Pathfinder Kingmaker

December, 4708
2nd month, 3rd year

Starting Stats: Economy: 61, Loyalty: 40, Stability: 41, Unrest: 0, BP: 165, Consumption: 9 (army and loan), Control DC: 47

Kingdom Management

Upkeep

  • Kingdom control: successful roll=+1 BP.
  • Consumption: total of 14 – loan paid off in full this month.

Improvement

  • Claim hexes
  • Set aside (hex) as farmland
  • Build 4 wall sections around Misthaven, total of 12BP due to various discounts. Build 1 block of houses to replace those destroyed by the owlbear – 2BP. Rebuild brewery – 5BP.
  • 2 Major items sold: +24BP
  • Kingdom revenue: 13BP

Magic Items Locally Available

  • Sisters’ Solutions: Potion: Cure Light Wound
  • Academy: Potion: Dust of Twlight (CL3), Potion: Grease (CL1), Cauldron of Brewing, Ring of Animal Friendship, +2 Troll Bane Battleaxe
  • Caster’s Tower: Potion: Acid Splash (CL1), Potion: Web (CL3), Potion: Locate Object (CL3), Amulet of Spell Cunning, Necklace of Adaptation
  • Magic Shop Scroll: Darkness(CL3), Scroll: See Alignment (CL1), Scroll: Vanish(CL1), Ring: Sustenance, Rod: Metamagic, Extend Spell, Potion: Remove Disease(CL5), (major item)
  • Waterfront: Potion: Identify(CL1), Scroll: Glitterdust(CL3), Scroll: Disguise Other(CL3), Rod of Flame Extinguising, Wand of Tongues (CL5), (major item)

Military Affairs

Ending Stats:

Building Projects

Events

There was a cave-in at the Five Kings Mine north of Misthaven, in which several miners were killed and others injured. Between the rescue and recovery operations, repairing the mine itself, and finding new workers, the mine is out of commission for the month of December, depriving the kingdom of 4 points of its Economy bonus for this month only.

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November, 4708
First month of the 3rd year

Starting Stats: Economy: 59, Loyalty: 37, Stability: 39, Unrest: 0, BP: 102, Consumption: 9 (loan), Control DC: 45

Kingdom Management

Upkeep

  • Kingdom control: successful roll=+1 BP.
  • Consumption: total of 9 (single army and +1BP 6/12 of loan payment)

Improvement

  • Claim hexes 8 & 16 (2BP)
  • Set aside hex 16 as farmland (2BP)
  • Build garrison in Misthaven city district (27BP); build house in Misthaven (2), and a stable in Misthaven (9BP)
  • Items sold: all sold; 100BP generated.
  • Kingdom revenue: 13BP

Magic Items Locally Available

  • Sisters’ Solutions: Potion: Cure Light Wound
  • Academy: Potion: Dust of Twlight (CL3), Potion: Grease (CL1), Cauldron of Brewing, Ring of Animal Friendship, +2 Troll Bane Battleaxe
  • Caster’s Tower: Potion: Acid Splash (CL1), Potion: Web (CL3), Potion: Locate Object (CL3), Amulet of Spell Cunning, Necklace of Adaptation
  • Magic Shop Scroll: Darkness(CL3), Scroll: See Alignment (CL1), Scroll: Vanish(CL1), Ring: Sustenance, Rod: Metamagic, Extend Spell, Potion: Remove Disease(CL5), Cauldron of Resurrection
  • Waterfront: Potion: Identify(CL1), Scroll: Glitterdust(CL3), Scroll: Disguise Other(CL3), Rod of Flame Extinguising, Wand of Tongues (CL5), +2 Flaming Burst Great Sword

Military Affairs

  • Misthaven Home Guard (or whatever you want to call it – maybe a naming convention of some sort for your units would be cool), based out of the Misthaven barracks, trained & prepared. (I’ll work on making this a cleaner entry for whatever standing forces you might have)

Ending Stats: Economy: 61, Loyalty: 40, Stability: 41, Unrest: 0, BP: 165, Consumption: 9 (army and loan), Control DC: 47

Building Projects

A full garrison was under construction in Misthaven, as a permanent command center for the realm’s military forces. Along with this was constructed a set of stables and additional housing, as the population continued to swell.

Events

Tuskwater Castle was brought low this month, and Misthaven society soon thereafter, when news got out that the Lady Evenlynn had lost a pair of twins that had been due in the spring. The girl and boy perished when the mother caught a fever, which was too much for her to bear during pregnancy.


The kingdom is now 27 hexes in size, which means that you can do all the following in one month: claim 3 hexes, settle 1 new city or city district, build 5 city structures, build 3 roads, and build 2 open space projects. That’s a lot! And you only have 3 single blocks left in Misthaven. When you fill those you will have filled your first city district, for which there is a sizable XP award. And if we want to be nit-picky, according to the rules you are now a Duchy, and therefore all Dukes. But you can call yourselves kings – that’s always been fine by me.

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Meanwhile, over the horizon to the east...
Early November 4708, the first month of the third year

Preoccupied as they were with ridding the Narlmarches of the troll threat, the kings were not in Misthaven to receive the latest news and diplomatic messages from Brevoy. News had trickled south of trouble to the east, in the charter territory known as Varnland – of a missing trade caravan, of sluggish trade, and most recently, of unanswered formal inquiries from the Swordlords themselves. These things were known to the kings of the Mistmarches

The latest news, however, was of a considerably more sinister sort: evidence was found of a mass disappearance of the people of Varnhold, the primary settlement of the territory. In addition to this, a team of envoys sent by the Swordlords has been harassed by centaurs, and then chased by a tribe of barbarous humans, no doubt descendants of the original barbarian tribes of the area.

Once the kings returned from their fight with the trolls, they would need to make some decisions and take action, lest whatever trouble was brewing on their frontier spill over into the thus far peaceful and prosperous Mistmarches.


Meta
I am setting the stage for interlude story that will carry us through the 3rd book, instead of us running it. Once you guys return from dealing with the trolls, you’ll have to decide how the Mistmarches, as a government, and how you as kings will respond to whatever it is that’s going on in Varnhold (capitol city & overall territory have the same name).

We will then deal with that through narrative instead of during sessions, and this will take place mostly on the OP while we run through ToH in session. That episode, with the side characters, will take place in the summer of the next year, after you guys figure out what’s going on in Varnhold – at least somewhat – and charter adventurers to go searching around the area, while you guys seek to expand the Mistmarches to eventually include that whole charter area.

The side party adventure will be chronicled here, as well, and I’ll place those posts in chronological context alongside the kingdom-building & other Mistmarches-related posts for the several months that we’ll hand-wave through in order to get to the 4th book faster.

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Trolls and a Dragon
Delousing the Narlmaches

Kings Anton, Kincaid, and Pik, along with the newly-named ‘Trollsbane Squad’ headed out of Misthaven at first light, crossing the Tustwater by barge, and riding hard into the southern Kamelands in search of Munguk, who’d expressed interest in killing trolls. On their second day in the field Pik’s magic caught the attention of the alcoholic giant, who was glad to see the kings and the kegs of grog they’d brought. That same day the team headed west, into the Narlmarches, and on the second day in the forest – 3rd in the field – were nearly ambushed by a young green dragon, hiding among the trees and rocky terrain of the forest.

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Sgt. Amnoryl wasn’t fast enough to get out of the way of the beast’s acidic breath, and was quickly reduced to a screaming, melting glob. The rest of the squad, and the kings, quickly spread out and pressed the attack. Munguk, tactical genius that he is, ran right up the middle, wildly swinging his lashed-together ‘club o’ trees.’

Although a tough fight, the team worked well together and brought down the wyrm, and after Kincaid searched through the forest for a bit, they discovered its lair, and in it a small, yet valuable, pile of treasure: a +1 chain suit, a cloak of Elvenkind, and a +1 darkwood longbow. Additionally, they discovered coin & gems worth some 785GP.

And the kings also took a moment to remember that one of their own had been killed, dug a shallow grave for the acid-soaked half-corpse, and had Pik say some nice words. And then back to the loot!

Spending the night at the dragon’s den to recover, the team plotted their move for the next day: an assault on the trolls’ lair, some miles to the west.

After an uneventful night of sleep & watch the men pressed on, soon finding the trolls’ homebase: an ancient hold of some sort, carved directly into a steep mountainside. A narrow, winding path led up to the front door, which had clearly been bashed in some time ago. Seeking either to capitalize on the element of surprise, or just because they couldn’t think of any other way in, Kincaid pushed in the door so that Anton could run in and pick a fight with the trolls they were sure they heard on just the other side. While the entry was being forced, Pik noticed a flash of light & movement from a partially-concealed portal higher up the mountain…it would seem that surprise had been lost!

Two trolls were inside the first chamber, and put up a fierce fight, injuring Anton and almost killing Kincaid, whom one of the trolls tried to use as a chew toy. Anton’s flaming sword and Pik’s magic however, bested the trolls’ regenerative powers, and felled both beasts…and in the dying echoes of the melee, the men could hear the approach of more foes, from two directions…


Meta
I’ll add more to this post after the encounter is actually over, when we meet again. I figured I’d just start the post now to give everyone something to latch onto. I also added the GP value to the dragon treasure – don’t know if you would have left that hidden, or tried to haul it along with you on the horses. Anyway, it’s there.

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Troll Hunting
Early November, 4708

Tr

After clearing out the useful contents from the owlbear’s lair, selling the cub, and assigning a squad of rangers to secure the caverns and explore the area immediately around them, the kings prepared for their foray into the Narlmarches to put an end to the troll threat. Equipping themselves for a week or so in the wilds, they prepared to head south and find Munguk the wandering giant, who’d previously – after a promise of booze and plunder – agreed to help fight the trolls, who’d rebuffed his earlier offer to lead them.

Anton made preparations while also ministering to his wife, who’d fallen ill with a fever. Although expected to recover, they were greatly concerned about the health of the babies she carried, early in her pregnancy. Pik had done what he could to heal and comfort her, but some things just need to run their course. Zion had nothing useful to offer but parlor tricks, and Kincaid was nowhere to be found.


Meta
Use this post to decide what you’ll bring, aside from the regular food & basic supplies, which items Zion will enhance during the 5 days (that takes into account his own role in traveling back & forth from the owlbear site) he has to concentrate on work. Also, work on something of a plan. Munguk doesn’t know about the actual layout of their base, since he hasn’t been inside it. He does know that it’s in a hillside, or rocky outcropping, or small mountain…something like that. He’s not very bright. He just knows it’s “underground, up there, on a hill.” He only dealt with the trolls while in the surrounding forest. So plan away!

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Big bear! Big bear!
Late October, Year 2

Tracking the great beast was no problem, given that it left a wide and clear path of destruction virtually the entire way from Misthaven back to its cave in the southeastern Kamelands. The lair, located under a large hill, consisted of a a sizable entry chamber filled with fungus and at least a few shriekers, and a side chamber that was home to a shambling mound. Zion’s first fireball destroyed most of the fungus, and singed the mound, which they kings then found in its chamber, and chopped to pieces. The mound was a formidable foe, and served as foreshadowing of what was to come deeper in the caverns. Zion and Pik did, for their trouble, discover some hapless adventurer’s Wand of Lightning Bolts near the mound’s carcass.

Ob


While Zion and Pik puzzled briefly over their find, Anton’s impulsiveness got the best of him and he went ahead, alone, and encountered the massive owlbear in its lair. Not satisfied to wait for backup, or share the glory of the kill with anyone, Anton charged the beast and, after drawing first blood, was picked up, bitten, and basically made into a chew toy.

Kincaid, never afraid to stay as far outside a melee as possible and fire somewhat-sharpened twigs at overwhelming adversaries, loosed a few barely-effective arrows at the beast, and did his best to shout in a commanding tone to his fellows, still occupied with their trinket.

Pik and Zion ran quickly to the mouth of the cavern and…had a moment of clarity upon seeing the great and huge and mighty Anton being used as a doggy rawhide. Pik approached…well, a little…and launched a fire elemental at the beast. Zion stood back and used his magic to do what damage he could.

Fortunately for the almost-dead Anton, a lucky swing with his sword, coupled with the puny elemental, was enough to cause the owlbear to drop the bloody pulp of a king so that he could ‘redeploy’ to a ‘more tactically advantageous position’ – ie, he crawled then ran away.

The owlbear, incensed that its meal had gotten away, charged the kings, fighting to the death, which came after several well-placed fireballs, slashing blows from a reinvigorated Anton, and another pin-prick arrow or two.

The next cavern held the beast’s dead mate, several dead adventurers, two dead cubs, and one living, mastiff-sized cub, which the kings decided to bring back to Misthaven to sell or put on display or something like that. In the cavern where the owlbear itself was found there was a body, clad in magic chain armor, equipped with a magic sword and some other enchanted items, including what was later determined to be a cursed ring of animal friendship. The barding armor on the beast itself was also recovered, being quite well-made itself.

After about a week of back & forth wagon travel, the beast’s head, the living cub, and the good amount of still-useful equipment from the site were all brought back to Misthaven and proudly displayed.

Next stop: the southern Narlmarches, to confront the troll bandits, whose exploits have made some news up north.


Meta
Slaying the owlbear and proving it to the people of the realm provides a hefty boost to the kings’ status, and their overall rule. In mechanical terms, it provides +4 to each of the kingdom stats.

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Meet Munguk
October, year 2

Anton and Pik set off for the southern Kamelands, in search of the wandering giant and to explore some more open space. Near the southern shore of the Tuskwater they first came upon a large, hot, bubbling mud pit – giving off considerable steam in the cool fall air. Massive lumps and heaps of fungus were growing about the crater, and one particularly large one – house-sized that is – turned out to be both animated, hungry, and violent. The massive mushroom plant tried to eat Pik, who did a fine job of flailing about in its grasp, while Anton, once he cleared the puke out of his mouth from the stench, made reasonably quick work of the plant. Nothing of value was to be found in the muck.

Mung

The two kings spent about a week exploring, finding an abandoned river ferry station, meeting some hunters, and not much else. Hexes 70, 76-78, and 85-87 were fully explored. Munguk, the wandering, drunk, hill giant was encountered in hex 77, and after skilled negotiations and gifts of booze from both kings, the giant agreed to stay south of the rivers, in order to not bother the little people.

Munguk provided the kings with information about the trolls in the Narlmarches, however, describing an attempt by him to become their leader, and the ensuing rebuke by the trolls. Angered by their treatment of him, Munguk was excited by the prospect of joining the kings in their fight against the monsters, and agreed to stay in the general area in order that he could be found once they were ready to move on the troll lair. Munguk and the kings settled on a means of safe passage and recognition for travelers, too – show the kings’ banner and give Munguk booze, and everything will be okay. The giant also spoke of a giant green lizard in the Narlmarches that, be thinks, can fly.

Upon returning to Misthaven it was clear that things were not okay – smoke was visible on the horizon as they approached the city. Fast-forward several hours, and the story was as such: about mid-day a massive owlbear, in some sort of armor, attacked the eastern side of the town, rampaging about, smashing buildings and townies, before turning to leave and skulk back into the Kamelands. 13 people were killed, several were injured, and one house and the brewery were destroyed. The beast was tracked into the southern Kamelands for a few hours, but was lost at nightfall. At last sign is was headed to the south-east.


Meta
The loss of the brewery and one house (the one next to it) have already been reflected on the Kingdom Record. Additionally, the owner of the brewery (Engle) and his two sons were among the dead.

Meta 2
And where, you ask, were Kincaid and Zion during this whole mess? Well, a day or so after Pik & Anton headed out (early October), those two left town headed into the Narlmarches, toward the small town of Tatzylford, then on to visit with Garuum, King of All He Surveys, and then Jhod at his newly-repaired temple, and generally wandering around that area of the kingdom, waving the flag, making friends, kissing babies, and making themselves, and by extension the kings, seen. Those two returned to town on the afternoon after (about 24 hour after) the owlbear attack, having been already on their way back, and hot-footed it home after a rider, dispatched to find them, brought them the bad news.

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Another Excursion is Called For
October, Year 2

News of trolls, or giants, or other large, nasty creatures in the southern Narlmarches and/or Kamelands have become the fodder for all sorts of rumors and speculation. Mistborn Ranger patrols have brought back information and some evidence, and cooler heads agree that it is probably both: there are almost certainly trolls, acting in concert – and seemingly by design – in the southern forest. And unless it’s something no one has heard of or seen before, there is a giant wandering around the Kamelands, although aside from scaring off some people – that is, they saw it and ran – it hasn’t really done anything.

Still, the people are looking to the Kings for leadership, which means saddling up and looking for some ass to kick.

The cavalry stewards – troopers in training, working at Tuskwater Castle – are outfitting horses and putting together supplies. Where to, m’lords? And for how long?

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October, 4708
12th month, 2nd year

Starting Stats: Economy: 51, Loyalty: 33, Stability: 34, Unrest: 0, BP: 114, Consumption: 1, Control DC: 43

Kingdom Management

Upkeep

  • Kingdom control: successful roll=+1 BP.
  • Consumption: total of 1 (including +1BP 5/12 of loan payment)

Improvement

  • Claim hexes 4 & 13 (2BP)
  • Set aside hex 32 as farmland (2BP)
  • Build roads into hexes 4 & 32 (4BP)
  • Build waterfront in new Misthaven city district (90BP); build house in Misthaven, and one in Olegton (5BP)
  • Misthaven Home Guard officially formed and invested with officers and NCOs (CR5 Duchy Militia)(this will add 8 points of consumption per month, and is supported by the barracks in Misthaven…more on army stuff to come!)
  • Items sold: all sold; 100BP generated.
  • Kingdom revenue: 10BP

Magic Items Locally Available

  • Sisters’ Solutions: 1 minor – Potion: Cure Light Wound
  • Academy: (TBA)
  • Caster’s Tower: (TBA)
  • Magic Shop (TBA)
  • Waterfront (TBA)

Ending Stats: Economy: 55, Loyalty: 33, Stability: 35, Unrest: 0, BP: 102, Consumption: 1 (loan), Control DC: 45

Building Projects

The waterfront in Misthaven was completed and opened with a ribbon-cutting ceremony by the kings. Both cities saw more immigration, resulting in the construction of additional housing, and the kingdom as a whole grew in size, as well. The kingdom is generating silly amounts of revenue at this point, leaving the kings the challenge of saying “no” to everyone’s calls for this pet project or another, and for Zion’s persistent advocacy for his own city.

Events

Sly and Akiros, working together, capture a group of runaway children acting as criminals, robbing outlying farms and houses in Misthaven. The children are returned to their parents and put into a juvenile intervention program that includes character education, community service, more community service, a little bit of public humiliation, and some more community service. Consumption is -1 for the next month due to the extra (free) labor.

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The Army is Formed!
Final preparations, September of Year 2

The Misthaven Homeguard was originally planned as a 100-man company that would include a small dragoon scouting element. However, as the kingdom rapidly grew throughout the spring and summer of its 2nd year, and threats manifested in the south and apparently from the west, it was obvious that the prudent move would be to increase the size of the force. Thus, a light battalion was formed, with three regular companies of infantry at its core, along supporting elements for supply and engineering. The companies would be active for one year, patrolling the kingdom and making sure that a show of force was available if needed. Two companies would be deployed in the field at all times, and one would be held in reserve in and around Misthaven, conducting drills, training militia troops, and providing those soldiers with a period of relative rest. A rotation schedule would be created and implemented, with Anton as the commander-on-chief of all forces.

The first full review of troops would be held in November, coinciding with the celebration of Founders’s Day, the kingdom’s birthday.

The final selection of and commissioning of officers and NCOs remained to be concluded – this would be the first time the kingdom would grant rank outside of members of the Upper and Lower Councils, and decisions needed to be finalized in order to determine who would be commissioned, and what powers they would have.

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