We be Goblin(?) Kings, Kingmaker

Game Master Freddy Honeycutt

What happens when the heroes chartered to explore the Stolen lands make treaties with locals and end up dead with the charter passing into the hands of goblins???

The Old map of the greenbelt

Hex map for exploration


Random attack generator
[dice]1d5[/dice]
1=Colvin
2=Gufi
3=Quuroog
4=Sarhashil
5=Jhod

Yraalik fire his musket [dice]1d20+7; 1d10[/dice]
and his well trained Soggy leaps into attack while the kobold reloads
claw/claw/bite [dice]1d20+2; 1d20+2; 1d20+2; 1d4; 1d4; 1d6[/dice]

Basic Stolen Lands bandit
Male human warrior 1
NE Medium humanoid (human)
Init +5; Senses Perception +0
Defense
AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 9
Save [dice]1d20[/dice] Fort +3, Ref +1, Will –1
Offense
Speed 30 ft.
Melee/ranged longsword/bow [dice]1d20+2;1d8+1[/dice]

Statistics
Str 13, Dex 13, Con 12, Int 10, Wis 9, Cha 8
Base Atk +1; CMB +2; CMD 13
Feats Improved Initiative, Toughness
Skills Intimidate +3, Perception +0, Stealth +2
Languages Common

Gear: leather armor, longbow with 20 arrows, long sword, 2 days
of trail rations, 10 gp, horse

Per every 3 bandits is a potion of cure light wounds.

The Kingmaker's iconics are:

Amiri
Lini
Harsk
Sajan

These are the recently deceased NPCs for our game...

Amiri (Iconic Barbarian 1) CR 1

Spoiler:

XP 400
Female Human Barbarian 1
CN Medium humanoid (human)
Init +1; Senses Perception +5
DEFENSE

AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 15 (1d12+3)
Fort +4, Ref +1, Will +1
OFFENSE

Speed 40 ft.
Melee Large bastard sword +3 (2d8+6/19–20)
Ranged shortbow +2 (1d6/×3)
Special Attacks rage (6 rounds/day)
TACTICS

During Combat Amiri counts on her high Strength and the sheer size of her blade to defeat foes, knowing that her attacks are less accurate because of the sword's size. When she has difficulty hitting a target, needs to deal even more damage, or needs the extra boost to her Constitution, Amiri rages and uses Power Attack to bring enemies to their knees.

Raging Statistics

When raging, Amiri's stats are AC 13; hp 17; Fort +6, Will +3; Melee Large bastard sword +5 (2d8+9/19–20); CMB +7; Skills Climb +7.
STATISTICS

Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 10
Base Atk +1; CMB +5; CMD 16
Feats Exotic Weapon Proficiency (bastard sword), Power Attack
Skills Climb +5, Handle Animal +4, Intimidate +4, Perception +5, Survival +5
Languages Common
SQ fast movement
Combat Gear acid flask; Other Gear hide armor, Large bastard sword, shortbow with 20 arrows, backpack, bedroll, caltrops, flint and steel, hemp rope (50 ft.), shovel, torches (5), trail rations (4), waterskin, 5 gp

Lini (Iconic Druid 1)

Spoiler:

Lini is an empathetic gnome with a talent for calming angry animals. Lini's snow leopard companion, Droogami, is a loyal friend who supports and defends her at all times.
Lini (Iconic Druid 1) CR 1

XP 400
Female Gnome Druid 1
N Small humanoid (gnome)
Init +1; Senses low-light vision; Perception +9
DEFENSE

AC 14, touch 12, flat-footed 13 (+2 armor, +1 Dex, +1 size)
hp 11 (1d8+3)
Fort +5, Ref +1, Will +5; +2 vs. illusions
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
OFFENSE

Speed 20 ft.
Melee sickle –1 (1d4–2)
Ranged sling +2 (1d3–2)
Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids
Gnome Spell-Like Abilities (CL 1st; concentration +3)

1/day—dancing lights, ghost sound (DC 13), prestidigitation, speak with animals

Druid Spells Prepared (CL 1st; concentration +4)

1st—entangle (DC 14), goodberry
0th (at will)—detect magic, know direction, resistance
TACTICS

Before Combat Lini casts goodberry at the start of each day.

During Combat Lini attempts to stay out of melee, sending her animal companion to fight while she uses her magic to heal, summon allies, and control the environment.
STATISTICS

Str 6, Dex 12, Con 16, Int 12, Wis 16, Cha 15

Base Atk +0; CMB –3; CMD 8
Feats Self-Sufficient
Skills Craft (jewelry) +3, Handle Animal +6, Heal +9, Knowledge (geography) +5, Knowledge (nature) +7, Perception +9, Spellcraft +5, Survival +7
Languages Common, Druidic, Gnome, Goblin, Sylvan
SQ nature bond (animal companion, snow leopard named Droogami*), nature sense, wild empathy +3
Combat Gear goodberries (5), scroll of cure light wounds, acid; Other Gear leather armor, sickle, sling with 10 bullets, belt pouch, mistletoe, spell component pouch, stick collection, sunrods (2), trail rations (2), 8 gp

Droogami, Snow Leopard Animal Companion

Spoiler:

Droogami

Effective Druid Level 1

N Small animal

Init +5; Senses low-light vision, scent; Perception +5
DEFENSE

AC 17, touch 16, flat-footed 12 (+5 Dex, +1 natural, +1 size)
hp 11 (2d8+2)
Fort +4, Ref +8, Will +1
OFFENSE

Speed 50 ft.
Melee bite +7 (1d4+1 plus trip), 2 claws +7 (1d2+1)
STATISTICS

Str 12, Dex 21, Con 13, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +1; CMD 16 (20 vs. trip)
Feats Weapon Finesse
Skills Perception +5, Stealth +13
SQ tricks (attack [all creatures], come, defend, down, guard, heel)

Harsk (Iconic Ranger 1)

Spoiler:

Harsk is a gruff and driven dwarf, following a vow of justice to avenge his brother's death at the hands of giants. He prefers tea to ale, wanting to keep his senses sharp.

Harsk (Iconic Ranger 1) CR 1
XP 400
Male Dwarf Ranger 1
LN Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +6

DEFENSE

AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 12 (1d10+2)
Fort +4, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)

OFFENSE

Speed 20 ft.
Melee battleaxe +3 (1d8+2/×3)
Ranged heavy crossbow +4 (1d10/19–20)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, favored enemy (humanoids [giants] +2)

TACTICS

During Combat Harsk prefers fighting with his crossbow over his battleaxe. His hatred for giants often motivates him to target creatures of that subtype to the exclusion of others.

STATISTICS

Str 14, Dex 16, Con 15, Int 10, Wis 14, Cha 8
Base Atk +1; CMB +3; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Rapid Reload
Skills Handle Animal +3, Heal +6, Knowledge (geography, nature) +4, Perception +6 (+8 to notice unusual stonework), Stealth +6, Survival +6
Languages Common, Dwarven
SQ track +1, wild empathy +0
Gear studded leather, battleaxe, heavy crossbow with 30 bolts, antitoxin, backpack, smokestick, trail rations (4), signal whistle, tea pot, 11 gp

This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.

DESCRIPTION

Harsk is an uncommon dwarf. He enjoys the wide skies of the open plains more than claustrophobic tunnels, prefers the taste of tea to alcohol, and handles his battles at range rather than in melee. As a young dwarf, he eschewed the company of his fellows, finding that few things made him happier than crouching in a tree stand with his bow, listening to the wind through the forest leaves and waiting for prey to wander by. That all changed twenty years ago when his elder brother, a captain named Sigur, led a dwarven war band from Janderhoff against a small party of raiding giants. Out of affection, Sigur offered his less-experienced sibling the chance to come and prove himself as chief scout and second-in-command. Calm and peaceful by nature, Harsk turned him down, failing to see the honor his brother was doing him until several days after the company had departed. Traveling light and fast, Harsk caught up with his brother quickly—but not quickly enough. Misjudging the size and skill of the raiding party, Sigur had led his band into an ambush, where it was slaughtered to the last dwarf.

With his brother's blood still fresh on his hands, Harsk went mad with rage. That night, he stalked through the giants' camp like a vengeful wraith, slaughtering giant after giant with his crossbow before melting back into the forest, only to reappear elsewhere and take another victim. When the last giant was left gurgling in the dust, Harsk took up his brother's axe and slipped off into the trees, vowing to forever be the voice of justice in the wild places, to keep balance and prevent the sacrifices of noble warriors like his brother.

Harsk, like many of his kind, is gruff and taciturn, but there ends most of his connection to dwarven society. Something of a loner, he prefers to spend his time outdoors, communing with nature, though he occasionally travels alongside others whose goals match his own. Uninterested in the beer and ale so strongly associated with dwarves in the minds of human society, Harsk instead drinks pot after pot of strong tea to keep his senses sharp. While he never lets his brother's axe out of his sight, he wields it only as a last resort, knowing his true skills lie in the hunt and striking from darkness.

Sajan (Iconic Monk 1)

Spoiler:

Born into a warrior caste in a far-off land, Sajan fled his duties and home in search of his missing twin sister, a fellow martial artist. Under sentence of death in his homeland for desertion, he obsesses over finding clues that could lead him to his twin.

Sajan (Iconic Monk 1) CR 1
XP 400
Male Human Monk 1
LN Medium humanoid (human)
Init +2; Senses Perception +5

DEFENSE

AC 14, touch 14, flat-footed 11 (+2 Dex, +1 dodge, +1 Wis)
hp 11 (1d8+3)
Fort +4, Ref +4, Will +3

OFFENSE

Speed 30 ft.
Melee flurry of blows +2/+2 (1d6+3) or unarmed strike +3 (1d6+3) or temple sword +3 (1d8+3)
Ranged shuriken +2 (1d2+3)
Special Attacks flurry of blows, stunning fist (1/day, DC 11)

TACTICS

During Combat Sajan relies on Mobility to get into a strategic location in combat, and uses a combination of Combat Reflexes and flurry of blows to deal as much damage as possible to his targets. Against a particularly powerful single enemy, he utilizes Stunning Fist to take the combatant out of commission.

STATISTICS

Str 16, Dex 15, Con 14, Int 10, Wis 13, Cha 10
Base Atk +0; CMB +3; CMD 17
Feats Combat Reflexes, Dodge, Improved Unarmed Strike, Mobyo, Stunning Fist
Skills Acrobatics +6, Climb +7, Perception +5, Sense Motive +5, Stealth +6
Languages Common, Vudrani
Gear shuriken (5), temple sword, belt pouch, wooden holy symbol, 2 gp

This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.

DESCRIPTION

Far from the Inner Sea region, in the mysterious land of Vudra, Sajan and his twin sister Sajni were born into the padaprajna warrior caste. The siblings trained and served as partners, each complementing the other's technique, and became talented martial artists. After numerous victories, however, the siblings were separated when their lord was defeated, shamed, and forced to cede half his army to the victor—among them Sajan's sister. Sajni was taken away from Vudra by her new master and placed upon a ship as tribute to a distant lord. Daring disgrace or even death, Sajan abandoned his responsibilities to follow, so unwilling was he to condemn Sajni to life in the barbaric lands to the west. Eventually he tailed her all the way to Absalom, the City at the Center of the World, but lost her among the travelers and treasures of a hundred nations. Still, Sajan has not yet given up hope. He continues to seek any clue that might point him toward his sister, and has traveled far from Absalom and performed many heroic deeds in return for even the barest of rumors.

The dead heroeswere operating out of Oleg's Trading post, the post and occupants you know by reputation only....

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

Charter

Charter Text:
Be it so known that the bearer of this charter, or designee thereof 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.

TREATY:

The treaty among the Accord, the kobold nation, the mite nation, the goblin nation and the ratfolk nation?

We, the Undersigned, agree to the following:

On Territory:
#1 – That the kobold, goblin, mite and ratfolk Tribes each be recognized as a Sovereign Nations under the Law.
#2 – That the aforementioned Nation’s sovereign territory (defined as the hex containing the Sootscale Mine, the hex containing the old sycamore, the one containing rickety bridge, and the goblins holding the hex where the rivers converge. Shared territory includes with the attending access to river, berry bushes and radish patch) be recognized as sovereign territory under the Law, and shall be inviolate unto the Stolen Lands Group (and any later signatories of this treaty).
#2.1 – That, in accordance with the Law, the Nations have the right to demand toll from any who wishes to cross the borders of its sovereign territory, as well as the right to defend its borders against unlawful invasion.
#3 – That, at such a date when the Stolen Lands Group has established a territory, this shall likewise be sovereign under the Law, and inviolate unto the other Nations (and any additional signatories of this treaty).
#3.1 – That, in accordance with the Law, the Stolen Lands Group has the right to demand toll from any who wishes to cross the borders of its sovereign territory, as well as the right to defend its borders against unlawful invasion.
#4 – That any future signatories of this Treaty shall be recognized as Sovereign Nations and receive the right to demand toll and defend the sovereign borders of their territory, which shall be defined upon the time of their signing the Treaty.
#5 – That, if necessary, all signatories of this Treaty may call upon any of the other signatories to assist them in the case that their sovereign borders are violated or under threat from any party, signatory or otherwise.

On Trade:
#1 – That we, the Undersigned are engaged in exclusive trade, at price rates to be agreed upon at a later date.
#1.1 – With the Sootscale Nation providing silver.
#1.2 – With the Stolen Lands Group providing access to various trade goods from foreign quarters.
#2 – That this trade-relationship be wholly exclusive, allowing no other parties to be included, unless one or both parties formally dissolves it.
#2.1 – Should any party offer various trade goods to the Sootscale Nation at preferable rates, the Sootscale Nation shall offer the right of first refusal to the Stolen Lands Group.
#2.2 – Should any party offer silver to the Stolen Lands Group at preferable rates, the Stolen Lands Group shall offer the right of first refusal to the Sootscale Nation.

Deliberation:
#1 - That all signatories of this Treaty shall be united in a Treaty Council, which will meet at least once a Year to discuss any matters pertaining to all parties united in this Treaty.
#1.1 – That every signatory may call for a meeting of the Treaty Council, should they feel that a matter has arisen which demands the attention of the full Council of signatories.
#2 – That all signatories of this Treaty shall appoint at least one individual with the rank of Councillor, with the rank, authority, intellect and wisdom to properly represent their Nation in Treaty Council, who shall be assigned to attend Treaty Council on the appointed date.
#3 – That each Nation be given full review of Treaty Council decisions, allowing each signatory’s government to ratify or protest its Ambassadors’ decisions.
#3.1 – That any decision made by an Ambassador which the Ambassador’s government objects to, be formally protested by the government in question before the Treaty Council before the passage of thirty days and nights after the making of said decision.
#4 – That all Ambassadors be given the right of safe and unmolested travel through the sovereign lands of all the signatories of this Treaty.
#4.1 – That all Ambassadors be excluded from toll in the execution of their passage to and from Treaty Council.
#4.2 – That any and all Staff attached to the Ambassador not be exempted from toll.
#5 – That Treaty Council be held in a location to be agreed upon at a later date, allowing for later decision to set up a rotating schedule.

Amendment:
That this Treaty may be amended at a later date, provided majority agreement is reached among the signatories.

Mite Characters

Spoiler:

Mites are rather ugly humanoids about 2 feet tall. They have long pointed ears and large round noses. Their skin
ranges from blue to greyish-brown.
Mite characters have the following characteristics.

SPECIAL ABILITIES
Hatred (Ex)
Mites receive a +1 bonus on attack rolls against creatures with the dwarf or gnome subtype due to special training against these hated foes.
Vermin Empathy (Ex)
This ability functions as a druid's wild empathy, save that a mite can only use this ability on vermin. A mite gains a +4 racial bonus on this check. Vermin are normally mindless, but this empathic communication imparts on them a modicum of implanted intelligence, allowing mites to train Medium vermin and use them as mounts.
Vermin empathy treats swarms as if they were one creature possessing a single mind--a mite can thus use this ability to influence and direct the actions of swarms with relative ease
Favored Class Bonus
Druid: animal companions of vermin
type gain +1hp
Fighter: damage reduction increases
1/4 per level.
Ranger: gain +1/2 stealth or survival
skill point
Rogue: +1 sneak attack in surprise
round
Summoner: summoned creatures gain
DR +1/4 cold iron
Witch: add one spell to familiar of up
to one level lower that the highest the
witch can cast
• -2 Strength, +2 Dexterity, -2
Intelligence, +2 Wisdom, -2
Charisma. Mites are dim and weak
but are quick on their feet with an
innate cleverness.
• Small size: Mites are Small
creatures with a +1 bonus to Armour
Class, +1 bonus on attack rolls, +4
bonus on Stealth checks, -1 penalty
on CMB/CMD checks, and lifting
and carrying limits 3/4 those of
Medium characters.
• Base speed: A mite's base land
speed is 20 feet, and it has a climb
speed of 20 feet.
• Darkvision: Mites can see in the
dark out to 120 feet.
• Low-light vision: Mites can see
twice as far as humans in conditions
of dim light.
• Racial Skills: +4 racial bonus on
Craft (traps) checks.
• Natural Weapons: Mites have a
bite attack (1d3).
• Special Attacks: Hatred, spell-like
abilities At will--prestidigitation
1/day--doom (DC 11)
• Special Qualities: Scent, DR 2/cold
iron, hatred, light sensitivity, vermin
empathy.
• Languages: Mites begin play
speaking Aklo. Mites with a high
intelligence can choose from the
following languages: Dwarf,
Gnome, Goblin, Orc,
Undercommon.

MiteHome

KoboldHome

GoblinHome

RatfolkHome

For whatever reason I have decided that I need to try savage Kingmaker through play-by-post.

I have book 1 and 2; Stolen Land and Rivers Run Red. I have the other pdfs listed in my wishlist. I am not promising to run the AP beyond the pdfs I have.

I have a lot of information listed in my profile, including DM style and other relevant information. I strongly suggest you give it a read through before applying.

Let’s say 20 point buy, two traits, one must be a campaign trait. (no rich parents trait). No adjusted ability score under 10.

Max gold max hit points to start...

I expect active solution focused assistance from players as this is not a typical game and we will get stuck.....

Introduction:
Living at peace in the Stolen lands a small group of four tribes lived in proximty to each other and so went unnoticed for a long time to both humans traversing the area, to bandits, and even to other bands of larger monsters (Hargulka's Monster Kingdom). Being small and over-looked and deemed insignificant to the ongoing struggle to control the area, four Iconic heroes and another came into the Stolen Lands with charters granted from the Swordlords.

The charter holders managed to make peace with these tribes and in so doing inadvertently passed their charters onto these heirs of the four tribes, letting them move from soveriegn recognition, to potential rulership of the entire lands.

The heroes made peace with the four tribes and reported back to Olegs with copies of the treaty, when they returned to the stolen land they encountered a large troop of bandits in their way to set a camp and demand payment from Oleg. This group overpowered the heroes, slaying them all (save one), and leaving their bodies on the open plains.
It did not take long for the bandits to begin harassing Oleg and to rob persons passing through.

It also didn't take long for the four kingdom nation scouts to find the bodies and decide they must be returned to Olegs...

The heroes have fallen and the mantle passes to the four tribes, to the kobolds, to the mites, to the goblins, and to the ratfolk, can they carve a kingdom or will monsters swallow them up?
Stay tuned true believers!!!

The Leveton Barony, is granted to Oleg and Svetlana is the hex containing Olegs trading post. Oleg is authorized to collect taxes and was granted these lands and title in just compensation for his service and Svetlanas service to the kingdom. The Bokken annex is an additional hex granted to Oleg and Svetlana or their heirs upon Bokken's passing.

Tribal council meets once a month at the radish patch where issues are brought forth, taxes recorded and materials for projects ordered.

Chief Oleg - human representative fighter1/expert2/aristocrat1
Chief Sootscale - kobold representative Cleric of Apsu 4?

Spoiler:

Kobold Cleric (Apsu) 4,
LN small Humanoid
Init +0; Senses Perception +3; darkvision

DEFENSE
AC 20, touch 10, flat-footed 20 (+9 Armor, +1 Shield)
HP 33 (4d8+12)
Fort +7, Ref +2, Will +8

OFFENSE
Spd 20 ft.
Melee masterwork +8 (1d8+3/×3)
Ranged light crossbow +4 (1d8/19-20)

SPELLS

2nd: Bull's Strength, Bull's Strength, Spiritual Weapon, Shield Other* (has tokens for lieutenant and sergeant)
1st: Bless, Remove Fear, Shield of Faith, Shield of Faith, Protection from Chaos,
0th: Create Water, Detect Magic, Purify Food and Drink, Stabilize,

STATISTICS
Str 16, Dex 10, Con 14, Int 8, Wis 16, Cha 11
BAB +3; CMB +6; CMD 16
Feats Combat Casting, Weapon Focus ()
Skills: Diplomacy +4, Knowledge (Religion) +3, Profession (Soldier) +7, Sense Motive +7,
Languages Common, Draconic,
Combat Gear potion of cure light wounds (1), potion of enlarge person (1), potion of resist energy (1),
Special: Domains (Protection, Law), Channel Positive Energy 2d6 3/day (DC 12), Resistant Touch 6/day, Touch of Law 6/day,
Gear Full Plate Armor, Masterwork Light Steel Shield, Masterwork Warhammer, Dagger, Light Crossbow w/20 bolts, Pathfinder's Kit, Dungeoneering Kit, Silver Holy Symbol of APSU, 6 GP

Chief Grabbles - mite representative
Mite Cavalier (Beast Rider, Order of the Dragon) 4

Spoiler:
LE Small Fae
Init +2; Senses Perception +8, Darkvision 120 ft. low-light vision, scent,

DEFENSE
AC 19, touch 13, flat-footed 18 (+6 Armor, +2 Dex, +1 Size)
HP 44 (1d6+4d10+14)
Fort +7, Ref +6, Will +5
DR 2/cold iron
Weakness light sensitivity

OFFENSE
Spd 15 ft., climb 15 ft.
Melee masterwork greatsword +8 (1d8+9/19-20) or lance charge +12 (2d6+18/x3)
Ranged composite longbow +8 (1d6+2/x3)

SPELL-LIKE ABILITIES
At-will: Prestidigitation,
1/day: Doom (DC 9)

STATISTICS
Str 14, Dex 14, Con 15, Int 10, Wis 13, Cha 6
BAB +4; CMB +5; CMD 17
Feats Power Attack, Furious Focus, Mounted Combat,
Skills: Climb +3, Intimidate +2, Handle Animal +6, Perception +9, Ride +10, Sense Motive +5, Stealth +7, Survival +6, Swim +3,
Languages Undercommon,
Special Vermin Empathy +6, Hatred (+1 to hit gnomes and dwarves), Challenge 2/day (+2 to hit for all allies, +4 damage), Tactician 1/day (Grants Precise strike to all allies for 4 rounds), Cavalier's Charge (+4 on charge, no AC penalty), Aid Allies (Provides +3 instead of +2 when aiding another),
Combat Gear potion of cure light wounds (1), oil of lead blades (2),
Gear masterwork greatsword, masterwork lance, masterwork breastplate, +2 str composite longbow w/20 arrows, dagger, cloak of resistance +1,

N Medium Vermin (Giant Beetle)
Init +0; Senses Perception +4, darkvision

DEFENSE
AC 21, touch 10, flat-footed 21 (+3 Armor, +8 Natural)
HP 26 (4d8+8)
Fort +6, Ref +4, Will +3

OFFENSE
Spd 20 ft. Fly 20 ft (Poor)
Melee bite +6 (1d8+9) (w/power attack)
Special trample (1d4+6, DC 16)

STATISTICS
Str 18, Dex 11, Con 15, Int 1, Wis 11, Cha 4
BAB +3; CMB +7; CMD 17
Feats Endurance, Power Attack, Iron Will,
Skills: Fly +1, Perception +4, Survival +4,
Gear Masterwork Studded Leather Barding,

Chief Gutwad - goblin representative - Ranger 4
Chief Splinter - ratfolk representative - monk 4

Spoiler:
Master Splinter
Splinter Monk (Sensei) Level 4

Str 10
Dec 15
Con 10
Int 14
Wis 18
Cha 14

HP = 32
AC = 17 (+1 AC Bonus, Wis & Dex Bonuses)

CMD = 18
CMB = +7

For. +4
Ref. +6
Will + 8 (+2 vs. Enchantment Spells)

BAB + 3

Melee Attack - +7 – Fist – 1d6

Feats: Combat Expertise, Improve Disarm

Skills: 24+4 Favored Class Monk

Acrobatics (1) +6
Climb (1) +4
Craft - Alchemy (1) +8
Diplomacy (2) +7
Escape Artist (1) +6
Intimidate (1) +6
Knowledge Arcana (1) +6
Knowledge Dungeoneering (1) +6
Knowledge Engineering (1) +6
Knowledge Geography (1) +6
Knowledge History (2) +7
Knowledge Local (2) +7
Knowledge Nature (1) 6
Knowledge Nobility (1) +6
Knowledge Planes (1) +6
Knowledge Religion (1) +6
Linguistics (1) +6
Perception (1) +10
Perform (1) +6
Profession – Cook (1) +6
Ride (1) +6
Sense Motive (2) +9
Stealth (1) +10
Swim (1) +4
Use Magic Device (0) +4
Special Abilities:

Advice –
Bardic Performance: Inspire Courage
Bardic Performance: Inspire Competence
[8 Rounds Per Day]

Insightful Strike – Wisdom to Attacks

Stunning Fist

Unarmed Strike

Maneuver Training

Still Mind

Slow Fall 20’

Ki Pool (Magic) (6)

Race Ratfolk:
Small Size +1 AC & Attack Bonus, -1 CMD & CMB. +4 Stealth.
+2 Dexterity & Intelligence, -2 Strength.
Tinker +2 Alchemy, Perception, Use Magic Device.
Rodent Empathy. Swarming.
Darkvision 60’.

Credit at Olegs: 0 gold, 0 silver, 0 copper

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

Oleg's trading post inventory

Spoiler:

6 suit of leather armor
1 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 Inn)
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.
The Stable contains enough hay for the winter for 12 horses, 6 horses with ( saddles, bridles)

__________

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

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

Accomplishments
R.
Y.
A.
K.

The full list of possible achievements

Spoiler:

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!