Kingmaker - Dawn of a New Age

[Pre-session 26] The elven ruins and troll lair await
Quickly, quickling!

I’m prepared to go in whatever direction you all choose, including building the kingdom more. See you tonight, Dakle

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[Post S25] Here comes the bride!
All dressed in...blood?

The kingdom advances a month and a half- on Desnus Day, the wedding is set.

All goes well with vows and ceremony. It is not until later, when the party begins and food is served, that all chaos breaks loose.

It starts with envy (the men’s plates fuller), then poison, then a spiteful coven of delusional women, Lily and Svetlana included, being thrown into a rage and willing to use violence to settle imagined slights. Coaxing it on is Malgorzata Niska, a cleric of Gyronna, who channels negative energy into the men, bringing them within an inch of their lives, and then calling upon a ghostly dagger to kill the only woman who had love, Alarah. After Alarah counters the priestesses magic, leaving the women stunned and in despair, the priestess escapes, but the PCs pursue. Eric calms the women and drunk, threatened men, while Alarah goes after the hateful one. First Sleestak, then Emmond, then Khumbu are slapped awake by Eric, who tells them Alarah’s in danger. Emmond slips through dimensional cracks to arrive, gobble down a live spider, and web the priestess up with his magic. Sleestak moves swiftly to find the prey. Alarah’s summoned eagle almost defeats the woman-hag. However, in the web, she heals and strengthens herself. Then silence, and then confusion descends upon the group. Now, nothing makes sense, and irritations grow into action, with harsh words and physical assaults accompanying the bickering. Meanwhile the woman struggles from the web. After Eric notices it is too quiet outside, she summons her steed, and rides in, eventually subduing the evil priestess, but not before another round of negative energy hurts the heroes.

Later, the PCs discover the cult’s site, and the six cribs within. A nefarious plot to replace Ashhaven’s children with changelings is revealed. To repair what was done will take months of resolute and delicated investigation and a touch of diplomacy.

Then, the priestess is publicly tried and executed to end this nightmare.

People could only wish to have that much fun at their wedding.

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Easily are the willing charmed

Melianse saw a powerful ally in Emmond. Powerful and mysterious.
Should she compel him to her will her own safety would be guaranteed.
Safety for not just for herself but the safety of her home.
So then she was about her charms and ways upon him.
And so as was expected of her seduction of the White Mage he acquiesced.
Inviting him to the depths beneath the surface of her pool and in to her realm they both ventured.
Drawn together below she lead him.
And there they both took respite.
There they shared the tales of one anothers world. They shared all that they could of the ways and means of the life each knew.
There each found peace.

Upon the morn Emmond rose from his watery bed.
“I must away with myself.” he sorrowfully said.
“Will you return?” Melianse asked with surprise.
“I shall.” was the truthful reply.
“Please,” she said longingly, “Please come back to me.”
“I promise.” And with that Emmond left their shared sanctuary.

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[Post-session 24] Reforestation
and other fine works

The PCs find Tiressia Leafcrown and her satyr Falchos distressed over the appearance of a marauding scythe tree. Their encounter with the scythe tree is quite dangerous, especially to the great cat, but eventually successful. The dryad gifts them with the magical tree tokens they needed to complete the nixie’s quest. Melianse openly flirts with Emmond, at one point attempting a charm which she thought was successful (but Emmond was amazingly able to bluff).

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[Post-session 23] Loggers/Nixie and Lonely Barrow
A reasonable intervention

After defeating the cairn wight fighter and his burning skeleton minions, the party claims a magical ring and longsword, whose magic is moderately strong. The blade is warm and has an almost indetectable hum when in hand.

The party, making its way toward the dryad, comes across some angry loggers and a charming nixie, at odds with each other. The party negotiates with each party, and takes on the coachwood tree restoration project for the nixie, as it coincides with their journey to see the dryad anyway. The party sends the loggers to a nearby sawmill, hoping the forest nearby will provide work and wages for them.

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[Post S22] The Tendriculos is destroyed
Stagsheart grows

At least 5 months of in-game development passed, building up the kingdom – roads were added, and a tavern, among other buildings. More farms were built.

The party went after the tendriculos, and after harassing it multiple times managed to “corner” it and slew it. Now the PCs are free to enjoy the stinking mud pools without imminent death by stomach acids.

Also, the Old Beldame was pleased with the party’s most recent visit, and begins work on crafting her buxom innocence golem after being provided the parts by Emmond and company.

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[Post Session 21]Small Victories
Do not go gentle into that good night.

After the threats from within are temporarily dispatched, the party looks outward.

Venturing out South from Ashhaven they visited the Old Bell Dame, and made her a little more friendly, but they still need the mushrooms it seems. They also headed Southwest of Tuskwater and killed the Green Drake as well as the Hodag, they then scouted and found signs of around a half dozen Trolls. Once they return, Emmond should have the spell he needs to clear some of the stench of the bog surrounding the Tendriculos. They also missed the day of the White Stag’s feast…

And on top of all that, the strange emanating from holes in reality unknown still pester the minds of the Founders of Stagsheart.

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[Up to session 20]Defeating the threat from within
For now...

The dust settles as Grigori is finally sent away from Stagsheart on threat of death. Tensions amongst the party still sing like harp strings with misunderstandings abounding. The big revelation! With the ruler’s true gender coming to light, what will the ramifications of this scandal be.

Even with all the inner turmoil the leaders of Stagsheart face, there are yet more threats. The terrifying Tendriculos. The lizardfolk who have the Baroness’s prized mount as a hostage. There are still many rumors of the many dangers of the Stolenlands. Prime among them, the mysterious Candlemere.

What does the mysterious island hold? Rumors of willow-wisps are all anyone knows.

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[Up to session 16] Adventurers together a year

As AR 4711 moves into Pharasma, the party reflects on what is has remarkably achieved in the last year.

The fatigue of exploring and eliminating threats across many miles of travel.

The defeat of the bandits and the Stag Lord.

The founding of Stagsheart, Ashhaven, its capital, and annexation of 6 hexes incorporated into their kingdom.

The discovery of strange creatures in the region, and ensuing interactions.

The initial success of the first year of Ashhaven in attracting inhabitants, but also the recent unrest brought on by factors out of their control.

What will the next year and years hold?

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[Post session 13] The founding of Ashhaven
The burdens of rulership...and Beets

2 months passed, and much work was done. Leadership rules were made, and we learned a bit about how to make checks, what influences the checks, etc.

Beets can’t say no to any proposed endeavor – perhaps that’s why few ever get finished.
Beets, actually born Flando Bagowan, has more than one hare-brained idea. Nicknamed Beets because of his skill as a cook and specialty Borsht, the halfling came to Whitestag with the idea of a cooperative innkeeping business. Each employee owns a share in the inns success. He thinks this will make the employees work harder and take more pride in what they do. So far, he hasn’t been proven wrong.

Beets is a dilletante – he can play the fiddle, cook, is highly knowledgable (or at least appears to be), repair almost anything, spin a yarn, etc. However, when he runs out of information he’s made up on the spot, you notice he’s fond of saying, “Nevermind.”

Beets, upon opening the inn, shares his ideas about naming the tavern he wants to build adjoining [The Candle and the Fiddle]. "I’ll name it after this rooster who tried like hell to escape his cage – “The Flustered Cock”.

At the look of disbelief/disapproval, “No? How about naming it after my pet kitty whom I always found laying under me or furniture. The Lazy Pussy?”

“Wow, you’re all hard to please. How about after an adventuring party I met that could never agree on anything – the Fiddlin’ Fumbs? "

“Nevermind.”

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