Once and Future King

Game Master Freddy Honeycutt

A reboot, where heroes who valiantly needed a new DM come together to tackle the Stolen Lands.

Oleg's Trading Post

The Thorn River Camp

Initial recon route

Antique map

Hex map for exploration

Temple of the Elk


Heroes chartered to be heroic...

Heroes Standard Operating Procedures (SOPs)
Marching order:
Markov
Orrik
Nedyr
Mahdrig

Night watch rotation:

Naughty DM

Spoiler:

Random attack generator [dice]1d4[/dice]
1 @
2 @
3@
4@

Hex map key....
Oleg's B10
The Barbarian Cairn B2
C1, C3,
Giant spider nest C11
Radish patch C9
Thorn River camp D8
Mite lair E11
Kobold lair F12
Gold mine D10
Temple of the Elk D6
*-known
**-explored

According to the friendly fey Perlavish....
He and Tyg live in C7
There are/was traps in B6
The bandit camp is/was in D8
The bear and temple is in D6
The giant frogs (hot spring) are/were in D4
The "dragoons" are way off in F4

Charter

Charter Text:
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.

______________

Journey to Oleg's Trading Post the last vestage of civilization on the border of the wild and lawless stolen lands....

Oleg's

Oleg’s trading post is surrounded by a wooden palisade that stands 10 feet high. At each corner of the palisade are 20-footsquare watchtowers, each armed with a run-down catapult left over from the site’s original use as a border fort.

There’s one entrance through the palisade—a 30-foot-wide wooden gate.

This is the tactical version of
Oleg's with the squares for distance!

Oleg

Svetlana

Mikmek The Kobold Ranger

Spoiler:

Blue/black dragon breath kobold
Male Kobold Ranger (Guide) 1
N Small humanoid (reptilian)
Hero Points 1
Init +3; Senses darkvision 60 ft., low-light vision; Perception +7

--------------------
Defense
--------------------

AC 19, touch 14, flat-footed 16 (+4 armor, +3 Dex, +1 size, +1 natural)
hp 11 (1d10+1)
Fort +3, Ref +5, Will +1
Weakness light sensitivity

--------------------
Offense
--------------------

Speed 20 ft.
Melee
MW hand axe +3 (1d6/*3)
Ranged sling +4 (1d4)
Special Attacks ranger's focus
Breath weapon acid/electricity
They can breathe in 15-foot lines or 10-foot cones once per round as a move action, forcing a DC 13 Ref lex save for half damage. Those who fail the saving throw take 1d8 points of damage. After using their breath weapons, dragon breath kobolds must wait 1d4 rounds before using them again.
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 12, Wis 13, Cha 10
Base Atk +1; CMB +0; CMD 13
Feats Point-Blank Shot
Traits adaptive magic, blood of dragons
Skills Climb +2, Heal +5, Knowledge (geography) +5, Perception +7, Stealth +9, Survival +5 (+6 to track), Swim +2, Use Magic Device +5; Racial Modifiers +2 Perception
Languages Common, Draconic
SQ hero points, track, wild empathy +1
Other Gear armored coat, heavy pick, 150 gp
10 feet silk rope, MW hand axe
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Ranger's Focus +2 (1/day) (Ex) +2 to hit and damage focused target.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Crackjaw the Mite Druid (no peeking)

Spoiler:

Crakjaw grew up with a strange attraction to spider way more affinity that your everyday mite. Now he likes the company of his arachnid friends over his kin.
Mite Druid 1 LE Small male fey
Init +5; Senses darkvision 120 ft.; Perception +4
DEFENSE
AC 14, touch 12, flat-footed 13 (+2 armour, +1 Dex, , +1 size) DR 2/cold iron
HP 10
Fort +3, Ref +1, Will +3
Weaknesses light sensitivity
OFFENSE
Speed 20 ft. / climb 20
Melee sickle +1 (1d3/x4) bite +1 (1d3) bite (1d3)
Ranged dart +2 (1d3)
Spells: 2 1st : Cure light wounds, Entangle
0th: Create water, detect magic, Guidance
STATISTICS
Str 10, Dex 13, Con 12, Int 8, Wis 15, Cha 8
Base Atk +1; CMB –1; CMD 10
Feats: improved initiative
Skills Knowledge (nature) +3, Spellcraft +3, climb +8, stealth +5, Survival +8, Craft Trap +6
Racial Modifiers +4 Craft (trapmaking)
Languages Aklo, common , undercommon
Wild Empathy +0 (+4 vermin)
Spell like abilities: Prestidigitation at will,
doom 1/day DC 11.
Equipment: scroll cure light wounds, small leather armor, cold iron sickle, 6 x darts, cloak, belt and pouches congaing 3 pet spiders. 20gp.
Giant spider companion: Sabre Size small, move 30’ / climb 30’
Ac 14 hp 11 att bite +4 1d4 + poison con save [4] or 1 str damage, init +3,
Str 6, dex 17, con 10, int –, wis 10, cha 2,
Fort +3, Ref +6, Will +0, feat: weapon finesse
(bite) climb +9, stealth + 7

Credit at Olegs: gold, silver, 0 copper

Ordering from Oleg takes 2 weeks.
Current Items on order:

Oleg's trading post inventory

Spoiler:

6 suit of leather armor
a heavy wooden shield
2 hand axes
5 javelins
1 longbow
3 shortbows
2 quarrels of arrows
1 scythe
2 spears
2 vials of antitoxin,
6 torches
15 days trail rations

potions/oils

20 animal furs

Storeroom: (generally used for maintaining the location of Olegs
This room contains two barrels of
drinking water, a half-full barrel of lantern oil,
three common lamps, a dozen candles, a week’s
worth of firewood, a hooded lantern, 70 feet of
hemp rope, a tent, and enough food (mostly cheese,
hard bread, and dried venison) to last for 2 weeks.

6 horses, saddles, bridles in the stable


__________

The general lay of the land as outlined within the charter
Over-view map

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Greenbelt Random Encounters (if needed)

Spoiler:

1d6 bandits See page 12
1d4 boars Bestiary 36
1d4 boggards Bestiary 37
1 brush thylacine See page 86
1d6 elk See page 80
1 faerie dragon Bonus Bestiary 9*
1d4 grigs See page 19
1 grizzly bear Bestiary 31
1 hunter See page 12**
1d8 kobolds Bestiary 183
1d8 mites Bestiary 207
1 nixie Bonus Bestiary 15*
1 owlbear Bestiary 224
1 shambling mound Bestiary 246
1 slurk See page 22
1 tatzlwyrm See page 82
1d4 trolls Bestiary 268
1 werewolf Bestiary 198
1 giant whiptail centipede See page 35
1 will-o’-wisp Bestiary 277
1d6 wolves Bestiary 278
1 worg Bestiary 280

Notable NPC's
@ Oleg's
Kesten Garess male, Human, Fighter 3, Commander of three warriors
Warriors 1, 2, 3; John , Wayne and Clint Eastwood, Cousins or from the town of Eastwood?

Jhod Kavken, male human cleric of Erastil 4
Kressel female human Ranger 2

Nicholas 10 year old orphan stableboy

Bokken potion maker

Accomplishments:
A- saving Oleg's from Bandits
K- Wiping out the Thorn River bandit camp
J- temple of the elk

Wanted posters and quests:
Head of a Tatzylwyrm

Source: Wanted poster at Oleg’s Trading Post

Task: The way everyone talks about tatzlwyrms,one might think they’re swarming throughout theStolen Lands. This isn’t the case; they’re actually quite rare. A tatzlwyrm head would be a great conversation piece at Oleg’s. He has promised a reward for anyone who can deliver one.
Completion: Slay a tatzlwyrm and deliver its head.
Reward: Oleg will pay 600 gp for a relatively undamaged tatzlwyrm head.

Kobolds in the Hills
Source: Wanted poster at Oleg’s Trading Post
Task: The Sootscale kobolds dwell in a cave somewhere in the Kamelands. Normally not a problem, they’ve been riled up by something lately.
Find their lair and ensure that the kobolds aren’t going to continue being a threat.
Completion: Either slay the kobolds or forge an alliance of peace with them.
Reward: The swordlords send a reward of 800 gp once the kobold activity is under control.

Wanted: Tuskgutter
Source: Wanted poster at Oleg’s Trading Post
Task: Every Greenbelt hunter has a story about Tuskgutter, each wilder than the last. Whoever manages to kill the ill-tempered beast will get a
nice reward from old, retired Vekkel Benzen, who lost his leg to the monster pig a year ago.

Completion: Deliver Tuskgutter’s head to Oleg’s.

Reward: Vekkel has promised his masterwork (+2 str)longbow and six +1 animal bane arrows to whoever can kill Tuskgutter. He also promises to share the head cheese he plans to make out of this trophy.

Wanted: Falgrim Sneeg
Source: Kesten Garess, at Oleg’s Trading Post
Task: A mercenary Kesten worked with months ago was a Varisian man named Falgrim Sneeg. Falgrim robbed the group and fled into the Greenbelt to become a bandit, and Kesten hopes to catch him
alive and return him to Restov for punishment.
Completion: 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.

The full list of possibilities
A. Oleg's -
B. Barbarian Cairn
C. Trap filled glade
D. Bokken's hut -
E. Dead Trapper
F. Fairy nest
G. Radish patch
H. Spider's nest
I. Frog Pond
J. Temple of the Elk
K. Bandit Camp -
L. Gold mine
M. Forgotten Cache
N. Statue of Erastil
O. Boggard lair
P. Tuskgutter's lair
Q. Rickety bridge
R. Mite lair -
S. Nettle's crossing
T. Dead Unicorn
U. Tatzylwurm Den
V. Trapped Thylacine
W. Fangberry thicket
X. River Crossing
Y. Kobold Caverns -
Z. Staglord's Fort

Greenbelt Rumors (no peeking)

Spoiler:

d10 Roll Rumor
1 Breeg Orlivanch, a foul-mannered trapper, has been missing for some time—they say he gave up trapping and joined
the bandits! (False)
2 Some of the bandits wear silver amulets that resemble a stag’s skull—these bandits belong to a debased cult dedicated
to a hideous animal demon. (False)
3 There used to be a bridge crossing the Shrike River to the southeast, but bandits ruined it. They say the old bridge keeper
Davik Nettles haunts the place now.
4 The bandits are getting braver and more organized, and there’s whispers that they have a new leader—a man who
dresses in animal’s bones and calls himself the Stag Lord.
5 Bandits aren’t the only things in the Kamelands that cause trouble—there’s a tribe of kobolds and a tribe of mites living
somewhere in the hills too. They aren’t as much trouble as the bandits, but their presence certainly makes the idea of
settling the land less attractive.
6 The primary trade route from the River Kingdoms to Brevoy is the East Sellen River, a major waterway that runs through
a swampy region to the west called the Hooktongue Slough. The trade route’s been closed for several months, though,
due to an increased amount of violence from the boggard tribes that dwell there—hopefully the frog folk keep to the
swamp and don’t turn their bulging eyes east toward the Narlmarches!
7 A group of evil monks and priests of a lesser-known goddess of hatred, extortion, and spite once dwelt on the northern
shore of the Tuskwater to the south. I bet there are still cultists out there, and that they’re behind the sudden rise in
banditry! (Partially False; a monastery dedicated to Gyronna did once sit on the shores of the Tuskwater, but her faith has
nothing to do with the Stag Lord or his bandits.)
8 Some people report that a unicorn lives in the Narlmarches, but sightings of the magnificent creature have fallen off in
recent months. Perhaps the unicorn was driven out by the bandits?
9 Taldan colonists once made an attempt to settle in the Stolen Lands. They failed, but not for lack of resources. There’s supposedly
some old and abandoned mines somewhere in the Kamelands—and some folks believe that there’s gold in the hills!
10 An old friend of a friend had a brother who went missing in the Stolen Lands a while back. A traveling wizard. His
spellbook’s probably just rotting away in the underbrush or in some monser’s lair. Shame, really!