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About This Game

Claim the Stolen Lands, unravel an ancient curse, and build a glorious new nation!

Game System

Pathfinder 2e

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11/19/2022

Detailed Description

For generations, the Stolen Lands have spanned the southern border of Brevoy. Many attempts have been made to settle them, but to date, none have succeeded, making these 35,000 square miles of wilderness the largest swath of unclaimed land in the entire River Kingdoms. As tensions mount in Brevoy, one of Rostland’s swordlords hopes to change that fact; she plans to issue charters to several groups of adventurers, sending them south into the Stolen Lands to reopen old trade routes and defeat the bandits and monsters who have made them too dangerous to use. By sending free agents south, this swordlord of Rostland hopes to create new allies without sacrificing her own position of power in Brevoy. Yet as with most complex and brilliant plans, the future holds plenty of opportunities for disaster.

 


 

Kingmaker: Anniversary Edition is an update of the original Kingmaker Adventure Path for Pathfinder 2nd Edition. It expands on the original material and adds characters and events from Owlcat's video game adaptation. It will take a party of adventurers from 1st to 20th level, and centers around sandbox exploration and new rules for building your own nation in the untamed wilds of the Stolen Lands.

  1. What's new in this game
  2. HP: 20/20 | AC: 14 | Perception: +7 Fort: +4 | Ref: +4 | Will: +9 Hero Points: O | Focus Points: O Zakon was fairly quiet as camp was made. He pitched in, dutifully, but let those with more experience in the wilderness take the lead. Once the work was done and everyone began to settle around the fire, he returned to his books and journal and listened in to the small talk around the campfire. When Antonia stands to retire for the evening, Zakon looks up from whatever he has been working on and asks, "It is getting late. Is there anything I can help anyone with before I retire?" OOC Are we using the Camping Activity rules? Does someone need to Prepare the Camp? Do we have an Expert in Perception who can Organize the Watch? Do we need any items identified still?
  3. Antonia Rullianus Swashbuckler Fencer 2 AC: 19 | HP: 30/30 | Per: +5 | Fort: +5 | Ref: +9 | Will: +6 | Hero: 2/3 | Languages: Common, Dwarven, Elven Panache: ✅ | Conditions: None "To even ask such a thing, Verne!" The Brevoy noble-to-be responds to Verne. "I have not lived a single day of my life 'living wild' and I do not think I'm going to start now, just before getting my well-deserved title! Civilization is what separates us from the animals. A lack of exposure to our evolved society leads to a rambunctious, chaotic, and feral life unfit for the refined." She eyes the young man over with a judgemental stare. "Case and point." She gestures to him and his bear, though a small grin appears across her lips, as if to hint that she is playing it all up a bit. After a bit of convincing, Antonia finally follows after the others to the other side of the watery walk and arrives drenched and shivering. "Honestly. The things you people have put a lady like me through would get you locked up back in Brevoy. Luckily, I like you all so much, I'm willing to forgive you for your sins." It is a typical overly-dramatic response from the Fencer, especially since she had contributed little to the effort and slowed things down immensely. Their investigation earns them an expected outcome, which in turn earns a frown from Antonia. "What, no twist ending? I'm almost disappointed. No, I take that back... I am disappointed." She clicks her tongue, as if to say 'a damn shame' without actually vocalizing it. "Ah, well." A nonchalant shrug is the only eulogy earned for the kin of Davik. "That's the way it goes, I suppose." Surprisingly, Antonia is more than willing to follow through with Sija's insistence that a campfire be made, and even assists in its construction. She welcomes the fire's warmth and the chance to dry off and brush out her hair. "Well, this has been a fun little venture. Well done, everyone. Especially you, Sija. Really showing us the ropes, as they say. Oh! Look, I made a pun. But I digress, I think I'm going to turn in for the evening." She stands, stretches, and gives a theatrical display of a yawn. "More adventuring to be done on the morrow, and all that. Sweet dreams, lovelies." With that, the Fencer slips into her tent for the night's rest. Mechanics Action 1 - Making Camp. Action 2 - Action 3 -
  4. - Half-ElfSija looks like a typical Vudran woman, often dressing in the more traditional fabric wrap of her homeland and often a headscarf or shawl. She often wears some form of ornamentation or jewelry on hands, ears, neck, and brow. She is older than most, though as a half-elf she wears her six decades with dignity and grace, with few signs of the decrepitude often seen in similarly aged humans. She is tall, and stands with a straight back and good posture. Her arm is strong and well-corded with sinew and muscle, perhaps appearing a touch wiry, and her skin a bit weathered from years outside. Her hair was once a glossy black, though now it is streaked with gray; more with each passing day. Ranger 2She can often be found with a cudgel, a wicked-looking curved dagger, and a whip hanging from her belt. She wears these, and warm outer clothes or a cloak to protect her from the elements, when she travels. When expecting trouble she throws a bandolier on that's filled with flasks of healing ointments and poultices. HP: 32/32 | AC: 19 | Speed: 25ft | Hero: 1/3 | Focus: 1/1 Perception: +8 | Fort: +8 | Ref: +7 | Will: +6 ComsumablesInfused Items: -2x Lesser Antidote -2x Minor Elixir of Life Consumables: -1 PC affixed to dandpatta Talismans: - Items: - | AbilitiesFocus Spells: -Gravity Weapon Abilities -Darkvision -Flurry -Monster Hunter Actions: -Hunt Prey -Twin Takedown -Battle Medicine Bonuses: -+2 to treat wounds with herbs -Craft with Herbalism -2/day batches Alchemical infused 'Heal' Items Feats: -Elf Atavism (Darkvision) -Monster Hunter -Battle Medicine -Natural Medicine -Herbalist Dedication --Advanced Alchemy --Alchemical Crafting -Twin Takedown -Gravity Weapon | Skills*Acrobatics: +5 *Arcana: +5 *Athletics: +8 Crafting: +1 Deception: +0 Diplomacy: +0 *Herbalism Lore: +5 Intimidate: +0 *Medicine: +6 **Nature: +8 *Occultism: +5 Performance: +0 *Religion: +6 Society: +1 *Stealth: +5 *Survival: +6 Thievery: +1 *Trained | **Expert | ***Master Conditions: "Well that took longer than I thought..." Sija mutters, looking at the sun low in the sky. "We shouldn't leave the rope up over night. I'll cross back and fetch it. Just be ready to pull me in if I slip." She shivers once at the thought of pluging into the water again and adds, "...and someone get a fire going!" Then she crosses hand over hand until she gets to the far side. She dips into the wagon quickly, thinking of how nice a warm pot of tea will be after this. Then she unties the rope from the wagon and ties it around her waist where the cast iron teapot hangs as well. She waves across the river to get the attention of the others, hoping they'll pull it taut to help her across. Making it with just the normal amount of drenching, she later sits close by the fire and sips her tea, bedroll spread under what cover they could find or make. Though apparently she didn't notice the nest of biting ants she rolled it out over. OOC/Actions Other: Here goes again! Action 1: Athletics for crossing Action 2: Survival for camping Action 3: Reaction: Free: Exploration Activity: Scout Gear Worn -Clothing (Winter): Ignore damage from Severe Cold, Reduce damage from Extreme Cold -Breastplate: +4 AC/+1 Dex -Backpack: Ignore first 2 Bulk of contents -Belt Pouch -Healer's tools -Bandolier -Cloak Weapons -Club: +9 | 1d6+4B | Thrown 10' -Corset Knife: +9 | 1d4+4P | Concealable | Agile | Finesse | Thrown 10' -2x Dandpatta (PC): +9 | 1d6+4S | Agile | Twin -Flyssa: +9 | 1d6+4S/P | Agile | Finesse -5x Darts: +6 | 1d4+4P | Agile | Thrown 20' -Whip: +9 | 1d4+4S | Reach 10' | Disarm | Trip | Nonlethal | Finesse Containers Backpack -Bedroll -Climbing KitClimb at half speed, but on a crit failure on the climb check get a DC5 flat check to not fall.: 50' Rope, 12x Pitons, Pulleys, Crampons, Hammer, Grappling Hook -Rations (2 weeks) -5x Sacks -5x Torches -Waterskin Bandolier -4x Flasks Oil Belt/Pouch -10x Chalk -Crowbar -Flint and Steel -Soap -2x Candles -2gp 4sp 6cp
  5. It's a long, perilous walk, but Sija proves more than up to the task. She crosses the river, stretching the rope behind her until, chilled to the bone by the chilly water, she reaches the other side and finds a solid point to anchor the line to. Once it's secure, Verne follows, as does, eventually, everyone else. When you all regroup on the far side of the river, nearly two hours have passed and you are all soaked and shivering from the river's unrelenting spray. There are still a few hours of daylight left, but it may be rise to make camp soon so everyone can dry out and warm up. Sija and Verne, having been the first to cross, have had ample time to scout the area and search for any sign of Davik's son. Indeed, they do find something: clear signs that this ford has been used to cross the Shrike many times in the past. From here, old bootprints lead off in a variety of directions. However, the experienced survivalists are able to identify what seems to be the most recent set of tracks, following the river back to the south and west, the route Davik said his son would have taken. The tracks are months old, likely left before winter fell across the Greenbelt. It seems very, very likely that something unfortunate befell the ferryman's son.
  6. HP: 20/20 | AC: 14 | Perception: +7 Fort: +4 | Ref: +4 | Will: +9 Hero Points: O | Focus Points: O "I've always preferred daggers to staves... but I may have to reconsider their utility," Zakon muses while removing a harness that contains pouches and straps holding journals, scroll cases, and a few writing materials. He tucks them into his lockbox, among several other scrolls, stacks of paper, a change of clothes, and so forth. He then instructs the summoned-creature-of-the-day to watch over the wagon for as long as it is able but to remain in case they return before the conjuration ends. Verne specifically calling out a lack of paperwork gets Zakon's attention, though. "There is always paperwork to do." Zakon looked almost offended by the boy's implication that he might ignore his duties. He taps a waterproof journal before returning it to a pocket within his robes. Zakon isn't looking forward to wading across a river but as Sija ties off the other end of their rope, his mood improves. Slightly.
  7. | HP: 24/24 | AC: 19 | Fort: +5 Ref: +6 Will: +10 Perception: +8 | Hero Points: 2/3 | Spell SlotsDruid 1: 2/2 Shardik | HP: 26/26 | AC: 19 | Fort: +6 Ref: +6 Will: +5 Perception: +5 Verne helps Sija splice together several ropes to get one long enough for the crossing. He tries to convince her not to hobble the horses, promising to find them for her later, if necessary. "A hobbled horse is a dead horse, if anything comes along to eat it. They know they belong with the wagon, they won't leave unless they have to to stay alive." As he works, he says to the others, "You are all much too worried about supplies, maps, comfort, safety, scouting... we're in the wilds. Just live wild. We'll deal with whatever we find. When you travel light, like this, you don't need scouts because you are the scouts. And don't worry, we'll keep you safe and fed." He grins at Antonia. "And warmish. Maybe not clean though, and definitely not dry, at least right now. And there won't be any paperwork to do, mister judge, so I'd suggest leaving it here. It will get wet, otherwise." He smiles at Zakon. He hands the rope to the ranger, crawling under the wagon to double-check the knot, and whispers to Shardik, who plants himself against the rear wheel of the wagon in a stabilizing position. As the ranger takes point, he says. "Thank you, Sija." Once she is across, he follows, using the rope to steady himself. Shardik stays behind, sitting attentively and waiting to be called.
  8. - Half-Elf Ranger 2 HP: 32/32 | AC: 19 | Speed: 25ft | Hero: 1/3 | Focus: 1/1 Perception: +8 | Fort: +8 | Ref: +7 | Will: +6 Conditions-None| ResourcesInfused Items: -2x Lesser Antidote -2x Minor Elixir of Life Consumables: -1 PC affixed to dandpatta Talismans: - Items: - | AbilitiesFocus Spells: -Gravity Weapon Abilities -Darkvision -Flurry -Monster Hunter Actions: -Hunt Prey -Twin Takedown -Battle Medicine Bonuses: -+2 to treat wounds with herbs -Craft with Herbalism | Skills*Acrobatics: +5 *Arcana: +5 *Athletics: +8 Crafting: +1 Deception: +0 Diplomacy: +0 *Herbalism Lore: +5 Intimidate: +0 *Medicine: +6 **Nature: +8 *Occultism: +5 Performance: +0 *Religion: +6 Society: +1 *Stealth: +5 *Survival: +6 Thievery: +1 *Trained | **Expert | ***Master "Well let's get it over with." Sija says. "Won't get across the river just sitting here talking about it." Regardless of whether some of the others can fly, swim, teleport or otherwise avoid the hazard here, she must go through. She positions the wagon close to the water's edge, locks the brake lever in place, and ties her rope to the axle. She hobbles the horses and finds a nice grazing area for them, where hopefully they'll be safe for a day. Then she loads up her pack and hoists it high on her back out of reach of the water. "Anyone else bring a rope? If you lend me your staff I can go first, judge." She ties loops in the rope(s) for any others to hold to should they want it, and ties the other end of the rope(s) around her waist and begins moving slowly and carefully from stone to stone on the upstream side, using the staff to probe and brace against the current. Once she reaches the other side she pulls the rope taught and tries to find something to tie it off on, then watchs to help the others as needed. OOC/Actions Other: Here goes. Rolling athletics, I guess. Action 1: Action 2: Action 3: Reaction: Free: Exploration Activity: Feats -Elf Atavism (Darkvision) -Monster Hunter -Battle Medicine -Natural Medicine -Herbalist Dedication --Advanced Alchemy --Alchemical Crafting -Twin Takedown -Gravity Weapon Appearance Sija looks like a typical Vudran woman, often dressing in the more traditional fabric wrap of her homeland and often a headscarf or shawl. She often wears some form of ornamentation or jewelry on hands, ears, neck, and brow. She is older than most, though as a half-elf she wears her six decades with dignity and grace, with few signs of the decrepitude often seen in similarly aged humans. She is tall, and stands with a straight back and good posture. Her arm is strong and well-corded with sinew and muscle, perhaps appearing a touch wiry, and her skin a bit weathered from years outside. Her hair was once a glossy black, though now it is streaked with gray; more with each passing day. She can often be found with a cudgel, a wicked-looking curved dagger, and a whip hanging from her belt. She wears these, and warm outer clothes or a cloak to protect her from the elements, when she travels. When expecting trouble she throws a bandolier on that's filled with flasks of healing ointments and poultices. Gear Worn -Clothing (Winter) -Breastplate -Backpack -Belt Pouch -Healer's tools -Bandolier Weapons -Club -Corset Knife -2x Dandpatta (PC) -Flyssa -5x Darts -Whip Containers Backpack -Bedroll -Climbing Kit -Rations (2 weeks) -5x Sacks -5x Torches -Waterskin Bandoliers -4x Flasks Oil Belt/Pouch -10x Chalk -Crowbar -Flint and Steel -Soap -2x Candles -2gp 4sp 6cp
  9. Antonia Rullianus Swashbuckler Fencer 2 AC: 19 | HP: 30/30 | Per: +5 | Fort: +5 | Ref: +9 | Will: +6 | Hero: 2/3 | Languages: Common, Dwarven, Elven Panache: ✅ | Conditions: None Antonia eyes the narrow pass suspiciously, then the rapids beneath. There is an audible gulp as she swallows and takes a step backwards, towards the wagon. "Nonsense, dear Judge." She says with a surprisingly sure and even voice. "Surely you are not so advanced in age that you would seek to take a nappy-nap so early in the day. If you worry so much for the wagon, perhaps I should stay behind and keep watch while you all go on ahead and handle whatever simple matter has occupied our dear rotting friend's kin." Her eyes dart towards the rapids one final time as she speaks, indicating to the more perceptive amongst them that perhaps her willingness to stay behind has a lot to do with how unsure she is that they will make it across unscathed. "It cannot be too much further, can it? Who could really know? Maps are nearly completely unreadable -- at least for me. I did not fare well in cartography class. A poor teacher, you see? She was a mean sort and was not a fan of misunderstandings...or pranks, as it turned out." Was there such a thing as 'cartography class'? Antonia would insist that there was. Mechanics Action 1 - Action 2 - Action 3 -
  10. HP: 20/20 | AC: 14 | Perception: +7 Fort: +4 | Ref: +4 | Will: +9 Hero Points: O | Focus Points: O The matter of how they might best cross the river seems like a mundane detail that is far outside of Zakons' area of expertise. He is happy to leave that to those with far more experience in such matters, while he occupies himself with inspecting their latest enchanted items and reviewing his notes on the expedition about Nettle, the cursed ferryman, and the gruesome fate of his wife (and likely his son). . He is less happy to overhear talk of leaving their wagon behind. It might have been an uncomfortable journey but it would have been far more uncomfortable on foot. "We may be leaving critical supplies behind. Perhaps we take inventory, as we rest here tonight and continue our quest, in the morning. This would also give us the time to scout the far shores and to prepare spells to face whatever challenges await us." If they must rest soon, it may as well be before they abandon their wagon.
  11. Thomas of Nowhere | AC: 18 | HP: 30/30 | Per: +5 | Fort: +7 | Ref: +8 | Will: +7 | FP: 2 Æthelflæd | AC: 19 | Per: +4 | Fort: +7 | Ref: +8 | Will: +6 "Perhaps 'twould be of aid tae ken," Thomas says, a little sheepishly, "Æthelflæd can swim sure an' swift as th'fish ye caught, Mam, if need be." He surfaces from the melancholy which had enveloped him and kept him quiet and gloomy on the way like a diver rising for air. "I'll have th'crabbit blighter drag a rope across, like." Æthelflæd glances at the river, and their perpetual solemn frown only deepens; the tip of their nose and the lapels of their suit quiver in distaste. OOC/mechanics
  12. - Half-Elf Ranger 2 HP: 32/32 | AC: 19 | Speed: 25ft | Hero: 1/3 | Focus: 1/1 Perception: +8 | Fort: +8 | Ref: +7 | Will: +6 Conditions-None| ResourcesInfused Items: -2x Lesser Antidote -2x Minor Elixir of Life Consumables: -1 PC affixed to dandpatta Talismans: - Items: - | AbilitiesFocus Spells: -Gravity Weapon Abilities -Darkvision -Flurry -Monster Hunter Actions: -Hunt Prey -Twin Takedown -Battle Medicine Bonuses: -+2 to treat wounds with herbs -Craft with Herbalism | Skills*Acrobatics: +5 *Arcana: +5 *Athletics: +8 Crafting: +1 Deception: +0 Diplomacy: +0 *Herbalism Lore: +5 Intimidate: +0 *Medicine: +6 **Nature: +8 *Occultism: +5 Performance: +0 *Religion: +6 Society: +1 *Stealth: +5 *Survival: +6 Thievery: +1 *Trained | **Expert | ***Master Sija looks around and frowns, "I don't see any trees large enough, but we could put the wagon just there... We can leave it here, and maybe take the horses with us. Everyone gets tied together, and we stay just upstream of those boulders so we have something to grab if we slip. Surely we won't all slip and fail to grab or get our rope caught on those boulders at the same time. Surely." She repeats the last, as though trying to convince herself. "Did anyone bring a polearm or staff to probe ahead for pits and holes as we go?" OOC/Actions Other: Action 1: Action 2: Action 3: Reaction: Free: Exploration Activity: Feats -Elf Atavism (Darkvision) -Monster Hunter -Battle Medicine -Natural Medicine -Herbalist Dedication --Advanced Alchemy --Alchemical Crafting -Twin Takedown -Gravity Weapon Appearance Sija looks like a typical Vudran woman, often dressing in the more traditional fabric wrap of her homeland and often a headscarf or shawl. She often wears some form of ornamentation or jewelry on hands, ears, neck, and brow. She is older than most, though as a half-elf she wears her six decades with dignity and grace, with few signs of the decrepitude often seen in similarly aged humans. She is tall, and stands with a straight back and good posture. Her arm is strong and well-corded with sinew and muscle, perhaps appearing a touch wiry, and her skin a bit weathered from years outside. Her hair was once a glossy black, though now it is streaked with gray; more with each passing day. She can often be found with a cudgel, a wicked-looking curved dagger, and a whip hanging from her belt. She wears these, and warm outer clothes or a cloak to protect her from the elements, when she travels. When expecting trouble she throws a bandolier on that's filled with flasks of healing ointments and poultices. Gear Worn -Clothing (Winter) -Breastplate -Backpack -Belt Pouch -Healer's tools -Bandolier Weapons -Club -Corset Knife -2x Dandpatta (PC) -Flyssa -5x Darts -Whip Containers Backpack -Bedroll -Climbing Kit -Rations (2 weeks) -5x Sacks -5x Torches -Waterskin Bandoliers -4x Flasks Oil Belt/Pouch -10x Chalk -Crowbar -Flint and Steel -Soap -2x Candles -2gp 4sp 6cp
  13. | HP: 24/24 | AC: 19 | Fort: +5 Ref: +6 Will: +10 Perception: +8 | Hero Points: 2/3 | Spell SlotsDruid 1: 2/2 Shardik | HP: 26/26 | AC: 19 | Fort: +6 Ref: +6 Will: +5 Perception: +5 Verne looks at the river and the trees. "Do we have a long enough rope for one person to go alone but tied to a tree, and put up a line to assist? Or, there could be an eddy in the current below the waterfall, we'll get more wet but maybe it won't be quite such a fierce pull downstream."
  14. Davik is more than happy to provide Sija with fishing equipment, and waves away her attempts to pay him for it. This actually turns out to be a fair deal; the net the dead man provides has been slashed to ribbons, the fishing lines are tangled, the hooks are dull and rusty, and the rods themselves seem to have been left exposed to the elements and are somehow both dryrotted and inexplicably slimey. Still, she somehow still manages to land a large, unusual fish: a variety of bass she's never seen before, with reddish-pink scales and green fins. It's a close call, with Sija's shoddy tools barely holding together long enough to wear her prey out, but, eventually, she manages to drag it to shore. Even with six people and a bear to feed, there's enough meat on the bass to leave everyone satisfied. Tents and bedrolls are set up, watches are set, Davik bids everyone a good evening, and the night passes peacefully. Toilday, 17 Pharast, 4702 AR When the morning comes, there's no sign of Davik. Even ringing his bell again doesn't summon him. Either he's somehow found peace and shuffled off this mortal coil for good, or he only appears after sunset. An inspection of his home reveals little, given that the building was burned and the roof caved in. However, a pair of small, skeletal feet can just be seen sticking out from the rubble. Presumably, this is Davik's wife and the "certain heaviness about the chest" he mentioned. The group sets off to the north. It's a little afternoon when you reach the crossing Davik described. The Shrike does, indeed, narrow here, but what Davik failed to mention is that it gives way to a section of cascading rapids. The ford that the ferryman mentioned runs along the edge of the uppermost waterfall, marked by a line of what can't quite be called boulders anymore, given how the constant flow of rushing water has worn them down. A quick test of depth reveals that the river is, indeed, shallow enough to walk across here, if you don't mind wading through frigid, waist- or even chest-deep water. And it does seem to be rather narrow; Sija's wagon could just fit. But a single misstep or miscalculation could send you all back down the river to Davik's ferry--or, at least, whatever's left of you after the rapids chew you up. Going on foot is undoubtedly the safer option, but the river's fierce undertow could still present a danger. What do you do?
  15. - Half-Elf Ranger 2 HP: 32/32 | AC: 19 | Speed: 25ft | Hero: 1/3 | Focus: 1/1 Perception: +8 | Fort: +8 | Ref: +7 | Will: +6 Conditions-None| ResourcesInfused Items: -2x Lesser Antidote -2x Minor Elixir of Life Consumables: -1 PC affixed to dandpatta Talismans: - Items: - | AbilitiesFocus Spells: -Gravity Weapon Abilities -Darkvision -Flurry -Monster Hunter Actions: -Hunt Prey -Twin Takedown -Battle Medicine Bonuses: -+2 to treat wounds with herbs -Craft with Herbalism | Skills*Acrobatics: +5 *Arcana: +5 *Athletics: +8 Crafting: +1 Deception: +0 Diplomacy: +0 *Herbalism Lore: +5 Intimidate: +0 *Medicine: +6 **Nature: +8 *Occultism: +5 Performance: +0 *Religion: +6 Society: +1 *Stealth: +5 *Survival: +6 Thievery: +1 *Trained | **Expert | ***Master Sija nods, "Fair enough. Upstream then, to the son. But it is getting later now." She looks to Davik, "You said there was a fair apot for a bit of fishing? I always did enjoy that. Lead the way." She says, gathering up the tea things and taking them with her in a basket to wash up later. She tries her hand at fishing for a bit, borrowing supplies from Davik if he has them to offer, and even trying to buy them off of him. OOC/Actions Other: Action 1: Survival for fishing? Action 2: Diplomacy to ask for a rod? Action 3: Reaction: Free: Exploration Activity: Feats -Elf Atavism (Darkvision) -Monster Hunter -Battle Medicine -Natural Medicine -Herbalist Dedication --Advanced Alchemy --Alchemical Crafting -Twin Takedown -Gravity Weapon Appearance Sija looks like a typical Vudran woman, often dressing in the more traditional fabric wrap of her homeland and often a headscarf or shawl. She often wears some form of ornamentation or jewelry on hands, ears, neck, and brow. She is older than most, though as a half-elf she wears her six decades with dignity and grace, with few signs of the decrepitude often seen in similarly aged humans. She is tall, and stands with a straight back and good posture. Her arm is strong and well-corded with sinew and muscle, perhaps appearing a touch wiry, and her skin a bit weathered from years outside. Her hair was once a glossy black, though now it is streaked with gray; more with each passing day. She can often be found with a cudgel, a wicked-looking curved dagger, and a whip hanging from her belt. She wears these, and warm outer clothes or a cloak to protect her from the elements, when she travels. When expecting trouble she throws a bandolier on that's filled with flasks of healing ointments and poultices. Gear Worn -Clothing (Winter) -Breastplate -Backpack -Belt Pouch -Healer's tools -Bandolier Weapons -Club -Corset Knife -2x Dandpatta (PC) -Flyssa -5x Darts -Whip Containers Backpack -Bedroll -Climbing Kit -Rations (2 weeks) -5x Sacks -5x Torches -Waterskin Bandoliers -4x Flasks Oil Belt/Pouch -10x Chalk -Crowbar -Flint and Steel -Soap -2x Candles -2gp 4sp 6cp
  16. Antonia Rullianus Swashbuckler Fencer 2 AC: 19 | HP: 30/30 | Per: +5 | Fort: +5 | Ref: +9 | Will: +6 | Hero: 2/3 | Languages: Common, Dwarven, Elven Panache: ✅ | Conditions: None Throughout the course of the conversation Antonia's expressions are a theatrical play of ever-shifting emotions, made even more dramatic by the dark brows that move energetically with each display. They begin knitted, confused at the undead man's plight. When Nettle barks out a vengeful cry, her eyes widen and she takes a step back. Then, when he returns to normal, her eyes flick to each of her party members, searching their faces for their reactions to the outburst. Finally, the curtain closes with an expression of pitying hopelessness, like a mother indulging her child's most fantastical dreams while knowing quite well their impossibility. "Quite the show, darling. We are ever-so-grateful for your aid and information. I'm quite sure we'd be obliged to look for your son, 'Smackeral' or no. Just give us a moment to talk it over, won't you?" She steps off to join in on the sidebar started by Sija. "We are already here, aren't we? It is a bit of a detour, that much is true. But it may take even longer to return in the future. The Lizardlings and what-have-you can wait one or two more days, can't they? Of course they can. Let us see this to its end while we are here. Who knows, perhaps helping this poor rotted fellow will help him come to turns with his current...state, and lead to him manning the ferry himself, thus giving us a shortcut across the river that we can use time and time again." She smiles wryly, "Besides, there's clearly something larger going on here. How could you possibly resist seeing how it plays out? I shiver at the thought of it!" Mechanics Action 1 - Action 2 - Action 3 -
  17. - Half-Elf Ranger 2 HP: 32/32 | AC: 19 | Speed: 25ft | Hero: 1/3 | Focus: 1/1 Perception: +8 | Fort: +8 | Ref: +7 | Will: +6 Conditions-None| ResourcesInfused Items: -2x Lesser Antidote -2x Minor Elixir of Life Consumables: -1 PC affixed to dandpatta Talismans: - Items: - | AbilitiesFocus Spells: -Gravity Weapon Abilities -Darkvision -Flurry -Monster Hunter Actions: -Hunt Prey -Twin Takedown -Battle Medicine Bonuses: -+2 to treat wounds with herbs -Craft with Herbalism | Skills*Acrobatics: +5 *Arcana: +5 *Athletics: +8 Crafting: +1 Deception: +0 Diplomacy: +0 *Herbalism Lore: +5 Intimidate: +0 *Medicine: +6 **Nature: +8 *Occultism: +5 Performance: +0 *Religion: +6 Society: +1 *Stealth: +5 *Survival: +6 Thievery: +1 *Trained | **Expert | ***Master Sija reaches out to pat the man reassuringly on the shoulder, though her hand seems to rebel for a second, flinching away before she wrangles control to make contact. "We will keep an eye out for him. Don't worry. Do you know anything about some kobolds and gremlins in an old tree? Ash? Maple? What was it?" She goes with the others, looking for a private word "Shall we go for the likely long-dead son? Or do we head for the still-living creatures that asked our help? The first can wait forever, but a magic weapon might be of help..." OOC/Actions Other: Action 1: Action 2: Action 3: Reaction: Free: Exploration Activity: Feats -Elf Atavism (Darkvision) -Monster Hunter -Battle Medicine -Natural Medicine -Herbalist Dedication --Advanced Alchemy --Alchemical Crafting -Twin Takedown -Gravity Weapon Appearance Sija looks like a typical Vudran woman, often dressing in the more traditional fabric wrap of her homeland and often a headscarf or shawl. She often wears some form of ornamentation or jewelry on hands, ears, neck, and brow. She is older than most, though as a half-elf she wears her six decades with dignity and grace, with few signs of the decrepitude often seen in similarly aged humans. She is tall, and stands with a straight back and good posture. Her arm is strong and well-corded with sinew and muscle, perhaps appearing a touch wiry, and her skin a bit weathered from years outside. Her hair was once a glossy black, though now it is streaked with gray; more with each passing day. She can often be found with a cudgel, a wicked-looking curved dagger, and a whip hanging from her belt. She wears these, and warm outer clothes or a cloak to protect her from the elements, when she travels. When expecting trouble she throws a bandolier on that's filled with flasks of healing ointments and poultices. Gear Worn -Clothing (Winter) -Breastplate -Backpack -Belt Pouch -Healer's tools -Bandolier Weapons -Club -Corset Knife -2x Dandpatta (PC) -Flyssa -5x Darts -Whip Containers Backpack -Bedroll -Climbing Kit -Rations (2 weeks) -5x Sacks -5x Torches -Waterskin Bandoliers -4x Flasks Oil Belt/Pouch -10x Chalk -Crowbar -Flint and Steel -Soap -2x Candles -2gp 4sp 6cp
  18.   Zakon Malheur HP: 20/20 | AC: 14 | Perception: +7 Fort: +4 | Ref: +4 | Will: +9 Hero Points: O | Focus Points: O Zakon's hungry eyes subdued over the course of the conversation. "It would not be out of our way, at all, if that is also the closest place where we might cross the river."  
  19. Sija's mention of the Stag Lord makes Davik twitch again, but the unsettling, dark presence doesn't return. He frowns and shakes his head. "No, I'm afraid I don't, my lady. Somewhere to the southwest, near the Tuskwater, I imagine. I try to avoid trouble, you see. My ferry here has always been neutral ground; be you bandit or brave, five copper will get you service. I've spilled more than my fair share of blood in this life, and I've no desire to shed any more." His milky eyes become unfocused as he reflects on some awful moment in his past. He's shaken out of his reverie by Thomas' question. "North about a day's walk. The Shrike narrows for a small stretch there, where it carved its way through a hill. It's shallow enough to walk across, though I'm not sure your wagon will fit. He'll have crossed there and headed south." His rotten face twists with worry. "Oh my, you don't think something may have happened to him, do you? I can't quite recall how long he's been gone, and... gods, I have a terrible feeling in my gut now." A fat, slimy worm pokes out of his distended stomach and plops, writhing, to the ground. "I'd be terribly grateful if you could have a look. I know it's a bit out of your way if you're looking for the Stag Lord, of course. I... I don't have much of value, but perhaps the Smackerel could be of use to you?"
  20. Thomas of Nowhere | AC: 18 | HP: 30/30 | Per: +5 | Fort: +7 | Ref: +8 | Will: +7 | FP: 2 Æthelflæd | AC: 19 |  Per: +4 | Fort: +7 | Ref: +8 | Will: +6 "Och, aye. Be pleased as punch tae make sure ye get yer vengeance," Thomas says. Rather than flinching back, he looks at the ferryman with a mixture of pleased shrewdness and respect. He does nudge Sija, though, murmuring quietly to her. "Nae sure his son's comin' back, like, Mam. Fella's sense o'time cain't be tae guid." He raises his voice again. "Which way'd yer lad get off tae, Master Nettle? Might be we'll go fer a stroll an' stumble across'im, like."   OOC/mechanics        
  21. Sija Bhatyani - Half-Elf Ranger 2 HP: 32/32 | AC: 19 | Speed: 25ft | Hero: 1/3 | Focus: 1/1 Perception: +8 | Fort: +8 | Ref: +7 | Will: +6  Conditions-None| ResourcesInfused Items: -2x Lesser Antidote -2x Minor Elixir of Life Consumables: -1 PC affixed to dandpatta Talismans: - Items: - | AbilitiesFocus Spells: -Gravity Weapon Abilities -Darkvision -Flurry -Monster Hunter Actions: -Hunt Prey -Twin Takedown -Battle Medicine Bonuses: -+2 to treat wounds with herbs -Craft with Herbalism https://2e.aonprd.com/Equipment.aspx?Category=6&Subcategory=86 | Skills*Acrobatics: +5 *Arcana: +5 *Athletics: +8 Crafting: +1 Deception: +0 Diplomacy: +0 *Herbalism Lore: +5 Intimidate: +0 *Medicine: +6 **Nature: +8 *Occultism: +5 Performance: +0 *Religion: +6 Society: +1 *Stealth: +5 *Survival: +6 Thievery: +1 *Trained | **Expert | ***Master "What a delightful name for a weapon! Now, you were saying about the Stag Lord? Do you know where his keep is? We've been sent to kill the bastard." She states, very matter-of-factly. OOC/Actions Other:  Action 1:  Action 2:  Action 3:  Reaction: Free:  Exploration Activity:  Feats -Elf Atavism (Darkvision) -Monster Hunter -Battle Medicine -Natural Medicine -Herbalist Dedication --Advanced Alchemy --Alchemical Crafting -Twin Takedown -Gravity Weapon Appearance Sija looks like a typical Vudran woman, often dressing in the more traditional fabric wrap of her homeland and often a headscarf or shawl. She often wears some form of ornamentation or jewelry on hands, ears, neck, and brow. She is older than most, though as a half-elf she wears her six decades with dignity and grace, with few signs of the decrepitude often seen in similarly aged humans. She is tall, and stands with a straight back and good posture. Her arm is strong and well-corded with sinew and muscle, perhaps appearing a touch wiry, and her skin a bit weathered from years outside. Her hair was once a glossy black, though now it is streaked with gray; more with each passing day.   She can often be found with a cudgel, a wicked-looking curved dagger, and a whip hanging from her belt. She wears these, and warm outer clothes or a cloak to protect her from the elements, when she travels. When expecting trouble she throws a bandolier on that's filled with flasks of healing ointments and poultices. Gear Worn -Clothing (Winter) -Breastplate -Backpack -Belt Pouch -Healer's tools -Bandolier   Weapons -Club -Corset Knife -2x Dandpatta (PC) -Flyssa -5x Darts -Whip   Containers Backpack -Bedroll -Climbing Kit -Rations (2 weeks) -5x Sacks -5x Torches -Waterskin   Bandoliers -4x Flasks Oil   Belt/Pouch -10x Chalk -Crowbar -Flint and Steel -Soap -2x Candles -2gp 4sp 6cp  
  22. Davik accepts the cup of tea from Sija and sips it with a level of genteel carefulness that's somewhat marred by his lack of lips, the gurgling sound he makes as he drinks it, and the fact that some of it leaks out of a ragged hole in his cheek, mixing with milky white pus and running down his neck to his collarbone. "Ooh, this is delightful!" he exclaims. He lowers his cup with a small but jerky motion that splashes most of the cup's remaining contents out. "Magic weapon? Oh, you must mean the Holy Smackerel!" He shakes his head ruefully. "I'd be delighted to show her off, but I'm afraid my son took her with him for protection. All kind of nasty sorts about these days, with that rotten... S-Stag... " He begins to twitch and spasm. The cup drops from his hand, landing in the grass. "S-Stag... " A change comes over Davik Nettle. Where once a friendly and genial, if very dead, old man stood, there's now something else. There's no physical change. He's still the same rotting corpse he was a moment ago. But his presence somehow becomes larger. Darker. And his voice, when he speaks, loses the gurgling croak it's had until now, replaced by a bone-rattling basso that rumbles the ground like thunder. "THE STAG LORD." He turns to the southwest, staring off into the distance at something only he can see. "MURDERER. BUTCHER. MONSTER. I WILL HAVE VENGEANCE. I WILL DROWN HIM IN THE COLD AND UNFORGIVING DEPTHS OF THE SHRIKE. HE WILL PAY. HE WILL SUFFER." The feeling of unrelenting, overwhelming darkness and hatred continues to build. Davik's fists flench and unclench. His body tenses with fury just waiting to be unleashed. And then... he's him again. "Oh, terribly sorry. My mind wanders sometimes. You were asking about the Smackerel, yes? As soon as my son returns, I'll be happy to show her to you. Best weapon I ever carried."
  23. Sija Bhatyani - Half-Elf Ranger 2 HP: 32/32 | AC: 19 | Speed: 25ft | Hero: 1/3 | Focus: 1/1 Perception: +8 | Fort: +8 | Ref: +7 | Will: +6  Conditions-None| ResourcesInfused Items: -2x Lesser Antidote -2x Minor Elixir of Life Consumables: -1 PC affixed to dandpatta Talismans: - Items: - | AbilitiesFocus Spells: -Gravity Weapon Abilities -Darkvision -Flurry -Monster Hunter Actions: -Hunt Prey -Twin Takedown -Battle Medicine Bonuses: -+2 to treat wounds with herbs -Craft with Herbalism https://2e.aonprd.com/Equipment.aspx?Category=6&Subcategory=86 | Skills*Acrobatics: +5 *Arcana: +5 *Athletics: +8 Crafting: +1 Deception: +0 Diplomacy: +0 *Herbalism Lore: +5 Intimidate: +0 *Medicine: +6 **Nature: +8 *Occultism: +5 Performance: +0 *Religion: +6 Society: +1 *Stealth: +5 *Survival: +6 Thievery: +1 *Trained | **Expert | ***Master Sija hands him a cup of tea and nods, "Now isn't that the truth..." perhaps a bit wryly. "Is there anything we can help with? We were told there was a magic weapon to be found someone near here, but the source was not particularly reliable." OOC/Actions Other:  Action 1:  Action 2:  Action 3:  Reaction: Free:  Exploration Activity:  Feats -Elf Atavism (Darkvision) -Monster Hunter -Battle Medicine -Natural Medicine -Herbalist Dedication --Advanced Alchemy --Alchemical Crafting -Twin Takedown -Gravity Weapon Appearance Sija looks like a typical Vudran woman, often dressing in the more traditional fabric wrap of her homeland and often a headscarf or shawl. She often wears some form of ornamentation or jewelry on hands, ears, neck, and brow. She is older than most, though as a half-elf she wears her six decades with dignity and grace, with few signs of the decrepitude often seen in similarly aged humans. She is tall, and stands with a straight back and good posture. Her arm is strong and well-corded with sinew and muscle, perhaps appearing a touch wiry, and her skin a bit weathered from years outside. Her hair was once a glossy black, though now it is streaked with gray; more with each passing day.   She can often be found with a cudgel, a wicked-looking curved dagger, and a whip hanging from her belt. She wears these, and warm outer clothes or a cloak to protect her from the elements, when she travels. When expecting trouble she throws a bandolier on that's filled with flasks of healing ointments and poultices. Gear Worn -Clothing (Winter) -Breastplate -Backpack -Belt Pouch -Healer's tools -Bandolier   Weapons -Club -Corset Knife -2x Dandpatta (PC) -Flyssa -5x Darts -Whip   Containers Backpack -Bedroll -Climbing Kit -Rations (2 weeks) -5x Sacks -5x Torches -Waterskin   Bandoliers -4x Flasks Oil   Belt/Pouch -10x Chalk -Crowbar -Flint and Steel -Soap -2x Candles -2gp 4sp 6cp  
  24. Davik seems delighted at the prospect of Sija's tea (though it's hard to tell, given how slack and rotted his face is). "Oh, that sounds lovely. Mostly the only leaves that grow around here fit for brewing are thyme and fennel. A bit of mint would be quite a nice change of pace." He turns to Antonia and smiles (she thinks) at her questions. "Oh, no particular products, my dear. Just clean, honest living and a weekly bath. My wife insists on it!" He chuckles, the sound like gurgling sewage over rusty pipes. "Still, no old man is going to turn down a compliment from a beautiful young lady like yourself. And thank you for inquiring after the missus. It's nothing serious, I hope. Just a certain heaviness about the chest. A passing cold, I've no doubt." When Thomas produces the copper coins asks about restoring the ferry, Davik smiles again (he thinks). "Oh, it's a simple enough system. We've two ropes stretched across the river here. The ferry uses one as a guide it's pulled along, and the other as a stabilizer. The Shrike seems placid enough on the surface, but it can rip the boots right off your feet if you're not careful. Unfortunately, it's the guide rope that snapped, and the ferry itself's likely halfway to the Tuskwater now. My son will have set out with a cart for the nearest safe ford, about a day's walk north of here. Then he'll cross and head south until he finds the ferry--hopefully in one piece. Strong lad that he is, he'll pull it to shore, load it onto the wagon, then pull it back to just across the river there. Then it's a matter of attaching the ferry to the stabilizer rope and pulling it across--slowly, of course, to be safe. Finally, we tie off a new guide rope to that post there, he takes the other end, crosses the river on the ferry again, and secures it on the other side. The process takes about a week, all told. He should be signaling from across the water any day now, I believe. Perhaps even tomorrow morning! I confess, though, I must have lost track of time, as I'm a bit fuzzy on exactly how long he's been gone." He waves a humble hand at Zakon, clearly assuming the judge was complimenting his work. "Oh, it's a simple enough arrangement. A lot of work, to be sure, but nothing the Technic League would be impressed by." Finally, he cocks a head quizzically at Verne. "Dead?" he laughs, wetly. "I may be past my sixtieth winter, young man, but Pharasma hasn't claimed me just yet."
  25.  Verne Greencloak| HP: 24/24 | AC: 19 | Fort: +5  Ref: +6  Will: +10  Perception: +8 | Hero Points: 2/3 | Spell SlotsDruid 1: 2/2   Shardik | HP: 26/26 | AC: 19 | Fort: +6  Ref: +6  Will: +5  Perception: +5   Verne can't hide his disgust, or perhaps he isn't trying to. "I was going to say, no point in ringing that bell, because the ferryman is dead. I didn't realize that this could be the result."        
  26.   Zakon Malheur HP: 20/20 | AC: 14 | Perception: +7 Fort: +4 | Ref: +4 | Will: +9 Hero Points: O | Focus Points: O Zakon remained mostly silent as his companions summoned and conversed with the animated corpse of Davik Nettle. He inclined his head amiably once it became clear that Davik posed no immediate threat. However, his eyes remained fixed on the undead creature with the intense focus usually reserved for a hunter tracking its prey. Zakon was well-versed in occult magic of the kind that could bind a person to a crossing, even after death. While the Judge appeared cautious, Davik's hospitality and polite demeanor had started to erode his initial misgivings. After a moment, Zakon broke his silence. "Impressive work," he remarked, his tone a mixture of professional curiosity and acknowledgment.
  27.  
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