KINGMAKER SESSION 1: October 16, 2015

Bandito Beat Down!

Roll Call:

Richard the half-elven wizard 1
Kallum the half-orc ranger 1, and his hireling, Tom Goodfellow
Fenuseugun Szabo, the human druid 1, and her leopard companion
Ulfgar Ironfist, dwarven monk 1
Annabel, human ranger 1
“John Smith”, human ninja 1

Prior to the adventure, the party receives a Charter from the Swordlords of Restov (a semi-independent city in southern Brevoy) to explore the wild lands to the south (and suppress banditry therein), dated Calistril 24, 4710.

This adventure session occurs from Calistril 28, 4710 to Pharast 9, 4710 (late winter), i.e. February 28 to March 9, 2010).


The party arrives at Oleg’s Trading Post on Calistril 28, 4710, direct from Restov. They meet the proprietor of the trading post, Oleg Leveton, and his wife Svetlana. The Levetons complain to the party that a gang of bandits is due the next morning to seize their trade goods. The party agrees to help them resist the bandits.

During the night, Kallum, Annabel and Ulfgar ride south and hide in a copse of trees. To endure the freezing elements, the druid Fenuseugun prays to the wild gods to protect Ulfgar and Annbel, but she does not have enough spiritual energy left to grant the ranger Kalum the same boon. The frigid weather takes its toll on the half-orc.

The rest of the party, Richard, Fenuseugun, and the amnesiac “John Smith”, stay at the fort in wait for the bandit’s arrival.

A freezing fog forms in the dark hours, and visibility is reduced to 5 feet. The advance party hiding in the snow hears men on horses moving north, hidden by the fog. Believing these to be the bandits, the trio follows quietly behind.

The brigand Happs BYdon and his five men arrive at the trading post’s gates at first dawn on Pharast 1, 4710. The party has closed the gates. Happs angrily demands that Oleg open the gates or else he will torch the trading post. Oleg shouts abuse at the bandits from the fort’s courtyard.

Kallum rides out of the fog from the south and impales a bandit on his longspear. A vicious melee ensues, and the party is victorious. Five bandits are dead, and Happs is captured. Kallum offers him a choice: submit or be killed. Happs, seeing he has little choice, agrees to assist the party in tracking down the rest of the bandits. He says that the bandits have a camp several days’ ride to the south.

The party binds their wounds and rest for the next two days. During this time, a snow storm deposits even more snow across the bleak landscape.

On the 4th of Pharast the party rides out from Oleg’s Trading Post with their prisoner and spend the day surveying the local 12 mile region.

On the 5th of Pharast, the party moves southeast and surveys the next 12mile region of plains and rolling hill-land. They discover a field of bones and are set upon by a trapdoor spider. Slaying the over-sized vermin, the part discovers the remains of a bandit in the spider’s hole with a treasure map of some sort.

On the 6th of Pharast, the party rides southwest and surveys the next 12 mile area of the region known as the Kamelands (the kames are the mounds that rise from the grassy plain). The party discovers a cave. Ulfgar studies the cave to determine if it is natural or artificial. He is completely stumped; Richard, however, calmly declares that the cave shows evidence of being worked. The party enters the cave and discovers shining ore deposits in the rock. Ulfgar studies the ore but is completely flummoxed as to what metal he is seeing. Richard points out that the ore is gold, and that the cave is an abandoned gold mine. Ulfgar tears at his beard in shame as an elf schools him on mining.

On the 7th of Pharast the party turns west into the forest known as the Narlmarches and begins surveying the area. Happs advises that the bandit camp lies ahead by a stream flowing into the Thorn River.

Kallum declares he has a cunning plan: the ninja Smith and Ulfgar will sneak around the rear of the bandit camp while he rides his horse into the midst of the bandits. The party agrees with the daring scheme. Happs is advised to watch.

When the ninja and dwarf are in position, Kallum spurs his horse towards the bandits. A furious fight ensues. Kallum and Ulfgar are taken down, and the rest of the party save Annabel are wounded. Thanks to the over-confidence of the bandit leader, Kressle, the party prevails (although the worse for wear). Richard executes the bandit survivors, but for Kressle, who is claimed by Kallum. The party laude the efforts of the leopard, who is acknowledged to be the “Most Valuable Player” of the combat.

By the 8th of Pharast the party finished surveying this part of the snowy Narlmarches and recovered somewhat from their wounds. The day is above freezing and the sun begins to melt from of the snow.

On the 9th of Pharast, the party heads back to Oleg’s. At the end of the day, with Oleg’s in sight, the party sees a large elk moving across the plain.




Awesome write-up, thanks Steve.

And let’s not forget the 4 spectacular one-shot kills by Kallum in the battle of Oleg’s Trading Post – followed by the dismal 4 consecutive complete misses at the battle of the Bandit Camp.

Kallum salutes you.


Kallum would like to begin training his horse for combat. According to the rules, it takes 3 weeks, and a DC20 handle animal check. Presumably I would make the check at the end of the 3 weeks?

I am presuming we travel back to Oleg’s Trading Post via a safe route. Then if at all possible, we would use 3 weeks of “down time” to train our mounts, and attempt the check.

Related question: are any of the horses heavy (or draft) horses?


A rules question: With RAW it takes 3 weeks to train a riding horse for combat. Knowing a little bit about horses, I know that horses are not exercised or trained for more than 3-4 hours daily. Can a trainer with assistants work on multiple horses simultaneously? How many horses would be the limit?

Here’s what I am thinking. The Druid, Tom the Drover and all 3 Rangers assist in training 8 horses. The “best” ranger makes the check at the end of three weeks, with any bonuses from the assists. An all or nothing proposition with a roughly 50% chance of success.


If we can do the one “lead” trainer and 4 assistants approach, (Tom Goodfellow is a drover!), then if we each make our “aid another” checks (we can’t take 10), then with a +6, the lead trainer can take 10 and succeed automatically in training all our horses.

That means that 3 assistants would have to succeed (out of 4), each at 80% probability, which actually gives us a 97.28% chance of success (17/625 probability of failure). There. I have said it. Now we are doomed.


The only thing I would say is simply do the training at the end of the day, much like a Wizard working on a magic item while on the road. At 1 or 2 days per hex, plus recovery days, 3 weeks could easily pass by the end of this Friday’s session, or be close to it.

The other thing I’d say is that now that we’re back at Oleg’s it is of my mind that we start to “sweep” the Hexes. What I mean is that we simply go from one end of the map to the other, top down, until we choose to return to Oleg’s once more.


Also, can’t we all just roll aid another? Ride skills can be made untrained, and given Richard’s learned nature, it isn’t all that unfeasible that he has some knowledge to assist in your aims.


I agree we can do it while exploring – I think it just takes longer. However, until it is complete we remain at risk of failing ride checks, which will cost us actions in combat until the training is complete. I would assume the question of whether we train uninterrupted or we explore and train in off hours would be decided by the urgency of whatever comes up when we return to Oleg’s trading post.

I mentioned the “aid another” route. My only questions are how many animals can be trained by one lead trainer, and how many people can assist. If we can train 8 horses with one lead trainer and 4 assistants, we can be close to 100% successful.


Something we didn’t ask is if the bandits had any more horses. And I would like to know if there were any Heavy Horses in the mix.


We left off that the party was immediately south of Oleg’s and had just sighted an elk. We will have to deal with that encounter at the start of next session.

There were additional horses at the camp equal to the number of bandits encountered.

I will have to research the training question.


Core Rules: “Combat Training (Handle Animal DC 20) An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also “upgrade” an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal’s previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.”

Some guy on the internet re 3.5: " Training an animal gives a specific length of time, but does not say that you need so many hours of concentration like crafting, so you should be able to do a lot of this stuff at the same time you are training."

Some guy on the internet re Pathfinder: “Let me suggest this: Handle Animal requires a character to spend 3 hours every day per animal when Training them.”

RULING: One PC can train 3 horses in Combat Training at a time (a lengthy 9 hour day).


RULING: And that’s all they can do — horse school. Or, the party can reduce its exploration/travel time by 1/3 and a PC can train one horse at a time (3 hours per day training, 6 moving).

However, conducting a “horse school” might be a good decision – wait for the winter to end. Then start exploring in late March springtime.


All horses are light (riding) horses.


A main trainer can have one assistant trainer per animal. Therefore, one aid another attempt per horse.

dimonic Trystero

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