Kingmaker
Dates: 5/11/2012 - 5/23/13
House Rules remain in effect. Rules to Create a Character + you get a trait from the Player's Guide.
Helpful links: Kingmaker NPCs, Kingmaker Quests,
Treasure 2, XP Tracker, Calendar,
Kingdom Building, Kingdom Tracking, Current Kingdom Map
Players: Todd Landrum, Brent Landrum, Lance Thomas, Steve Wales, Scott Avro, Jeff Keith
Characters: Uthik Nudreth, "Razor" Caelen Telrúnya, Buddrik "Buzz" Os'Budzek, Jarek Windsong, Maror
RIP: Benedict " Face" Dunigan (retired, real life reasons. Oren Satov)
Background & Info
The Kingmaker Player's Guide covers all of the background information you need.
Part 1: The Stolen Land
About Exploration
As you move through the Greenbelt, you can choose to be just moving through a hex or you can choose to fully explore the hex. Large Landmarks (a town, huge herd of buffalo) are discovered as soon as you enter a hex. Standard Landmarks (a hermit's hut) are automatically discovered only if you Explore the hex. Hidden Landmarks (a hidden cave) are discovered only if you explore the hex and if you achieve a particular skill check.
The PCs explore a great deal of the Green Belt, make enemies of Pervilash the fey dragon, befriend Treeisa the dryad and Melisane the nymph, and kill the Stag Lord bringing some measure of peace.
Part 2: Rivers Run Red
The PCs found their capital, Farshore, at the former site of the Stag Lord's fort and begin building their kingdom - The Stag Lands. A council of rulers is formed with each of the PCs getting an equal vote in the decisions of the kingdom.
Things are not all well though. A troll named Hargulka has also started a kingdom and the two kingdoms quickly come to odds with each other. The PCs form an army, defend their farmlands from Hargulka's army, and then go kick Hargulka's ass. Hargulka gets the last laugh - while the PCs are gone he's sent a giant owlbear to wreck havoc on Farshore.
Part 3: The Varnhold Vanishing
Something is wrong in Varnhold. A scheduled merchant never arrived and no news is coming. The PCs go to explore.
The learn that the townspeople were lured off by a newly awaken lich who ate their brains. PCs kill it. Centaurs to the east are not happy with the PCs slaughtering their members. An uneasy truce is arranged with the centaurs swearing vengeance if the PCs expand east beyond the river at Varnhold.
Part 4: Blood for Blood
Baron Drelev launches a small army against Tatzylford which the PCs defeat. PCs sneak into Drelev Keep at night, hand the wizard assisting the Baron who was sent from Pitax, imprison Baron Drelev, and send the Baroness back to Brevoy.
Part 5: War of the River Kings
Lord Irovetti of Pitax makes his move and launches a war on the Stag Lands. The PCs invade his castle and kick his ass. Peace has come to the Stag Lands... or has it? Buzz marries Temaray Numesti.
Part 6: Thousand Screams
Bizarre events start happening in the Stag Lands - a worm infestation, frost giants, and a giant crow causing lethal nightmares (Svetlana and Akiro both die from nightmares). The source is eventually tracked down to the nymph Nyrissa in the First World. She's attempting to merge the First World and the Material, taking control of the Stolen Lands. Gathering up remnants from the fey blooms Narissa is causing, the PCs journey into the First World and kill Narissa.