full of hope. The people took heart at this new development and many decided to stay and await the arrival of Walker's messiah. Several families abandoned their homes, but those who believed Walker's prophecy made preparations to drive off the Tiger Lords with the aid of the saviour that would come to save them.
Two days later, the Tiger Lords host appeared on the horizon. The horde descended on the town and rapidly overcame its meager defences. Walker, garrisoned in the mill, was crushed under a collapsing ceiling as the Tiger Lords razed the mill to the ground. Unconscious, Walker lay there for two days. In his sleep he heard voices that would whisper on the edge of his hearing. When at last he opened his eyes, he found that he was looking down upon his own mangled form lying in the rubble of the mill. He watched as slowly the body began to shift and move, pulling up out of the rubble. The voices he had heard now grew louder, whispering "Saint, Saint, Saint," over and over. The body began to glow faintly, and in his hand Walker's body grasped a beam of wood from wreckage. As the body was lifted into the air, Walker realized with despair that in his dreams he had seen himself. The voices grew louder still, "Saint, Saint, Saint" No messiah would come, there was only him. As the light grew blinding Walker discovered he was falling down into the rubble of the mill. "Saint Walker"
As he picked himself up from the rubble he still held the burnt beam from the mill. His wounds healed, but Walker's mind was in a state of shock. Walking through the village he saw that the barbarians had left no one. The dead were lying in the streets, all dead, all his fault. Why did he have these visions? Why did he promise all these people there was hope for salvation? Why him?
Broken and alone, Walker travelled north. Without purpose he walked, with only the voices for company. At first he hated the voices, and blamed them for what happened. Walker could only do that for so long though, his parents did not raise him to run from a burden justly deserved and so he shouldered the singular responsibility for the deaths of a hundred friends.
The voices did not go away however. They called him "Saint Walker" and his dreams each nigh were a miasma of visions. He saw himself doing great things, and helping people. In time he began to listen. They told him he would do good, make amends for the deaths of so many innocents, and he desperately wanted to believe them. He needed to be promised that it would be better, that there was still hope for him, and so he became their emissary. He would listen to the voices, he would help people, he would create hope for himself and for others.
ProudGrognard ~ Dern Orlovsky of Calwen - Roguish Aasimar Paladin
Spoiler
Description:
Deran is a man of medium height, with the finely toned musculature of an athlete. While he is obviously very strong, his lean frame helps hides his real capabilities. His hair is jet black, left long in the flowing style favored by Brevoy nobility. Over his thin mouth, he also sports a well trimmed half beard that is purely Varisian. He has a slightly angular face, with high cheekbones and a strong jaw, which coupled with his almond shaped eyes make him quite handsome. His eyes are a deep grey and seem to sparkle with mischief.
Deran has a presence that cannot be denied. He is always impeccably groomed and has a friendly, teasing smile on his thin face. He walks with a sprightly step and an easy grace. Despite his status as a knight, he likes to dress simply, in grey tunics, white shirts and black pantaloons. He favors well crafted boots and elegant leather belts. These, alongside a small obsidian brooch depicting a shield, are his only vanity. If someone was to see him without his shirt, he would notice in his arms a series of tattoos depicting the symbols the Good Gods, and Abadar's.
His armor and arms are unadorned in the same way. He always keeps his equipment in pristine condition, and he does it by himself, but they only impression they give is of capability and ease of use.
Known to the Party
Background:
Deran is a paladin in whose veins runs the blood of angels. This is usually how stories of exalted families and generations of nobility start. This is not the case with Deran.
Deran was born 25 years ago in Caldwen, one of the small towns of fishermen and rafters in Varisia, which mostly lived from the forest and the river. Deran's mother, Alisia, was a seamstress who had to raise Deran as best as she could. His father had died when he was only 2 and he was a boatmen, ferrying people up and down the river. Alisia was a great beauty and could have easily remarried, but she chose not to. Unfortunately, she herself died of scarlet fever when Deran was only 9.
Thus, Deran never really knew his true parents. He was mostly raised by kind Father Barthas, a cleric of Abadar that took care of the only temple in Caldwen. He was a friend of the family and he took it upon himself to raise the orphaned Deran any way he could. All in all, he did a good job. The kind, jolly and absent minded priest had to content with a holy terror of a kid. Likeable and strong, and with a penchant for embarrassing observations and quick witted comments, Deran quickly became known across town as a likeable rogue whose charm was irresistible. Barthas had to spend a significant portion of his day trying to find in whose house Deran had been invited for supper or dinner.
Even so, and despite his early and many losses, Deran grew up a good natured child. He helped around the temple and he tried to learn Father Barthas trade as best as he could. Secretly, both the priest and the boy hoped that he would follow the clergy, but alas, it was not meant to be. Deran had no head for theology and very little of the wisdom of father Barthas. What he had was charm and charisma, but that was not enough. The only time he showed any aptitude at all, was when Barthas showed him the arms and armor skills from his youth, when he was still a trainee in the Grand Temple in Magnimar. Deran took to weapons frighteningly quick, and Bartas quickly hid them. Deran was enough of a trouble as it was. But Deran had seen enough, and in his usual rounds, he always included some tours to the barracks, where bored guards showed him their rudimentary weapon skills.
Deran grew up to be a very handsome young man. Father Barthas had now to face a horde of young ladies making eyes at him in the sermons, when Deran helped him around the ceremony. Barthas ceremonies were attended more and more, by young women and stern fathers alike. Barthas did what he could, but Deran learned a whole new set of skills by the age of 15. And in any trouble he got in, he always found a way to negotiate his way out of it.
But being a choir boy was not what the Gods had in mind for Deran. Almost a decade ago, a Brevoian knight passed through Caldwen. That in itself was not unusual. But the knight himself was. He was far older than usual, around his early fifties. At that age, most knights had settled down. But this specific man, called Tallos, instead showed every sign of having spend a long time on the road. What was more, his equipment, his pose and the aura of power he exuded marked him as someone special, perhaps a paladin of high standing. But instead of demanding shelter from the Baron of the town, he instead asked sanctuary from Father Barthas, who was obliged to give him a room for the night.
It just so happened that Deran had plans for the stable of the church that night. However, his date did not arrive and bored as he was, he took to grooming the paladin's horse. Amazingly, the big black mare left him. One thing led to another, and Deran had soon taken one of the many weapons on the knight's saddle and played at being a knight himself. It was then that he noticed a strange bundle in the knight's pack. His curiosity getting the better of him (or was it fate?), he took it out and saw one of the most beautiful swords he had ever seen. It seemed to hint of perfection itself, an otherworldly weapon of deadly charm. Under the strangely knowing eyes of the horse, Deran unsheathed it. This is when everything changed.
The weapon immediately was sheathed in light. A terrible choir of hallowed voices started chanting inside Deran's head and no matter how he tried, the sword would not leave his hands. Terrified and numb he just stood there, tears in his eyes, as a bewildered father Barthas arrived in his night shirt, a grim Sir Talos behind him, his sword in hand.
The situation was indeed grim for Deran. Even good natured Barthas would not be able to save him this time, and Deran's charm would be no good against the powerful knight. What Deran did not know was that both the knight, the elderly priest and anyone of good heart in town had woken up simultaneously, the unearthly singing in their hands. And there Deran was, biting back tears and holding something definitely Not To Be Tampered With.
But a strange thing happened. By all accounts, Sir Talos had the right to ask for Deran's punishment. Instead, he calmly took the sword from the boy, sheathed it and asked to see him first thing in the morning.
Sir Talos was indeed a paladin, an experienced and respected one, who had been serving the Light for almost three decades. This was his final quest before he retired in his ancestral holdings in Southern Brevoy for good, He had gone searching for the weapon of archangel Palamius, which had last been seen deep in the Varisian borderlands. After many hardships, he was returning to Lastwall to deliver it, a powerful artifact to be used in the never ending war in Worldwound. A strange feeling compelled him to seek shelter in the Abadar church. And now, by a stranger set of circumstances, here was a boy holding a sword meant for angels, when by all rights he shouldn't have been able to even see it, not hold it or activate it.
Tallos had been under the Light for too long to believe in coincidences. Something else was at work here. Could it be that his mission did not end with the sword? He meditated and prayed in the Church halls all night, seeking guidance. Deep in the Light's embrace, he saw the legacy of an angel get battered across time, his lineage lost under the weight of generations, the immortal spark and potential for good wasted again and again. He saw the Angels bow down in sorrow that their kin did not know their own worth. And he saw himself picking up the slender thread and making it as strong as steel.By the morning, all was clear. Tallos had one more assignment. He had never taken a squire, but he realized that this had been hubris. In no uncertain terms, he informed the cleric Barthas that if he was willing, Deran would be coming with him, as a squire, under the normal expectations and obligations such a post entailed.
Deran was thunderstruck. He had expected severe punishment, lashing, imprisonment and several terrors only a young mind can conceive. Instead, he was offered his heart's desire, and by an obviously powerful paladin at that. After too brief a hesitation, he accepted. Two days later, he kissed the aged Barthas (and severla young ladies) goodbye, promised to write and to visit whenever he could and set out to what he thought would be a life of glory.
He soon learned otherwise. Tallos was an impatient, strict and unyielding mentor. He had never been a good teacher and a harsh life in the service of the Light had made him all too savvy about how ill trained warriors and especially paladins fell. It was a matter of pride. Deran would be the only paladin he had ever trained. He would be damned if he wasn't one of the best. To top it all, by Deran 's age, most squires had already three or more years of instructions behind them. Deran had a lot of ground to cover. Tallos was determined that he would do so, and quickly.
The next few years were very hard, for both master and pupil. Tallos declared several times that he surely must have been tricked by demons in order to have to endure such a squire in his age. And Deran discovered that the life of the squire was not one of glory, but one of hardship, endless lessons and tests, and sleepless nights. He spend years effectively being the servant of Tallos. He was given tasks that were humiliating and degrading. He was asked to stand watch as his master slept and then ordered to practice weapon drills for hours. He was made to run alongside his master's horse in full armor. And always, like a winter rain, there were lectures upon lectures.
But finally, all that paid of. Tallos was not cruel, far from it. He knew that all men have their breaking point. He knew what tales nested in every boy's heart. And he knew how they could be used to subvert him. Tallos wanted to make Deran into a man that would be flexible but strong. And year after year, he did. By the time he was 20, Deran was a very capable squire, with a cool head for diplomacy and with a will as strong as his sword hand. But the tests were not over. Tallos was determined to test the weapon he had made. So he took him for his tests the Citadel of the Light itself. There, Deran was nothing special. People with more talent, charisma, breeding and wealth were the norm. He got snubbed, looked down, beaten, challenged, humiliated and sneered at. He was a country boy among nobles, a squire among knights. And he was reminded of the fact every day.
But still, Deran endured. After several humiliations, he learned to counter insults with wit, machinations with diplomacy and challenges with steel. And he learned the most important lesson of them all: It was the way he did things that mattered, not his skill or his lineage. He did not have to prove anything to anyone. His strength was from within, not from outside. At long last, Tallos could smile underneath his long mustaches. His squire was ready.
So it was, that in the age of 23, Deran got adopted by Tallos' family, the Orlovskys, at the same time Deran 's training ended . Tallos had never married and over the years, he had come to consider Deran his own child. Deran on the other hand, had gone from his early trepidation and anger, to deep respect and love for his mentor, who he came to see as the family he had never met. Alongside Barthas, the kindly priest who had raised him, Tallos had become the family he had lost. It was thus with great humility and pride that he accepted this last kindness from his mentor. Tallos was only a minor noble in the family line, owing no more than a small manor in a secluded village in Brevoy, but that did not diminish his status or the magnitude of his gesture.
After Deran was officially recognized as a Knight of the Obsidian Order (the small Paladin order that Tallos belonged to), he spent some months in the Orlovsky holdings. But there was nothing for him to do, but patrol a peaceful region and dodge marriage proposals. It was then that the call for the Stolen Lands came. Tallos planned to encourage Deran to go, but Deran needed no encouragement. This is what he was looking for, a place to finally call his own, a place he could pursue the path of the Light in his own way. Three days later, he was on the road, with his master's and Barthas', blessings.
Description:
Walters is a tall stalwart man with green eyes contrasting his salt and pepper hair. His stern visage carries his deep baritone voice.
Background:
Walters Perendale was born to a very good family of aristocratic wizards. His father was a prestigious man of magic, who had a terrible secret. Winston Perendale was actually born to a famed warrior Willard Perendale, a gruff and unrefined man that embarrassed his son by his mere presence. Winston tried to teach his son the finer things but Walters had no aptitude in magic. Instead he would chase the family cat waving a wooden sword. Young Walters found a stronger affinity with his grandfather and when Walters was big enough would put on his grand father's armor (though it was still much too big form him).
It was clear that Walters was going to be a disappointment to his father, he took after his grandfather too much. Upon his grandfather's death, Walters was willed Willard's Fauchard (much to the disgust of Winston). Winston would watch from his study his son swing that over glorified stick and shake his head. It seem that as a last insult to him, his son decided to become an adventurer. Grabbing what gear Walters could he left...
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Characters: Harthar Damon, Playtest 5e Gedriwyn, Pathfinder, Aasimar Cavalier
Re: Harthar's Kingmaker Part One: The Stolen Lands
Can everyone who has been chosen please post in here now to accept the position in the party.
You may then carry on with discussions regarding last minute purchases before leaving Restov.
EDIT:
Also, just so that you know because I have chosen a party of, essentially 7 PCs, the enemies that are encountered will be more numerous. I am hesitant at making the existing named enemies stronger at this stage to avoid any awkward situations should they be too powerful. This is also to generate a more even spread of exp generation and to keep the rate at which exp is generated true to the adventure path.
So be prepared for tougher battles, what appears to be overwhelming odds, and hopefully a good time. ;)
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Characters: Harthar Damon, Playtest 5e Gedriwyn, Pathfinder, Aasimar Cavalier
Elanore Dulac
Female Neutral Good Half-Elf Cleric, Level 1, Init +6, HP 8/8, Speed 20 AC 16, Touch 12, Flat-footed 14, Fort +2, Ref +2, Will +5, Base Attack Bonus 0 Scimitar +0 (1d6, 18-20/x2) Dagger (1) 0/+2 (1d4, 19-20/x2) Light crossbow (20) +2 (1d8, 19-20/x2) Studded leather armor, Buckler (+3 Armor, +1 Shield, +2 Dex) Abilities Str 10, Dex 14, Con 10, Int 14, Wis 16, Cha 14 Condition None
Description
Spoiler
A kind-looking young woman with fair skin and brilliant blue eyes. She wears her straight black hair in a pageboy haircut to hide the pointed ears she inherited from her mother. Elanore smiles sweetly and often.
Unlike most clerics of Sarenrae, Elanore favors the color blue for her clothes. Her studded leather armor is even tinted blue.
Elanore's voice is alto and a little hoarse from years of shouting to be heard over the noise made by children.
Personality
Spoiler
After teaching small girls for years, Elanore has learned patience and diplomacy. She dislikes having to resort to intimidation or threats. However, when she is upset, she tends to talk to difficult people as if they were rude children who need to be spanked.
Elanore has a strong affinity for water from both sides of her family. House Lodovka has been in the maritime business for centuries, and Marisa was a sailor for nearly as long.
Elanore loves to bathe and to swim, and she rarely goes more than a day without a bath. Oddly, she prefers cold water to hot water. She thinks hot water baths are for the sick or the wimpy.
As a servant of Sarenrae, goddess of honesty, Elanore tries very hard not to lie. Fortunately, diplomacy often just means highlighting the more pleasant aspects of the truth.
Short Background
Spoiler
Man remarries after his elven wife dies in a maritime accident. Stepmother sends half-elven daughter to faraway boarding school run by clerics of Sarenrae.
Inspired by her teachers, half-elf daughter decides to become a cleric of Sarenrae. Teaches a few years. Then is called back by her father to marry a man she's never met.
Half-elf argues against this arranged marriage and seizes upon the expedition to the Stolen Lands as a way of escaping the betrothal. Father reluctantly accepts this compromise.
Long Background
Spoiler
Elanore is the daughter of a lesser member of House Lodovka, Harres, and his first wife, the elven Captain Marisa. Sailors on the Lake of Mists and Veils called her Marisa of the Lake, or Marisa Dulac.
When Elanore was 5 years old, Captain Marisa fell overboard and was attacked by some kind of lake monster. Her body was never recovered.
Elanore was 8 years old and still grieving over her mother's death when her father, Harres, remarried. Her new human stepmother, Chalice, did not like having her husband's half-elven daughter around. She lobbied her husband to send Elanore to Lady Tanda's School for Girls. Enamored by his new and lovely young wife, Harres agreed without first learning much about Lady Tanda's. All Chalice told him was that it was a convent of clerics of Sarenrae that doubled as a school for both female orphans and the daughters of nobles.
What Chalice did not tell Harres was that it was a boarding school on the other side of the Lake of Mists and Veils. Even after he found out, Harres could not bring himself to confront Chalice and change his mind.
Elanore surprised herself by enjoying her time at Lady Tanda's. Her teachers were very caring and helped her through her bouts of homesickness. She was taught so well by the clerics that when she was 14 she announced her intention to join the clergy of Sarenrae. Her family could find no real reason to object.
Elanore learned well and took vows as a cleric of Sarenrae at age 23. She taught at the school for three years, but then her father called for her. Upon her arrival, Harres announced that he had arranged a betrothal for her. Marko of House Lebeda had had her investigated and found her a charming and wise and accomplished young woman, an excellent choice for a wife.
Elanore was upset. Years and distance had loosened her attachment to her family; how could her father spring this on her without her knowledge or consent? Elanore had a flaming row with Harres, but he protested that the negotiations had gone too far for him to back out. Elanore had to do as he said.
Matters were still very tense in the household when Elanore learned of the expedition into the Stolen Lands. She asked if Harres could break the agreement with Marko if she was accepted to join the mission. Her father was very troubled, but agreed to do it. The mission to the Stolen Lands was important and prestigious enough that he could save face with House Lebeda if he used that as an excuse.
Elanore went to the swordlords of Rostland and pled her case, describing her training and work as a teacher, her capabilities as a cleric, and her determination serve Sarenrae, goddess of redemption, by helping to heal the Stolen Lands and deliver it from banditry.
She did not present herself as Elanore of House Lodovka, however, as she was still irritated with her father. Instead, she went by her mother's title and called herself Elanore Dulac.
Traits: Focused Mind and Noble Born: Lodovka
Alternate Racial Trait: Water Child (from the Advanced Player's Guide)
Quote:
Water Child: Some half-elves are born of elves adapted to life on or near the water. These half-elves gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. This racial trait replaces the half-elf's adaptability and multitalented racial traits.
Domains: In addition to Glory, Elanore has taken Restoration, a subdomain of Healing.
Inspirations:
What I have read about female noblewomen joining convents in medieval Europe
The Empire Trilogy by Raymond Feist and Janny Wurts
Numerous Disney movies featuring unwanted betrothals and/or stepmothers
The Lady of the Lake from Arthurian myth
Final notes: Favored class bonus for 1st level in cleric goes to extra skill point.
If she carries everything in her list, encumbrance lowers her speed from 30 to 20.
Re: Harthar's Kingmaker Part One: The Stolen Lands OOC
I think I shall claim Teal as Vasili's color. To learn more about this young gunslinger, here's his sheet and here's his background:
Spoiler
Some people are born with every benefit, every luxury, every opportunity offered to them. For such men, the world is their oyster, and every day is a promise of a great tomorrow.
Vasili Lagov was not born such a man.
Vasili was unfortunate enough to be born into the Lagov family, exiled from Brevoy because of his grandfather's treason against the ruling Rogarvia family. What such treason was, Vasili did not know. His grandfather was long dead by the time he was born, and his father vehemently claimed that the charges were trumped up. With nothing more than their blades and a perchance misguided sense of entitlement, Vasili's father and uncles turned mercenary in the lawless River Kingdoms, and as the years went by and each glorious plan and ingenious plot failed, desperation drove the family into brigandry. So it came to be that Vasili's childhood was spent in this bandit camp or that mercenary company, and the boy grew up to be a youth of hard eyes and scarce smiles.
Vasili might have ended up doing the hempen jig in the gallows of Pitax like his kinsmen, were it not for an unlikely duo that spared him: Gennadi Mikhailovitch Kozhek, a paladin of Erastil and his wife Marisetta, a strange Garundi woman bearing a pair of curious Alkenstar-made weapons at her hips. It was they who had routed the brigands and brought Vasili's family before the king, and it was they who took pity on the lad of twelve and spared him. Vasili railed and fought against his captors, buth Gennadi's kind but stern hand and Marisetta's calm demeanor eventually won his grudging approval. Marisetta also noticed the boy's fascination with her guns, and slowly but surely Vasili's good behavior was won with small lessons with the pistols.
Vasili will be the first to admit that at first he had every intention of killing the couple the first chance he got, but as weeks turned to months and months into years, his resentment melted away. From Gennadi and Marisetta he received kindness and love he had not received from his father or his mother, dead at childbirth. He learned to hunt and to shoot, to read and to write, and his adoptive parents did not shoulder him with the weight of past transgressions. He learned patience and to look past his own selfish desires. He learned of the Stolen Lands, too, from Gennadi's tales of his own family who had once lived there.
Vasili's life might have been set, living a quiet life in the northernmost reaches of the Stolen Lands where Gennadi had brought his wife and adopted son. But three months ago all that changed during the cold winter, when brigands were driven by hunger and cold to raid north. The little homestead they thought to raid proved a pricklier prize than they had hoped for, with Gennadi and Marisetta making the brigands bleed. In the end, however, numbers and fire proved too much and Gennadi fell. Vasili managed to escape with his adoptive mother to the nearest stronghold, but Marisetta's wounds were too many and too grievous for the local healer. In the quiet hours of the night, Marisetta slipped away from this world, leaving her and Gennadi's son with a meager legacy: an old blade that had belonged to Gennadi, a dagger bearing the Lagov coat-of-arms (a bear and a wolf combatant), the gentle young mare called Ember and Marisetta's favorite keepsakes: a battered old pistol and ivory powderhorn. The pistol's pair, Vasili feared, had been lost. Either destroyed in the fire, or now held by some lowly highwayman. Or worse, sold for scrap.
With this meager legacy and his adoptive father's surname, Vasili set out to seek his fortunes. It was then that he heard of the plans to explore and pacify the Stolen Lands, and the young man stepped up when volunteers were sought. Partly he wishes to find a place for himself in this world and honor his adoptive parents. Gennadi's bones should rest in peace in the bosom of his ancestors' lands, and somewhere, Vasili knows, is Marisetta's missing pistol. But a darker, Lagov-born part of him whispers dark vengeance against the men who took his loving family away from him. Only time will tell, which side will win the battle over Vasili's soul.
Also, I made some last-minute adjustments to my budget last night, meaning I'll be okay with ammo for an initial encounter or two, and after a day of crafting oughta be set for the long haul. Unfortunately, that also leaves my donation to the party finances at glorious 2gp and 8sp
But I have a heavy horse and ranks in both Ride and Handle Animal, so if we pool our resources for a cart or a wagon, I'm willing to offer the means of locomotion. We can discuss the terms of that lease in detail later on
Re: Harthar's Kingmaker Part One: The Stolen Lands OOC
Frivolous:
So originally the application thread was made by me because i wanted to have my PC in a Kingmaker game, not DM one. But because no one spoke up after a few days to be the DM, i was convinced by other people to just DM it myself since i had access to the materials, and just put in a DMPC so i still get what i wanted.
As for exp, like i said, I've made the encounters larger/harder which means the exp spread will still be the same as if there were 4 pcs. You'll all just feel way better after slaying more bandits or beasts.
So as Gedriwyn ill be making separate posts and making the same rolls as you all do so that you know for sure its on the up and up. And just like all of you he'll be going for a position on the council/ruler-ship. If this doesn't sit well with anyone then I'm sure we can find a solution.
As for the mule, that is an option if you want to go that way, pooling with the rest of the PCs for a cart is also a good thing also.
So there are a few bits of housekeeping to address at this stage as well as deciding on the cart. What i would like is for each of you to post three things about your characters that aren't immediately obvious but that you would have shared on your journey from Restov to Olegs. This is to give a bit more realism to the RP, and give a nice start on character development and relationship building between these newly met strangers.
Another thing is making the decision whether we are pooling the gold or dividing it as spoils. This will be done at Olegs, in the PCs downtime. I, personally, would think pooling to be better as, at the end of the day, these funds will be your kingdoms.
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Characters: Harthar Damon, Playtest 5e Gedriwyn, Pathfinder, Aasimar Cavalier
Re: Harthar's Kingmaker Part One: The Stolen Lands OOC
I'm all for pooling our resources, minus of course necessary expenses such as minor crafting and purchase of items that benefit the whole group (anti-toxins, alchemist's fire, potions of cure light wounds, that sorta stuff).
As far as lugging things go...
- Donkeys and mules are 8gp a piece, plus 5gp per pack saddles that can hold goods but not a rider.
- A carriage that can pull 200 pounds of cargo, five passengers and a driver costs 100gp.
- A cart that can pull 300 pounds of cargo costs 15gp.
- A light wagon that can pull 2,000 pounds of cargo costs 50gp.
- A medium wagon that can pull 3,000 pounds of cargo costs 75gp.
- A heavy wagon that can pull 4,000 pounds of cargo costs 100gp.
The donkeys and mules won't need anything else besides feed, the carts, carriages and wagons need either 4 medium or 1 large creature to pull them. I statted my Pioneer-given heavy horse as a Heavy Labour horse, so she could at least pull a cart. A carriage I don't think we need, nor do I think we have so much goods at any point that we'll require a wagon.
Re: Harthar's Kingmaker Part One: The Stolen Lands OOC
So I would suggest a Wagon, and buying 4 mules to pull it. The reason being there are currently four people without horses that could use a means of transport. The wagon obviously can hold more stuff if people are going to be super-looters. But it can also provide some cover should things go pear-shaped. It would also be quite a good place to lock someone up if we take a prisoner.
And considering Gedriwyn has roughly 50gp spare (after I make some crafting material purchases), there shouldn't be a problem there with raising enough money for it.
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Characters: Harthar Damon, Playtest 5e Gedriwyn, Pathfinder, Aasimar Cavalier
Re: Harthar's Kingmaker Part One: The Stolen Lands OOC
And three things about Vasili, hmm...
1.) He never, ever allows anyone to touch his gun. Nor will he remove the empty holster from his other hip, saying he intends to fill it one day again.
2.) He says very little about his background, just that he grew up in the borderlands and doesn't expect things to go too easily.
3.) He is, without a doubt, the poorest member of the group, bringing with him little more than the clothes on his back. He does make up for his lack of physical goods by working hard and unbidden, often being the first (or second, after Dhovanu) to be up in the morning, looking after the horses and pack animals.
Re: Harthar's Kingmaker Part One: The Stolen Lands OOC
Quote:
Originally Posted by Harthar
So I would suggest a Wagon, and buying 4 mules to pull it. The reason being there are currently four people without horses that could use a means of transport. The wagon obviously can hold more stuff if people are going to be super-looters. But it can also provide some cover should things go pear-shaped. It would also be quite a good place to lock someone up if we take a prisoner.
And considering Gedriwyn has roughly 50gp spare (after I make some crafting material purchases), there shouldn't be a problem there with raising enough money for it.
Sounds good to me. We just need one person with ranks in Handle Animal or Profession (driver) to do the driving. Unless we hire someone to do that, I think it's either gonna be me or PhilMeyer's ranger.
Re: Harthar's Kingmaker Part One: The Stolen Lands OOC
Hiring someone isn't a bad idea, Gedriwyn's got a hireling, but he is kind of a squire and has his own horse as well. We don't really need anyone with Handle Animal or Ride, though obviously it would be best as they have the best chance of making the checks in a tight situation. I could also just get rid of that hireling and the group just hires one to pull the wagon.
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Characters: Harthar Damon, Playtest 5e Gedriwyn, Pathfinder, Aasimar Cavalier
Re: Harthar's Kingmaker Part One: The Stolen Lands OOC
Plus, Gedriwyn's a frontliner, which is nice.
Three things about Vill:
1. He's lazy; he'll sleep until noon, if you let him, often as not, any yet he always has energy for interesting things.
2. He's got a tattoo of two crossed blades on one shoulder.
3. He's got an eye for your coin, and likely has tried to get you to gamble with him at some point along the journey.
Vill has 50 gp to spare for a wagon and mules too; he'd rather not walk everywhere
Also, I've been reading over the chosen characters, and I can't find Kazimir's backstory/appearance/personality anywhere. Could someone enlighten me about what's up with that - I assume he has one?
Re: Harthar's Kingmaker Part One: The Stolen Lands OOC
Let's use this shall we.
Character sheet for reference. Winter Zadaria
Female NE Human Witch, Level 1, Init +2, HP 9/9, Speed 30 AC 12, Touch 12, Flat-footed 10, Fort +2, Ref +4, Will +2, Base Attack Bonus 0 Sling +0 (1d3, 20) Light Crossbow (10 bolts) +2 (1d8, 19-20) trip Sickle +0 (1d4, x2)
(+2 Dex) Abilities Str 10, Dex 14, Con 14, Int 18, Wis 10, Cha 10 Condition None
Heart of the Snows : Humans born in chilly climes treat cold climates as one category less severe. They gain a +2 racial bonus on Fortitude saving throws against the effects of cold climates, on any check or saving throw to avoid slipping and falling, and to CMD against trip combat maneuvers. This bonus applies on Acrobatics and Climb checks made in slippery conditions. This racial trait replaces skilled.
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Always write your character sheet as if you had to give it to someone else to play, and you had to accept and use the character sheet written by a different anonymous player.
Re: Harthar's Kingmaker Part One: The Stolen Lands OOC
So, our friendly Paladin has replied to my message and is no longer interested in joining us. We have some options now. Do you all want me to recruit another player, or are we fine to continue on with what we have?
It also means we can continue into Oleg's so I'll go ahead and post that up shortly.
Pooling Gold:
Excellent, it seems to be everyone is happy with it. I'm going to go over the character sheets now and add up all the gold, silver and copper and then chuck it into the Finances section of my second post. Then I'll minus the wagon and four mules, and the cost of the hireling to operate the wagon.
EDIT:
Oh, and we just need PhilMeyer and Mari01's Three Things We Know About You, :P.
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Characters: Harthar Damon, Playtest 5e Gedriwyn, Pathfinder, Aasimar Cavalier
Re: Harthar's Kingmaker Part One: The Stolen Lands OOC
Your call, boss. If you think we can manage like this, I'm fine with that. Or if you believe there was someone you liked and didn't make the cut... well, the more the merrier.
Re: Harthar's Kingmaker Part One: The Stolen Lands OOC
Personally, I think the party has a nice spread as it is. We have our frontliners and ranged and then some people who can work in between. Seems fine to me.
So I was just looking over the finances and I noticed something wierd:
Frivolous: Your Sheet says Elanore has 2 Platinum, I don't know how you could have that much. Starting Gold was class average unless you roll, and you don't have the Rich Parent's feat. Can you check over that for me?
ApatheticAbacus: Your sheet doesn't have any gold on it at all, I'm guessing this is because you were a criminal and thus it was taken from you?
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Characters: Harthar Damon, Playtest 5e Gedriwyn, Pathfinder, Aasimar Cavalier
Re: Harthar's Kingmaker Part One: The Stolen Lands OOC
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Oh, and we just need PhilMeyer and Mari01's Three Things We Know About You, :P.
Just got home from a long day of outings, so here goes. I only have a little time to catch up at the moment, but later on I should have some posting time.
1) Dhovanu once spent over a year in the Kyonin forest wilderness alone. It was here that she grew fond of avian wildlife.
2) Dhovanu has a strong dislike of guns, based in part on simple fear of them. She gets nervous when Vasilli has his out for cleaning or repairs.
3) While trained for fighting, and being a skilled hunter, Dhovanu hasn't ever been in actual combat. She's a little nervous about the possibility, but also somewhat excited.
Re: Harthar's Kingmaker Part One: The Stolen Lands OOC
Oh and I'm fine with us trying to share finances. All of her stuff can easily be carried by her light horse and on her person, so for now she'd see the cart/wagon as something a bit silly. Not enough to argue against it, though.
The first thing she's going to want (when she can afford it) is a masterwork composite longbow (+1 STR rated). So long as she isn't the last one getting upgraded weapons she shouldn't do much grumbling.
Re: Harthar's Kingmaker Part One: The Stolen Lands OOC
Finally (forgive the triple post):
Since we don't have a ton of melee capable members with the Paladin dropping out, I think maybe it'd be in our best interest if Dhovanu switched to Weapon Finesse as her first feat so she can jump into the mix when needed. As an elf ranger she's got proficiency with a Elven Curve Blade, which would give a fairly decent +5/1d10+1 attack. Without weapon finesse her short sword attack is rather pitiful.
The build then gets rather tight trying to squeeze in the required archery feats, but for versatility it could pay off. Just a thought.
Re: Harthar's Kingmaker Part One: The Stolen Lands OOC
I think it should be fine as it is, PhilMeyer, unless that is really what you would like to do. I'd rather you stay true to your character than changing things for the sake of the group. What is best about each character's individuality and the fact that they don't cross over into other people's realms if you will, is that it will be challenging for everyone with these encounters and will mean that some strategy will be involved in each of the encounters, where possible.
Ideally everyone should try and get to know each other's character ICly so that when we find ourselves in different situations we know each others strengths and weaknesses and can play on that to the betterment of the group.
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Characters: Harthar Damon, Playtest 5e Gedriwyn, Pathfinder, Aasimar Cavalier
Re: Harthar's Kingmaker Part One: The Stolen Lands OOC
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I think it should be fine as it is, PhilMeyer, unless that is really what you would like to do.
Well, I'm realizing that I actually can't afford an Elven Curve Blade with the rest of my gear. Also with the Falconer I don't get the bonus feat at level 6, further limiting the leeway with feats.
So I'll just stay as the build is unless we really think its needed.
Re: Harthar's Kingmaker Part One: The Stolen Lands OOC
We'll see how things go, surely. I admittedly toyed around with the idea of multi-classing into rogue and getting some extra class skills and skill points that way, but seeing as how Vasili is built essentially as a short-range artillery unit, I don't think branching out into an essentially melee class would be a wise choice. For the time being, I'm sticking with full-on gunslinger.
Equipment-wise... well, I put in the mention of the lost pistol as something he will actively be looking for. When he has the time and the resources, though, he'll likely upgrade his pistol into a masterwork version (gotta love that Gunsmithing feat ^_^ ). I'm guessing magic pistols will be even rarer than magic swords, but we'll see ;) Other than that, as long as he's not getting skimped when divvying up, there oughta be no trouble.
Re: Harthar's Kingmaker Part One: The Stolen Lands OOC
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Originally Posted by Harthar
So I was just looking over the finances and I noticed something wierd:
Frivolous: Your Sheet says Elanore has 2 Platinum, I don't know how you could have that much. Starting Gold was class average unless you roll, and you don't have the Rich Parent's feat. Can you check over that for me?
Thanks for pointing that out, Harthar.
What I actually intended to convey was the idea that Ela had a total of 30.6 gold left. Since so much money in gold would be heavy, I thought to simply get some of the gold in platinum, thinking that Pathfinder used regular D&D 3.5 monetary conversions, and 10 gold was 1 platinum.
I'll fix the monies now.
Edit: I just checked again, and it seems I was right the first time. Sorry, I just woke up, so I'm not really at my mental best. Misread the conversion table.
I'm not sure why you think Ela can't have 30.6 gold. The average for a cleric is 140 gold, and she spent far less than that. The only big expenditures are studded leather armor (25), light crossbow (35), scimitar (15), and ink vial (8).
Buckler is surprisingly cheap in Pathfinder (only 5). Everything else costs 5 gp or lover.
I can email you the Excel file I'm using to make the computation if you would wish to check my figures and can provide me with an email address.
Last edited by Frivolous : 10-21-2012 at 10:20 PM.
Re: Harthar's Kingmaker Part One: The Stolen Lands OOC
Frivolous, hmm, sorry, maybe I had it wrong. I was under the impression a platinum was more than ten gold. Really sorry about that, wierd. Carry on, :P
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Characters: Harthar Damon, Playtest 5e Gedriwyn, Pathfinder, Aasimar Cavalier
Re: Harthar's Kingmaker Part One: The Stolen Lands OOC
I normally play pretty docile characters who are followers, this is me trying my hand at one who speaks his/her mind at will.
I know that there may well be some in the party that wouldn't care about the woman's story (or perhaps whose services can be bought easily) but I'm playing Dhovanu as if she assumes that others would have a similar moral code as she has.
Last edited by PhilMeyer : 10-22-2012 at 07:23 PM.