Kingmaker: A Tale of Doom and Destiny

Game Master pinvendor

Exploration Rules:
Brevan Charter for the Greenbelt wrote:
Be it so known that the bearer of this charter has been charged by the Swordlords of Restov, acting upon the greater good and authority vested within them by the office of the Regent of the Dragonscale Throne, has granted the right of exploration and travel within the wilderness region known as the Greenbelt. Exploration should be limited to an area no further than thirty-six miles east and west and sixty miles south of Oleg’s Trading Post. The carrier of this charter should also strive against banditry and other unlawful behavior to be encountered. The punishment for unrepentant banditry remains, as always, execution by sword or rope. So witnessed on this 24th day of Calistril, under watchful eye of the Lordship of Restov and authority granted by Lord Noleski Surtova, current Regent of the Dragonscale Throne.

The expanse of the Stolen Lands has not, in Brevoy’s recent memory, been accurately mapped, and part of the task set before the PCs is to rectify this gap. As they explore the region, they and their companions are expected to keep track of what they find in order to keep Brevoy informed of strong and weak points of defense and to determine possible sites for roads, towns, and other fortifications.

Each hex on the map of the Stolen Lands is 12 miles across (between opposite corners) and covers just under 150 square miles of area. These hexes are provided not only as a way to help define the land (and eventually aid in defining the territory of the kingdom the PCs are destined to rule), but also as an aid in tracking travel through the Stolen Lands.

In this Adventure Path, though, characters will also be taking time to fully explore hexes on the map—doing so takes much longer than
simply walking through a hex. To determine how long it takes the PCs to travel through a hex or to fully explore it, determine the group’s speed (which is set by the slowest member of the group) and consult the tables above. For traveling, the amount of time it takes to cross one hex is listed. For exploring, the amount of time listed is to fully investigate the hex. Until the PCs spend money to create trails and roads, all of the Stolen Lands are considered to be trackless. In some hexes, more than one terrain is present in a hex. In such cases, calculate that hex’s effect on travel as if it were a hex of the dominant terrain type.

Exploring the Stolen Lands:

Traveling (Time to cross 1 hex)
Party Speed. . . .Plains. . . . All Other Terrains

  • 15 feet. . . . .11 hours. . 16 hours
  • 20 feet. . . . .8 hours. . . 12 hours
  • 30 feet. . . . .5 hours. . . 8 hours
  • 40 feet. . . . .4 hours. . . 6 hours
  • 50 feet. . . . .3 hours. . . 5 hours

    Exploring (Time to fully explore 1 hex)
    Party Speed. . . Plains. . . Forest or Hill. . Mountain or Swamp

  • 15 feet. . . . 3 days. . . 4 days . . . . . . 5 days
  • 20 feet. . . . 2 days. . . 3 days . . . . . . 4 days
  • 30 feet. . . . 1 day . . . 2 days . . . . . . 3 days
  • 40 feet. . . . 1 day . . . 1 day . . . . . . . 2 days
  • 50 feet. . . . 1 day . . . 1 day . . . . . . . 1 day

  • Quests!:
    You have unlocked the Quest feature! I will place a new spoiler in the header for you to keep track of quests. Please be aware that some quests may be expected to range over a long span of time in this campaign while others will be more time sensitive and require quick action. Any time you wish me to add a clue to a quest, please call it out and I will place it inside the header. See example below.

    Quest: Deliver a fair amount of fangberries to Bokken.

  • Clue: Fangberry thicket 50 miles or so to the southwest of Bokken's hut.

    Quest: Locate Bokken's "crazy" brother.

  • Clue: Man turned bandit may have encountered someone fitting this description. Rumored to be part of Kressle's gang.
  • Clue: Last rumor places Bokken's brother somewhere to the south.

    Quest: Special (Ali) Locate a dragon gizzard and a golem keystone.

    Quest: Wanted: Bandits! The bandits in the Greenbelt need to be shown that their actions will not be tolerated!
    Reward: The Swordlords of Restov are offering 400 gold once proof that bandit activity in the region has been driven down.

  • Clue: Capture or defeat several to help cull the threat of banditry in the area around Oleg's Trading Post.

    Quest: Find the lair of the Sootscale Kobolds and ensure that they aren’t going to continue being a threat any way necessary.
    Reward: The Swordlords of Restov will provide a reward of 800 gp once the kobold activity is under control.

  • Clue: The Sootscale Kobold Clan dwells in a cave somewhere in the Kamelands.

    Quest: Wanted: Tatzlwyrm Head!
    Reward: 600 gp for a relatively undamaged tatzlwyrm head.

  • Clue: Grub claims to have seen one in the forest to the southeast.

    Quest: Wanted: Slay the legendary Tuskgutter!
    Reward: My prized masterwork longbow and the last of my enchanted arrows for hunting to whoever can finally kill Tuskgutter. If you can bring me the monster's head, I promise I'll even share the head cheese I plan to make out of this trophy.

  • Clue: (?) Every Greenbelt hunter has a story about Tuskgutter, each wilder than the last! Look at me! I lost my leg to the accursed Hog from Hell. Whoever manages to kill the ill-tempered beast will get a nice reward from me old, retired Vekkel Benzen.

    Quest: Oleg’s been under a lot of stress lately, and Svetlana would love to cook him his favorite meal (moon radish soup) to help him relax. Unfortunately, moon radishes are relatively rare. Bring Svetlana a basket of moon radishes.
    Reward: Svetlana is ready to pay a 250 gp reward to anyone who can bring her enough moon radishes to make soup.

  • Clue: A whitish radish which locals say glows during the lunar equinox. This is just a myth.
  • Clue: A patch grows somewhere between 15-20 miles south of the trading post.

    Quest: Although his wife claims it’s not a big loss compared to what the bandits could have taken, Oleg knows the theft of her wedding ring has distressed her. She’s forbidden him from risking life and limb to recover it, but if anyone else can find the ring and return it to him, he’ll be very grateful.
    Reward: Oleg promises 1,000 gp in trading post credit if his wife’s ring can be recovered.

  • Clue: A plain brass wedding ring set with a single pearl.
  • Clue: The bandits were the last to have it, but they might have lost or sold it already.

    Quest: Capture Falgrim Sneeg, alive if possible.
    Reward: Kesten can arrange a reward of four masterwork weapons of the capturer’s choice if Falgrim is delivered alive. If he’s delivered dead, Kesten can only promise two weapons.

  • Clue: Falgrim fled into the Greenbelt to become a bandit.
  • Clue: Falgrim is described as an older Varisian with graying hair and an very unruly beard. He is a former mercenary, and those who fought with him say he possesses an unnerving calm in the face of violence.

    As you can see, definitive clues and uncertain clues shall be listed as black and light blue respectively. Once you're certain of a clue, tell me, and I will update the color.

  • Roll20
    RC Totals & Misc.

    Initiative:
  • Currently not in combat

  • GM quick reference:

    Perception:
    [dice=Ali's Perception]1d20+1[/dice]
    [dice=Arielle's Perception]1d20+1[/dice]
    [dice=Armin's Perception]1d20+7[/dice]
    [dice=Bubbles' Perception]1d20+4[/dice]
    [dice=Glen's Perception]1d20+4[/dice]
    [dice=Kalica's Perception]1d20+7[/dice]
    [dice=Miyari's Perception]1d20+3[/dice]
    [dice=Roswitha's Perception]1d20+0[/dice]

    Initiative:
    [dice=Ali's Initiative]1d20+2[/dice]
    [dice=Arielle's Initiative]1d20+3[/dice]
    [dice=Armin's Initiative]1d20+3[/dice]
    [dice=Bubbles' Initiative]1d20+1[/dice]
    [dice=Glen's Initiative]1d20+5[/dice]
    [dice=Kalica's Initiative]1d20+5[/dice]
    [dice=Miyari's Initiative]1d20+3[/dice]
    [dice=Roswitha's Initiative]1d20+4[/dice]

    Houserules:

    Character Creation:
    Ability Scores: 6 x 4d6 drop lowest for stats, place in abilities as you prefer. Must be rolled in front of me on chat or [diced]'d in discussion thread post.
    Alternate: 25 pt buy if you would prefer more control.

    Traits: Two, one from KM list in Player's Guide if possible. But as the story moves away from Brevoy rapidly, pitch your non-KM trait to me and sell it, and I will probably allow it. See other AP PGs for inspiration as needed or choose a generic.

    Free Feat: Yup, correct.

    HP: 1st level max, roll the rest of the time.

    Starting wealth: Average for class.

    Roleplay Credit Reward Table:
    The Roleplay Credits may be redeemed for the following rewards where the number equals how many that reward costs:

    1:

  • Twist of Fate: re-roll one die roll, you must accept the second result
  • Deadly: automatically confirm a critical hit
  • Precision: add +2 to an attack roll
  • Burst of Strength: add your base Str modifier (or Dex if finesse) as extra damage to a roll

    2:

  • Guts: give yourself temp hit points equal to your Con modifier when brought to 0 HPs (minimum 1)
  • Meant to be: once per battle encounter, auto-hit one weapon attack for base weapon damage; this damage is non critical and cannot be increased by use of RCs
  • Inner store: restore 1 point or use of any class ability, spell, SLA, or SNA
  • Supernatural Aid: Automatically succeed any one save roll. However, you can be the target of this effect again until you pass a save naturally if a successful save would normally render you immune.

    4:

  • Catch a Breath: Remove half of your Fatigue Points
  • Deja Vu: You may re-roll one die roll; you may choose which result you keep

    7:

  • Second Wind: Remove all your Fatigue Points
  • It just came to me: Gain a Skill Rank in a skill; the ranks in this skill cannot be raised above your total Hit Die

    10:

  • Self-Improvement: Make any skill not currently a class skill into a an "experienced" skill. It gains the same bonus as a class skill would, but for any effects that specifically refer to class skills, experienced skills are not affected nor used.
  • Weakpoint: For one hit against a target, ignore Damage Reduction due to elemental type, material type, or alignment type; if a magic weapon is required, you cannot use this reward unless you are wielding a magic weapon

    12:

  • Heroic Stand: If you are brought to negative HPs and are dying, you may use this reward to automatically stabilize and gain one third of your HP in temporary HPs
  • Latent Talent: Gain a racial trait feasible to be acquired. GM approval of selection required.

    15:

  • More Human Than Human: Gain a feat for which you qualify

    20:

  • God-touched: Increase one ability score by 1
  • Arcane Magic:
    Spells per day are to be considered the spells the character has prepared ahead of time by getting ingredients ready, memorizing the proper hand motions and vocalizations, and set aside personal power to ignite these spells without strain. Once spells per day are expended or if a character would like to cast a spell they have not prepared in advance, they may do so by acquiring Fatigue Points.

  • A character will acquire Fatigue Points equivalent to the level of the spell being cast. This signifies the strain on personal store of magical ability and ultimately the physical being of the caster.

  • Spontaneous Spellcasters reduce the FP acquired by 1 for a minimum of 1 FP. For double the level of the spell minus one (2SL-1), they may select a spell from the list of spells available to their class which they do not already know and cast it. They may choose to expend a daily spell slot to reduce the Fatigue Points to just equal to the spell's level minus one (SL-1). The sorcerer must have successfully identified the spell being cast at least once before and then must pass a Concentration check DC spell level the first time they cast it, but it always generates the fatigue unless they add it via advancement later.

  • For half the FP rounded up, a character may cast a spell directly from their spellbook (or equivalent) as if reading from a scroll however both hands must be free of other items for any spells requiring somatic components since one hand will perform the necessary movements and the other the spellbook (or equivalent). Witches must place one hand on their familiar to cast in this way. Spells requiring no somatic components do not have this restriction. Magi casting from their spellbook will acquire full FP if they continue to hold their sword to signify the strain of manipulating their sword hand for the somatic components.

  • A character may remove one FP every hour, or all of it if well-rested. Other means of rejuvenation can also remove FP at the discretion of the GM.
  • Spell-like and Supernatural Abilities:
    In development

    Fatigue table:
    Each level provides a range of Fatigue Points. If you acquire any Fatigue Points, check your current total against the table. Apply the that level to your character and roll any Saves as required. You may choose to use your Fortitude to show physical conditioning against the effects, or to use your Will to show mental conviction to avoid the effects. This roll is made upon completion of the action that generated the Fatigue Points unless otherwise indicated.

  • Level 1: 0-4 = DC 10 Fort/Will or Dazed 1 round

  • Level 2: 5-9 = DC 15 Fort/Will or Dazed 1 round then Staggered for 1d4 rounds

  • Level 3: 10-14 = -1 Dex; DC 15 Fort/Will or Dazed 1d4 rounds then Staggered for 1d6 rounds

  • Level 4: 15-19 = -2 Dex; DC 15 Fort/Will or Dazed 1d4 rounds then Staggered for 1d6 rounds

  • Level 5: 20-24 = -2 Dex, -1 Str DC 20 Fort/Will or Dazed 1d6 rounds then Staggered for 1d6 rounds

  • Level 6: 25-29 = Fatigued; DC 20 Fort/Will or Dazed 1d6 rounds then Staggered for 2d4 rounds

  • Level 7: 30-34 = Additional -2 Dex, -2 Str + Fatigued; DC 20 Fort/Will or Dazed 1d6 rounds then Staggered for 2d4 rounds

  • Level 8: 35-39 = Additional -4 Dex, -4 Str + Fatigued; DC 25 Fort/Will or Dazed 1d6 rounds then Staggered for 2d6 rounds

  • Level 9: 40-44 = Exhausted; DC 25 Fort/Will or Stunned 1 round, Dazed 1d6 round, then Staggered 2d6 rounds

  • Level 10: 45-49 = Exhausted; DC 30 Fort/Will or Stunned 1d4 round, Dazed 1d6 round, then Staggered 2d6 rounds

  • Level 11: 50-74 = Exhausted; DC 40 Fort/Will or Unconscious, if still conscious, Stunned 1d4 round, Dazed 1d6 round, then Staggered 2d6 rounds. (Cumulative -5 penalty for each successive Level 11 roll required once Fatigue total is 50 and above)

  • Level 12: 75+ = DC 50 Fort/Will upon declaration of action prior to actual resolution. If successful, treat as if succeeded a Level 11 Fatigue save. If failed, choose the applicable result below based on type of action causing Fatigue save roll

  • Spell: You gain a +30 on any roll required to hit or otherwise activate the spell. Treat the spell as if altered by the following Metamagic feats: Maximize Spell, Empower Spell, Intensified Spell, Ascendant Spell, Still Spell, Silent Spell, Piercing Spell, Heighten Spell, Reach Spell, and Enlarge Spell. You may choose to alter the spell with Metamagic feat Elemental Spell if you desire. If your spell would not benefit from one or more of these Metamagic feats, you may disregard the effect of that feat or feats and apply only those which will. Any opponent may attempt to counter the spell as normal, but upon success, the spell is not countered, but resolves as normal with all effects halved instead. If your spell is a spell with "summon" in its name, treat it as if cast with the Augment Summoning and Superior Summoning feats in addition to any of the above named Metamagic feats which may benefit this spell. Any creatures summoned in this way remain for the full duration of the spell as if you were alive and fully conscious and gain a +10 bonus to resist any effect which would force them to leave the Material Plane. Upon completion of the casting of this spell, you die. Your physical being and essence is given over to the power of your spell and simply disintegrates. You cannot be restored except as the result of miracle, true resurrection, or direct intervention of a deity. Such is the price of ultimate power beyond the limits of mortality. Your epic end will be retold for millennia yet to come.
  • Extraordinary Ability: In development
  • Use of pool ability such as ki, arcane, arcane reservoir, grit, panache, inspiration, (sure there's others): In development

  • Staggered: A staggered creature may take a single move action or standard action each round (but not both, nor can he take full-round actions). A staggered creature can still take free, swift and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition.

  • Dazed: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.

  • Stunned: A stunned creature drops everything held, can't take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any).

  • Fatigued: A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

  • Exhausted: An exhausted character moves at half speed, cannot run or charge, and takes a –6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue.

  • Unconscious: Unconscious creatures are knocked out and helpless. Unconsciousness can result from having negative hit points (but not more than the creature's Constitution score), or from nonlethal damage in excess of current hit points.
  • Paradox (Miyari):
    When a Time Thief has expended all of her motes of time or wishes to make use of an aevum more than her allotted uses per day, she may continue to expend motes or use aevum in exchange for acquiring Paradox. Each overuse of time motes expended will acquire an amount of Paradox equal to the number of motes expended beyond her natural pool.

  • 1st Overuse mote = 1 Paradox
  • 2nd Overuse mote = 2 Paradox
  • 3rd Overuse mote = 3 Paradox
  • 4th Overuse mote = You get the idea

    Overuse of an aevum will automatically acquire 10 Paradox. This is fixed and does not increase upon each overuse.

    Paradox has a maximum total of 100.

    Effect of Paradox: Immediately upon taking any action that would require a roll (with the exception of Perception checks or other unavoidable type skill occurrences to be decided at the GM's discretion), the Time Thief will roll 1d100. If the roll is higher than the current Paradox total, nothing will happen. In the event that the resulting roll is lower than the current total, all Paradox will be drained immediately. The GM will roll against Paradox tables and for each multiple of 10 raising the severity of the Paradox event which occurs. Any excess Paradox beyond the multiple of 10 will determine the number of times the event occurs divided by two rounded down. RCs may not be used to alter this roll.

    Example: The Time Thief has a 47 Paradox total currently and rolls a 23 upon attempting to attack an enemy. As the multiple of ten is 4, the Paradox event is on the 4th tier of possible events. As the excess being 7 means the event will occur 7 / 2 = 3 times.

    Note: Not all temporal effects of Paradox are negative. Some may be completely non-effective while others are beneficial. These effects may not be limited to the Time Thief herself and may affect allies and enemies as chance dictates.

    Paradox:

    • Minor events (1-9): None yet witnessed
    • 1st Tier Events (10-19): None yet witnessed
    • 2nd Tier Events (20-29): None yet witnessed
    • 3rd Tier Events (31-39): None yet witnessed
    • 4th Tier Events (40-49): None yet witnessed
    • 5th Tier Events (50-59): None yet witnessed
    • 6th Tier Events (60-69): None yet witnessed
    • 7th Tier Events (70-79): None yet witnessed
    • 8th Tier Events (80-89): None yet witnessed
    • 9th Tier Events (90-99): None yet witnessed
    • 10th Tier Event (100): Not yet witnessed

    Paradox may be drained by the Time Thief intentionally giving up important actions. Basically giving back her own time during significant moments of her life to restore the temporal balance she has been upsetting. This essentially means any time when story mode is suspended and initiative time has been declared. Visually, the Time Thief will appear to suspend in time and flicker but will not receive any bonus or penalty to AC not already present and can be targeted as usual.

    Swift = -1 Paradox
    Move = -2 Paradox
    Standard = -3 Paradox
    Full Round = -4 Paradox

    Otherwise Paradox will naturally bleed off 1 per hour as Time reasserts natural control.

    Special RC Reward Option: Spend 1RC and remove (Time Thief class level) of Paradox

  • Simplified Catching on Fire:
    1d6 fire damage per round of being on fire (new Reflex save each turn to negate). When possible, total immersion in water, sand, or other oxygen depriving substance or area ends Catching on Fire immediately. Rolling on the ground, using a blanket, or being doused with a bucket of water, sand, or other oxygen depriving substance provides +4 to the Reflex save.

    If Caught on Fire, the PC will then roll 1d10 on the following table:

    • 1 = hat->cloth headband/scarf->hair
    • 2 = shirt (or upper portion of dress/robe/coat)
    • 3 = pants (or lower portion of dress/robe/coat)
    • 4 = shoes/boots/sandals->socks/stockings
    • 5 = beltpouch->belt
    • 6 = backpack
    • 7 = cloak/coat/cape
    • 8 = one item or weapon that is combustible being carried in the character's hand. Otherwise, one miscellaneous item a character may have attached to his/her outer person of player's choice (E.g. bandolier, sack, quiver, scroll case, spellbook, spare weapon, etc.)
    • 9 = Roll 1d8 and the item from the above list corresponding to the new result is Caught on Fire. However, your quick thinking and reflexes allowed you to respond to the item's cumbustion, you and the item still take the damage from it catching fire, but you managed to snuff it out, and it will no longer be considered Caught on Fire.
    • 10 = Roll 2d8 and the items from the above list corresponding to the two results are Caught on Fire.

    Each turn you are Caught on Fire (fail the next turn's Reflex save), there is a 20% chance (roll 1d100) of another item catching on fire. If the category previously rolled has a "->" progression, the next item in the list is automatically ignited if 20% chance is met. Otherwise, roll 1d10 again on the above list.