
Kingmaker Adventure Path The land rush is on! Sent south by Brevoy, the heroes have the unenviable task of venturing into the infamous Stolen Lands and annexing the territory, facing down monsters, bandits, and worse. It's hard enough to conquer territory—but does a ragtag band of adventures have what it takes to found and defend a burgeoning kingdom from the terrors of the wild? The Kingmaker Adventure Path takes the heroes from encounters with mysterious bandit lords and barbaric raiders through the trials and tribulations of developing and defending their new settlement in the notoriously lawless River Kingdoms. Yet when war comes to the Stolen Lands in earnest, it's up the heroes to take up a mystical blade and stand tall against the horrors of man, beast, and strange creatures more dangerous than either.... <a href="https://app.roll20.net/lfg/listing/104220/kingmaker-the-stolen-lands-every-other-fri-at-5-30" rel="nofollow">https://app.roll20.net/lfg/listing/104220/kingmaker-the-stolen-lands-every-other-fri-at-5-30</a> Game Notes - We will be using Pathfinder rule set or, if the group would like, adapting to D&D 5e. - We will start with The Stolen Lands and work our way through all of the Kingmaker Adventure Path. This is a long term campaign. - This campaign may also include some other modules if the players would like. - Sessions will average four hours. - This game will have 5-7 PCs and one GM. Kingmaker calls for a good sized, balanced group. - This game will require payment to the Game Master at a rate of $12 per session via PayPal (first session is free). Roll20 is not responsible for any payment transactions and cannot enforce any private arrangement. Why Pay to Play? Paying to play ensures that your GM is well prepared and has all of the materials they need. Additionally, people that pay to play seem to enjoy the game more and prove to be more reliable players, ensuring that everyone has a good time. New and experienced players alike find that it is worth it to hire a GM; newer players find themselves learning the game more quickly with a little extra guidance and more experienced players tend to like having a GM who is quick on their feet, creative, and is confident and knowledgeable. Finally, the first session will be free, so there is no risk to you; you can take the time to decide if you like the GM, the players, and the campaign. Professional GM Bio Tasha has been playing Table-top RPGs since she was seven-years-old. She cut her teeth on Traveller and Dungeons & Dragons before moving on to other rules systems like Pathfinder and Mutants & Masterminds. Table-top gaming and a voracious love of stories lead her to study literature, teaching, and creative writing at university; this gave her an even better foundation to be the stellar GM she is today. When not writing or gaming, Tasha can be found in the kitchen whipping up one of her favorite dishes or in the yard training and playing with her pupper, Captain. As a GM, Natasha provides vivid settings and engaging NPCs by focusing in on small details that makes the game world come to life. In general, she prefers to run sandbox campaigns, choosing to provide players with plot hooks and allowing them to determine which ones they latch on to rather than railroading them in a particular direction. She lets characters drive the story, but is not afraid to offer a guiding nudge if there is a lull; this strikes the perfect balance between creativity, cooperation, and control, giving the players the important ability to become part of the world but not to fall into unorganized anarchy. Every decision the characters make influences the story in impactful ways. Additionally, Natasha is incredibly patient with new players and is willing to teach and aid them when necessary to ensure that they enjoy their character and story. All in all, she wants to make certain that the players are having a great time and that they are achieving their character goals in an immersive adventure.