Big D20 Gaming: Kingmaker

Session 3
Kingmaker: Stolen Land

Dreymore stumbled into the party’s camp early in the morning, partially drunk. It was a pleasant meeting, though he chose to gloss over why, exactly, he felt the need to explore on his own. He told of several interesting things he noted in his map, including a gold mine and a massive old sycamore tree which was apparently home to a bunch of Mites. He also explained that Oleg told him that some bandits had made off with his wife, Svetlana’s wedding ring. But the party recalled that the bandits had mentioned something about being attacked and robbed by Mites.

And so the party set off towards the Old Sycamore Tree, to get Oleg’s ring back — after all, he promised a bunch of gold for its safe return. That night, Asher once again voted to take the first watch, and promptly shirked his responsibilities in favor of extra sleep once everyone else was passed out. But as luck would have it, a single kobold bravely attempted to attack the sleeping party. Taziana and Leo were awoken first by the sounds, and moved to attack — but due to the shock of being woken up, missed their marks. Asher then woke up, moved swiftly through the shadows to the kobold, and demanded the kobold surrender. The kobold did so, terrified of the angry man appearing from the darkness with a vicious sword. Asher took the kobold’s spear and broke it over his knee, and marched the kobold into the camp proper.

Leo and Taziana exchanged some heated words, resulting in Taziana shooting an arrow into Leo’s ass, the pain of which knocked him unconscious. Dreymore finally appeared from his tent, horribly confused. Asher named the kobold “Niplick” and named him as official Squire to the party, and threatened the kobold with a horrible death should he ever abandon his post. Noting the chaos currently reigning in their camp, Asher procured an official Balance Corporation Adventuring Party Contract from his backpack, and had the entire party sign. They were now an official adventuring party! He hoped this would be enough to keep them from hurting each other, and to hopefully keep them aligned together for their common goals. As much as he really wanted to know more about his bizarre companions, Asher realized that stopping to swap stories would only slow them down — and potentially bring in conflict, depending on their history.

The next morning, the group came across Tuskgutter’s lair, and promptly killed the legendary hog. Dreymore made lots of bacon, Asher allowed NIplick to use Tuskgutter’s skull as armor, and the party carefully added Tuskgutter’s tusks to their inventory — for a reward when they returned to Oleg’s.

The party crossed a rickety rope bridge over the Thorn River, and made it to the Old Sycamore Tree. A small team of Mites was sent out to attack the intruders, and Asher insisted they simply stand down. All they really cared about was the ring; the party knows full well that they could wipe out the Mites with ease. Yet, the Mites didn’t even flinch as they ran full charge at the party. And so, the party struck down the Mite Welcoming Brigade, and prepared to assault the Old Sycamore Tree. Asher gave Niplick a short sword, and Niplick licked his lips with anticipation of killing some Mites.

Session 2
Kingmaker: Stolen Land

In the morning, Dreymore announced he would be going off on his own to scout the land surrounding Oleg’s Trading Post. Jazianna, Leo, and Asher headed off in a southwesterly direction. On the second day of their travelling, they came upon a wild radish patch, and there were three overstuffed kobolds wallowing amongst the radishes, moaning. The party had some mild interest in learning more about the kobolds, but they rapidly became irrational and hostile, and refused to surrender — despite being practically unable to defend themselves. After repeated attempts to attack the party, the party quickly killed them all and took some radishes to snack on later.

The group then found the Bandit Camp. They began sniping at the guards from the treeline, until a woman wielding two hand axes came out, angry. With all the guards killed, the party subdued and detained the woman — named Kressle. Upon interrogation, she explained that her responsibility was to run the camp, receive shipments of a liquor, and then make sure that a courier would come pick up the liquor occasionally to bring to The Stag Lord (aka the bandit lord.) She also admitted that there were still more bandits out hunting in the woods.

Asher gave her a chance — however brief — to make an argument as to why she should live. But Jazianna’s patience was even shorter, and allowed Kressle a quick, painless death. After grabbing a few bottles of liquor, the party set fire to the camp and moved on.

In the night, they were attacked by a single, stupidly brave bandit, who was killed. In the morning, they came upon the stone ruins of what was once a nice home. Within, they found a boggard, who explained that he used to be a high priest of Erastil, until he screwed up and was cursed to be a boggard. Asher wanted to know more about this curse, but the party had already annoyed the boggard far too much. He offered to describe the locations of other points of interest, if the party would just leave him be. He also promised to vote for Asher as the new bandit lord. The party agreed, and told the party where to find the Temple of the Elk, Tuskgutter’s Lair, and a Tatzlewyrm Den.

The party decided to seek out the Temple of the Elk after Jazianna pointed out there might be treasure. Asher muttered something about figuring out the connection between Erastil, the curse, and the boggard. At some point, Leo excitedly revealed that he would like to turn Haps’ severed head into a creepy lamp.

Session 1
Kingmaker: Stolen Land

Asher, Jazianna, Leo, and Dreymore all managed to obtain charters giving them permission to explore the Greenbelt region of the Stolen Lands south of Brevoy… provided they accurately map it out and report back. So, they all headed to the edge of the Stolen Lands, to Oleg’s Trading Post…

…Whereupon they immediately set about disturbing Oleg. After establishing that they were all sociopaths starving for adventure and glory, they made a deal with Oleg: If they’d protect him from bandits due to arrive in three days, he’d pay them 100 gold coins, and provide lodging and food for them.

The party bonded over making dark jokes about destroying Oleg, his wife, their horses, the trading post, each other, and the bandits… for three days.

Right one cue, on the morning of the third day, four bandits rode into the trading post. Asher and Jazianna shut and locked the gates, trapping the bandits within the courtyard, while Leo and Dreymore attacked. At first, the bandits were somewhere between mild amusement and slight confusion. But things turned deadly, fast, and the courtyard was soon awash in blood. Two bandits were easily killed. One dropped to his knees and surrendered — earning a merciless arrow through his throat. The fourth withdrew from the combat to surrender as well, and declared that he had information.

He was disarmed, stripped, and tied up, and made to sit in the still-warm pools of blood from his bandit buddies. Asher interrogated him with the help of the others. Under constant psychological anguish and threats of further violence, he explained that he led this party of bandits, and his base of operations is a camp two days away. He never met the Stag Lord personally, but he gets his orders from messengers that arrive in the bandit camp.

Eventually, this bandit begged for death. And eventually, the party granted him his wish. Asher took a silver stag lord medallion from his body, and put it on, declaring – in half-jest – his intent to be the next Bandit Lord.

Oleg happily paid the party, as Leo took the bandit leader’s head. The party pestered poor Oleg – more out of endearment than anything – and decided to explore the Greenbelt the next day, making their way towards the bandit camp.

Welcome to your campaign!
A blog for your campaign

Wondering how to get started? Here are a few tips:

1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

Make a few changes to the home page and give people an idea of what your campaign is about. That will let people know you’re serious and not just playing with the system.

3. Choose a theme

If you want to set a specific mood for your campaign, we have several backgrounds to choose from. Accentuate it by creating a top banner image.

4. Create some NPCs

Characters form the core of every campaign, so take a few minutes to list out the major NPCs in your campaign.

A quick tip: The “+” icon in the top right of every section is how to add a new item, whether it’s a new character or adventure log post, or anything else.

5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

That’s it! The rest is up to your and your players.


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.