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Kingmaker: War of the River Kings, Session 9

Fresh from severing the connection between their world and the First World, the adventurers emerged from the mountain lair to find a land still blanketed in winter. Aakif the arcanist theorized that it would take time for the winter incursion to “die” off, and that they should keep in touch with the Nomen centaurs to monitor its collapse. In the meantime, though, they had a were-whale-wolf to catch!

The creature in question was an akhlut, a wolf/orca creature from Inuit legend (and Bestiary 3). I was looking for weird winter monsters that could be considered fey when I stumbled upon it, and thought it was perfect for the occasion. The players seemed to think so, too, because they wanted to add it to their menagerie back in the capital, which had recently been depleted of its creatures. But, after studying it, the arcanist declared that the monster had the ability to create blizzards around itself, and so it was probably not a good idea to house it in their capital city.

I thought that would be the end of it, but the players were concerned about what to do with the beast. They felt that they couldn’t leave it in the southern Tors of Levenies, but they also didn’t want to kill it and couldn’t return it home (the First World not being reachable via plane shift, which we had only recently learned). In the end they decided that that the plane of Elysium, being untouched wilderness, was pretty close to the First World and resolved to try and send it there. This involved a ridiculous amount of buffing, the rolling of initiative, and then Kwin the dwarven cleric swooping in, touching the massive creature, and it failing its saving throw. POP. And it was gone. Take that, snooty azata!

10,000 Maniacs

With that excursion concluded, the group returned to Stagfell and the immediate matter of the war with Pitax. Since the defense of Fort Drelev Heptamus, the Caerelians had deployed several Colossal armies in the vicinity but had not seen any more action. Spies reported that Irovetti was gathering all of his forces near the city of Pitax for another assault, which led to the rulers wondering if they had enough. So they resolved to gather more strength in turn.

At the next kingdom turn, they raised three new Colossal armies – one of fighter 1’s, one of cleric 1’s, and one warpriest 1’s. Or, as Drew put it, fighers, clerics, and fighter/clerics. The new armies set out for the western border to join the others – more than 10,000 soldiers in total! The council also laid plans to start having casters with wands or scrolls of sending at key locations, so that they could have instant warning of further attacks.

While the recruiting and marching and planning was going on, the council was also in talks with their southern neighbor, Mivon. It was agreed that both kingdoms would attack on the same day in order to keep Pitax from effectively defending one or both fronts. Mivon was allowed to keep whatever it took, which was probably land that lies off the edge of the official map anyway.

Tiger Troubles

With the kingdom turn done and the armies in motion, the PCs turned themselves to a more personal task: REVENGE! The spellcasters tried to repeatedly scry on Avinash Jurrg, PItax’s General who had frustrated the group a couple of times at the Battle of Fort Drelev Heptamus. But the divinations never worked, owing to Avinash’s high Spell Resistance and saving throws.

Undeterred, the party switched targets to Alisen, the weretiger that had killed their previous cleric. Alisen, being a normal 14th level NPC without any particular magical protections against scrying and possessing a middling Will save, was soon spied upon. She was out in the field, apparently in command of an army – the Catspaw Marauders, normally location O on the map. Buffs were cast, the PCs teleported in when she was in her tent in the evening, and she was quickly taken down by a suffocation spell. She got off one attack which, of course, missed.

Alisen’s marauders came after the assassins, but they quickly grabbed the weretiger’s body and teleported out. The next day, Kwin attempted to speak with dead, and Alisen failed that saving throw as well, because why succeed at anything at this point! But she didn’t know much of interest to the group. Avinash was with the main army and the armies were ordered to defend the capital.

In truth I wasn’t sure what else Irovetti could do at this point. Striking at Caerelia again either meant smashing against the wall of armies at Fort Drelev Heptamus or trying to go around. But one had to go a long way around, and because of the swamp there was only one way to go. Any attack would be met with the PCs teleporting in to save the day and having the armies arrive afterwards to mop up. I maybe could have come up with some clever plan, but I just didn’t have it in me. The PCs are armies unto themselves that can instantly move anywhere they need to be – it’s tough to combat that with conventional forces. Also, I think I was just ready to get this adventure over with an move on to the finale.

And so with that, the date was set for the march on Pitax to commence!

Next: marching!


Kingmaker: War of the River Kings, Session 8, Part 2

While investigating an outbreak of winter at the height of summer, the party came to the entrance to a dragon lair in the Tors of Levenies.

The icy cave tunnel extended far into the mountain’s depths. The noise of the howling wind outside soon faded into nothingness as the group’s flying carpet floated down the stone passage. But soon after the silence descended, it was lifted by the echoing sound of someone crying. As the group proceeded, the impossibly sorrowful sound became louder and clearer, with the arcanist and warpriest failing their Will saving throws, leaving them shaken. The PCs looked around as the carpet took them forward, looking for the source of the unnerving sound, but it was bouncing off of the stone, seeming to come from everywhere at once. Satampra the swashbuckler called out, “Who is there? Why are you crying? Show yourself!”

A beautiful yet grief-stricken voice responded, “I weep for those who will soon be dead. I weep for those who will be lost because of your hubris, Emperor.” Satampra scoffed and the party, sensing some animosity here, readied for an attack. “So many will fall because of your incalculable pride. So many souls collected by the reaper. That is why I cry, arrogant human.” The tunnel then opened into a massive cavern containing the icy corpse of a silvery dragon! Its head appeared to have been melted, its chest rent open. A large draconic heart floated in the air above the corpse.

“That must be the anchor point!” whispered Aakif the arcanist. Orseen the gnoll warpriest directed the carpet up towards the organ and reached out to touch it.

“I weep,” said the echoing voice of the still unseen crying woman, “for those that I am about to kill!” And with that, a beautiful (aren’t they all) elfin woman with black eyes that streamed a river of tears fell onto Orseen and stabbed him in the back!

Longtime readers may recall the Weeping Woman, a fey assassin I had created a while back but had not gotten the chance to properly use. As the campaign inches towards the end, I’m trying to clear out my folders of NPCs that I’ve made for the game. The Woman encountered here has a few more levels, and is now a lampad assassin 9/unchained rogue 3. With the new levels, she’s gained Hide in Plain Sight and a limited ability to do Death Attacks without spending rounds of studying the target.

Orseen made his saving throws this time, against death and poison. The assassin won initiative and stabbed the warpriest again, and again he made his saving throws against death and poison. Then she leaped off of him and vanished from sight, thanks to Hide In Plain Sight.

The gnoll used his Fervor to staunch the bleeding wounds while he activated his ebony fly figurine and hopped onto to it. Then he started summoning his Battle Companion, a two-headed sun bird, as the others fruitlessly looked about for their attacker. Aakif lucked out and rolled very high, and in doing so actually beat the Weeping Woman’s Stealth total. Which was enough to hit her with a glitterdust spell. So much for Hide in Plain Sight…

The faerie dropped down and used her innate ability to meld into stone, but that was foiled by the arcanist’s disintegrate. Satampra and Orseen converged on the assassin, who was now at the bottom of a 10′ cube. The swashbuckler broke out his fey-bane spear (from the Lonely Warrior’s tomb) which had not been used in a while, and stabbed the would-be killer with it while hasted (boots of speed) and flanking. The spearhead flashed repeatedly as it stabbed into faerie flesh, and with a cry the Weeping Women fell.

Heart of the Matter

After healing the warpriest and looting the body, the group assembled around the floating heart. Touching it had no apparent ill effect, so Satampra struggled to push it back into the dragon’s body, thinking that would end the First World incursion. But the organ would not budge. After some time spent discussing theories and plans for action, Orseen said “screw it,” and prayed for the magic surrounding the heart to be dispelled. And he rolled a 20 on his caster level check.

I had no firm plan for what this was or how it could be undone. My vague thought was that the BBEGs are trying out different ways for the rituals they will unleash in book 6 to work. The first real attempt was unstable. This one was probably self-sustaining, but when Orseen aced his dispel check I thought it must have been dependent on the “anchor.” By the time book 6 comes around, the incursions will be trickier to stop.

All of that is to say that I wanted to reward the players for their success here, and had Orseen’s prayer end this proto-bloom (this led to an ecstatic Bill chanting about how he had dispelled a planar incursion all by himself). The dragon heart fell to the ground and shattered into icy shards, and although it was still cold in the cave, the group could feel a shift in the atmosphere that implied the unnatural winter was over.

A further search of the lair revealed that the silver dragon’s hoard had probably already been taken. With no further treasure to find, the adventurers headed back for open air, hoping to capture the were-whale-wolf for their menagerie…

Next: where walks the were-whale-wolf!

Kingmaker: War of the River Kings, Session 8, Part 1

Following up on a tip from a dead man, the party conducted a scry-n-kidnap on one Liberto Scarpelli, officer in Pitax’s army and the one who led the raid on Whiterose Abbey. They wanted to know where the thorn-wrapped sword and the nereid’s shawl went to, though their prisoner was initially confused. “Shawl? What shawl?!” was his response to their questions.

“Was there any pieces of cloth with the sword?” asked Satampra the swashbuckler, more than a little exasperated.

“Well, the sword was wrapped in an iridescent blanket…” Liberto confirmed that both shawl and sword had been handed over to King Irovetti.

With that out of the way, the rulers of Caerelia went on to the next pressing matter: a First World incursion had evidently taken root in the Nomen Heights. The centaurs reported a zone of winter (the red hexes) that had descended out of the southern Tors, despite it being the middle of summer. Aakif the arcanist had come up with a theoretical framework for magically locating the origin of such incursions, but it would take a few months to perfect a spell. In the meantime, Satampra was convinced that these attacks were somehow tied to “corrupted” areas and assumed the center point was somewhere in the cyclops graveyard near the tomb of Vordakai the lich. The only problem was, due to PC turnover, there were no teleporters who had been there before! So the swashbuckler ended up buying a scroll of teleport and Use Magic Device’d it to bring the party there.

Snowplace Like Home

The PCs found themselves knee-deep in snow, with a fierce wind blowing ice and sleet into their faces. Dimly seen through the precipitation were towering and crumbling gravestones poking up through the drifts and extending to the limits of their vision. After passing around prayers of endure elements, the flying carpet was unrolled and the adventurers climbed on.

Because of the strong winds, they had to stay low while flying, so that they were floating just above the tops of the gravestones. After some time, they stumbled across a trio of ice giants (frost giants with the Icy Creature template) who were throwing boulders of ice at them. Dazing aggressive thunderclouds, create acid pits (which the giants, surprisingly, were unable to climb out of with their measly +10 Climb), flame strikes followed. Satampra and Orseen the gnoll warpriest leaped down and engaged the in melee only to get paralyzed by the giants’ extreme cold. But the monsters were soon dispatched regardless.

The group realized that they weren’t going to find what they were looking for just by wandering around. After racking their brains, someone recalled an encounter with a silver dragon who was looking for her brother, which they had never followed up on. That led to the idea of using find the path to take them to the brother dragon’s lair, thinking perhaps that was a likely location for the incursion’s origin. Which was, indeed, where I had placed it! So they hunkered down until happy hour, when Kwin the dwarven cleric could change out his prayers.

Soon the dwarf was directing the carpet up into the mountains as they headed towards the heart of the blizzard. The group figured it was probably nighttime when they reached their destination, though it was impossible to tell given the storm. Through the driving ice and snow, they could barely make out a cave in the side of the mountain… and a massive quadruped patrolling the entrance. What was it? Aakif the arcanist cast an invisibility sphere and they got closer, revealing a… killer whale/wolf hybrid? The rulers dubbed it a were-whale-wolf (it was an ahklut, a creature from Inuit legend) and slipped past it to enter the cavern.

Next: the heart of the problem!

Kingmaker: War of the River Kings, Session 7, Part 2

After the PCs asked Evindra the nereid for an image of the object she had been guarding, she caused the waters of the pool under Whiterose Abbey to form into the shape of a thorn-wrapped sword. Satampra the swashbuckler gasped.

“The sword! You had the sword all this time!”

Aakif the arcanist and Kwin the dwarven cleric, being the newest members of the party, looked quizzically at Satampra. The swashbuckler looked back at them and simply exclaimed, “The sword!”

History Lesson

So. Way back when, the PCs had killed the Stag Lord and found a ring of woven green hair on his finger. Boliden the barbarian claimed the ring, but it gave him strange dreams and eventually made him see things even when awake. The dreams always ended with the most beautiful woman imaginable exhorting him to find a thorn-wrapped sword. The ring was given to Mestinous the elven wizard to see if it was at fault or if the dreams were particular to Boliden, but no, the barbarian stopped having the visions when he took off the ring. And the elf started having dreams of his own, tailored to his own desires.

A second ring was discovered on the corpse of Hargulka the troll warlord. By this time the PCs figured the rings were a tool of “the Green Lady,” a powerful and mysterious faerie that other fey would whisper about. The rings couldn’t be destroyed, and were considered too dangerous to wear, and so Mestinous kept them on a chain that he wore around his neck.

Around the same time as the kingdom was dealing with the trolls, the PCs found out that Iofur the druid’s parents – who had disappeared when he was a wee lad – were still alive and held in captivity by a Brevoy nobleman named Lord Ivo Tesarik. Ivo, it turned out, was actually a servant of the Green Lady posing as a nobleman, who had captured the parents back in the day. He did so because he had received a cryptic divination that indicated that the parents had been where the thorn-wrapped sword was. Ivo never learned exactly where that was before he was killed and the parents were rescued. As it turned out, they had never seen the sword itself, and had wandered the Stolen Land extensively prior to their capture, making its location difficult to pinpoint.

Later on, a weeping faerie assassin had infiltrated the PCs’ castle at Stagfell with other enemies of the kingdom and taken the rings from Mestinous. Which isn’t relevant to the story of the sword, but I thought I would mention it in case you were wondering where the rings were now.

Anyway, other faeries had since confirmed that the sword was greatly desired by the Green Lady. The PCs also learned that in the distant past, the Lady had had some kind of inappropriate relationship with Count Ranalc, one of the Elders of the First World. Said Elder was banished to the Plane of Shadow, and the Green Lady was… what? They didn’t know, but they suspected that she needed the sword to free Ranalc.

Back to the Present

“And it was here all this time!” Satampra was wide-eyed in amazement; he was finally seeing the puzzle pieces fall into place.

Evindra refused to confirm or deny the party’s suspicions about the sword. Though, she said, she would answer all their questions once she had her shawl back. So, how were they to find the shawl?

The assumption was that a Pitax contingent had taken the sword and shawl. So working from that, the group theorized that if they could get some item that belonged to one of the soldiers that had been here – say, a dropped dagger – they could scry on that soldier and proceed from there. In the meantime, they talked with Evindra about relocating her – it wasn’t safe for her here, not with the halfling’s ghost running around. She agreed, and allowed herself to be taken to Candlemere Lake.

After teleporting the nereid to the lake, the adventurers teleported back to Whiterose’s sanctuary (D6) while invisible to search it for clues. They were startled to find the wererat and his entourage were still in the building! The wererat, Gaetane, sensed their arrival, and Kwin used his Dimension Hop domain ability to swiftly move the group outside.

After some more consideration, the PCs figured that the soldiers must have fought the ghost in the tunnel under the hill (D15), since they knew that the soldiers must have reached the cistern (D16, where the sword and shawl were located) and the ghost confronted the PCs every time they tried to get to the cistern room themselves. Which was a good point – if the Pitax soldiers killed the Gardener not that long ago, there would probably be some debris from that battle somewhere on the abbey grounds. Aakif got a 36 on a Perception check, so I figured they found something, which I said was a mostly buried body in one of the side tunnels. It wore the Pitax livery and was partially decomposed, with many of its bones broken.

The party settled down and waited until happy hour so that Kwin could swap in a prayer of speak with dead. The dead soldier subsequently revealed that he had been ordered to come down here to get a sword, that he was killed by black tentacles that the halfling summoned out of the ground, and that the halfling was alive at the time. This finally dispelled the persistent belief among the players that the Gardener had been dead for a long time, and also revealed that he was or had been a spellcaster – they didn’t know because the Gardener hadn’t ever had an opportunity to cast any spells in their previous confrontations! The soldier also told them the name of his superior, one Liberto Scarpelli. Satampra aced a Knowledge (nobility) check, and recalled that the Scarpellis were a minor noble family in Pitax, who had an estate outside of town. The plan was to go accost Liberto and find out where the stolen items were.

Die Bart, Die

It seemed that the group had learned and gotten all they could out of Whiterose Abbey… or had they? Satampra was intent on killing the wererat before they left, just on general principles. And so on the following day, they teleported back into the sanctuary, slapped Gaetane with dimensional anchor and a Quickened glitterdust, and summoned Evard’s black tentacles. Then on top of that, Aakif used his new Rod of Lesser Quicken Metamagic to create two stinking clouds that covered the parts of the room not covered by tentacles. The wererat did manage to escape the tentacles, but Kwin then used a holy word to cripple the opposition, and the arcanist moved on to throwing around Dazing fireballs. Gaetane and the other Pitax troops had no chance.

After looting the corpses, the rulers headed back home to Stagfell. It was time for a kingdom turn, and they also had a messenger from the Nomen Centaurs waiting for them! The envoy told them that despite it being the height of summer, a magical winter has rolled out of the southern Tors and down into the Dunsward (the red hexes). Amidst the snow and wind roamed icy giants and stranger creatures still. The group was reminded of the frost giant invasion where Bill’s old PC Aurelius Heptamus the fighter was killed, and figured that this must be another First World “bloom.”

Before heading out to help the Nomen, Aakif traveled over to the town of Last Hope, which had the best general Lore bonus. There he started to research ways to shut down the blooms, and rolled a 20 on his Knowledge check, for a total of 54. Impressed, I informed the arcanist’s player that, “You have theories,” and resolved to tell the players more in the next session.

Next: winter wonderland!

Kingmaker: War of the River Kings, Session 7, Part 1

Back in Stagfell, Kwin the dwarven cleric tried to speak with dead, specifically with the corpse of the hafling gardener from Whiterose Abbey, and Aakif the arcanist attempted to find the abbey’s water spirit via scrying. Both spells failed! But in the arcanist’s case, there was nothing to stop him from trying again and again (except for time), and eventually he did get through. However, in scrying on the water spirit, he couldn’t actually see anything – just darkness, and a feeling of cramped environs. Despite not being able to see much of anything (once again he cursed not having the darkvision spell) there was the sound of sloshing water, and the sensation of motion.

That was enough for a teleport spell, right? Well, it was good enough for me, as this looked like a good way for the group to find the nereid they were looking for. The cleric passed around a prayer of water breathing and Aakif teleported the party into the darkness! CRACK! And then they were all sitting on the floor of the room that had held the water clock taken from the abbey, wet and surrounded by puddles of water and broken pipes and wood. Everyone also took 4 damage.

Most of the adventurers were confused, save for Satampra the swashbuckler who saw what had happened right away. “We tried to teleport into the water clock! She was the water in the clock, don’t you see?” And sure enough, the water pooled on the floor came together and coalesced into a stunningly beautiful and naked elfin woman! The PCs slowly stood, staring at her in awe. The arcanist was the only one to fail his saving throw vs. her enchanted beauty, and was instantly besotted.

The nereid breathlessly thanked the group for freeing her from her prison. “But where is my shawl?” she wailed, after quickly looking over the PCs. “He still has it,” she said bitterly, and they understood her to mean the Gardener, “or did you find it? Where is it?!”

Aakif eagerly volunteered to help. “It must still be in the cave with the pool! I’ll take you there!” He gallantly got down on one knee and reached out his hand to the faerie, and she smiled a wondrous smile at him. “Thank you, brave human. I am Evindra. You may take me back to the cavern.” And she reached out to grasp his proffered hand. The others quickly scrambled to also touch the arcanist before he teleported back to Whiterose Abbey without them.

Upon arriving back in the underground chamber, the water spirit promptly dived into the glowy pool of water and disappeared. When she resurfaced moments later, she cried out. “It’s gone!”

Ghost with the Most

And suddenly, there was a halfling in the room where there had been no halfling before, standing casually by the water with his arms crossed. He tsk tsk‘d at the nereid and chided her for leaving the “home” he had gotten for her. “You stole my shawl and forced me into a prison!” she yelled back at him.

The two started to argue, and the back and forth escalated until the Gardener performed his frightening decomposition trick, which this time only got the better of Kwin. As the dwarf ran off in a panic, Aakif tried to order the ghost, whom he had placed under a command undead spell on their previous visit to the abbey, to depart. This was resolved as an opposed Charisma check, and let’s just say that the halfling had sorcerer levels and the arcanist did not. The Gardener would not submit, not when his treasure, his true love, was right there in front of him, saying angry words that he knew she didn’t mean! He screamed in rage and flew at Aakif! The ghost’s hands passed through the wizard’s body, chilling his soul and triggering his mirror images contingency.

Yes, it was roll initiative time! The halfling phantom was assaulted by magic missiles, a Dazing aggressive thundercloud (part of what makes Dazing Spell so overpowered is that basically nothing is immune to the condition, unlike most other conditions that incapacitate), and love taps from Satampra’s undead-bane silver hammer. Satampra was, unusually, rolling very high on his to-hit rolls, but then ended up mostly missing anyway for not having a ghost touch weapon. 😦 Finally Aakif managed to tag the Gardener with a disintegrate spell, which dissipated its form… for now.

Evindra, who had disappeared back into the pool during the battle, reappeared in an even more distressed state. “The weapon is gone, too! Oh, this is a disaster! I’ll be banished to the Plain of Fire for this, I’m sure of it! Damn that halfling! He’s ruined everything!” She started to sob.

Satampra considered the situation for a moment. “This has something to do with the Green Lady, doesn’t it?”

“What?” Evindra looked up at the swashbuckler, shocked out of tears. “What do you mean by that?”

“That’s not a denial,” he noted.

“I was guarding an object, a weapon if you must know,” she informed the group. “And not for Her. But the whys of it are not important! I need my shawl back! And whoever took it must also have taken the weapon!”

The party puzzled over their means to find her shawl and/or the weapon. Eventually they told the nereid that they would need to be able to picture the items so that Aakif could use locate object to find them. She moved her hands, and the water of the pool rose up and formed into the shape of a shimmering garmet. “My shawl looks very much like this, only not as translucent.” They studied the model she had created, and then asked about the weapon. Evindra seemed hesitant, but then looked at the love-struck arcanist and said, “I am trusting you with a matter of great import and secrecy, wizard. Can I count on you to not breathe a word of this to any outside this chamber?”

Aakif eagerly nodded his assent, and swore that neither he nor any of the others would speak of the weapon to anyone else. The rest of the group agreed, and also swore to the nereid to keep her secret.

Mollified, she waved her hands again, and the water flowed upwards once more, forming into the shape of a curved blade. Another stream of water then joined the first, snaking around the sword-like shape and growing pointy bits along its length, so that the final vision was that of a thorn-wrapped sword.

Next: the pieces fall into place!

Kingmaker: The App – Update 18

This is a smaller update to the Kingdom Manager while I continue to chip away at the Special Edicts. There’s some bug fixes and some new features related to running kingdom turns and managing mass combats.

As always, you can visit the application’s page to download the setup file. After installation, if you click on Help -> About, the version # should be


  • When filling empty magic item slots in the kingdom, either through the Turn -> Upkeep menu or the Turn Wizard, there is now an “AUTO” button at the bottom of the tool that will automatically do all the rolls for you. You don’t get to control what items are added, but it’s much faster than having to roll for each district. A huge time saver for running turns!
  • Another upgrade to the Fill Empty Magic Item Tool is that buildings and districts that can’t actually add items (because the settlement’s Base Value is too low for the items that need to be added, for example) will no longer appear as valid choices. This is another big time saver, because if you tried to add an item to these locations it used to take a good 5-10 seconds for the application to try generating items worth less than the settlement’s Base Value before giving up. As an example, you could add a Caster’s Tower to an otherwise empty settlement (my players did this…). The Tower says you can add magic items, but by the default rules you actually can’t because they’re all worth more than the settlement’s Base Value of 0 gp. With this update, the Caster’s Tower and its district will no longer be offered as locations that can add items during the kingdom turn.
  • In the “Battle!” window, for army units that are defending cities or forts, the individual fortifications now appear in the “Other Mods” part of the window. This allows you to subtract defensive measures that don’t apply or have been destroyed from the unit’s DV. For example, a flying attacker would ignore the bonus from City Walls, so for that attack you could un-check all the City Wall items on the defending unit.
  • When you right-click on an army unit in the map view, there are some new options – “Victory!” and “Rout!” The first allows you to roll Loyalty check(s) to gain tactics and boons, and the unit’s morale increases by 1. The second reduces the unit’s morale by 1 and gives it the “Routed” condition.
  • If you right-click on an army unit in the map view and select the “Edit” option, the Edit Army window now allows you to modify the unit’s Morale.
  • There’s a new Turn tool – the Army Upkeep Tool, which at the moment is just used for dealing with Routed armies. It exists as a separate dialog in the Turn -> Upkeep Phase menu, or as part of the Turn Wizard. The tool lists all the kingdom’s armies, their consumption, and their status (if any). Routed armies can be rallied with a Loyalty check made once per kingdom turn as part of the Upkeep phase.
  • When you right-click on a hex in the map view, there’s a new option – to “disable” or “enable” a hex. This works just like disabling a building in that everything in the hex (including the settlement if there is one!) will not contribute to the kingdom’s bonuses. It also carries a side effect where new features or settlements cannot be built in the hex. It can be used to model any situation where a particular hex becomes uninhabitable or off-limits for some reason.

Bug Fixes

  • Fixed a bug that prevented opening a map file from the File -> Recent Files menu.
  • Fixed a bug that could cause an infinite loop when updating a map from a map file.
  • Fixed a crash caused by opening a character file before opening any kingdom or map files.
  • Fixed a bug where some continuous events could not be resolved in some circumstances.
  • Fixed the bonus breakdown window so that it accurately reports when settlement districts are adding to kingdom consumption.

Kingmaker: War of the River Kings, Session 6, Part 3

The party spent a few days conducting research into Whiterose Abbey and gathering support for the return trip. Aakif the arcanist badly wanted a spell of darkvision, thinking perhaps that being able to sneak around in the dark without a light source would be to their advantage, but there were no scrolls of the spell available in the kingdom. However, he did discover that Mestinous the ex-PC elven wizard possessed (and jealously guarded) an amazing spell library, taken from the lair of the lich Vordakai. The library didn’t have darkvision, but he did have lots of other goodies, and the two arranged to make some trades.

Meanwhile, Kwin the dwarven cleric concluded that the halfling gardener was most likely a ghost – a restless spirit that could not pass on until some unfinished act was completed (and I don’t think the adventure specifies what that act is, does it?). Satampra the swashbuckler dusted off the silver undead-bane hammer he had commissioned for Vordakai, Aakif prepared a command undead spell, Kwin and Orseen the gnoll warpriest polished their holy symbols, and finally they were ready to teleport back to Whiterose.

The full group appeared outside of the tunnel leading into the hill. Aakif created some magical light and they proceeded into the dark. Soon enough they came across the halfling again, and like a broken record, he acted just like he had before. “You aren’t supposed to be here,” he scolded, but before he could perform his frightful-face trick again, the arcanist hit him with command undead. And it worked!

The gardener now regarded Aakif as a trusted friend, but still had no love for the others. Aakif waved them off, promising them he’d be alright on his own, and they retreated back the way they had came.

“Do you want to see my treasure?” asked the halfling in a conspiratorial whisper. He had a mad gleam in his eye that Aakif distrusted heartily, but the arcanist resolved to play along until he could gather some information.

“Yes, of course!” he replied. As he followed the gardener further down the tunnel, Aakif started asking the ghost questions about the wererat and the Pitax soldiers they found upstairs on their previous visit. The players were rather confused as to what was going on in the abbey; they didn’t understand why Irovetti’s troops were holed up in the sanctuary. They assumed the halfling had been a ghost for a long time, and so he had probably observed their activities.

The halfling was initially baffled (“What soldiers?”), and then grew increasingly upset as Aakif elaborated on their appearance, coat of arms, and so on. The ghost started to ramble on about being attacked by the soldiers, then suddenly stopped and said in a fearful whisper, “My treasure!” And vanished from sight. The arcanist deduced that whatever treasure there was or might have been, it would be located at the other end of the tunnel, and started running in that direction.

The passage opened up into a water-filled cavern that was brightly illuminated by floating lights up near the ceiling (D16). A short wooden bridge led to a patch of solid ground, where large wine casks sat around a pool of softly glowing water. Aakif cautiously advanced, seeing no sign of the halfling but noting the floating lights up above, which were moving in some kind of pattern, almost like they were engaged in an elaborate dance. He reached the glowing pool without incident, and set to emptying out his waterskin so that he could take a sample.

As he was filling his skin back up with the pool water, the lights, which were Advanced will-o-wisps, came down to attack him! They zapped him once, which triggered his contingency and mirror images, and he raced back out of the cave before they could burn through his illusory doubles. The wisps did not follow, but rather went back to floating around up on the cavern ceiling.

CSI Golarion

After reuniting with the rest of the group, the arcanist filled them in on what had happened and showed them the sample of the pool water. There was some debate about whether it was safe to drink or not – Aakif coming down firmly on the side of “dangerous without further information.” Satampra ignored his protestations, however, and took a swig from the waterskin. It was delicious! Easily the most amazing water he had ever had!

For their next course of action, the party decided that they needed to go diving into the pool, and so waited for happy hour to come along so that Kwin could change out his prepared spells. Their goal was to find the ghost’s corpse which was… wait a minute, where was the halfling’s corpse?!? The adventure doesn’t tell you that, either! But a drunk NPC had told the group that the person who killed everyone in the abbey had drowned themselves afterwards, so they naturally assumed the body must be at the bottom of the pool. They thought that if they could retrieve his remains, they could bury them in consecrated ground or something and thus get rid of his spirit.

Initially I did figure that his body would probably be somewhere in the cistern room, though thinking about it now I suppose he could have been killed by the soldiers anywhere on the grounds. But the cistern was where the PCs were looking, so I went with that.

And so, after Kwin had had a few drinks and touched the divine, they went back down the tunnel. When the ghost appeared, Aakif tried to get him to go after the soldiers upstairs, but instead he ended up pissing the Gardener off! The little guy pulled his horrific decomposition trick, Orseen went running in terror (again), and the fight was on!

Satampra swung his undead-bane hammer at the halfling, only to discover that undead-bane did not intrinsically include ghost touch. Oops. The cleric spoke a holy word, which defeaned the arcanist but blinded and deafened the ghost (who, I don’t think, are immune to such conditions). The halfling did a ghostly fearful moaning thing that ended up having no effect, and then after getting hit a few times decided to flee.

If All You Have Is A Hammer…

After retrieving the warpriest, the casters passed around protection from energy spells to guard against the will-o-wisps and they entered the cistern room. Sure enough, the wisps could not harm them! The cleric gave himself prayers of water breathing and freedom of movement, and then Orseen tied a rope around him and lowered him into the pool, armor and all. Breathing water had never felt so good, thought Kwin, as the dwarf inhaled the enchanted water. But he found nothing down in the depths of the pool.

While that was going on, Aakif was taking potshots at the wisps and Satampra started checking out the large wine casks. The wine appeared to be spoiled, but the swashbuckler had an idea that there might be secret compartments hidden in the large wooden containers. So he got out his silver hammer and started smashing! And that was how the group discovered the halfling’s hidey-hole in one of the casks. Inside a hidden space was some grungy bedding, a magic rod, and a fancy water clock. Aakif quickly got to identifying the rod, which turned out to be a lesser rod of quicken metamagic. He was shocked! “That… that is a very powerful item,” he said in awe. Satampra appraised the clock at around 3,500 gp. All in all, a good haul!

Of course, this presented a problem for me, since the nereid was inside the water clock and they would have to smash it to get her out. But a solution presented itself soon after when Aakif tried to scry on the water spirit that they had heard once lived in the pool. The spell failed, but at some point it would not…

In the meantime, Kwin went diving into the non-glowy water surrounding the cave floor, and there he discovered a small, soggy, arrow-filled corpse. This puzzled the group greatly, as they were still under the mistaken assumption that the gardener had drowned himself decades ago. Nevertheless they dragged the sodden body out of the depths and took it back with them to Stagfell, so that they could later attempt to speak with dead.

Next: the threads come together!