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Sibelius Eos Owm
A Midsummer Knight
Karma: 59/5
1376 Posts


F1rst P0st

The official Q&A for my Kingmaker game. This whole thing will look a lot sexier when I have more time to put it all together. When that time comes, though, it will be a resource for you to look up various details pertaining to your lootz, your progress, and the world surrounding the Greenbelt as if affects you.

Until then, though, don't please don't post until I say so (or until you ask me and I realize I never said so, so I then say so, if it is so)

EDIT: The Q&A is up and running. Feel free to say 'hi' to your fellow players.



------------------------------------------------------------------------------------------------------------------------------------------------------------------



Posted on 2011-10-06 at 22:50:38.
Edited on 2015-03-20 at 16:19:18 by Sibelius Eos Owm

Sibelius Eos Owm
A Midsummer Knight
Karma: 59/5
1376 Posts


Dramatis Personae

The Cast

Kyrie Ivanova
Taldan Paladin (Reralae)
5'8"
140lbs + Gear
Age 21
Brown hair, short w/ green streak
Green eyes
Tanned complexion

Kyrie, the youngest, carries her shovel with a casual authority. You would almost laugh at the poor girl and her weapon, but you had been there when a clueless magistrate thought to turn her away from the offices where you all signed the charter, thinking to keep away foolish girls. Whatever your reservations about her choice of weapon, you no longer doubt that she can and will use it effectively, though time will tell if she can handle herself in real combat. You suspect yes. Her reason for being in the Greenbelt, having come from a life of farming on the Rostland plains (you don't tell her that you guessed that already), is that she came to join the fight against the bandits threatening the roads lately.

Valen Krii
Varisian Dhampir Sorcerer (Nyrodine Ezayo)
6'4"
180bs + Gear
Age 28
White hair, shoulder length
Reddish-orange eyes
Very pale, almost blue-white complexion

Krii, who prefers to go by his last name, hails all the way from Ustalav. The tall, seemingly albino man with his long white hair and red-orange eyes, has lived on the frontier of the Stolen for some time, due to a sequence of events involving the being orphaned at early age, the loss of his uncle, and finally adoption by a troupe of gnomes who settled in the region due to their belief in its connection with the First World. Intrigued by the prospects of hidden knowledge burried in the reason, and prospects of power to be had in conquering its secrets, Krii traveled to Restov in hopes of joining one of the groups being sent into the four regions. Pictured here.

Miguel Lebeda
Taldan Bard (Okron)
5'10"
165lbs + Gear
Age 26
Blond hair, straight, shoulder length
Green eyes
Lightly tanned complexion

Miguel had been a bard living in Restov before he took on the charter, studying his dual passions of music and fencing. Those native region recognise his long, single-edged sword as an Aldori dueling sword, which marks him as a member of that school. By all accounts he is utterly carefree, extremely personable and easy to get along with. It's hard to imagine the blond dandy in a fight he couldn't talk down, except perhaps one caused by his roguish charms�though his musculature suggests he could handle himself anyway. When asked why he came to sign on with the Greenbelt Charter he proclaims his desire to test his mettle against the ruffians and scoundrels known to thrive here, and perhaps have a good time between. While you don't doubt this is true, his over-indulgence in bravado makes you wonder if that is the whole story. Dueling sword.

Giles Alexandria Nox
Aasimar Chelaxian Inquisitor (Nyrodine Ezayo)
5'11"
189lbs + Gear
Age 33
Black hair, shoulder length
Blue eyes
Light tanned complexion

Frodrick Redbrew
Dwarf Cavalier (Shades331)
4'1"
178lbs + Gear
Age 190 (Old)
Red hair, some white, dwarven style
Hazel eyes
Bronze-tanned skin

Frodrick (the last of Clan Redbrew), on the other hand, is by far the oldest member of those assembled to sign on to the Greenbelt Charter. Even by dwarf standards the man is well along in years, and at a hundred and eighty-nine it shows in his beard which by now shows just as much white as its original red. He rides upon the back of his trusty war-trained mare Jargon Hooves and carries a traditional waraxe of dwarven design. He quickly tells anyone who inquires that he is the last of a small clan of dwarves in an out-of-the-way section of the Icerime Peaks, overrun by goblins. His purpose in the Greenbelt is to find an honourable warrior's death, dragging as much filth and corruption down with him that he can sink his axe into before they get him.

Zeran Stormsinger
Chelaxian Gunslinger (Zeakol)
5'10"
180lbs + Gear
Age 24
Black hair, shoulder length, straight; sexy pirate hat
Light blue eyes
Lightly tanned complexion

Zeran, with a unique personal swagger and even more unique weapon appears to be a sailing man hailing from the nearby lawless region of the River Kingdoms. His tricorn hat suggests much of his life has been spent aboard decks, though you can only imagine what it has to do with the unusual alchemical wand he keeps, which he calls a 'pistol'. He has come to the Greenbelt on a whim seeking adventure and entertainment.

Stefan
Taldan Cavalier (Cohort)
5'7"
140lbs + Gear
Age 16-17
Brown hair, short
Dark grey-blue eyes
Tanned complexion

Former Bandit, Squire of Frodrick

 

Party Wealth
Kyrie: 47G
Krii: 531.7G
Miguel: 2463.66G
Giles: 2000G
Frodrick: 2413G
Zeran: 1894.74G

Party Inventory
-Greenbelt Charter (1 Each)
-Noble Titles (1 Each)
-Map of the Greenbelt (See Below)
-Alchemist's Fire Oil, Flask (Miguel) At long last, used against the troll
-Silver Stag Skull Amulet x6 (Zeran-1)
-Steel Bear Trap
-Cure Light Wounds pot x5 (Frodrick, Miguel)
-Shield of Faith pot
-Crude Booty Map (Looted)
-Silver Ring (unappraised) (Kyrie)
-Wand of Burning Hands (4 charges CL 2)
-Wand of Magic Missile (27 charges CL 3)
-Small Mwk Cold Iron Sickle
-Bracers or Armour +1 (Magic Bracers)
-Scroll of Fly (CL 5)
-Dust of Illusion (Magic Powder)
-Copper Bracelets (unappraised) x2
-Protection from Law pot
-Mwk Longbow -Mwk Handaxe
-Pewter Drinking Stein (unappraised)
-Silver Ring (unappraised)
-Jade Carving of Nude Elf Monk (unappraised) (Zeran)
-Map Scroll Tube of NW Greenbelt
-Cure Moderate Wounds Pot x6
-Mwk Studded Leather Armour (Zeran)
-Turquoise Earrings (unappraised)
-+1 Longsword -Composite Longbow M2
-Heavy Steel Shield
-Mwk Chainmail
-Stag Helm (magic)
-Amulet of Natural Armour +1
-Stag Lord's Garb (Leather Armour +1)
-Gems (Azurite, Carnelian, Piece of Hematite, Shard of Obsidian) (Unappraised)
-Pewter Succubi Buckle (Zeran)
-Silver Charm Bracelet
-Ring of Swimming
-Ring of Feather Falling
-Scroll Summon Nature's Ally II
-Wand Cure Light Wounds (50 charges) (Miguel)
-Feather Tree Tokens x6
-Dryad's Grove Map
-Barrow Map
-Gudrin Ford Map
-Locked Chest (Teorlian's loot)
-Ancient Mithril Statuette of Findeladlara (not appraised)
-Life-Size Alabaster Nude 500lb (not appraised)
-Mwk Harp -Jade Statuette of Snake
-Ancient Elven Waterclock 200lb (not appraised)
-White Bearskin Coverlet (not appraised)
-Royal Outfits x2
-Courtier's Outfits x3
-Exotic Perfume x3
-Gem-studded Tiara (not appraised)
-Heart-Potion (unidentified)
-+1 Arrows of Animal Bane x6
-+1 Arrows of M.Beast Bane x3
-Arrows x132
-Scroll of Comprehend Languages (Miguel)
-Scroll of Tongues (Giles)
-Polished Amber Chunks x3 (unappraised)
-Silver Ring
-Cursed Robe of Bones (Giles)
-Potion of Invisibility
-Tarnished Silver Locket (unappraised) - (picture of unknown woman dear to Bokken's lookalike)
-Cloth Treasure Map
-1474.00G

Personal Equipment - Weapons and Armour
Kyrie
-Mwk Shovel, Sickle, Comp Longbow 2M
-40 Arrows
-+1 Full Plate, Banded Mail, +1 Heavy Wooden Shield, +1 Heavy Spiked Wooden Shield, Mwk Heavy Steel Shield, Heavy Wood Shield, Wooden Armour (unequipped)
-Backpack, Bandolier
Krii
-Sickle, Dagger
-Clothing, Leather (unequiped)
Miguel
-+1 Aldori Dueling Sword, Comp Shortbow 1M
-18 Arrows
-Mwk Studded Leather, +1 Buckler
-Hemp Rope, Grappling Hook, L. Tent, Hammock, Bread, Cheese
Giles
-Mwk Longsword, +1 Comp Longbow 2M, Mwk Cold Iron Longsword, Light Crossbow,
-41 Bolts, 19 Arrows
-+1 Chain Shirt -Ring of Protection +1
Frodrick
-Mwk Dwarven Waraxe, Mwk Lance
-+1 Stone Plate, +1 Scale, Heavy Wooden Shield
-Compass, Tent
-(Jargon)
Leather Barding, Saddle, Bullseye Lantern
Zeran
-+1 Pistol, +1 Rapier, Rapier, Switch Blade, Mwk Handaxe, One of Kressle's Daggers (loaned to Mikmek), One of Dovan's Daggers
-49 Bullets + 30 Powder (30 Horn)
-+1 Studded Leather (Dovan's)
-Gunsmith's Kit, Powder Horn (3), Flint & Steel, Compass, Gunpowder Barrel (81) (at Town)
Stefan
-Mwk Shortbow, Battleaxe, Dagger
-17 Arrows
-Leather
-(Uriel)
Saddle

Health
Kyrie: 45/45 - 11:34
Krii: 16/16 - 4:12?
Miguel: 33/33 - 7:26
Giles: 36/36 - 7:29
Frodrick: 47/47 - 15:32
Jargon: 34/34 -
Zeran: 36/36 - 3:33
Stefan: 11/11 - 4:7
Uriel: 19/19 -

Experience
(Next Level: 23,000)
Kyrie - 23,000 XP
Miguel - 23,000 XP
Giles - 23,000 XP
Frodrick - 18000XP
Zeran - 23,000 XP
Stefan - 2920XP (Gain 2/5 of Frodrick's XP--800)(+4800/4)(+4200/3)



Posted on 2011-10-06 at 22:51:40.
Edited on 2018-05-31 at 16:24:03 by Sibelius Eos Owm

Sibelius Eos Owm
A Midsummer Knight
Karma: 59/5
1376 Posts


Map & Kingdom Stats

 

To the North: The increasingly civilized plains of South Rostland, filled with mostly farmlands and villages. There is little wilderness to explore in this direction.

To the West: The land gently slopes away into a large and dangerous swampland known as the Hooktongue Slough, infested with tribes of boggards and lizardfolk, and dangerous monsters. On the far side of the slough are the rugged hills of the Glenebon Uplands, heavily populated with barbarian tribes.

To the East: The hilly Kamelands of the Greenbelt continue to rise and eventually become a legitimate mountain range known as the Tors of Levenies. The craggy peaks are home to all manner of monsters, trolls, and numerous massive and foreboding ruins. Beyond the Tors lie the ragged steppes (a type of plain) claimed by the barbaric centaur tribe called the Nomen, who give the region the name of Nomen Heights.

To the South: The new charter asks you to explore the southern Greenbelt. It is even less tame and hospitable, with all manner of rumours of lizardfolk tribes, massive owlbears, sinister fey, and a particularly dangerous tribe of trolls. Further south is the River Kingdoms

 

Ch.1 - Stolen Land

100% Mapped/Explored, 40 Areas Clear of 40
A1, A2, A3, A4 (-)
B1, B2, B3, B4, B5, B6, B7 (-)
C1, C2, C3, C4, C5, C6, C7 (-)
D1, D2, D3, D4, D5, D6, D7 (-)
E1, E2, E3, E4, E5, E6, E7 (-)
F1, F2, F3, F4, F5, F6 (-)
G4, G5 (-)

Ch. 2 - Rivers Run Red

35.3% Mapped/Explored, 12 Areas Clear of 34
F7 (-)
G1, G2, G6, G7 (3)
H1, H2, H3, H4, H5, H6, H7 (-)
I (1-7)
J (1-7)
K (1-7)

 

Volga
20 months (Des 4702)
NG Barony, Size 19
Control DC: 42
Pop: 10,750 (4000+500+1500 Urban, 4750 Rural)

Leadership Roles
Ruler(s) (Cha) -------- Baron Miguel (+3Misc) #Cannot Act, +4 Unrest#
Councilor (Wis/Cha) --- Kyrie (+4Loy) #-2Loy, No Festival Bonus, +1 Unrest#
General (Str/Cha) ----- Kesten (+3Stab) #-4Stab#
Grand Diplomat (Int/Cha) - Stefan (+2Stab) #-2Stab, No Promotion Bonus#
High Priest (Wis/Cha) - Jhod (+4Stab) #-2Stab, -2Loy, +1 Unrest#
Magister (Int/Cha) ---- Ivan (+1Econ) #-4Econ#
Marshal (Dex/Wis) ----- Giles (+3Econ) #-4Econ#
Royal Enforcer (Str/Dex) - Zeran (+3Loy, -1 Unrest) #No Penalty#
Spymaster (Dex/Int) --- Sootscale (+3Misc) #-4Econ, +1 Unrest#
Treasurer (Int/Wis) --- Oleg (+2Econ) #-4Econ, No Tax Bonus#
Warden (Str/Con) ------ Frodrick (+3Loy) #-4Loy, -2Stab#

+6 Economy, +10 Loyalty, +9 Stability, +3 Misc, +3 Misc

Stats:
Economy: 33 [Normal Taxation +2Econ, -2Loy] +12 Buildings, +2 Resources, +4 Roads
Loyalty: 25 [Six Festivals +2Loy, -2BP] +2 Good, +12 Buildings (-2 Tax)
Stability: 30 [Token Promotion +1Stab, -1BP] +2 Neutral, +12 Buildings, +2 Roads, +1 Lairs, +2 Dryad
 --- ALL (+1 Capital) ---

Unrest: 4

Treasury: 35BP
Consumption: -2BP/month (19+3-20)
Resouces: Gold Mine, Sootscale Silver Mine, Sycamore
Roads: 19 (+4Econ, +2Stab)
G5, F5, F6, E6, D5, D6, C6, B5, F4, F3,
F2, G2, E5, B4, B6, H1, C7, D3, D4
Farmlands: 10 (-20 Consumption)
F5, F6, E6, D6, C6, F4, E5, B4, B6, C7
-Mining Camp D5 (+2Econ, +2Stab)

Viridian City
City Blocks: 16 (pop 4000)
District 1 (15 blocks)
-Houses: 4 (4)
-Dump (+1Loy, +1Stab)
-Smith (+1Econ, +1Stab)
-Brothel (+1Econ, +2Loy)
-Shrine (+1Stab, +Minor Slot) Oil of Magic Weapon
-Inn (+1Econ, +1Loy, +500 Base Value)
-Brewery (+1Econ, +1Stab)
-Library (+1Econ, +1Loy)
-Smith (+1Econ, +1Stab)
-Monument (+2 Loy)
-Tinker (+1Econ, +1Stab, +Minor Slot) Ring of Protection +1
-Herbalist (+1Loy, +1Stab, +Minor Slot) Empty
-
Park (+1Loy)

Olegton
City Blocks: 2 (pop 500)
District 1 (2 blocks)
-Houses: 1 (1)
-Stable (+1Econ, +1Loy, +500 Base Value)

Tatzlford
City Blocks: 6 (pop 1500)
District 1 (5 blocks)
-Houses: 2 (0)
-Mill (+1Econ, +1Stab)
-Brewery (+1Loy, +1Stab)
-Graveyard (+1Loy)
-Tradesperson (+1Econ, +1Stab)

Temple
City Blocks: 0 (pop 00)
District 1
-

Kingdom Milestones
Found a Nation...............Complete (600XP each)
Establish a Capital City......Complete (300XP each)
Reach Barony Size of 5........Complete (400XP each)
Fill a 4 City Block Square....Complete (400XP each)
Reach Barony Size of 10........Complete (600XP each)
Fill 3 4-Block City Squares........()
Reach Duchy Size of 25........()
Reach Duchy Size of 50........()



Posted on 2011-10-06 at 22:55:07.
Edited on 2018-05-13 at 02:28:30 by Sibelius Eos Owm

Sibelius Eos Owm
A Midsummer Knight
Karma: 59/5
1376 Posts


Quests & News

Troll Blood (Quest)
-Local alchemist needs troll's blood to test her theory that it would make for an excellent potion catalyst.
-Deliver one waterskin filled with blood. One donor should be enough.
Reward: A crop of potions worth about 1200G, deliverable one week after the blood is brought.

Woodsman's Tale (Bounty)
-Stas, local lumberjack, claims to have seen a monster known as a hodag in the forest. His friends believe he is making up stories to cover his own clumsiness and loss of magic spear.
-He needs the head of the creature to prove his honour.
-The creature possibly still has said magic spear stuck in its hide, making identification easier.
Reward: Stas promises his magic spear in return for the head--the very same magic spear that should still be stuck in the monster's body.

Northern Howls (Bounty) COMPLETED.
-Worg named Howl-of-the-North-Winds lairs just across the river from the capital.
-Slay the beast and display his body for public before he goes from bandit hunting to citizen hunting.
Reward: A bounty of 1200G is placed on the worg's head.

A Lady's Desire (Quest) COMPLETED.
-The flirtatious Lily Teskertin is an ardent afficionada of fine elven workmanship. She has heard rumour of an ancient elven ruin, abandoned somewhere in the Narlmarches.
-If these rumours are true, she would be EVER so grateful to whomever could salvage a statuette of elven make.
Reward: Lily will trade her father's old magic cloak, and a kiss for her benefactor to sweeten the deal.

Wrath of the Scythe Tree (Quest) COMPLETED. -Tiressia, the dryad of the grove in G2, is under dire threat from a monstrous scythe tree to the south of her grove. -She and her lover have tried many times to repulse the tree, unsuccessfully. -Slay the scythe tree.
Reward: Tiressia promises to reward you handsomely for your service. Additionally, she will use her contacts to discover information concerning Elven ruins in the Narlmarches.
Update: Reward included a variety of useful magic items, as well as her assistance in alerting Volga of threats passing through her territory in the Narlmarches, granting +2 Stability to the barony.

Tomb Treasure (Quest) COMPLETED
-Treasure map points to a barrow in the Kamelands that is said to be the home of a potent magic weapon (complete with undead guardians).
Reward: Magic weapon of unspecified make or caliber.
Updade: Reward turned out to be the broken--but still mighty--magic sword wielded by the barrow wight; +2 feybane longsword

--------------------

Explore Greenbelt and Prepare for Settlement (Charter) COMPLETED.
-Explore the Greenbelt and make a detailed map. -Root out any banditry and/or hostile monsters you may find in the area.
-Make the land habitable for settlers to come to the new barony.
Reward: Noble titles and lordship over the newly founded barony.

Wanted: Bandits (Bounty) COMPLETED.
-Show the bandits in the Greenbelt their place
-Reward upon confirmation of lessened activity (given time for news to travel)
-This bounty doesn't include any bandits that may be slain come collection time at Oleg's
Reward: 400G [Coming To Kingdom Coffers: 12/3/4600] (Added)

Davik's Revenge (Quest) COMPLETED.
-Slay the Stag Lord and dump his body into the Shrike River.
-Anywhere on the Shrike will do.
Reward: Unknown if the revenant plans to reward you. UPDATE: with a magic ranseur, apparently.

Kobolds in the Hills (Bounty/Quest) COMPLETED
-The Sootscale kobolds living in the Kamelands have been problematic recently--slay or make peace with them.
Reward: 800G

The Sacred Statue (Quest) COMPLETED.
-The mites have stolen the sacred statue of 'Old Sharptooth' from the kobolds in the latest act of an on-going war between the two tribes.
-Statue can either be returned to the kobold's shaman, Tartuk, or to their usurped in all but name cheiftan, Sootscale. You get the sense from events up until now that things would work out for the best if Sootscale got the statue.
Reward: Tartuk- No doubt the shaman would reward you handsomely for the recovery of his sacred statue. Sootscale- Probably the eternal gratitude of the Sootscale tribe, for a start. Mikmek promises loot, too. Oh, and all of Tartuk's gear and Svetlana's wedding ring, it turns out. Sweet deal.

Wanted: Tuskgutter (Bounty) COMPLETED.
-The famous ill-tempered wild boar of the Narlmarches has been put up for bounty by the retired hunter Vekkel Benzen. Bring the beast's head to Oleg's.
Reward: Finely crafted longbow, 6 magic arrows, and a share in the head cheese to be made.

Wanted: Tatzlwrym (Bounty) COMPLETED.
-Oleg has put up a bounty for the relatively undamaged head of a tatzlwyrm to stuff and mount at his post.
-Despite their popularity as a conversation topic, tatzlwyrms are actually quite rare in the Greenbelt.
Reward: Oleg offers 600G 900G

Svetlana's Ring (Gather) COMPLETED.
-Find and return Svetlana's stolen ring. It was not found among the treasure recovered from the Thorn Ford bandits. They may have lost or sold it already.
Reward: 1000G worth of credit at Oleg's Trading Post.

Temple of the Elk (Quest) COMPLETED.
-Jhod has heard 'rumours' of a temple dedicated to Erastil, somewhere in the Narlmarches. Confirm or deny these rumours.
-Rumours also speak of a bear. The bear may be angry.
Reward: If you can confirm the rumour, Jhod may have further requests, but for now he's just curious.
-Update: Rumours were proven exceedingly true in all respects.
-Jhod now desires to be taken to the temple so he can begin restoring it to functionality.
Reward: Jhod promises to provide free spellcasting (not including expensive components) to the party for life after he can restore the temple.

Wanted: Falgrim Sneeg (Bounty) COMPLETED
-Kesten knew a man who fled to the Greenbelt to become a bandit. He wants to catch him and return him to Restov to face punishment.
-Capture alive, if possible. The reward will be greater, if so.
Reward: Two Masterwork Weapons of the finder's choice. Four if brought back alive. UPDATE: Alive; Dwarven Waraxe, Lance, Shortbow, Shovel

Wanted: The Stag Lord (Bounty) COMPLETED.
-Official charter from Restov
-The Stag Lord is wanted dead or alive; if his body is not available for proof, an agent of the swordlords shall be dispatched.
Reward: 5000G and a new charter (as above) to settle the Greenbelt and establish a colony.



Posted on 2011-10-06 at 23:07:28.
Edited on 2018-04-23 at 02:58:19 by Sibelius Eos Owm

Sibelius Eos Owm
A Midsummer Knight
Karma: 59/5
1376 Posts


The World

A map of the whole of the Inner Sea region can be found here. Brevoy is a kingdom that lies in the northeastern corner of Avistan at the top right of the map, with the Stolen Lands unmarked to the south of it, in the northeastern part of the River Kingdoms. Golarion is the third planet from the sun in its solar system and possesses one moon (that I know of >.>).

Golarion Calendar
Each month is roughly analogous to our month of at the same time of year, and is named after a deity.

Solstices and Equinoxes occur on the 30th/31st, rather than the 21st, of the appropriate month starting with Midwinter Kuthona 31st - Abadius 1st.

Abadius (31)
Calistril (28/29)
Pharast (31)
Gozran (30)
Desnus (31)
Sarenith (30)
Erastus (31)
Arodus (31)
Rova (30)
Lamashan (31)
Neth (30)
Kuthona (31)

_______________________________________


The Stolen Lands
While technically belonging to the expansive River Kingdoms, several of which have staked claims in the past, Rostland has long viewed them as "stolen" from it by bandits and monsters. Despite all this, the lands have long resisted attempt to colonize them, and even within the wildlands themselves, lands are stolen and conquered in constant struggles between bickering tribes of various creatures.

The Greenbelt
Dominated by the woodland known as the Narlmarches and the rolling hills of the Kamelands, this region is the one your group has been chartered to explore. Bandits are particularly rife in this area, and the rumors that they�ve organized under the banner of a bandit warlord who calls himself the Stag Lord are particularly troubling. You are to explore as much of the northern half of the Greenbelt as you can and, if possible, to find out more about this �Stag Lord� and remove the bandit threat from the region. Other rumored problems in the region include a tribe of mites, a tribe of kobolds, mischievous fey, and numerous dangerous monsters and wildlife.

Glenebon Uplands
The swordlords sent a relatively experienced band of adventurers into the westernmost reach of the Stolen Lands�an area that is supposedly under the rule of the bandit kingdom of Pitax (although that River Kingdom has done very little to prove its claims over this area).

The Slough
The East Sellen River runs through the swamps known as Hooktongue Slough. Rumor holds that the swordlords sent actual Brevic government agents into this swampy area.

Nomen Heights
The easternmost reaches of the Stolen Lands contain a low mountain range and border the long-ruined realm of Iobaria. The swordlords sent a band of mercenaries into this region, rumors hold.

_______________________________________


Brevoy
Nearly all historical accounts of Brevoy begin with how it was once two kingdoms, the northern Issia and the southern Rostland, forced together by the invading warlord, Choral the Conqueror in the year 4499 A.R., whose strength maintained the fragile peace between the two regions. Almost exactly two hundred years after the conquest, however, the entire House Rogarvia, descendants of the Conqueror mysteriously vanished, leaving a tense situation where later that year the Issian House Surtova claimed regency of the throne until the time should come that the royal house should return.

Issia
Issia, the northern half of the nation, has been sparsely settled for centuries. Numerous small villages cluster on the southern shore of the Lake of Mists and Veils and in the foothills of the mountains to the east. With the land too rocky and cold elsewhere for proper farming, the people of Issia survived on a combination of fishing and raiding�the most successful tribes even venturing across the great lake to sack settlements along its western or northern shores.

Rostland
Rostland, south of Lake Reykal and the Gronzi Forest, is quite different than Issia�a vast stretch of rolling hills and grasslands fed by the East Sellen River and its tributaries. Taldan colonists settled this area centuries ago under the leadership of Baron Sirian First, who became Sirian Aldori, first of the Aldori swordlords.

Major Cities: (Issia) New Stetven, Port Ice, (Rostland) Restov, Skywatch

_______________________________________


The River Kingdoms
The River Kingdoms of northeastern Avistan have long been a haven for inland pirates, anarchists, exiles, and anyone who can't seem to make it in more civilized nations. The Kingdoms are by no means a unified nation, but rather a constantly shifting group of city-states and fiefdoms, each at war with the others both to gain more power and to prevent their own demise.

Of the city-states, the realm of Pitax is the closest to Brevoy, ruled by a petty, megalomaniac of a tyrant named Castruccio Irovetti.

_______________________________________


Relevant Deities & Faiths
Far from a comprehensive list of all deities worshiped in Golarion, these are only the gods and faiths most prominent in Brevoy, and those relevant to particular characters. Yes most of the descriptions are copied and pasted, but, hey! You don't have to go search for yourself to get a basic idea! Go me.

Abadar
Master of the First Vault, Judge of the Gods, The Gold-Fisted
God of Cities, Wealth, and Commerce (Lawful Neutral)
Holy Symbol: A golden key with the image of a city imprinted on the flat bow of the key.
Abadar is known to be a patient deity. Maintaining a strong neutral stance in his actions, he sets forth to further expand civilization and order in the world and among the peoples of Golarion. He is often described as an attractive human, with dark hair and wearing a golden breastplate. He wears a cloak and fine clothes, and is often depicted possessing a number of keys. In Brevoy, Abadar is the unifying religious power, favored of the merchant and tradesman class, as well as those nobles more interested in prosperity through trade and the rule of law than the iron fist of battle. Temples of Abadar are places of judgment and trade, and the bearers of his golden key are often invested as neutral judges or arbiters.

Erastil
Old Deadeye
God of Farming, Hunting, Trade, and Family (Lawful Good)
Holy Symbol: A bow made of antlers, notched with an arrow, pointing down.
Erastil teaches his followers to embrace traditional and simpler ways of life, free of the constraints of modern civilization, a trait that often results in disagreements with more progressive deities such as Abadar. His religion dates back to before the Age of Darkness when small farming communities and hunter-gatherers prayed to him for bountiful harvests and successful hunts. He is a god of the hunt and of farming, leading his followers by example and good deeds rather than flowery rhetoric. Worship of Erastil is not uncommon in the far-flung rural areas of the land.

Green Faith
Associated with Druidism, Erastil, and Gozreh (Any Neutral)
The Green Faith is, with little argument, the oldest form of worship in Golarion, as evidenced by the numerous druidic symbols found in the cave drawings of early humanity. It is a naturalistic philosophy based on the belief that natural forces are worthy of attention and respect. Although the Green Faith is based on nature, one need not be a druid to value its tenets; nor do all druids necessarily count themselves as members of this philosophy.

Gorum
Lord in Iron
God of Battle (Chaotic Neutral)
Holy Symbol: A sword protruding from a blocky green and white field.
Gorum's presence was unknown in the earliest days of Golarion. His clergy claim he was formed from battle itself, a suit of iron armor standing alone on the battlefield once the dust had settled; his genesis is generally considered to have resulted from conflicts that erupted between orcs and humans following the former race's surge to the surface during the Age of Darkness. Gorum is considered the divine embodiment of martial prowess, of glory on the battlefield, and it is believed that should conflicts like those that birthed the deity ever cease, he will perish as a result of their absence. Gorum speaks to the needs and interests of the nobility of Brevoy: strength through force of arms and prowess in battle. The household priests of the great keeps and strongholds of the land are ironclad followers of Gorum, wearing their red tabards and swinging iron censers heavy with pungent incense.

Hanspur
The Water Rat
Minor God of Waterways and River Travel (Chaotic Neutral)
Holy Symbol: A rat walking on water, or riding on driftwood.
Legends say Hanspur was a faithful of Gozreh until he was drowned one day by a travelling companion and raised as a minor god. Most only pay the river god lip-service in his own domain in the River Kingdoms--the Sellen River in particular is his domain. His core tenets are the same as the six River Freedoms universally obeyed in the River Kingdoms.

Lamashtu (illegal)
The Demon Queen, Mother of Monsters
Goddess of Madness, Monsters, and Nightmares (Chaotic Evil)
Holy Symbol: A three-eyed, vaguely equine yellow head with horns.
Lamashtu is the mother and patroness of many misshapen and malformed creatures that crawl, slither, or flap on, above, or below the surface of Golarion. Once a demon lord, she lured the god Curchanus to her realm and beset him with demons and monsters until he was weakened enough for her to attack directly. By defeating him she ripped his godly domain over beasts from him and earned a vendetta with his protege, Desna. Small cults dedicated to Lamashtu have a tenacious ability to endure all manner of cleansing crusade in this region.

Pharasma
Lady of Graves
Goddess of Birth, Death, and Fate (Neutral)
Holy Symbol: A blue-white spiral
Pharasma is the goddess who shepherds Golarion's recently-departed souls to their final reward. She makes no decision on whether a death is just or not; she views all with a cold and uncaring attitude, and decides on which of the Outer Planes a soul will spend eternity. Pharasma is also the goddess of birth and prophecy: from the moment a creature is born, she sees what its ultimate fate will be, but reserves final judgement until that soul finally stands before her. Some legends say that Pharasma knew the death of Aroden was approaching, but chose not to tell her followers for reasons unknown. Pharasma is the divinity of the common people of Brevoy, more concerned with cultivation, birthing, and harvesting than wealth, and less involved in the outcome of battles than in the repercussions of the corpse-strewn fields they leave behind. Inhabitants of scattered villages are far more acquainted with the local bone-thrower, midwife, and black-clad mortician-monk than they are with the splendid clerics of Abadar or Gorum.


Posted on 2011-10-08 at 03:07:08.
Edited on 2016-09-04 at 15:45:33 by Sibelius Eos Owm

Sibelius Eos Owm
A Midsummer Knight
Karma: 59/5
1376 Posts


NPC Roster & Chronology

Oleg Leveton - Human Trader -Oleg runs the old run-down fort situated at the north of the Greenbelt, re-purposed into a Trading Post for the trapper and hunters in the area by himself and his wife, Svetlana. He was not especially happy to see the Greenbelt Charters in the hands of the party to begin with, but he's warmed up if only somewhat, to the idea of someone clearing out the troublemakers harassing his Post.

Svetlana Leveton - Human Hostess -Svetlana takes care of cooking and accommodations for guests that stay at the trading post where her husband Oleg handles the trade. She was immediately welcoming to the party, knowing that their arrival may have saved her husband from doing something foolish to protect her and his business.

Jhod Kavken - Human Hunter/Priest (Erastil) -Jhod came to the Post to offer his services to the Greenbelt party as an affordable source of healing and magical curatives. Given time he can cast any cleric spell up to second level, but he is always prepared with health restoring and other restorative spells. He has heard a rumour of a lost temple dedicated to Erastil, south in the Narlmarch Woods. Once its location was discovered, Jhod immediately requested to be taken to the temple so he could restore it to functionality, offering to provide free spellcasting as a cleric in exchange.

Kesten Garess - Human Mercenary (Guard) -Kesten is a moody, morose man hired to protect Oleg's Trading Post from attackers. He and his three men camp by the stables in the shadow of the palisade. He has offered a reward for the capture of Falgrim Sneeg, a former associate.

Chief Sootscale - Kobold Chieftain -The leader of the Sootscale clan remains chief in name only, with the arrival of the shaman Tartuk and his new god almost a year ago. Sootscale is a well-spoken soot-coloured kobold. He is grateful to the party for their assistance in removing Tartuk the usurping and returning leadership of the clan to him.

Kressle - Human Bandit Leader [Dead] -Kressle was the leader of the Thorn Ford bandits and loyal subject of the 'Stag Lord'. Her sadism and cruelty were put to an end in the raid on the Thorn Ford camp.

Tartuk - Kobold False 'Shaman' [Dead] -This strange purple-scaled kobold has taken control of the Sootscale kobolds and is slowly driving the clan to extinction through introduction of his kobold deity 'Old Sharptooth'. Tartuk turned out to be, according to his journal, an ex-gnome who took sadistic pleasure in driving kobold tribes into the dust. He was killed by the party, securing the friendship of the Sootscale Clan.

The Stag Lord - Human Bandit Lord [Dead] -The Stag Lord was a figure shrouded in rumour and mystery. He was the leader of the bandits in the Greenbelt area, and some told that he may not even be human (or the usual alternatives). Rumour was put to rest when he was demasked and proven mortal. He mades his camp somewhere in the south of the Greenbelt. Prior to his defeat his underlings spoke of him in whispers, though some noted that he'd been taking to the liquor harder and harder of late, though warn that he remains no less deadly for his slipping control. Both rumours were proven true when the Stag Lord drowned his sorrows in an entire case of liquor, but still proved to be a challenging combatant.
Minor NPCs Tanya - Prisoner. Strong, hardy, and independent, she preferred carpentry with Oleg to working in the kitchen with Svetlana.
Stefan - Former Prisoner. Young and formerly cock-sure, like any teenager made to do work he was resentful of having to clean out the stables, but the perks of his new job are turning that around. He seems not to mind so much the time he spends with the horses. Now Frodrick's squire.
Luka - Prisoner. Blond man, unusually friendly and ready to help for someone in his position. He has said he would one day like to join the guards, or even become a member of the city watch. That question stays at rest for now, obviously, until the bandits prove themselves worthy of trust with more freedoms.
Adela - Prisoner. The dark-haired Adela recognised by Miguel at one point in their distant history, is quiet, introspective, and untrusting. She took up Tanya's position as Svetlana's aid in the kitchen.
Gavril - Prisoner. The once-blacksmith almost reminds the group most of a dwarf in mannerisms and habits, albeit his beard is far shorter than would be expected of such a comparison. He patiently awaits the day he can resume his pre-outlaw craft.
Poro - Kobold thief, gave information on mites and released.
Mikmek - Sootscale kobold captured by the mites.
Rill - A nixie met in the Thorn river. Very insulting, but seemed to take pity on the party's incompetence.
Tyg-Titter-Tut - One of the two fairy pranksters in the Narlmarches. Female.
Perlivash - Other half of the pranking duo in the Narlmarches. Male.
Falgrim Sneeg - Former associate of Kesten. Reported to have joined the bandits. Reward was offered for his capture alive--this has since been collected.
Akiros - One of the Stag Lord's former lieutenants. He was second-in-command to the Stag Lord, but as soon as he saw his chance, he joined the Greenbelt Charter Party and attacked.
Auchs - One of the Stag Lord's former lieutenants. His name is actually 'ox', but he's dumb as a sack of bricks. Loves his toy knights and dragons more than anything.
Kundal - A Kellid barbarian who contracted lycanthropy and caused a disturbance in Arodus 4701 AR. Since cured.
Happs Bydon - Kressle's former lieutenant. Currently decorates the south wall of Oleg's Trading Post [Dead]
Nikodim - Prisoner. 'Niko' is egocentric and clearly in love with his own powers of intellect. He seems to regard his work as beneath a person of his stature, and has to have his duties explicitly laid out for him or else he may 'forget' a detail. Nevertheless he knows better than to push his luck more than he can get away with. Update: Apparently he didn't. Hangs with Happs these days. [Dead]
Breeg Orlivanch - Trapper and reportedly all-around foul character. Gone missing with debts to pay. Confirmed to be the dead trapper killed by his own trap. [Dead]
Dovan - One of the Stag Lord's lieutenants. Arrogant and depraved; obviously clashes with Akiros frequently. [Dead]
Nugrah - Decrepit, elderly druid who was found in the Stag Lord's employ. After escaping, his whereabouts are unknown. Reappeared as a member of the worg's wolf pack. Finally slain in combat. [Dead]


Chronology
The current historical age is the Age of Lost Omens, beginning with the death of Aroden in 4606 AR.

AR: Absolom Reckoning. The Calendar is based on the year the Aroden raised the Starstone out of the sea, creating a small island in the middle of the Inner Sea now known as Absalom, and subsequently ascended to godhood.*yeah, you read that right, he raised the stone in 0 AR and died in 4606 AR
_______________________________________


21 Desnus, 4699 AR: King Urzen Rogarvia of Brevoy and all his heirs and kin mysteriously vanish without a trace, with no sign of foul play or struggle, almost 200 years to the day after the rise of Choral the Conqueror.

21 Kuthona, 4699: Lord Noleski Surtova rises to be declared Regent of the Dragonscale Throne

24 Calistril, 4700: Charter for the exploration of the Greenbelt drawn up to be granted to a group of the most likely applicants.

1 Pharast, 4700: Greenbelt Charter Party arrived at Oleg's Trading Post

16 Sarenith, 4700: Feast of the Tuskgutter at Oleg's Trading Post

11 Erastus, 4700: Stag Lord defeated and banditry in the Greenbelt effectively routed.

~3 Arodus, 4700: Kingdom Founding Day

1 Rova, 4700: Capital Viridian founded on the north shore of the Tuskwater

2 Kuthona 4700: Redcap attack in the outer farms is quelled

29 Erastus 4701: Rumours of trolls sighted in the south begin to spread

~3 Arodus, 4701: One year anniversary

25 Arodus 4701: Werewolf attacks on Viridian citizens are put to an end

1 Rova 4701: Olegton founded at Oleg's Trading Post

17 Lama 4701: Grigori the Rabble-Rouser arrested, later found guilty of espionage and treason, exiled

27 Lama 4701: Tatzlford annexed peacefully into Kingdom


Posted on 2011-10-20 at 21:48:26.
Edited on 2016-09-04 at 15:42:59 by Sibelius Eos Owm

Sibelius Eos Owm
A Midsummer Knight
Karma: 59/5
1376 Posts


Bestiary

Boggards - A race of anthropomorphic frogs who typically live in small communities in large marshy areas. They are known to be prone to violence and cruelty.
Lore: (No Check)

Gremlins - Small, malicious, and destructive fey. There are many varieties throughout the world, each with their own specialty in ruination.
Lore: (No check)
Mites - Foul blue creatures, about the size of a goblin with bulbous heads and disturbingly large eyes (which in any light above a faint dim glimmer they keep narrowly opened. Mites are the weakest and largest class of gremlins, retaining barely any of the ruinous fey magic that characterizes the species, which they use to fill foes with dread. They live underground with their incredible night vision and domesticate giant vermin. All the party knows is from observation.
Lore: (No check)

Hodags - Spiked reptilian creatures larger than bulls with glowing red eyes. Officially they are classified as magical beasts, like the owlbear. The rumour and superstition surrounding them are such to the point that some believe there is actually only one hodag, which has been stalking the woodlands for thousands of years, while others laugh that the hodag is a mythical creature, and that something so silly was probably dreamt up by imaginative and excitable rural folk (these same people see no contradiction with the fact that owlbears are real things). Elements common across the myths include a retinue of deadly natural weapons, from their spiked tails, their powerful jaws, and impressive racks of horns on the males of the species, which they can use to hurl foes upwards of twenty feet.
Lore: Arcana 28 (Giles & Miguel)

Kobolds - A small, reptilian race of humanoids. They claim relation to the majestic dragons, and come in all the colours of the chromatic (read: evil) dragons. Excellent miners and trapmakers, they usually live in clans and are not typically found in civilized society, preferring the darkness of underground warrens.
Lore: (No check)

Owlbears - Large bear-like creatures that appear to be a cross between giant owls and bears by some mad wizard long ago, with the face, beak, and talons of an owl on the body of a bear, both feathered and furred. The result is no mere animal but a magical beast, albeit only with feral intelligence (Darkvision, High BAB, Good HD). Notoriously aggressive to the point of madness, and with a tendency to attack all prey on sight (prey being anything larger than a mouse) with ferocity, the owlbear fights like a bear, hooking its claws into prey and pinning a single target, biting and clawing it to death. Generally function as apex predators in their territory, owlbears live either solitary lives or in mated pairs, although have been known to hunt in small groups.
Lore: Arcana 23 (Miguel)

Quickling - Quickling are small, malicious grey fey that are capable of moving around at extreme speeds. They favour misdirection and hit-and-run tactics, taking advantage both of their incredible speed, but also the way their body blurs when they move, allowing them to approach unnoticed. In those rare moments where a quickling is not moving, they turn invisible. They are said to be related to brownies, are more inclined to spread insults and brutality than merriment.
Lore: Nature 24 (Miguel)

Shamblers - Also called simply 'shambling mounds', not much is known about these strange masses of vines and slime except that they appear to be made entirely of ambulatory vegetation. Most hunters who get close enough to study one up close don't live long enough to tell much about it, and no one in the party has studied lore on the creatures. Nevertheless, it is observed that they tend to get more active after particularly violent thunderstorms, often appearing in areas they are not normally seen. They are also apparently deadly stealthy for their size, if personal experience is any judge.
Lore: (No check)

Slurks - Monstrous tusked creatures, they were originally conceived in failed dwarven attempts to breed a domesticated strain of subterranean toads. They are stronger and, if only slightly, smarter than typical animals (being classified as 'magical beasts' like the owlbear), and prefer to live either underground or in swamps, where they are often found domesticated by the less picky races that live there. Slurks have very large tusks and a powerful bite, but what really makes them dangerous is their use of slime, whether their hard, resinous slime that covers their back, which they can fire in jets at prey to trap them, or the greasy slime excreted by glands on their stomach that prevents them from being stuck.
Lore: Arcana 26 (Miguel)

Undead - Everyone knows of the conventional mindless walking corpses and skeletons. Certain types of intelligent undead have gained a level of notoriety, notably the vampire and the ghost, but by and large the distinction is lost on the average person.

Worg - Intelligent to a point, these evil wolf-like magical beasts occasionally team up with goblins. They hunt like wolves, but use their superior intellect and little-known ability to speak humanoid languages to lure more intelligent prey.
Lore: Arcana 29 (Miguel)


Posted on 2011-10-25 at 04:09:08.
Edited on 2015-09-22 at 19:00:52 by Sibelius Eos Owm

Sibelius Eos Owm
A Midsummer Knight
Karma: 59/5
1376 Posts


At long last

Alright, and I believe it may finally be time to open the Q&A for use by the public (or at least you poor foo's I've conned into playing this campaign under my rule--err, with me.

As the name suggests, this is where you go to get questions answered and to talk with the party at large (Not everyone knows each other this time, so it may actually get used since you can't all just use MSN or Skype to chat with each other.

If there is anything else that occurs to you that you'd really like to see in the info blurbs above, let me know and I'll see if I can find a place for it (except character sheets. I'm taking some small delight in depriving you of each other's details, forcing you to interact with each other without default stereotypes other than what you can see. Or something like that.

I have the first post mostly finished, but we're still waiting on a few last details to come in, it being that time of the year for exams and essays all over the place for us Uni/College-goers, moon-touched souls that we are.

~Prepare for Fun and Roleplaying, and probably a little inter-character conflict as we get settled into the adventure of kings (well, not literally kings or queens at first, but you get the idea).


Posted on 2011-10-25 at 22:49:37.

Shades331
RDI Fixture
Karma: 22/5
513 Posts


sweet mother of nature!

that is a lot of posts in one night! I am wondering now what the frequency will be for posts in a week might be - I kinda blocked myself with interacting with an NPC, so unless Sib is free this week, I am probably not going to get a post anytime soon (I am thinking a week?).
Good start, it would be amazing if this happens every week!


Posted on 2011-11-03 at 15:57:30.
Edited on 2011-11-03 at 18:39:05 by Shades331

Sibelius Eos Owm
A Midsummer Knight
Karma: 59/5
1376 Posts


Of Frequency and Monkeys

I plan to be doing a full update at a rate of about once a week, but I will be playing NPCs as often as I can keep up, as needed, so no one has to doom themselves to a week's wait for saying 'hi' to the hobbit drinking in the corner.

What this mean for my other peeps is that you have about a week to make sure your character is doing something, though as always, getting in your post early would be to your benefit, so I can plan reactions and you can chat and interact with your allies better.

When time comes 'round that I make an 'update' post and you haven't managed to get a post in, I'll just guide your character along with some default action or another. As I mentioned before, we encourage participation here, so if you're absent without warning for long periods of time, you may want to withdraw or let me set your character aside somewhere (obviously if you're waiting on me, it's not your fault, but I should be pretty good about getting back to you, barring essays or the ilk).

(Okay, I lied to get your attention, there are no monkeys)


Posted on 2011-11-03 at 21:57:30.

Sibelius Eos Owm
A Midsummer Knight
Karma: 59/5
1376 Posts


Oleg's

I had planned to, but forgot to mention the more in-depth description of Oleg's Trading Post as per the map linked on the game thread.

So here it goes:
A1 - Main Area. Generally where traders go about their business with Oleg.
A2 - Guesthouse. A bunch of beds. You see four there, but there are actually magically six. Don't question it.
A3 - Stables. Inhabited by Claptrap, currently.
A4 - Storage Hut. Where furs and stuff are collected until there is enough to warrant a trip to the city. Currently empty.
A5 - Middens. Basically garbage and waste disposal.
A6 - Main Hall. The building Oleg and Svetlana live and conduct business in.
A7 - Dining Area. Where you go to eat indoors.
A8 - Oleg's Office. Where Oleg would meet with important guests, should any arrive. In his short reign over the post, none have so far. He keeps his accounting ledgers in here.
A9 - Storage Room. Items to be sold or traded are kept here (other than what would be found in the hut outside). There are a variety of things to be bought here, should you express interest later.
A10 - Supply Room. Supplies for the post. Food and other necessities, mainly.
A11 - The Leveton's simple bedroom.
A12 - ? this isn't on the book's map. Probably something added by whoever I'm borrowing the map from.


Posted on 2011-11-05 at 07:15:52.

Shades331
RDI Fixture
Karma: 22/5
513 Posts


curious

So why is it that this game is not in my "Games I play in" on my profile? Is anyone else having this problem, or am I the only one?


Posted on 2011-11-07 at 18:22:24.

Sibelius Eos Owm
A Midsummer Knight
Karma: 59/5
1376 Posts


Oh ho!

Ah, thanks for pointing that out to me. I forgot to go back into the topic editing page and put in posting permissions... I don't think it showed up when I created the thread, so I let it slip =3


Posted on 2011-11-07 at 21:47:27.

Shades331
RDI Fixture
Karma: 22/5
513 Posts


than-q

makes it easier/faster to get to the adventure when its on my profile :3.
FYI: Lloyd will not comment to anyone who talks to him right now. He will mutter under his mask and glare at the people for a second before getting back to work on his utensils. You can incorporate this into the posts if you want - until Sib's next post (He may or may not change at this time).


Posted on 2011-11-08 at 03:44:27.
Edited on 2011-11-08 at 03:49:36 by Shades331

Shades331
RDI Fixture
Karma: 22/5
513 Posts


Pretty sweet party

This party seems to be made of quite a few interesting characters. I am genuinely interested in how this all plays out!
I am definitely hoping that Lloyd will get a bit more interested in the others - just give him some time please. Hope to see more great posts!


Posted on 2011-11-09 at 05:48:45.

   
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