Saturday, April 18, 2020

Events over 3 Months of Downtime! (Months 14-16)

Bandit Activity! ( Month 14 )
A small group of Bandits took full advantage of the "Trolls in Hills" situation recently and managed to do a fair bit of damage before being apprehended by The Marshals small rural police forces. The bandits hit a large number of outlying farms, as well as the kingdoms Goldmine before being brought down, costing the kingdom 5 BP in resources. Furthermore, the Bandits using "Attacks by Trolls" as cover has further added to the impending panic, increasing National Unrest by 2.

The War Economy (Month 14)
Due in no small part to the recent happenings in Tir Nan Soar, from the  "Troll Sightings" and the Discovery of a previously unknown Tribe of Savage Lizardfolk to the ravings of the Rabblerouser Grigori, General Kesten Garress brings forth a requisition request to the Council.
With the full support of both Warden Akiros and Marshal Jack, General Kesten suggests that now is the time to begin ramping up production of strategic military training facilities in New Dawn City. He has filed Resource Requisition requests to begin construction of a barracks in order to train "proper fighting men" in the form of Soldiers and to begin the initial stages of Recruiting and outfitting an official army, as well as establishing a "Strategic forward position" at the edges of the Kingdoms Territory to the North.
General Kesten suggests that because of its construction and placement Olegs Trading Post is an excellent location to establish a Fort. Kesten suggests that between this established northern position and New Dawn City, the newly reinforced Military infrastructure will be in ample position to respond both more swiftly and precisely to future happenings that may threaten the Kingdoms Citizens.
General Kesten simply awaits approval and funding from the remaining council members to begin building Tir Nan Soars War Economy".

A Diplomatic Overture  (Month 15)
As it's populace and lands grow so to does the reputation of our Heroes Fledgling Nation. Grand Diplomat Pawny receives word from Esten Sellemius of Restov that his father, Lord Mayor Joseph Sellemius, is impressed with your Kingdoms rise to fame thus far. As such Esten is petitioning on behalf of his father that Tir Nan Soar and Restov enter into an official Diplomatic Edict to show the mutual respect between your two nations. Esten has even promised a great deal of Craft, Trade Goods and Laborers in the amount of 25BP in order for you "to construct an appropriate Embassy" in New Dawn City.
Pawny informs the remainder of the Council members of his desire to accept the offer of such an Edict from Restov and the Sellemius Family and eagerly awaits a decision from our Heroes.
** Information on Diplomatic Edicts can be found in the Optional Rules section of D20PFSRD.COM under Kingdom Building. Because of the nature of these Edicts as Diplomatic Relations the Kingdoms Grand Diplomat (should that role be filled by a PC) will have nearly full control over these Edicts, though I encourage all of you to look them over so that you can help or make suggestions on how to proceed when it is needed**
** Current Diplomatic Edicts, as well as their type, will be listed in your Kingdom Stats under Edicts**

Adventuring Charters (Month 16)
The influence of The League of Boot and Trail has only grown during its time in Tir Nan Soar, becoming something of a go to for many of the Kingdoms "Adventuring Sort". Though business that the majority of the Leagues cast of adventures handles is of little import to the Kingdom at large, Karol Crosswater does make it known to our Heroes that the League now has access to some relatively well skilled Adventurers, and that these individuals are available to the Kingdom as Adventurers for hire, if Tir Nan Soar finds itself in need of them.
She introduces the "Adventuring Charter Edicts" into our story, where in our Heroes may hire teams of Adventurers to handle problems that they either don't have the time to deal with or that are just below our heroes skills.
Each Adventuring Charter is set for a specific task and comes at a price of BP determined by the tasks difficulty and the level of Adventurers being hired. Additionally, each charter has a "Stand Alone Fee" clause which means that the standard adventuring rule of "you keep what you find" does not exist. As part of this clause all treasures found or recovered during the course of carrying out an Adventuring Charter is delivered to the Tir Nan Soar Leadership, at which time the charter ends and our heroes can decide to reward the Adventurers with any additional quest rewards for their work.... IF the adventurers earned on that is !
**Available teams of Adventurers will be listed in you Kingdom stats under Edicts**




Aftermath: The Fall of the Lizard King!

The Lizard King Vesket and his tribes men have been slain by our Heroes, their strange "ancestor spirit" known as Stisshak has been revealed as an aberration known as a Wilo Wisp who had been using the Lizardfolk to spread fear so that it may feed. Throughout the camp strange symbols depicting a Green Lizard with a long coiled tail can be seen everywhere. Our Heroes are able to deduce that the symbols are in fact Holy Symbols dedicated to Bokrug the Water Lizard, one of the Great Old Ones, dangerous other worldly beings said to have once consumed whole worlds.
How Vesket and his minions came to worship such a being is yet unclear. Is Bokrug some relic of a tribal tradition from ages past, or is something more sinister afoot...and how exactly are the "ancestor spirits" of the Candlemere Isle connected?

Our Heroes find themselves surrounded by once living enemies and a plethora of Loot to be taken, as they begin to gather up the spoils they have won with tensions high between King Yogvir and Magister Fenwil the Lizard Queen suddenly reappears from the waters. She stumbles over to Yogvir, badly beaten and with eyes full of terror, falling into his arms.
High Priest Rhodan rushes over immediately to examine the Lizardfolks wounds as she speaks with pained words and rough uneven breath to the King.

"Yogvir, my love, Stisshak is angry with me for what I have done! The tribesman, by the scaled Gods... *cough* Stisshak has told them of Veskets fall, did you kill him my sweet? *Wheeze* it matter not, the tribe wages war on itself... the warriors take up arms to prove to Stisshak they are worthy to become King in Veskets wake, they are done my sweet Yogvir...you have done it. *Wheeze Cough Wheeze*"

Yogvir understands none of the words spoken by the Queen but seems to understand her passion and looks to Rhodan to save her, but with a face of stone Rhodan informs Yogvir that the damage to her body is a result of strong poison, she will soon die.
With strong hands even this close to death the Queen pulls Yogvirs focus back to her. "Yogvir, I'm sorry I was never strong enough to be with you, to give you children and live with you in the Flesh World... *Sputter Cough* Please King Yogvir, my sons... they have done nothing. They are strong my King, take them from this place...save them. Vesket was strong and his blood runs through them...*Shudder Wheeze* my blood runs through them. Take them, they will be strong... they will serve you well my King... like I never could...please...*Wheeeezeeeeeee*".

The Queens final breath escapes her as her words reach Yogvir through the voice of Granny Fenwil.

Our Heroes ponder for a moment the implications of the Queens words... Stisshak was no ancestor spirit, though the Lizardfolk believed him so. The Wilo Wisp must have made his way to the Lizardfolk encampment after it fled from battle with Tir Nan Soar's Leaders. The remaining Lizardfolkwill wage war on one another until one of them is chosen to lead in place of Vesket, but you know the truth... none will be chosen...they will all die.
"Stisshak" will need to be dealt with for certain, but with our Heroes weakened from battle and an entire tribe of Lizardfolk feeding the Wilo Wisp it will have to be another day. Spymaster Qiao is the first to piece together the Mystery. The Lizardfolk believed Stisshak to be a spirit of their ancestors... they also believe their ancestor spirits to live on Candlemere Isle...
Our heroes gaze out towards the Island in the middle of Lake Candlemere, the same many strange multi colored lights can be seen flashing in and out even from here... an island filled with Wilo Wisps... could that be? What force could draw so many to one place?
None of that matters now, what does matter is that this is clearly no place for a child... its time for Timmy to go home.

**You all gather what loot you can from the Lizardfolk Isle, using a large raft to transport the bulk of it and make your way away from this place. Where you go is up to you! You will be able to view the Loot Lists from the Lair of the Lizard King later this afternoon by logging onto Roll20! Ill send a message when they are ready. If any of you wish to Role play before game starts please use the RP Line chat!**

Saturday, April 11, 2020

Behind the Scenes : Kingdom Unrest


I have made some final decisions about how I would like Kingdom Unrest in this Campaign. These changes have already been applied to you Kingdom Statistics, and will allow greater application of certain Leadership Roles within the Kingdom. This post is to make any rule changes involving Unrest available to you as you continue to make plans to grow your Kingdom! :
** I would like to state that one of the best ways for you to gain additional benefits beyond the normal scope of the Kingdom Building Rules and  to balance your Kingdom Statistics is to take full advantage of the Downtime Rules. Your individual efforts in Downtime will greatly influence not only your Kingdom but events throughout the Campaign**

Kingdom Unrest

Buildings: Negative Unrest from Buildings will be permanent as /turn Unrest. This Unrest /turn can be mitigated by your Kingdom Enforcer and Assassin with Loyalty and Stability checks on individual turns. Decreasing Unrest in this way may affect your Kingdom Loyalty statistic and will require additional effort and time devoted to that Leadership Roles monthly Duties (more downtime spent on Leadership Duties).
 In addition, certain events and encounters throughout the campaign, if handled in appropriate manner, will result in -Unrest /Turn being added to you Kingdom Statistics. A good example of this would be the River Nixie Melianeese, because of our Heroes excellent role-playing regarding the revival of Coachwood Trees along her River Banks she has agreed to watch over the river ways of the Kingdom. Her vigilance increases Kingdom Stability AND will provide -1 Unrest/turn w/ Roll against any Unrest connected to Rivers in your Kingdom (like the +1 Unrest generated by the Foundry in New Dawn City).

Events: Most events in the Kingdom that Generate Unrest will do so only once. Significant or Unique events that randomly occur or are brought about by actual events in the campaign may generate Unrest /turn, and need to be dealt with in a timely manner. How you deal with Unrest /turn from events is up to you but out of game/ downtime actions can greatly impact your ability to do so.
A good example of out of game/ downtime actions helping to mitigate Unrest /turn from events is the recent Troll Sightings Event. Thinking quickly High Priest Rhodan issued an official Declaration of Intent to the kingdom at large in an effort to calm the citizenry, this resulted in the overall Unrest from the Event to be reduced. *Clever and quick thinking is always rewarded so stay on your game!*

**If there are any aspects of Kingdom Unrest that you are still unsure of or you believe I may not have covered here please get with me immediately so that we can discuss it and updates can be made to this post if needed!**

Thursday, April 9, 2020

Community Woes : Reports from the Kingdom! (Month 13)

Newly appointed Warden, Akiros Insmorte has made great head way into the backlogged reports that have piled in his office. For the most part Akiros, with the help of General Kesten and Marshal Jack, has been able to handle these reports quickly and efficiently. However, there are some things that have managed to go wrong... the following are reports delivered to our Heroes by Warden Akiros :

Troll Sightings!! (Month 13)
A large number of reports have come in from outlying rural areas that Trolls have been sighted in the Southern most parts of the Greenbelt... what started off quietly as a few reports has erupted swiftly into a dangerous situation for Tinansoar as its common citizens succumb to varying levels of panic and paranoia. Not hours after the first reports became public it was widely accepted that Troll Warbands had been spotted as far North as Nettle's Crossing and as close to the Kingdom as 24 miles...
As of now High Priest Rhodan has issued a "Declaration of Intent" to the citizenry of New Dawn City and the Rural parts of Tinansoar and has asked Marshal Jack and Warden Akiros to aid him in dealing with these rumors. Together they have been able to quiet much of the paranoia and avoid a mass panic from the citizens... but unless the rumors are stopped entirely or somehow addressed by Tinansoars Leaders this could EASILY result in a mass exodus of the Fledgling Kingdom... for fear of Trolls is no small thing in the Rural Country...
High Priest Rhodans Declaration reads as follows:

Citizens, visitors and all good people of Tìnansaor:

It has been brought to my attention, under the authority of good King Yogvir, that a great deal of unrest has befallen our budding nation. I want it to be clear that any threats to the Kingdom will be dealt with swiftly and judiciously. By that same vein, we treat any and all rumors or possibilities of danger within our kingdom as seriously as we can, even if they are just rumors. While we have found no evidence to suggest that the trolls have made way into our lands, we will stand ever-vigilant, in the event that one day a threat arises.

Know this, Tìnansaorens, that the Dawnflower and her ally Old Deadeye watches over you all. Should you feel the warmth of your hearth, the heat of her sun, or the abundance of his life, you are under their protection, and by extension, mine. May the light of Sarenrae and the bow of Erastil steady your hands and guide your way. 

High Priest Rhodan Basmali, Devotee of Sarenrae and of the people of Tirnansaor


**This is an ongoing Kingdom Event that increases Unrest by 4 (-1 due to High Priest Rhodan's Declaration) and will require some attention as well as Loyalty Checks periodically to maintain control of the situation and prevent mass panic**


Wandering Giant!!! (Month 13)
While the wide spread rumors of Troll Warbands invading the Kingdom  are thus far completely unsubstantiated, Warden Akiros has received confirmed reports from the Marshal office of a Male Giant of some kind roaming the country side to the South of New Dawn city. As such Akiros delivers this message to our Heroes so that they may determine how to best deal with it. As of now, no Reports have come in pointing toward to Giant causing any trouble... but its only a matter of time right?



Timmy Tennerborough Missing? (Month 13)
Young Timmy's penchant for capturing small critters along the Shores of the Rivers south of New Dawn City has gotten him into trouble more than a few times before and the Marshals office knows the boys family well. This time however it seems Timmy may have gotten himself into a bit more trouble than usual. After extensive investigation of the area in which Timmy was last seen, the Marshals office has officially declared the boy missing, much to the dismay of his mother Mrs. Tennerborough.
Mrs. Tennerboroughs ravings at the loss of her son have only added to the fires of the recent outbreak of panic cause by "Troll Sightings" increasing Kingdom Unrest by 2.
Akiros believes the the distraught woman can cause no more harm and asks our heroes to be on the look out for any sign of what may have happened to young Timmy while they explore the Wilds.

** Unrest generated by this event is permanent until young Timmy Tennerboroughs fate is discovered**


Gingerbread Houses and Kiddy Cakes (Month 10)

Akiors delivers another strange report to our Heroes, this report having been lost in the commotion of Kingdom Building and having been unaddressed... 
Reports from a few months ago surfaced in which citizens claimed that a swamp witch to the south was luring children out of the city, luring hem to her house in the swamp.... made of gingerbread............ fattening them up with candy and baking them into pies.... 
Akiros says the reports don't have much merit at all but more recent reports corroborate the existence of  of a "Swamp Witch" by the name of Old Beldame living in the same area the "Gingerbread reports" came from... with the recent Troll Rumors still running amok in the Kingdom Akiros asks that our Heroes investigate the area if they happen upon it.









Wednesday, April 8, 2020

Behind the Scenes: Ruling a Kingdom! (Kingdom Statistics)

The Kingdom of Tinansoar (12 months played)

Total Kingdom Statistics
Economy Bonus: + 35 - Current Unrest (+10  Buildings, +16 Leadership Roles, +5 Special Resources and Terrain, +2 Roads/Rivers, + 2 Taxes, -Current Unrest)
Loyalty Bonus: +28 - Current Unrest (+8  Buildings, +17 Leadership, +2 Special Terrain, +2 Alignment, + 1 Festival Edicts, - 2 Tax Edicts, -Current Unrest)
Stability Bonus: + 39 - Current Unrest ( +12 Buildings, +13 Leadership, +2 Government, +2 Alignment, +1 Roads and Rivers, +5  Special Resource and Terrain, +1 Roads and Rivers, +1 Promotion Edicts, +2 from Allies,  -Current Unrest)
Current Command DC (20 + Size + # of City Districts) : 31 + Unrest/turn (+10 Size, +1 City Districts, + Unrest /Turn)
Current Treasury : 25 BP ( +5 Bp /Turn Special Rescources)
Contributions to Treasury:

Leadership
Ruler: Yogvir, Son Kallad, Son of Hrothgar Slayer of Dragons (+2 Stab)
Consort: N/A 
Counselor: Svetlanna Leveton (+3 Loyalty)
General: Kesten Garess (+ 3 Stability)
Grand Diplomat: Pawny (+3 Stability)
High Priest: Rhodan, Devout of Sarenrae (+5 Stability)
Magister: Granny Fenwill (+5 Economy)
Marshal: Jack (+3 Economy)
Royal Assassin: Auchs and Akiros Insmorte (+6 Loyalty, -1 Unrest/turn w/ Roll)
Master of Whispers: Qiao Yifan (+6 Econ)
Treasurer: Oleg Leveton (+3 Economy)
Warden: Akiros Insmorte (+4 Loyalty)
Royal Enforcer: Al Azeem (+4 Loyalty, -1 Unrest/turn w/ Roll)
Viceroy to Tatzylford: Loy Rizbin (+2 Economy)


Kingdom Statistics Breakdown
Capital City : New Dawn City ((Terrain Benefits: Central Location(+1 Econ, +1 Lty), Defensible Hill(+1 Stab)) (Settlement, Population: Small Town, 4,000 )
Government: Oligarchy 
Alignment : Chaotic Neutral (+2 Loyalty, +2 Stability)
Kingdom Size (Hexes Claimed) : 10    Population (Size x 250+ City Pop.) : 6500   
Unrest /Turn:  +3   (+1 Foundry, +2 Events) (-2 /turn w/Roll from Leadership, -1 /turn w/Roll on Rivers, -1 /turn w/Roll against Fey)
Current Unrest : 4
Kingdom Consumption ( +10 Size +1 City Districts +2 Edict Penalty +0 Army Consumption
-3 per SR Farm - 2 per Farm, -1 per Fishery) : 1
# of Roads ( +1 Econ/ 4, +1 Stab/8) : 9
# of Farmlands (-2 Consumption each) : 3
# of SR Farmlands (-3 Consumption each) : 2
# of Fisheries (-1 Consumption each) : 0
# of River Hexes (+1 Econ/4, +1 Stab/8) : 4
# of Landmark Hexes (+1 Lyt each) : 2
# of Non-Farm SR Hexes (+1 Econ Each) : 2
Edicts
Promotions: Light ( +1 Stab, +1 Consumption)

Taxation: Standard ( +2 Econ, -2 Lyt)

Holidays: 1/Year ( +1 Lyt, +1 Consumption)
-Founders Day (The day of Tinansoars founding)


Exploration Edicts: N/A
- Teams on Expedition: N/A
- Teams Available: Narthopple Expedition

Vassalage Edicts: Colony ( Tatzylford )

Diplomatic Edicts: N/A

Adventuring Contracts: None
-Adventuring Teams Available: None

Trade Edicts: N/A

Terrain Improvements and Special Resource Hexes
National Landmarks (+1 Lyt ) : 5.5
Fort ( +2 Stab, +4 Defense, +1 Consumption ) : TBA
Watch tower ( +1 Stability each, May Upgrade to Fort) :4.6
Gold Mine (+2 Econ, +2  BP/ Income Phase) : 3.5
Silver Mine (+2 Econ (+1 Foundry), +2 BP (+1 Foundry)/ Income Phase): 5.6
Quarry (+1 Stab, +1 Bp): 4.6
Coachwood Grove Saw Mill ( +1 Stab and Econ, +1 BP/Income Phase): TBA
Farmland (-2 Consumption Each) : 4.5, 4.6 , 5.6 
Special Farmland (-3 Consumption Each) : 5.4, 2.6
Fishery (-1 Consumption Each): TBA
Vineyard (-1 Consumption Each) : TBA
Cave (+1 Stab each) : 4.6, 4.4
No Farms or Fisheries: 4.7, 6.4, 7.4 
No Roads: 4.4
Hexes Not Available for Improvement : 5.2
Hexes Claimed : ( Resources or Improvements )
6.5 ( F:R:L ), 5.2 ( V:Tatzylford ), 5.3 ( SR-Lumber:R:LM ), 5.4 ( SF:R ), 5.5 ( F:R ), 5.6 ( SR-Silver:M:R:V ), 4.4 ( R ), 4.5 ( R ), 4.6 ( R:F:L:SR-Cave ), 4.7 (R), 3.3 ( SR- Temple ), 3.5 ( SR-Gold:M:R:Wtch:F ), 2.6 ( SF:R ),  1.1 (Oleg's: R ), 3.6 ( F:R ), 6.4, 7.4 (Wtch)

**Terminology for Hexes Claimed**
S = Special, F= Farm or Fishery, SR-**= Special Resource- Type, Wtch= Watchtower, M= Mine, R=Road, L= Landmark, LM= Lumber Mill, V=Vassals


Diplomacy and Vassalage
*Details on allies gained either through Diplomatic Edicts, Vassalage Edicts, or just plain good Luck and Roleplaying*

National Allies (Other Nations)


Ambassadors (* will mark Tinansoar own Ambassadors)


Vassals (Colonies)
Tatzylford : Small Frontier Settlement located in the River Ford where our Heroes found and slew a mated pair of Tatzylwyrms. Mayor Roy Lizben of Tatzylford now serves as Tinansoar's Viceroy for this colony until it grows large enough to be fully integrated into its Mother Kingdom.


National Allies (Non Nations)

Sootscale Kobold Tribe: Named after it's cheiftan, Cheif Sootscale, this Kobold tribe has become beholden to Sonari and our Heroes after being rescued from their crazed shaman some time ago. Now that Tinansoar has claimed the silver mine that the tribe lives in, they have been integrated into the Kingdom as miners and over the course of the last year have nearly mastered the craft. Now almost entirely left to their own devices (apart from the constant vigilance of Marshal Jacks  patrols) the Sootscale Kobolds flourish beyond the general expectation of their race, even producing from amongst them several Artisans.


Allied Individuls

Mistress Tiressia (Female Dryad): Tiressa is a Dryad who seems to wield considerable power and influence within the natural ecosystem of The Narlmarches (the forest within the Greenbelt). After our Heroes selflessly agreed to aid her in protecting the forest from a wickedly evil plant menace known as a Scythe Tree as well as a pair of strange plant like creatures from another dimension in the form of Plantoids, The Mistress of the Wood has agreed to an alliance with the Kingdom of Latveria. Tiressia now watches over the Kingdoms western borders within The Narlmarches and will provide our heroes with updates if any threats arise in that region. (Tiressia'a influence greatly decreases the likelyhood that the common Citizens of Ti man soar will be plagued by the tricks of the Fey that call the Greenbelt home, as a result Kingdom Stability is increased by +1 and -1 Unrest /turn if generated by Fey).

Melianesse (Female River Nixie): Another Strange fey creature, this one known as a River Nixie, Melianesse is a sorceress among her kind. She has lived within the intricate river systems of the Greenbelt for quite a number of years and knows this places waterways better than nearly anyone else! After our Heroes happened upon an encounter between Melianesse and a group of humans, Melianesse has been convinced that our Heroes are something more than simple humans... because of this ( and in no small part due to the fact that our Heroes can seemingly call upon the aid of Mistress Tiressia at a whim ) Melianesse had formed an alliance with the Kingdom of Latveria. In return for more care when cultivating the forrest along the Greenbelts Riverways for its Lumber, Melianesse has agreed to watch over the Kingdoms rivers, and report to our Heroes of any threats or problems that may arise on any of them.
(Melianesse's vigilance on the Greenbelts water ways provides the Kingdom +1 Stability, -1 Unrest /turn against events involving the Kingdoms Rivers)




Settlement Statics 
New Dawn City
Law :
Crime :
Corruption :
Lore :
Economy :
Society : 
Base Value (Limit on Items that may be readily available for purchase): 500 GP 

Current Buildings ( Kingdom Bonus / Settlement Bonus ) : Castle ( +2 to All Stats, +8 Defense, Claimed by King Yogvir), Town Hall (+1 to All Stats), Inn (+1 to Econ and Lyt, +500 Base Value, Owned and operated by The League of Boot and Trail), Houses x1 (Prerequisite for other Buildings), Library (+1 Econ and Lty), Smithy (+ 1 Econ and Stab), Mill ( +1 Econ and Stab), Foundry +1 Econ and Stability, Increase Silver Mine benefits by 1, +1 Unrest/ Turn), Theater (+2 Econ and Stab), Brewery (+1 Lyt and Stab), Citern (+1 Stab),  Everlight Temple ( Temple of Sarenrae  NG +2 Lyt and Stab), 

Current Discounts ( Buildings that may be Built for Half Price) : Noble Villa, Barracks, Dump, Jail, Watchtower, Dance Hall, Exotic Artisan, Inn, Park, Tavern, Graveyard, Monument, Shrine

Magic Item Slots: 

One Arrow Alone, Ten in a Bundle: Raising an Army!

The rules for Mass Combat have very little information on what needs to be done to ACTUALLY recruit an army. For example the only limit to army size is how much consumption you are willing to take on... which is silly and makes no sense. Because of this I have been working on a new system to help our Heroes build and recruit their armies!
Recruiting an army will have the following rules (all of theses are in addition to any found in the Mass Combat section of D20PFSRD.COM). Furthermore we will also be using a number of the "Optional Rules" given in the Mass Combat section as well (including Reserve Armies, Splitting Armies and a few more):

Recruiting an Army
Any Leader within the Kingdom may raise an army, but generally there will be one main fighting force controlled by the Kingdoms Ruler and General as a team. Being the Leaders of a Kingdom is enough of a reputation to begin building an army in the name of your Kingdom.
The total number of soldiers a Kingdom may have active in it's military is equal to 1/20th it's total population. If a Kingdom has a special benefit, such as being a Warrior Nation or a Nation with Strong ties toward defense of it's borders, this limit increases to 1/15th its total population.

The level of soldiers that may be trained can be enhanced by multiple means within the campaign, the level of soldiers a Kingdom can recruit always starts at Warrior Lvl 1, Nations with strong Military backgrounds or Leadership increase the minimum by 1.
**( The citizens that call the harsh wildernesses of the Stolen Lands home are a hearty, enduring lot and thus start at Warrior Level 2).**
**Note that the Level and class of Soldiers you can recruit will be upgraded throughout the Campaign and will need to be kept track of separately. These increases will be tracked in the "Behind the Scenes" blog spot, as well as individual Settlement stat blocks in Roll20.**

To recruit an army a Kingdom must first have at least one building capable of training soldiers, the time it takes to train each Army is equal to 1 week/ 100 soldiers in that Army. Those buildings are as follows:
Barracks: Can train Armies of Large or smaller size.
Garrison: Can Train Armies of Huge or smaller size.
*Note that each Army must be assigned a commander while in training, and that no Commander can be assigned to more than one Army at a time. This means you will likely have to have multiple commanders on the Kingdoms payroll. *
* Note that to make Larger Armies you will need to combine smaller ones using the Combining Armies Option Rue in the Mass Combat section of D20PFSRD.COM*

Once trained you pay an Armies Consumption cost as normal. Note that the Consumption of an Army is measured in WEEKS not Months and must be paid 4 times/Kingdom building turn. To lower consumption cost of an Army you may place that Army in RESERVE using the Reserve Armies Optional Rules in the Mass Combat Section of D20PFSRD.COM.
*Note that in order to place an Army in reserve you will need to have the appropriate houseing, which is detailed in the Reserve Armies section as well.*



I hope I covered everything that needed to be covered, please let me know if you have any questions!
**Note that this post will be updated as our Heroes unlock additional features pertaining to Armies**

Saturday, April 4, 2020

So Much to Do, Plenty of Time!: Downtime Rules in Kingmaker

This post is to make known the Dm's rulings as pertains to using the various Downtime Rules in the Kingmaker Campaign Setting. The downtime rules and be found under the "Variant Rules" section on d20pfsrd.com. This section will also introduce new rule sets created by the DM in an effort to streamline the process of using both rule sets in one Setting.

New Systems Introduced (AFTER 12 Months Played): Kingdom Payroll
The new "Kingdom Payroll" system was created to help both the DM and players better keep track of key NPCS being utilized behind the scenes in the Kingdom of Latveria. The system thus far functions as follows:

The Basics of Payroll
The Kingdoms Ruler will assign a number of BP earned during the Income Phase to be allocated into the "Kingdom Payroll" (minimum 1 BP).

The Kingdoms Ruler will assign any person that holds a Leadership Role within the Kingdom (including himself) to become "Pay Master" and allocate the Payroll into gold piece values and divide those values among Leaders to help them cover the costs of running their individual organizations. Each Payroll BP is worth 2,000 GP for this purpose.
-EX: The Pay Master sees that the Ruler has assigned 2 BP per month to be allocated into the Kingdoms Payroll. That means that the Kingdoms Payroll Total is 2 BP per month or 4,000 GP. The Pay Master decides that the Leadership positions that Need to be added to Kingdom Payroll are the Grand Diplomat, Marshal, and Spy Master. He divides the GOLD PIECE AMOUNT of his monthly Payroll BP amongst those three organizations as he sees fit (1k to Marshal, 1k to Diplomat, and 2k to the Spymaster in this example), which is them allocated by the controlling party to pay their people.

How to Use Payroll
Our Heroes and their individual Leaders within Latveria will use Payroll in conjunction with the Teams and Managers sections of the DOWNTIME rules (found on d20pfsrd.com under Other Rules Systems >Downtime).

Each different Team and Manager has a cost listed as a one time GP COST (for Teams) or as GP/DAY(for managers) So for PAYROLL purposes with Managers you multiply the cost/day by 30 to get the Monthly rate, with Teams the one time GP COST is taken from your Payroll in the Month you hire them. The listings for Teams and Managers include a general overall purpose and/or function for them, but based on how they are utilized and input from our Heroes these general uses MAY be altered to include additional static bonuses (either for our heroes individual goals or for Latveria as a whole).

Key NPC Teams and Managers will periodically appear within Latveria that can be utilized by our Heroes. These specialized individuals will have better static bonuses than normal but also come at a higher cost to your Payroll. Key Npcs Teams and Managers will be listed in the "Behind the Scenes" Kingdom post and will only last a short time UNLESS utilized within the Payroll system.

In the Future
I am also currently working on how to include the Capital System into game so you can all have your own personal income... as well as the Rooms and Organizations sections of the DOWNTIME rules...
Im doing ALOT of work on this campaign guys so please bare with me as I continue to sort things out and make new options available to you! I hope you  guys like the Payroll System I have developed and utilize it effectively!! More and more to come!


Buildings and Organizations

     In order to build individual buildings in the Kingmaker setting you must use the Kingdom Buiding rules and disregard the "Constructing Buildings" rules in Downtime. However, if an individual player that holds a Leadership Role within the Kingdom wishes to "claim" a specific building in any of the Kingdoms City Districts for his own purposes, AND obtains permission from his fellow Rulers than he/she may do so.
     Claiming a building in this way unlocks that building "stats" in the Dowtime system (i.e that building has the listed rooms available to it in the "Buildings" section and must pay an upkeep cost per Month to maintain said building. **(Upkeep costs will be determined upon further reveiw of the Downtime Rules)**

     Forming Organizations functions much the same way as it does when using the stand alone Downtime rules except for where those rules may contradict, in which case the DM will make rulings on a case by case basis. Organizations will also have an upkeep cost determined upon further review of the Downtime Rules.


Rooms and Teams

     Teams may be recruited as normal save for the rules changes listed in "Kingdom Payroll", and have wide and varying functions. As long as you use your imagination there will be no limit to what can be accomplished using these rules!

     Once a building has been claimed by a Ruler for their own purposes the "Rooms" section of the Downtime Rules become available to them. The building starts with its normal allotment of rooms ( found in the building listing in the " Buildings" Section of Downtime Rules) and may be improved or added to using the "Rooms" rule set.
     Contradictions with Kingmaker Rules will be dealt with by the DM on a case by case Basis.





Tuesday, March 31, 2020

Campfire Tales with Pawny: The Mad of King of Numeria

The tale of Numerias "Mad King" is one of terror, betrayal, and despair. An ever twisting horror story that spirals deeper into the realms of madness than any living man would ever dare to look... so none did. No one really knows the full tale behind this Tyrant of Insanity and much of what we do know comes from those that were alive to witness certain events. What we do know is that The Mad King did not seek power, wealth, or infamy. The Mad King sought only one thing, the destruction of everything we know... and he almost succeeded.
The Mad King was known by many names throughout his life, he was called The Man of Many Faces, Thousand Voices, some called him The Herald of Darkness and even The Sower of Souls. No one name ever truly described The Mad King, and even all of them together barely held the truth of what The Mad King was.
It is said by those that lived to tell the tales that The Mad King could make a man do unspeakable things to people he'd once loved and fought to protect. It was said that everyone around him, even those that tried to oppose his will or that stood against his tyranny, were truly only puppets whose strings ended at The Mad Kings fingertips... a few tales even tell that The Mad King was responsible for the great collapse of the Mendevian government before coming to Numeria, though none can say those tales are true.
It would take a great deal of telling to reveal the whole tale of the one they called Mad, and still more telling to reveal that of the one they called King. I wont tell you the whole tale, for it is also said that to tell the whole of the tale we know would in itself drive the teller into the pits of madness, for The Mad King still listens for his names...always watching.
What I will tell is the seeming end of this tale, how a great number of men, friends and bitter enemies alike, came together to march in war against The Mad Kings puppet armies. 35 years ago now armies from all over the North, men from Mendev, The River Kingdoms, and even Brevoy marched to Numeria to join forces with a young Warlord named Kevoth-Kul.
Kevoth-Kul had done the impossible and united much of what was left of Numerias scattered beaten ad destroyed Barbarian tribes. The Barbarians had given Kevoth the title "Black Sovereign" and it was under that title that he had called for the aid of all the North to send him warriors that he might wage war upon The Mad King and reclaim Numeria. The rest of the North had answered, and armies the sizes of which was seldom seen in history pushed into Numeria under Kevoths banner.
The Mad Kings puppets fell by the Thousands, his corrupt Technic Leagues abandoned him to join Kevoth, his fortresses fell, and his plans came unraveled in front of his very eyes... but it is said that all the while The Mad Kings howling laughter could be heard over the cries of the battlefield. In his madness The Herald of Darkness never knew fear, he only knew power...
Using strength and magic that the world had not seen since the dawn of creation The Mad King summoned Terrible Raving Horrors from different worlds to fell his enemies. The earth itself split asunder to swallow those that stood against him as he cried the name of his Terrible Master. The war was... nightmarish... and even soldiers that survived the same battles often describe completely different events taking place, with different nightmares walking the fields of battle.
Through it all the Free Armies of the North kept fighting. Survivors say it was as if the Gods themselves fought along side them, forever spurring them onward. Many reports from survivors describe seeing what could only have been Mighty Gorum wading through hordes of The Mad Kings Nightmares, or The Dawn Flower herself raining fire and death from the sky...
For weeks the fighting never stopped and 10s of thousands of souls departed the material world, with an end seemingly never to come. Until finally, an end came. The Mad Kings puppets, Nightmares, and terrors from other worlds vanished. The land itself seemed to calm, and suddenly it was over...
Unbeknownst to most that fought in that war, a group of Heroes chosen by the Gods themselves had broken into The Mad Kings fortress to challenge him... and finally they had won.
It is not told who these men and women were, only that they had succeeded, only that they had finally silenced The Mad Kings madness... even so, it is said that if you listen closely enough to anyone that survived that war while they speak, or if you simply speak about The Mad King at all, you can still hear his howling laughter, as he watches chaos envelope our world...
Remember friends, the Mad King is always watching, waiting, in the darkest places of our minds, for a chance to pull the strings of our fate and once again drive our world toward the brink of Madness.

Preparations: The Envoy Revealed!

At one point both Qiao Yifan and Pawny seemingly disappear from Oleg's. Pawny returns alone the morning three days later, dirty from travel and with crimson flushed cheeks.
Pawny throws his arms wide when approached by the Charter Bearers and a wide grin spreads across his face, he says:
"We rode out to meet the Envoy on their way here! Well, not to actually meet them, but to observe them from afar so that we might now what to expect when they arrive! We learned a few things and Qiao decided to infiltrate and travel with them until they arrive!"

-The Envoy from Restov is made up of around 20 men, they travel mostly on foot and carry with them 2 carriages, one obviously built for luxury while the other is built to transport a large number of prisoners.
- Of the 20 men only 3 of them bear any likeness to people any of you recognize. ( Pawny drew quick sketches of the men through a Spyglass). With your varying knowledge skills you are able to determine the following information about them!
     -Sir Gregory Kastavaeryn: A true Knight and a Venerable man, Sir Gregory has served The Dawn flower as a Paladin for well over 40 winters. Originally from the Nation of Mendev, Gregory retired from Active Military Duty there and came to Brevoy nearly 10 years ago, where he now serves the Sword Lords in an advisory capacity. Sir Gregory had marched in no less than 2 SEPERATE Crusades into the World Wound but even so, his most recognizable accomplishment was 35 years ago when he fought in the Wars waged against The Mad King of Numeria...
     -Esten Sellemius: Oldest son of Joseph Sellemius, Lord Mayor of Restov. Esten heads the Envoy Party sent into the Greenbelt. He is a likeable sort for a nobleman and is well liked by most common folk for his fair judgements. Even so, he is a Nobleman, and Heir to Restov's seat of power. As such he is very calm and calculating, possessing a wide array of skills to both help him survive, and end those that would come against his Family.
     -Roland Sellemius: Youngest son of Restovs Lord Mayor, Told an is a rambunctious, adventurous young man. He rarely sees the downside to anything and always loves a good tale about things Outside the life of Nobility. Even as young as he is Told an has been well trained and practiced in the Noble Arts.

Monday, March 30, 2020

Kingdom Come? : Aftermath of the Stag Lords Fall

After the defeat of the Bandit King, the seizure of his ill gotten fortress, and the dissolution of the remainder of his army in the Greenbelt our Heroes have finally completed their original Charter from the Sword Lords of Restov! This is an accounting of what happens in the wake of the Stag Lords death throughout the Greenbelt!

David Knettles, Knettles Crossing: After depositing the head of the Staglord into the river at Knettles Crossing our Heroes witness what is left of the Staglords Soul be dragged down river by ghostly hands. The faint image of David Knettles and the Stag Lord tangle and entwine before disappearing entirely. After a moment, the water near the western shore rises like a giant hand onto the banks before depositing a pile of loot and retreating back, our Heroes can almost feel the river itself sigh with relief as the ominous feeling the once permeated the area finally fades...
     Treasure:---> As a last thank you to our Heroes David Knettles has gifted them the remainder of his worldly possessions. Sitting in a pile on the western bank is a +1 Ghost Touch Ransuer and a Quick Runner's Shirt.



Oleg's Trading Post: Upon returning to Oleg's our Heroes are greeted with the cheers and congratulations those that call the Greenbelt home. It seems as though all the hunters, trappers, small time traders and rural homesteaders throughout the area have gathered together to ensure their saviors a true Heroes welcome. A party is thrown and celebrations ensue , and even Bokken has turned up to down a glass with the victors who finally ended the Stag Lord!
     Besides Akiros and Auchs, 14 Bandits have survived the battle against the Stag Lord. Oleg and Kesten argue heatedly as to the legality of allowing the surviving bandit prisoners a chance to turn a new leaf. Oleg believes they should be put to the Rope to the man for their man and varying crimes while Kesten argues that our Heroes decision to allow the bandits a chance at a new life was the least he and Oleg could do to repay their debt. After speaking with Granny Fenwil, Rhodan and Akiros at length, and being promised that the redemption of the Bandits would be overseen closely by Rhodan Oleg finally reluctantly agrees and gives the remaining bandits positions at the Trading Post. Akiros in particular asks permission to be allowed a position among Kestens guardsmen in order to ensure the remaining bandits stay in lne, particularly Auchs who he claims can be somewhat difficult to control... Rhodan agrees to this as he can see that Akiros is done running from the crimes he has commited.
     Once the celebration dies down and the bandits are delt with Oleg pulls the Charter Bearers to the side to discuss the future with them. While they were away Oleg was informed that the Swordlords of Brevoy had announced their intent to attempt to colonize the newly stabilized area of the Greenbelt, and that the Swordlords are sending an offical Envoy here to meet the Charter Bearers and assess the curent status of the Lands. Through experience and well placed contacts with the political workings of Brevoy Oleg has guessed that the purpose of the Envoy is really to determine the aptitude of the men and women responsible for taming the Greenbelt, namely all of you! Oleg believes that the the Swordlords do not wish to commit more assets to the Greenbelt than necessary and are hoping to award the Colonization Charter to the areas current Heroes!
      For obvious reasons Oleg has taken a liking to all of you and hopes to help you earn the rights of Colonization rather than letting it fall to some snob of a nobleman. As such Oleg informs you that if you can sufficiently impress the Envoy qnd prove to them your capabilities as leaders the new Charter is sure to be yours!

The Temple of Erastil: After hearing the tale of the Stag Lords fall and the situation involving Nugrah, The Decrepit Jhod and Jack both fully agree to aid Granny Fenwill and Sanari in helping the crazed old man recovering his mind. Jhod becoes particularly interested in the seeming corruption of the Stag Helm and comes up with a theory. He believes that the Artifact was once somehow connected to the High Priest of Erastil that once ran the Temple here in the Greenbelt. He believes that when the High Priest fell from grace and was cursed to live as the immortal bear, Erastils wrath and anger came to the Priest through the Stag Helm and that some trace of that hatred has remained in the Helm, corrupting all those that wore it... Jhod seems saddened by the thought of the Stag Lord having lived such a life and muses whether or not the Stag Lord would have somehow been good hearted without the corruption from the Stag Helm...
     Regardless Jhod fully believes that a ritual exists to cleanse the Stag Helm of Old Deadeyes hate... though any such ritual would have been lost to history long ago... it will be difficult to recover such ancient magics...
   

Tuesday, March 17, 2020

Against the Stag Lord! : Sheep in Wolves Clothing

After finally receiving word from Restov of the Stag Lords official status as a wanted fugitive our Heroes have geared up and implemented a unique plan to draw the "Avatar of Erastil" out of hiding.
With some careful planning and respectable execution, our Heroes find themselves INSIDE the Bandit Lords fortress, posing as bandits themselves in the hopes of catching the numerous Bandits stationed here unawares.
With a small group of Soldiers armed with a newly repaired siege engine waiting just outside the fortress and a wagon laden with unusually strong Ale to inebriate the bandits our Heroes seem to have the upper hand against their enemies, they can only hope everything goes as planned...

Bandits and Brigands, who's who in the Bandits Lair?

Topper Red: An outspoken, unusually well kept, and charming man wearing a signature red beret Topper Red is a poet hailing most recently from the kingdom of Pitax. By his own admission Topper came to the Stolen Lands in search of a romanticized idea of what a life of banditry should be and has been left severely disappointed. Apparently unhappy with the choice he has made to join forces with the Stag Lord Topper now seeks to make the best of his situation in anyway he can.

Fat Norry: The appointed Chef of the fortress here, Fat Norry certainly lives up to his name. An aggressively rotund man, Norry does what he can with no formal training to provide passable meals to his comrades. Norry is also in charge of any food or alcohol deliveries to the Stag Lord himself and takes this responsibility seriously instead of viewing it for what it is... a job that no one else wants...

Jex the Snitch: The least popular with the men but perhaps the Stag Lords favorite minion is this aptly named man. His penchant for reporting his fellows mistakes to the Stag Lord is likely to earn him a shallow grave before much longer.

Falgrim Sneeg: A former mercenary from Pitax Sneeg possesses an unnerving calm in the face of danger that has not gone unnoticed among his companions. Sneeg keeps to himself and gets his work done quickly so he can make his way back to the card tables as soon as possible. He doesn't seem to have a particular loyalty to the Stag Lord but certainly enjoys the freedom of bandit life.

Cragger Kench: A former cut-purse Cragger was beaten senseless by the Stag Lord for drinking one of his bottles of liqour and this encounter has left the man a little dim-witted, though not so dim wittd as Auchs.


The Stag Lords Captains


Akiros Insmorte: A fallen Paladin of Erastil Akiros appears now as a man who is broken. His reputation among the Bandits is that of a man with a death wish and none denounce his savagery in combat, often ending opponents with his bare hands before they can put up any real fight. Akiros seems to be conflicted with a crisis of Faith, having come here for reasons obviously connected the the Stag Lords supposed connection to Erastil one would assume Akiros was seeking redemption in the wrong places. After feeling the release of Mythic Power from Erastil's shrine Akiros knew he had failed in some way and assumed upon their first encounter that our Heroes and come to the Fort weilding Erastils righteous fury to finally kill him... now, after his encounter with Rhodan Basmali, Akiros is no longer certain that the Lord of the Hunt seeks his death... he has assured that he will not interfere with Rhodan's mission to end the Stag Lord, but that he could not offer aid either... he just wants to be left alone...



Dovan, from Nisroch: Until Akiros should up suddenly and usurped the role Dovan sat comfortably as the Stag Lords second-in-command of the fort. Though seemingly unaffected by his change of status many of the men beleive that Dovan holds an unending grudge against Akiros for his slights but other than that Dovan is somewhat of a mystery to the rest of the bandits here. A dark tattooed figure of a sword fighter with an obvious lust for pain and cruelty most prefer the Leadership of Akiros to that of Dovan to be sure. Dovan may have Auchs full loyalty but even the support of the big dim wit doesnt seem to be enough to give Dovan spine enough to openly challenge Akiros, which lends even more solidity to the Bandits belief that Akiros is a scary, scary man. In truth, our Heroes can see that fear has nothing to do with why Dovan has stayed his blade as the man seems cunning, sharp witted and calculating to be sure...certainly not an opponent to take lightly.


Auchs: A lumbering lumox of a man, Auchs is big, dumb, and proud of it. Frequently showing off his brute strength by delivering beatings to both bandits and prisoners alike, mostly at the command of Dovan and the Stag Lord. Auchs has a reputation for gleeful enjoyment in cruelty as he enjoys the sounds that his victims make, but Topper Red beleives this glee derives from his close connection to Dovan and nothing else. Even still, Auchs appears loyal to Dovan and is the largest reason, literally, why Dovan has been so successful in the Stag Lords employ.


The Stag Lord, Erastil's Avatar, Bandit King



The Stag Lord's reputation for cruelty, malice, hatred, and iron handed rule far precede him and he has ruled over the Stolen Lands as King of Bandits for some time now. Despite his fearsome reputation it has become apparent to our Heroes that the Stag Lord is not what he once was. Numerous accounts have labeled the Stag Lord as a mentally unstable alcoholic who has locked himself away in his tower leaving the Bandits to fend for themselves. Many of his men seem to be unsatisfied with his leadership of late but none dare voice that opinion to the man himself and for good reason apparently... Rhodans short encounter with the man revealed the rumors to be true, a confused drunken man for certain, but one weilding the unmistakable might of Mythic Energy just as our Heroes do... how the man achieved such power is yet unknown, but the fact remains that the Stag Lord, drunken madness or no, is a foe that is not to be taken lightly...


Tuesday, January 28, 2020

Small Talk and Notice Boards : A Quest Log! **(Updated 02/24 )**

This section is intended to aid the Storyteller in presenting obtainable Quests, Tasks, and Requests from NPCs that may be overlooked or pushed back due to time restraints at the table during play.
It is up to the PCs to accept, accomplish and/or claim rewards for the Quests presented here!


Rumor! A River Haunting
Now that trappers, hunters and merchants have started returning to Olegs the place is much more lively on any given day. One day as you have breakfast at Olegs you overhear two such individuals talking about old Rumors surrounding the Stolen Lands.
"A shame that the bridge across the Shrike isn't there anymore... I'd have liked to cross into the Noman heights for some Winter Fox Fur".
"Aye, its a shame but not compared to what happened to the Knettles... those damn Bandits! Plagues even back then!"
"Ur right there... you know, they say that old David Knettles still stalks that burnt out bridge looking for hapless travelers to pay his toll... or dragging them to the depths...".
"You wont be frightening me with old wives tales you wont, David is with his family in the after world to be sure"!

The Rumor: David Knettles still haunts his bridge to the southeast along the Shrike River looking for hapless travelers to pay his tolls...




Svetlana's Wedding Ring **(COMPLETED)**
The morning after the battle with the bandit "tax collectors" at Oleg's the PCs find him searching through what remains of their gear. At first you assume him to be taking inventory of the items you've left after taking your spoils but after Oleg grows increasingly frustrated and can be heard muttering to himself "Damnit, it's not here! Brigand Bastards!", you step in and ask him whats got him so bothered.
Oleg explains to you in hushed whispers why he seems so flustered : "Well friend, when these Bandits first showed their faces here to collect their taxes on of 'em... This RAT here to be specific!" he indicates towards the body of the now deceased Happs Bydon, "Stole my beloveds wedding ring".
"Svetlana is a tough old girl so she says its nothing to worry about... but I still remember the look in her eyes when I first gave it to her... I know losing it hurts her deeply".
He considers you for a moment after telling his tale then continues.
"If you happen upon it in your travels I'd be more than willing to reward you for its return friend...its a rare piece, you'll know it when you see it".

The Task: Find Svetlana's wedding Ring and return it to Oleg.

The Reward: Oleg offers to compensate you well with 1,000 Gp in Trading Post Credit in exchange for its return.


Temple of the Elk (Updated)
Jhod, a priest of Erastil has come to the Stolen Lands in hopes of finding a lost Temple to The God of the Hunt. Though he doesnt seem to know much about the prize he seeks he has told you that in his visions he has seen a thick overgrowth covering the temple and that that surrounding birch and willow trees lead him to believe that the temple is deep in the woods... being somewhat of a coward he has asked you, the strong adventurers with you charters from Restov to be his eyes into the Stolen Lands and help him find this Temple of the Elk.

**You'v discovered that The Temple of the Elk does exist and it's location from your strange Faerie Allies.You'v also learned that the Temple and the territory around it is guarded over by some formidable bear... Jhod informs you of a Legend in which a High Priest of Erastil, who's name is long lost to history, began sacrificing animals and humans alike to appease his God. Erastil looked down in a rage at the sacrilege committed in His name and so cursed the High Priest in the  Tainted Waters of his Temple to live forever as the savage beast he had become on the inside... and so the Legend says that the High Priest stalks the land as a predatory bear, forever guarding his corrupted Temple... Atleast thats what the Legends say... **

The Task: Locate the Temple of the Elk and then escort Jhod there once its safe.

The Reward: Jhod offers his eternal gratitude and friendship if you can help him find what has been lost! Whoever complained about having a spell caster a friend huh?


Moon Raddish Soup **(COMPLETED)**
After the final Charter bearers arrive at Olegs and are taken care of Svetlana come to you as a group as you take your meal. She seems distraught and speaks to you in whispers eyeing her husband while she speaks.
"My poor Oleg... I know to you he seems rugged and harsh, maybe even hateful, but you have to understand how much he's had to endure lately. With the bandits, the lost products, the trappers leaving, business being down and worst of all the Ring!... Ugh, my poor man...he thinks he cant protect me." She wipes away a tear and poors you more drinks before cracking a smile and continuing.
"I want to do something special for him, and now that you're here I know JUST the thing! My Oleg loves my Moon Raddish Soup almost as much and this Trading Post and certainly more than me, but with the Bandits having had their run of things I havnt been able to get down to the Raddish Patch to restock! I just know that once he smells that soup again his mood will just soar! What do you say? Can you bring me some Raddishes?" She ends with the most sappy set of puppy eyes you've ever seen as she begs for you help.

The Task: Gather several Baskets full of Moon Raddishes from the Raddish Patch to the south of the Trading Post and bring them back to Svetlana without alerting Oleg!

The Reward: Svetlana has offered a Sizable reward of 250gp to you if you can bring her a full stock of Moon Raddishes... Nothing to expensive for her husband I suppose!?


Bokkens Secret Ingredient **(COMPLETED)**
Bokken is a weird one to be sure, but the quality of his potions cannot be argued as some of the best tasting creations in the region! Bokkens secret is closely guarded of course and he i in need of a restock. Bokken asks you bluntly to help him collect Fangberries from a thicket to the south, and offers reward should you succeed.

The Task: Gather a large amount of Fangberries and bring them back to Bokken

The Reward: Bokken says he will gladly make you any potons you need at a 10% discount if you can help him restock his Berries.


A Missing Hunter **(COMPLETED)**
As the new "Garrison Chief" to the Stolen Lands Kesten is in charge of handling any criminal activity, including disappearances and rescue operations. On his last trip to Brevoy he was informed that a well known Hunter had not returned from his trip into the Stolen Lands and had been reported missing by his family nearly a week prior. As such Kesten has asked you to search the Hunters known hunting grounds to ascertain his fate and rescue him if necessary.

The Task: Search for clues as to the fate of the missing hunter and provide aid in his rescue if necessary.

The Reward: The family doesnt have much in the way of wealth but has offered the Hunters prized handaxe (their single possession of any value) as a reward for any information regarding his fate.



Wanted Posters on the Board!

Wanted: Bandits (Dead or Alive)
The  Task: The Bandits in the Greenbelt need to be shown that their actions will no longer be tolerated! Bring proof of the defeat of atleast 6 Bandits to the Quarter Master.
The Reward: The Swordlords of Restov have offered a reward of 400gp to anyone who's actions have a noticeable affect on Banditry in the area on the Greenbelt.

Wanted: Tuskgutter (Dead)
The Task: Every Greenbelt Hunter has a story about Tuskgutter, each wilder than the last! The hunter Vekkel Benzen has offer reward to any capable of bringing down the beastly menace! Bring Tuskgutters Head to Oleg at the Trading Post.
The Reward: Vekkels Mwk Longbow and Animal Bane Arrows

Wanted: Kobold in the Hills **(COMPLETED)**
The Task: The Sootscale Kobold tribe has never really made much trouble in the Greenbelt. Lately however it's clear the something has the Kobolds riled up something Good! Find the Kobold Lair and ensure that the Kobolds are no longer a threat.... no one cares to much how its done.
The Reward: The Swordlords of Restov have offered a reward of 800gp to anyone capable of getting the Sootscale problem under control.

Wanted: Tatzelwyrms
The Task: The Tatzelwyrms of the Greenbelt are a rare and elusive pray for any hunter. Oleg has a long standing bounty on one of these creatures and offers reward for anyone that can bring him a genuine Tatzelwyrm head to but over his mantle!
The Reward: Oleg offers 600gp for a relatively undamaged Tatzelwyrm Head






Friday, January 17, 2020

Papa needs a Brand New Bag! : Oleg's Trading Post **(Updated 02/21)**

A comprehensive listing of gear and survival materials currently available at Olegs Trading Post! As the game progresses and your successful ventures into the wilds of the Stolen Lands draws more and more influence to the region, trading posts like Oleg's will only grow with the prosperity! Be sure to check back when the listings are updated to reap your rewards!!

**Oleg can special order Items for you from Brevoy. Be sure to let  him know if you need something that he doesnt currently have in stock!!**


Oleg's Stockroom

Survival Gear/Adventuring Gear/Kits/Tools
-Trail Rations (8 weeks)
-ANY Common Item worth 5gp or less (Stock may vary)
-Bullseye Lantern
-Camouflage Blanket
-Camouflage Netting
-Everburning Torch
-Familiar Satchel
-Field Survival Guide
-Folding Table
-Heatstone
-(Animal) Hunter's Manual
-Hunter's Stand
-Mwk Manacles
-Magnifying Glass
-(Survival) Pathfinder Chronicle
-Folding Shovel
-Smoke Cover
-Spirit Compass
-Spirit Offerings
-Spirit Trumpet
-Stove Can
- Spyglass *
- Large Tent
-Small Tent x2
-Travelers Dictionary (Undercommon)
-Camp Site Kit
-Cooking Kit
-Dungeoneering Kit (Common)
-Forest Kit
-Gear Maintenance Kit x2
-Hunters Kit x2
-Musk Kit
-Riding Kit x2
-Mwk Survival Kit
-Antidote Kit
-Mwk Artisans Tools
-Climbers Kit
-Footprint Book
-Mapmakers Kit x2
-Symptom Kit
-Veterinarians Kit

Clothing
-Cold Weather Outfit (medium) x4
-Cold Weather Outfit (small)x2
-Neck Guard x3
-Reinforced Scarf x2
-Adventurers Outfit x3
-Snow Goggles x2
-Snow Shoes x2
-Fire Resistant Boots
-

Wondrous Items
-Unguent of Timlessness
-Feather Token (Fan) x2
-Elixer of Swimming
-Wound Paste x5
-Stubborn Nail
-Warpaint of Terrible Visage


Weapons and Armor
** With the help of Kesten Garess, Oleg has secured new distributors for arms into the Greenbelt to help deal with the bandit problem. As such Olegs is now stocked with a full compliment of weapons and armor from expert craftsman in Brevoy. **

-Any Common Mwk Weapon or Armor
-Any Common Weapon or Armor


Potions and Alchemical Creations/Reagents/Tools/Weapons/Remedies (Sold by Bokken the Hermit Alchemist w/ 10% Discount)
 ** Bokken has any Alchemical Item with a cost of 5gp or less readily on hand for sale (Llimitations may apply)**
** Bokken does not except Trading Post Credit as payment**

-Protection from Evil x3
-Protection from Chaos x2
-Cure Light Wounds x4
-Cure Moderate Wounds x2
-Aid x2
-Bulls Strength x2
-Bears Endurance x1
-Invisibility
-See Invisibility
-Delay Poion



Sunday, January 12, 2020

Introduction: Exploring the Unexplored, A Call to Action!

The Stolen Lands have long resisted attempts at colonization. Wedged between the River Kingdoms and Brevoy, the approximately 35,000-square-mile swath of wilderness has a long history of being regarded as “stolen”—from and by whom depending on the point of view.

In Brevoy, the lands are considered stolen from that nation’s southern expanse by bandits and barbarians variously from Numeria, Iobaria, or the River Kingdoms themselves.
In the River Kingdoms, the general impression is that Brevoy allowed the lands to fall into the hands of monsters and worse in order to rob the lords of the River Kingdoms of more lands to rule. Even within the wildlands themselves, lands are stolen and conquered in a constant struggle between bickering tribes of centaurs, kobolds, fey, trolls, bandits, lizardfolk, boggards, barbarians, and more, all committed to endless skirmishing to expand their holdings while not ceding their own lands to the enemy.

 In truth, the Stolen Lands belong to no one, and are stolen from no one. Many have tried to claim them, but the abandoned ruins that dot the swath of wilderness stand as testaments to the difficulty of ruling these savage lands. They have remained wild with a fierce tenacity, a haven for monsters, criminals and dangerous secrets. As such The Stolen Lands have posed a menace to their neighboring nations as long as anyone can remember.
Yet these times of relative calm in the Stolen Lands are coming to an end. Spurred to action in part by an increase in aggression among the bandits and barbarians of the Stolen Lands and by building political tensions to the north, the Swordlords of Restov have sent agents and explorers into the disputed region to explore, secure and, if need be, conquer!


Campaign Player Resources
The Kingmaker Campaign setting takes place in an already established world with many unique and entertaining benefits to be explored! As such I highly recommend that players utilize the Kingmaker: Players Guide workbook when building their characters to familiarize themselves with the setting!
The Players Guide is provided in PDF form FOR FREE on at : Paizo.com

Any Books you need will be downloaded to dropbox in the Kingmaker PCS and Pathfinder Easy reading folders! Be sure to check out the Inner Seaa World guide for more info about the World you live in!( Get Login Info from your DM!)

For Game and Character Building Information use the following:
    - Archivesofnethys.com
    -D20pfsrd.com


Campaign Info
Our Heroes (the Pc's) have all been selected for one reason or another to take part in the exploration and mapping of an area of the Infamous Stolen Lands known as "The Greenbelt". As such each of our Heroes receives a special Charter from  the Lord Mayor of Restov, a large city in Southern Brevoy, allowing them the right to explore the area freely.



A map of the Greenbelt (Eastern Stolen Lands) is provided to each of your characters in order to chart your expedition! The area portrayed is the portion of The Stolen Lands claimed in your specific Charters. The remainder of the Stolen Lands have been divided among other Expeditions from Restov, your Cahracters are aware of 2 other expeditions thus far going into Dunsward and the Slough Marshes.





Considerations at Character Creation

Starting Stats : We will be rolling for Stats together!
Starting Wealth : You will use Average Wealth for you chosen Class!
Starting Traits : In addition to the 2 traits you recieve at character creation (which must be chosen from different Traits lists) you will recieve 1 FREE additional Campaign Trait upon Character Creation. This trait must be selected from the appropriate Campaign Traits found in the Players Guide or online!
   -**Note from the DM** : Character Traits are the best way to help explain unique peices of your backstory and provide your character with bonuses appropriate to your past. It is recommended that you choose Traits for their Backstory Value rather than statistical increases!

Background : You will receive additional in game rewards such as Traits, Feats and unique Loot for creative back stories and RP during game. Use those imaginations!
Additionally: During the course of Character Creation make sure you are able to answer these simple questions for your Character!
     - Where is he from and how did he come upon a career in Adventuring?
     - Why/how did he obtain his Expedition Charter and for what reason will he pursue it?
     - How did he obtain his starting companions and gear and why does he use any unique Items?
     - Your character may not have chosen to undertake this mission alone. Do you know any of your fellow PCS? if so, how did you meet and why do you travel together?
     - What are your Characters Motivations? Do you have an overarching goal? An epic quest? Are you just in it for the Money? Or do you just love a challenge?