a call for help

2 calls for help happened in this session. a vile arcane stiched horror know as a leucrotta pertending to be a maiden. 


the other took place after three months. Ycard Tracy delivered it from Restov:

Greetings from Restov and congratulations on your triumphs.
I hope that we are entering a time in which these lands will
be called stolen only in history texts! Yet it would seem that
for all your victories, your fellow colonists to the east have met with
trouble. The settlers of Varnhold are not responding to messengers—
and indeed, some envoys have gone missing as well. You may have
noticed this on your own, but as the political climate here in Restov
grows more turbulent, we find ourselves increasingly limited in the
amount of aid we can send. Certainly, we cannot send troops south to
Varnhold to investigate without our overly watchful lords to the north
misinterpreting the act. And so it falls to you, I fear, to investigate
the Varnhold mystery. For if something dire has befallen the colony,
you must realize that your own could be next!
Trusting in your discretion and expedience,
Jamandi Aldori—Swordlord of Restov

old dead dudes

you stumbled into an old knights burrial place. you handled the dead decidly. 

how to field dress an owl bear

boy howdy owl bears hit like a truck. the Bloodrager was turned to finely ground canner grade meat but you defeated the cursed owlbear. In its lair you discovered dead bandits. One bandit had a map with your town and the owlbear lair clearly labeled. 


back in town you settled things. 2 months progress. we begin at the start of Kuthona. 


the party returned to horsepile to ashes. they managed to save a few home but the smithy was a loss. after interviewing some surviviers the determined it was an owlbear attack. they set of for vengence… with time at their back.

frag trolls, trolls into gold

11-13 lamashan

3 sessions to empty the troll lair. ye went in and had poo thrown at you to make slippery stairs. you hacked and chopped yer way through many a mangy troll and troll hound. only needing to retreat once for 2 days to recover. In the end you secured 4 BP worth of loot if you can send wagons to recover it. 


lookin fer trolls

Ye started the night out solving issues with a merchants daughter who wanted to marry a local fisherboy after he knocked her up. she lost the baby and her dad wouldnt allow the marrage to continue. ye offered to build him a shop in order for him to not leave town. 

setting off to hunt the trolls ye first stumbled upon the forest drake ye heard rumors of. he ambushed you but was driven off and killed in his escape.


exploring another hex you met some Lizard folk bathing in a pond. nearby there was a wagon that had been ransacked. the lizard folk claim it was the trolls. you left without incident. 


finally discovering the troll lair ye crept to the entrance and surprised the guards gaining entry. the battle sounds led someone to set off a deep bellowed alarm throughout the formally dwarfen compound. 

2 part battoe

Discovering a creepy old elven fort in the woods you explore it. Driving out the fey who have made it their home. A lone quickling escaped the battle with a baobahn sith, that drained the manliness from the blood rager.

Returning home you decided to deal with a pest to the fishing industry. You trapped the old crackjaw and inprisoned him in the keep. 


Trolls! there be trolls down south! A wealthy Pompador named Ycard Tracy even offered to put in a good word with the swordlord of Restov if you take care of them. He even offered to set up a shop in your town if you do. 


Smartly deciding to not fight trolls you set off in another direction. Stumbling upon a hairy encounter with a nixie and lumbercamp, you quickly barter an rrangment to make all parties happy. If you can deliver the goods on time. The woodsman Carax  want a road to the next hex to transport his lumber. The nixie wants new trees to replace those chopped down at her grove. 


Later, you murdered a creepy old tree. 


What a busy time in the land of horsepile. After an unimpressive town hall meeting you made sure a greater turnout for the next one. Nearly 1/3 of the flegling nations population attended, Many on Grigori's side. You heard of babies dying, learned what the people want(everything), and Grigori turned the town out for peace with lizardfolk. He was offered ambassadorship, but declined so he could ensure fair and balanced information to the people of horsepile. He instead suggested Kerry John, his protege to go in his stead due to his ability to "speak" with the Lizards.  You sent 20 guards and 2 kolbolds (as real translators). 


While they were out, you left to deal with the tendrilicus, easily pulverizing it to nothing. Returning for the new moon to hunt lycans, the party discovers the Kundal is  the lycan. He is locked up for the duration of the full moon. He continues to be a cool guy and works with the kids, now known as the silver knives. 


The returning ambassador and his party have been decimated by poison. Grigori is quick to point blame that you didnt send a cleric. He is challenged to a dual by Dirc. Damage control is set into action after Grigori riled up the whole town. You manage to get the town peaceful and a massive turnout is had for the dual. 

It is a game of cat and archer as Dirc peppers Grigori with arrows and Grigori uses his bardic tricks to prolong his life. In the end, the cat is skinned. 

post lizard folk discussion

"Good: Good implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others. Evil: Evil implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity or master. Neutral People who are neutral with respect to good and evil have compunctions against killing the innocent, but may lack the commitment to make sacrifices to protect or help others."


By the definitions presented by pathfinder's descriptions, the practice of capturing and eating sentient beings is a evil ("killing without qualms if doing so is convenient") and clearly any good creature would be within the realms of their morality to correct an evil behavior happening.


If we were to visit the tribe and insist they stop, and they refuse, forcing them to stop is not evil.


Fair enough. Except for the rule that specific trumps general.. That's a general rule. My book says they are only eating human to survive. Perhaps some sort of missionary work is needed to convert them from their heathen ways…

How many bandits did you charm and murder while they thought nothing of friendship after Having their mind fiddled with. Just Because you do one questionable act doesn't sink your ship.



I would argue that in cases that we murdered people after charming them was evil, because it was often done for convenience.

I think going forward we need to act more appropriately, or switch to being evil. I had not reflected on our actions previously, and now I'm making conscious changes….thats not the case with the lizard people. They do not have qualms at all about killing people.

While logical (for food), I'm going to agree with Bobo. They are evil…their actions are most likely not going to be adjusted. Eating people was not a one time thing, it's a part of their culture/societal norm.

I think it's necessary for us to attempt an alliance first if we want to remain within the definition of being neutral.

hum·mock ˈhəmək/Submit noun a hillock, knoll, or mound. a hump or ridge in an ice field. NORTH AMERICAN a piece of forested ground rising above a marsh.



Offering the lizards a chance to stop is more than is necessary, and places us firmly in good territory, imo.

I think communicating with them is good, but I don't see a meaningful way doing battle with them would be considered evil.

I don't think it puts you in the good territory. I think eradicating them on the grounds of cultural differences is evil. To go and "kill them without qualms" if you will.

They are indigenous people. They Arnt hunting humans anymore then they are hunting deer.


It's not on the grounds of cultural differences. It's on the grounds that they kill and eat our people. They're a perpetual danger as long as they're there. I'm fine avoiding the hex for as long as possible, but part of the job of government is to protect the governed from threats to their safety.


I agree

Well, wolves are dangerous. Will you clear the forests of them as well? Or just deal with those that encroach on yer territory?


I already said I was fine avoiding the the lizardfolk hex


I think we're all in agreement then?

So to protect people from threats will you set up and enforce a "park" system To remain wild? Or perhaps use diplomacy to ensure an alternative food for the lizard people? A trade with requirements to not eat people?


If we give them food, they would then have no reason to eat people since they only do it out of nessesity


I was thinking a trade agreement if possible, specifying no humanoid consumption. If diplomacy fails, eliminate the threat.


So then we can trade for for something and then the people eating stops as a side effect


I guess I want to make it clear

Expect to pay reparations for stealing the boy while under the flag of good hearted trade.


Nope! Stole the boy under the flag of we gave them free meat. The reparation was the deer we gave them.

We never took any gems or anything. Except Harry, I guess.


We do have to remember that they did enjoy the taste of the people so we still need to make sure that the treat or trade agreement limits interactions to prevent any "unfortunate situations"

The boy had been taken before you ever showed up.

And he wasn't a part of any negotiation.


I'm going to oppose paying any reparations, but we can sort that out with the tribe if we ever go back to that he


So in the mean time story's of thriving no scales can spread.




And if that's a problem we can kill them.


We could make grigori the ambassador and then we he gets killed we have an even better reason to kill them for our town


I love it!

I'm just saying if ye want peace I'd say it'd be best to move early.


I don't much care if we have peace. I care if we give them an option for peace. If they can't deal with it cuz they got to fussy in the meantime, that's on them.

I'll change the name of the game from King maker to empire maker

Anywho… Im glad we got that sorted out here. Will save a lot of time next game.

Damnit Farmer

Didn't we have a food shortage… We could kill them and feed them to our people? Turn the tables? (PS totally joking just had to say it though)



I love the idea with grigori!


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