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Luke Jettner (lukejett) - Public Page

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Just another D&D nerd.

  1. Merric Mystan - Halfling Sorceror working to liberate the outlawed races in The Greyhawk Rebellion.
  2. Karg - Half-Orc Beastmaster employed to seek out the Hand of Narkul in Ascension of Narkul.

Magic Items

Frostbite Weapon (Longsword or Battleaxe), Rare (Optional Attunement) Frostbite is a rugged and violent weapon, with an twisting, rough cedar wood handle and a cold serrated blade that is almost akin to frosted glass. This weapon grants +1 to attack and damage rolls made with it. When you hit with an attack made with this weapon, the target takes an additional 1d4 cold damage. Winter's Breath (Requires Attunement) While attuned to Frostbite, its wielder can use their bonus action to activate Winter's Breath and enhance Frostbite's power. Until the end of your turn, Frostbite deals 1d8 cold damage on a hit, instead of 1d4. At the end of your turn, if one target is hit at least twice while Winter's Breath is active, the target must make a Strength Saving Throw (DC = 8 + Strength Modifier + Proficiency Bonus). On a failed save, the target becomes restrained as ice forms on the target. Huge and Gargantuan creatures have advantage on the saving throw, unless at least 3 attacks hit the target instead of 2. Winter's Breath can be activated a number of times equal to the wielder's proficiency bonus. This recharges on a long rest.

Campaign Concept: Tensions have been growing between the Kulsyn Dynasty and the Percenal Republic. Seeking to gaining more resources and consolidate their power, the Kulsyn Dynasty has decreed the settling of long abandoned country. Several high ranking figures have been chosen to create new colonies, but not everyone was up to the task. A rogue Baron has taken what resources he can from his colony and is attempting to flee the country. A bounty has been placed on this rogue Baron, with the reward being control over his colony and, resources to help rebuild it and his title as a Baron. The party is tasked with claiming the bounty and taking control of the Baron's colony, growing and expanding it to make it sustainable and able to contribute back to the Dynasty's war effort. Will the party be able to revitalise the run-down colony and play a pivotal part in the upcoming war, or perhaps the birth of a new country is on the horizon, independent from the Dynasty…

Mechanics: The campaign will have two game play sections: Kingdom Management and Adventuring. Kingdom Management:

  • Uses Pathfinder's Kingdoms & War (PKW) as the base with components of Strongholds & Followers (S&F) and Kingdoms & Warfare (K&W) to supplement other aspects.
  • Once each in-game Month, the party can decide what their Kingdom will work on for that month, ranging from claiming new territory and developing the land to creating armies and establishing new settlements within your borders. This will involve balancing your Colony's income and expenses, and managing the Colony's Attributes: Economy, Loyalty and Stability.
  • Outside of this the party can venture outside their borders and explore the surrounding areas, gaining more information and prepare that area to be claimed in advance. Sometimes events may occur that the party have to deal with. Small events might need direct party intervention, such as tracking a group of thieves that stole a shipment, or meeting with a diplomat from another settlement. Larger events may need more direct action, such as rallying your army to deal with an invading force.
  • user/lukejett.1677998434.txt.gz
  • Last modified: 15 months ago
  • by Luke