Kingmaker - Dawn of a New Age

[S72+] Attack on Pitax
The siege begins

With the miles of territory surrounding Pitax cleared of opposing forces, the armies of Stagsheart march upon the capital.

The forces split into smaller groups, short distances apart, to cut off trade routes by land and water. The goal: No supplies coming in to Pitax.

[FYI, there have been many posts in the forums of the site – go check and respond, if you’d like. Preparing for next Sunday!]

[S71+] Where the campaign goes from here
War with Pitax, Arodus 3, AR 4714

Having foiled an assassination attempt, the PCs know it’s only a matter of time before a desperate Irovetti marches armies into Dragonswood, Tatzylford, Candlemere, and Ashhaven directly.

Whiterose Abbey can be rebuilt as a temple (no additional BP costs).

The party retires to Ashhaven, holding a council with all lords and ladies and discusses their options.

The White Fang Riders are sent to scout the plains for these armies, and to report back to the leaders of Stagsheart their number and composition.

After a week of scouting, reports are ready. Use online rollers to resolve checks. – please specify which check you are making

A copse of trees one hex east of the Rushlight Tournament area is the campsite for a Huge Army of Humans (Knowledge Local for more – DC 20)

Two hexes northwest and one west of Pitax is the conquered town of Littletown, holding a flight of wyverns.

Two hexes northeast (toward Dragonswood) of the Rushlight Tournament hex (three NE of Pitax) is a Gargantuan Army of Humans. (Know local DC 10-20)

Three hexes almost due north of the Rushlight Tournament area is a Small Army of Hill Giants mounted on Mastodons (Knowledge – local DC 10-20)

Pitax itself seems to be guarded by a Colossal Army of Humans, and 2 Medium Armies of Troll Marauders (Know local DC 10-20).

In addition to the camped armies, a grandmother wyvern roosts in the the forest abutting the Branthlend mountains. (Know Arcana)

Also, north of said mountains one scout witnessed an apparently intelligent elephant-like creature attacking a wingless dragon, but it had to retreat (Know Nature DC for elephant; Know Arcana for dragon. The dragon has taken residence in a massive graveyard of bones (Know-History)

Lastly, a female human, dressed in furs and dual wiedling short swords camps at the forest’s edge two hexes north of Littletown. The scout did not make contact. (Know local DC 20+).

Enjoy the virtual rolls.

I’m happy to play on the 15th if y’all like. I won’t be around the 22nd.

[S70] Rumors abound
a sampling of what's been heard recently

A f light of wyverns has destroyed the village of Littletown, and they say that King Irovetti actually gave the wyverns permission to do so!

A lot of folks are unhappy with Irovetti’s rule, including a woman named Ilora Nuski, who once led the River Razors. She’s said to be hiding out in the wilds still, plotting a way to raise an army against the king.

Irovetti caught a huge remorhaz several years ago. He marched it through Pitax and still keeps it in his dungeon as a pet.

There’s a mammoth graveyard in the Branthlend Mountains—whoever discovers it will surely make a great fortune in ivory!

Some say that the black dragon Ilthuliak is dead, but a friend of a friend saw her flying over Glenebon just last month!

The old abbey on Whiterose Hill is still haunted by the priests of Cayden Cailean who were murdered there years ago.

The mother of all wyverns, Minognos-Ushad, lives in a cave just at the easternmost edge of Thousand Voices.

Irovetti’s fallen under the spell of a vampire priestess of Urgathoa who lives in a secret cave under his palace. She wants to turn Pitax into a necropolis!

The mastodon-riding hill giants known as Tusker’s Riders are on the march! They say King Irovetti hired them, but I don’t believe that.

Somewhere in the tangled forest of Thousand Voices lies the mysterious Castle of Knives, but never in the same place, it seems.

[S68?] The Kingdom Expands
Ambitious plans for growth

Blueprints are drawn; architects have signed off on some of the most ambitious building by any nation in recent history in the River Kingdoms.

Labor is visible everywhere – the cutting and dropping of parts of forest; the quarrying of stone to provide foundations for buildings; animals put to work doing Erastil’s labors – trenching for irrigation, plowing for seed crops.

Town forges are busy melting ore for the creation of tools to make the work easier. Teams of blacksmiths in Ashhaven beat upon the metal, forging weaponry to outfit the raising of an army.

Meanwhile, a land rush is underway to settle the west beyond the Narlmarch forest, into the lands surrounding the Hooktongue Slough. Roads must be built to Midford, and to extend trade beyond the kingdom’s borders to the northwest toward Numeria.

Meanwhile, in Dragonswood, a tailor works busily to craft the pennants that will fly for Stagsheart at the upcoming tournament…

Lands cleared of dangers for miles and miles
Time to build!

So, the party cleared threats, on its west side completely, it almost makes itself more vulnerable to attack now with nothing standing in the way.

A group of 18 refugee humans were safely escorted to Dragonswood, coming from Pitax.

The group had time to celebrate the twins birthday.

The PCs now have the means to become all-season adventurers, persisting their explorations through foul winter weather.

The western flank of Stagsheart expands
The rewards of hexploration

The party continues to clear miles and miles of wilderness of major threats, making it safe for settlement and the kingdom’s expansion.

The swamp and forests make two natural barriers on it’s western flank.

[S 60+] Death Down Deep
Gorum's fury is to be feared

The party intrepidly ventures into Gorum’s temple, accepting the challenge of the divine champion. Khumbu is repelled on his pounce; Willow is likewise denied the ability to get close. After altering the terrain to his liking, Zorek pins down the adventurers, shaping the battlefield for maximum punishment. After throwing a few flamestrikes down, he heals himself up, and renews the assault, this time as a towering human, wielding a long-reaching spear. Sleestak is punctured through the chest and falls, being rescued by Emmond, then Alarah in turn. Slashing force blades chew up Khumbu and Alarah, but the party holds its ground. Zorek beckons each PC to close with him in melee, and eventually Khumbu (1 hp) makes it through the barrier, as well as Alarah, and brings down the formidable foe.

Willow heals the group, but is now taxed. The party weary from battle, rests. A night without stars passes, and dawn finds the group ever more determined to break open the tomb.

After dissolving the door’s magical protections, the group moves in, led by the hunter. The party sees immediately dead bodies, probably victims of their own leader, are caked in blood, with a few large slashing marks upon them. Bleeding skeletal lords with greatswords stalk the shadows. With foaming-mouthed insanity, a hulking being who could only be Armag runs from the shadows towards Sleestak. The great lion is surrounded by skeletal warriors. Willow charges in, wounding Armag. Mayhem ensues. Armag drops Sleestak and Willow in turn, then turns his frenzy on Khumbu. Lightning flashes, fire flies, bolts erupt and pummel foes. The morale of the group is buoyed by Alarah’s chants and arrow strikes finding their target, some puncturing huge holes in Armag’s chest. The barbarian lord fights on with unnatural might – slapping Willow from the seat of Mahogany with two strikes, slicing her cleanly in half through the midsection. Just seconds after Armag falls, with the awesome Ovinrbaane clattering to the ground toward Alarah. While Khumbu chews Armag’s head off, the sword whispers to Alarah promises of great power against her enemies…

Tomb of the Known Barbarian
His name is/was Armag

The party, after fleeing from the formidable witch sisters of Gyronna guarding a Kelish tomb, convinces Willow to secure the entrance from the witches.

They call upon her strengths – being able to present Erastil’s healing to all in the midst of battle, as well as her ability to call out and destroy evil.

She begrudgingly obliges them. After many hours of travel, they approach the entrance, which is not really an entrance, having been walled off by Emmond’s wall spells. Along the journey, the party sees the the Baroness’ sense of purpose has gone slack. Long bouts of uncomfortable silence make make the ride lengthen. Willow’s naivete has been replaced by boredom, or perhaps worse, a sense of fateful ennui…

They are surprised to learn, after entering the tomb, that Willow does not seem herself. They find her abilities in battle lessened. The healing does not glow as bright; her previously forceful threats to demons now resemble disdainful hesitation, assuaged by a swig from a hip flask. Even the force of her blows seem forced.

The party, aided by a quick inflitration and powerful offense provided by the others, watches Willow somewhat absent-mindedly walking past the babau demon, suffering a sizzling, acidified claw hit, and then pounded by mighty fists of a summoned stone elemental. Yet she treats this foray not as divinely-guided, but more of annoyance. Striking down the last sister with a spit of disgust, she turns to face the party, drinking once more.

“Can I go now?”

[P51] The hour was upon them...
Converging in Tatzylford

The PCs rendez-vous in the soon-to-beseiged Village of Tatzylford some minutes, some just seconds before the attack.

Preparations are swift and makeshift, as a large force of humanoids approaches.

Their first defense against invasion is barely victorious; there are some destroyed buildings, but the town remains in the PCs kingdom.

The attackers (trolls, barbarians, mercenaries) are beaten back, and many flee only to meet death from Willow’s lance, Sleestak’s arrows or Emmond’s magic.

[Post S43] Varnhold and the Nomen
Quests completed

Geldt Makarov of Varnhold, a short and stout dark-haired man, rallies the Varnholders to Stagsheart’s banner. His fiesty spirit is a welcome reprieve from the sobering evidence of familial loss.

“Hip, hip, hooray!” he leads the rest, who, inspired by the heroes’ presence and offer, bow down upon one knee. “We commit ourselves to the duchy of Stagsheart. May Varnhold flourish under it’s rule.” Other shouts of approval rein down upon Willow, coming from faces that are covered in grime and tears.

“Our rescuers!” “Our saviors!” and the like echo throughout town. Desperation is met with hope, and Varnhold begins anew.

Days later, twice-born Xamanthe trots into camp, followed by the PCs, who are once again welcome.

Aecora Silvermane hears the party’s exploits, and through careful negotiaions declares the party to be Huntbrothers and Huntsisters. Skybolt and Trederryl (the cold iron flail) is presented as gifts to the party.

At this point, Emmond retrieves a map from the folds of his cloak. He has outlined some hexes which appear blank. His bony digit points two routes – one along the roads, or overland through the pass and beyond, which would unite Stagsheart with the greater Varnhold area. “Or a third route?”


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