Pathfinder Warlords

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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First Pathfinder session

Here’s a summary of our first Pathfinder session:

The Cast:
Chris: Lord Arnten aus Ruthro (Half-Elf Cavalier)
Arie: Jim Darkmagic (Elf Wizard)
Scott: Tenacious (Human Cleric)
Marshall: Vellum (Dwarf Inquisitor)
Sabrina: Cora Amster (Halfling Bard)
Lily: Lorauvial Fletcher (Human Fighter)
Emma: Raven (Half-Elf Rogue)

Lord Arnten granted an audience to a few common folk who wished to petition him.

The first was a farmer whose four sons joined Arnten’s father’s army, leaving him with no labor to harvest his crops. Lord Arnten decided to give the farmer custody of some orphans if he promised to care for them.

Next, a pair of soldiers brought forth a young man caught stealing apples. Lord Arnten ordered the thief branded and sent to work in the fields.

Lastly, an elder of the realm’s largest village warned that the village’s food stores would not last the winter. Lord Arnten decided to free up some of the castle’s store of siege rations to help feed the people.

A raven delivered a letter to Lord Arnten from Lady Brianne Wynkotte, of neighboring House Wynkotte. Her father, Lord Wynkotte, is old and infirm, and so did not march with his army. Instead, he sent his sons. Lady Brianne also stays behind to care for her father.

A second raven brings news from one of the keeps on the borderland. The commander reports nighttime raids on settlements near his keep by foul smelling reptilian humanoids. Darkmagic identifies the creatures as Troglodytes. The keep commander reports sending two scouts, who tracked the raiders to one of the ancient elven fortresses. They were stunned to discover that the fortress had partially collapsed. It appears that the raiders are using the fortress as a base. The keep commander says that he lacks the manpower to storm the fallen fortress and awaits instructions.

Lord Arnten decides to personally investigate with his circle of friends and advisors. Together, they set out on the primitive dirt road that leads north-east to the keep by the fallen fortress.

About 300 yards from the keep, the expedition encounters an ox-drawn wagon that has stopped due to a broken axle. Six figures appear to be feasting on the ox and two teamsters — zombies. All this is within sight of the keep. The group attacks and destroys the zombies. Afterward, they notice several crossbow bolts in the ground that appear to have come from the keep. Entering the keep, Lord Arnten confronts the commander who confesses that he ordered his six soldiers to stay inside the keep until the zombies went away. Lord Arnten accepts that the keep lacked the manpower to fight off the zombie horde.

The expedition overnights at the keep. In the morning, party members see smoke on the horizon. It’s coming from a burning hamlet. About ten small wooden structures. A handful of bodies, including the charred remains of a toddler.

Approaching the fallen fortress, the group appraises the damage. The tower has four wings, in a clover shape. One of the wings has collapsed. Skirting around a pack of wild dogs living in the rubble, the investigators find a crater in the ground.

Raven the rogue sneaks into the first open door on the ground floor and is attacked by a giant spider. The session ended with the defeat of the spider and subsequent greyhawking of the room.

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Session 2 - The Fallen Fortress

Party rescues Vellum from captivity and defeats the troglodytes that have occupied the fallen fortress.

Loot:

Fourth floor barracks:
The four young Troglodytes
- 44 silver coin between them.
- Four small clubs
- 24 small javelins
Tulok has a masterwork darkwood club
Tasskar carried
- four darts
- a masterwork scimitar
- cloak of resistance +1

Adjacent room on the 4th floor, Tulok’s quarters:

  • All of Vellum’s gear
  • A small jade statue of an angelic being worth 500 gold
  • masterwork chainmail armor
  • a heavy darkwood shield
  • masterwork gauntlets
  • 15 masterwork crossbow bolts
  • a scroll of cure moderate wounds
  • a scroll of vanish
  • a climber’s kit
  • 2 small nets
  • 3 small bolas
  • 2 smoke sticks

Loot from the Fallen Fortress:

  • a bracelet studded with lapis lazuli stones worth 50 gold
  • silver altar services, worth 100 gold, a silk banner worth 100 gold
  • two silver holy symbols of Nethys, worth 25 gold each
  • a scroll of shatter (150gp)
  • a scroll of shield other (150gp)
  • a masterwork silver dagger (322gp)
  • a masterwork light steel shield (159gp)
  • a scroll of Mage Armor (Wizard) 1 hour
  • a scroll of Expeditious Retreat (Wizard, Bard) duration: 1 minute
  • a scroll of Detect Secret Doors (Wizard, Bard) 1 min
  • a scroll of Summon Monster I (Cleric) 1 round
  • a scroll of Protection from Evil (Cleric, Inquisitor) 1 min
  • a scroll of Remove Sickness (Cleric) 10 min
  • troglodytes had 52 silver coins
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Loot from Droskar's Crucible
loot

Loot:

  • wand of Protection from Evil (28 charges)
  • potion of cure light wounds
  • potion of bull’s strength
  • scroll of protection from good
  • scroll of spiritual weapon
  • scroll of mending (caster level 5)
  • masterwork tools for Craft (stonemasonry)
  • 50 feet of silk rope
  • healer’s kit
  • +1 throwing axe
  • repeating light crossbow
  • silver masterwork light hammer with symbol of Droskar (worth 200 gold)
  • masterwork shortbow
  • composite longbow (Strength 14)
  • Four +1 flaming crossbow bolts
  • Six Kobold smoke sling bullets (touch attack, Fort DC 13, nauseated for 2 rounds)
  • 100 platinum coins
  • 867 gold coins
  • 72 silver coins
  • 300gp magic ruby
  • Illuminated book of dwarven hymns to Torag (worth 300 gold)
  • book of dwarven prayers to Droskar (worth 50 gp)
  • Soulspeaker: Shrunken head amulet. Once per day a soulspeaker can repeat a message as if the spell magic mouth were cast upon it. (worth 2,400 gold)
  • The Ring of Torag: The wearer of the ring gains fire resistance 10 against the first fire attack that hits him that day. This protection renews itself every morning at dawn. In addition, the wearer receives a +1 resistance bonus on saves made against fire spells and effects. The ring must be worn for 24 hours to have any effect. (worth 1,200 gold)

divide by 8 = 315.5 gold

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Wrapping up the rescue

You take Vregma, the kobold king’s consort, prisoner. Mekapa, the kobold midwife, accompanies you with the 20 eggs and six infant kobolds. Edgrin Galesong, the halfling adventurer who helped organize the children’s escape attempt, weeps when told the fate of his friend Tyran Moonsliver, killed by the kobold shaman. Edgrin insists on seeing Tyran’s body and ensuring that it is buried properly. That task done, you quit the monastery and make to return the children to Falcon’s Hollow. The village constable offers use of his jailhouse for securing the prisoners.

Their loved ones greet the returned children with embraces and joyous tears. Thuldrin Kreed throws a celebratory feast. Some villagers react with fear and hostility toward the kobold captives. Their anxiety and antipathy subsides when Lord Arnten declares the kobolds prisoners under his protection.

Falcon’s Hollow has benefited from Yorvik’s recent annexation of darkwood forest territory to the east. As village closest to the forest, Falcon’s Hollow has become the main processing center for darkwood timber.

House Kreed pays tribute to House Aus Ruthro with a gift of trade goods, jewelry, livestock, timber, furniture, wagons, carts, plows, and tools worth two build points to Yorvik’s treasury.

The village craftsmen make gifts of their finest handiwork.
⁃ Arnten: a darkwood lance
⁃ Vellum: a darkwood light repeating crossbow
⁃ Cora: a masterwork whip or darkwood heavy shield
⁃ Raven: a darkwood composite shortbow (strength 14)
⁃ Lorauvial: a darkwood composite longbow (strength 16)
⁃ Tenacious: a darkwood crossbow (light or heavy)
⁃ Darkmagic: a darkwood quarterstaff or darkwood crossbow (light or heavy)

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Loot from the kobold caves

250 silver
1030 gold (in coins, jewelry, artwork)
40 doses of small centipede poison (worth 1800 gold)
16 flying talons (small) can be sold for 120 gold
10 crossbow bolts (small)
“Man Feller” a magic +1 human bane battle-ax (medium)
“Heartripper” a magic dagger (medium)
“Crown of the Kobold King” a magic crown
“Grasp of Droskar” a magic gauntlet (medium)
Cloak of resistance +2
+1 magic light crossbow (small)
+1 magic dagger (small)
masterwork hand axe (small) can be sold for 153 gold
masterwork studded leather (small) can be sold for 87.5 gold
masterwork heavy pick (small) can be sold for 154 gold
masterwork club (small) can be sold for 150 gold
2 potions of Owl’s Wisdom
Slippers of Spider Climb
Boots of Elvenkind
Suit of mithral full plate armor

“Glintaxe” a magic +1 battle-ax that sheds light in a 20 foot radius

Crown of the Kobold King
Aura strong transmutation; CL 12th
Slot helmet; Price 15,000 gp
Description: Wearing the crown grants a +2 enhancement bonus to Charisma and a +2 natural armor bonus. You are immune to the frightful presence ability of all dragons. If you are a sorcerer you cast spells at +1 caster level.

Heartripper
Aura moderate conjuration, divination, and
evocation; CL 10th
Slot weapon; Price 11,302 gp
Description
This +1 dagger is granted baleful powers when used in bloody sacrifice. Whenever used to deliver a coup de grace, the Heartripper Blade pulls the victim’s still-beating heart free from his body. You may then consume the heart to gain any of the following abilities.
You may eat the heart to gain a simultaneous remove disease, restoration, and cure serious wounds effect. You may utter a command word and cause the heart to burst into flames, after which the Blade becomes a +2 flaming burst dagger for 1 hour. This consumes the heart. You may speak a blasphemous second command word to cause the heart to boil and smoke. Breathing in the smoke gives you glimpses of the future or far off places and objects, granting you the ability to use divination or scrying. This consumes the heart.

Grasp of Droskar
Aura moderate transmutation and divination;
CL 10th
Slot gauntlet; Price 12,302 gp
Description
This left-handed black iron gauntlet appears little more than a dull soot-stained plated glove at first glance, but in truth it is a powerful boon granted by Droskar to his most faithful subjects. Placing the glove on your left hand causes excruciating pain as your appendage curls into a tight fist and then slowly transforms to supernaturally hard black stone. You cannot use your left hand for anything beyond smashing it into objects or creatures (you cannot carry a shield or secondary weapon and you take a –4 on skill checks that usually require two hands). The gauntlet cannot be removed without a successful casting of remove curse, break enchantment, or a similar spell. The gauntlet grants you a +2 enhancement bonus to Strength and acts as a +1 adamantine gauntlet. The item also grants you the ability to use the gauntlet as a secondary natural weapon. In addition, the Grasp of Droskar allows its wearer to use stone shape once per day.

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The tale of Merlokrep

Mekapa, the kobold midwife, proves a chatty traveling companion. She’s eager to share the lurid tale of her luckless former king. The reign of Merlokrep, first of his name, all-mighty Dragon King of the Truescale Kobolds, suffered misfortune from the day of his coronation. When his consort, Vreggma, slipped on the dais steps and poked out the king’s eye with one of the points of his own crown, he should have known his rule would be ill-starred. Even when a third of his subjects perished in haphazard mining excavations to retrieve more gold trinkets for his demanding consort, Merlokrep remained undaunted. When the foul “creeping shadows” rose from the dark caves below and withered his finest warriors to skeletal husks, the Dragon King acknowledged defeat. He gathered his most sycophantic followers and, taking only what they could carry (mostly gold baubles), they fled up and away from the spreading darkness. Exiled from their comfortable warren on the lower levels, the kobolds took up residence in the catacombs beneath an abandoned Dwarven monastery. Merlokrep and his few surviving followers did their best to eke out an existence among the other dangerous denizens of their new home, but Merlokrep’s tribe continued to shrink with each passing week as accidents, attacks by their new monstrous neighbors, and the king’s own homicidal outbursts of rage claimed more and more of his people.

Growing trepidation over the slew of hardships faced after Merlokrep ascended the throne finally jarred the memory of the tribe’s senile shaman, Jekkajak, called by many “He Who Forgets More Than You or He Knows.” At a tribal dinner of stewed goatherd, Jekkajak suddenly lurched to his feet and babbled forth a dread prophecy long tucked in some cobwebbed corner of his crusty mind: “When the Doomed King sits the Throne, our great tribe gasps its last breath! To save our people, we must wash the curse from the crown with the blood of pink-skin-spawn!” As the last word left his mouth accompanied by a dribble of stew, Jekkajak slumped face-first into his bowl and Merlokrep’s path became instantly clear. The only way to save his tribe from annihilation lay in the blood of the pink skins’ squishy children. In the dark of night, he sent forth his sneakiest to steal the pink-skinned babes from their strange fluffy beds. Before the kidnappers even reached the town, though, destiny intervened on their behalf. As luck would have it, on the very evening Merlokrep’s band of minions emerged from the ruins, a group of children from Falcon’s Hollow, their curiosity piqued by tales of Lord Arnten’s discovery of the forgotten monastery, picked their way through the gloom toward Droskar’s Crucible. When the kobolds caught sight of these fresh pink morsels blindly bumbling through the dark, they quickly subdued them, and dragged the children back to their king in triumph. But Jekkajak struggled to recall the proper protocol for the sacrificial ceremony. While Jekkajak dithered, factions within the kobold tribe began to whisper about overthrowing the cursed Merlokrep, his avaricious consort, and the addle-brained shaman. They lacked the courage to act boldly, and so died defending a king they had lost faith in.

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House rules for exploration

Rules for overland movement, random weather, and getting lost.

Download the exploration rules from our Facebook group

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Expanded rules for kingdom building

The expanded kingdom building rules include new types of terrain improvements and city buildings.

Download the expanded kingdom building rules from our Facebook group

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