stolen lands
1 -2 pharast

The game began at Oleg's trading post. The party was Charged with the mission to end the banditry in the area and to map the region. Conviently, some bandits were inbound to Oleg's within a few days and the party ably dispatched them. 

stolen lands
3-30 pharast

The party sets out to explore their designated region.

locations found:

Bokken the alchemists hut. Has  a crazy brother somewhere down south.

Nettle's Crossing: a decrepit bridge and a spook whom has since been settled.

Thorn river camp: cleared of bandits.

Temple of the Elk: brought Jhod here to complete his mission. 

Statue of Erastil: farmer prayed for keen weapons here.

radish patch: brokered first talks with kolbolds. 

Old Sycamore: comitted genocide on a colony of mites.

Sootscale Caverns: made peace and future trade deals 

abandoned gold mine: future $$$


assault on the stag lord
assault on the stag lord

You began with B'ylanna acquiring intel on the fort layout via drones. Then, shrinking her and sending her in for a closer look, you discovered a field of zombies surrounded the area. falling back for more recon, you charmed some straggler bandits and learned of a crazy old man and that the Stag Lord has put out the call for troops to return to base. 

A new yackity sacks attempt is made on the fort. The party alchemist manages to blow a hole in the wall and you get into a secret hatch. Unfortunately, the zombies don't cooperate and leave the fort alone. The party's first death comes when Tahlrath accidently stored his sword in an already wounded witch Arkadi while in combat with Nugruh the Mad. 


Retreat and recover are the name of the game. After Jhod is able to get Arkadi back on her feet, the party plots for siege. After waylaying and "convincing" bandits to stay away from the fort, the Stag lord sends out a lieutenant Akrios. He does not live long.

The group makes a grisly statue of corpses within sight of the fort. This prompts the final 2 lieutenants to meet them on the battle field. after a tough scrape the party manages victory but at the cost of the alchemist Atrilai. The Stag Lord and pose' hunt them, pursuing into the woods. Stumbling upon Inquisitor Dirc they make their last stand after many hours of chase.  The Stag Lord is no more. 

founding day

So after settling in on the stag lords old digs and tossing up a castle ye quickly expanded to the gold mine. Debt found ye but reasonable income seems secure in the future.

4 months pass. 1 festival was had as founders day on 1st moonday/Sunday of desnus

There was some political upheaval at the end causing a loyalty issues for next month…. Perhaps someone slept with the smith's sheep in the graveyard

rivers run red

Setting out to explore the area round their kingdom the party met a drunkard who told b'lana to "go back to the words with her people elf child."  The party began exploring to the east and south of town. They handedly dispatched  worg and dispersed his pack. Exploring cliffs near lake Tuskwater is a stingy good time with some stinging nettles. later, They encountered a bubbling patch of MÜd and fungus. A tendrilicus attacked and killed or disabled the party(and some horses) with smell and tentacle alike. After raising Dirc Pembant from death, they heard rumor that a boy had been killed by wolves, his death was after the worg was slain though. the party ending the night by rescuing a gnome wagon from Skunk river to the west of town. 



Ye settled up with the gnomes, learning they are cartographers. Farmer was seen as a C3PO like creature after curing them of nasty kobold wounds. Ye traded landmarks and went on yer merry way. 

Stumbling into a nasty old hut atop a hummuck, ye met an old crone. She confused Dirc with Jerry the Stag Lord and complained a lot about the noise coming from up north. Ye promptly dispatched the Old Bedlame and her pumpkin headed guard. Her only crime was working her feminine charms on farmer. You ending the night on the banks of Lake Candelmere. 


(rumor that ye hear in the future: the old bedlame was going to help the town )


Begining the session on the banks of Candlemere, the party decides to return home to secure a boat. Exploring a hex to the west, a crazy naked dude and his cat jumps the party. He is quickly overwhelmed and subdued. He had no possessions on his person except a whip, a sling, and a desiccated hand. He was returned to Horsepile and kept in the dungeons of the castle. 

It seemed like a good time to manage the kingdom for a week. The Kid scouts were formed to help teach and care for children of the area under the care of Jhod. Kundal a barbarian is found and employed as a camp councilor for the Kid scouts. 

Another body turned up, perhaps killed by lycanthrope. Though the full moon is past and attacks seem to have ended. Precautions have been set up for next month. 


Rumor of a bard making inroads to the town are abound but he could not be found. 

A week later, the party set sail to investigate the creepy island and tower on the Candlemere. It was creepy. There were some languages that no one knew. Rumor and knowlege checks suggest it is haunted by a will-o-wisp. 

The session ending after venturing upstream on the Murque river.  

isle of the lizard king

Sailing up to a palisided hummock, the party gains entry to a small village of lizard folk. Entering upon the grounds of trade but having nothing they were willing to give up the party leaves, promising to return with a boat full of meat. The Cheif Vesket gives the party on of his Blood caimens named Harry as a sign of good faith. Lizard folk arnt evil.

Hunting 4 deer and returning to the lizard folk the party make strong diplomatic inroads, spending the night in one of the mud huts. They learn of a small boy(tig tigwiller/tannersen) being held and tortured. The party is nearly as outraged by the treatment of this boy as the common lizardfolk are at the fact thier god Stisshak(who visited and attempted to scare you) wont let them eat him. Instead he insists on new and cruel torments for the boy(spoiling the meat). The party rescues the boy and returns him home to Horsepile.  


Back home, a bard Grigori is enthralling the masses with anti government nonsense. Some of his reteric is dealt with but he will surly be up to more trouble in the days ahead. A week of town hall meetings has been proposed to combat this new internal threat.





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!


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. 


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