My Changes to RRR - Hargulka's Monster Kingdom


Kingmaker

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Silver Crusade

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

I start RRR next week, and while I'm excited about the Kingdom building and have a good idea of how to inject plots built off my character's back-stories. My problem is that the adversaries in RRR don't have the same presence and personality of the Stag Lord and his bandit compadres.

So with that in mind I decided to tweak the villains in RRR.

BEWARE FOR SPOILERS ABOUND

Hargulka as written doesn't do a whole lot. Mostly just send his incredibly tiny band of Trolls to harass the PC's kingdom occasionally. Then just sits on his silly throne waiting to get killed. I like my villains a bit more proactive than that.

So I present to you:

Hargulka's Monster Kingdom

A dark twin of the PCs kingdom born at the same time, with a capital in the deep southern reaches of the Greenbelt. Hargulka has seen trolls slain at the hands of upstart "pinkies", and sees the fractured nature of the monstrous races as their greatest weakness.

Nyrissa has encouraged in Hargulka a feeling that he is destined to rule the monstrous races of the Green Belt and drive out the encroachment of civilization. To that end she has sent Hargulka an emissary in the form of one of her Will-O-Wisps.

Hargulka's plan is as follows:

1) Diplomacy: Send troll diplomats (advised by invisible Will-O-Wisps) to the various monster tribes in the Greenbelt and convince them to swear fealty to Hargulka.

2) Harassment: the PC's kingdom with threats and acts of terrorism. The basic message being: "This land is for monsters only. Civilization not welcome."

3) Attack!: Coax the Talonquake (the giant owlbear) to attack the PC's major city, hopefully driving the PCs out once and for all.

-----------------------------------------------------------------------

Expanding Part 1 - Diplomacy.

The Sootscale Kobolds and the Monstrous Feast

Spoiler:

If the PCs befriended the Sootscale Kobolds, at some point the PCs should be called to the Sootscale caves, preferably just before, or just after the PCs plan to annex the caves as part of their territory.

When the PCs arrive at Sootscale Caverns they notice that the Kobolds are busy making a feast of a dozen or so boars. They are welcomed inside (if the Sootscales are friendly of course).

Once inside the PCs are escorted to the common area, where the Kobold leader sits on a throne. The room seems especially crowded as a trio of Trolls are in the room.

Chief Sootscale (KM #31) and/or Tartuk (KM #31) should be present (assuming they are both alive), otherwise there should be some manner of Kobold leadership present.

Also in the room is Hargulka, Nagrundi, and one of Hargulka's trolls acting as an honour guard. Hargulka and Nagrundi take the opportunity to size up the PCs.

Chief Sootscale greets the PCs warmly and a feast quickly begins. Roast boar is carted in, and Chief Sootscale explains:
"Lord Hargulka here was telling Chief Sootscale about glorious opportunity for safety and profit. Why not explain it to Baron/ess and his/her friends?"

Hargulka clears his throat (a sound loud enough to cause dust to shake off the cavern ceiling). "I was explaining to the little Sootscales the danger of being beholden to a human empire. I am aware that you mean well by annexing the Sootscale Kobolds, but what you hope to accomplish by 'redeeming' them is nothing less than cultural genocide. Given enough time in your... empire, the Kobolds would lose their cultural identity. They are fierce dragons, not a mere... halfling variant. What I offer the Sootscales is a chance for Kobolds to be Kobolds. They can continue trap-laying, and mining and scheming and rather than lose their cultural identity they can be beholden to me and still retain their... draconic heritage."

The PCs should feel free at this point to argue against Hargulka. Chief Sootscale would prefer not to join Hargulka's new "Monster Kingdom" as the memories of his uncle being eaten by a kobold are not so long past. The reason he called the PCs was in his clever koboldy way to give him an out. If the PCs can come up with any half-reasonable argument and make a Diplomacy, Bluff or Intimidate check on Chief Sootscale then the Chief bows to the PCs wishes and remains in the PC's kingdom.
Hargulka stands up, knocking his head against the Sootscale cavern's ceiling and says: "Come Nagrundi, guard. Let's not waste any more of our time on these... lizards." He then looms out of the cave and stalks south back towards his base of operations.

If a fight should break out, Hargulka doesn't kill the PCs. Rather he attacks for non-lethal damage and when there is only one PC left standing (preferably the Baron/ess) he tells the PCs. "Go home, pack your things and then get out of my country. Your kind aren't welcome here." Again stalking off (He's more than a match for a group of level 4 PCs, especially with Nagrundi as back up).

Next time: Assault on the Faerie Nest.


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I like this. I'll probably yank it.

The Exchange

Oooh. I like the opposed diplomacy.

Sovereign Court

*Love* it! It ties the owlbear in much better, and gives more opportunities for roleplay and paranoia, plus a little more chance for hints of Nyrissa's actions. The pretty much invisible bandits that started the owlbear attack were bothering me.

I have 7 PCs, however, so I may have to beef up the encounter a bit. :)

Sovereign Court

A resource you might find handy: Dynasties and Demagogues. This should give me a better chance of using it earlier in the game, too!


Niiiice!
I shall be looking out for your future installemnts! : )


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First thought: No, Mister Bond, I want you to dine.

At some point, an invitation or other friendly overture will come from Mr. H., looking to meet the party. It's not a trap...not an obvious one at any rate. He comes to the table looking to talk reasonable divisions of the Greenbelt and peaceable live-and-let-live, expecting either one of two things A) that the PCs will refuse or generally be anti-Kingdom Of Monsters, so Lord H. can paint them as the unreasonable and violent ones, or B) that they'll agree to something that can't sustain itself, and either will break down into war where, again, H. can be the good guy, (even if it takes some behind the scenes prodding).

In the meeting, he can really drill the PCs on their motives and intents ("why are you here? You have no moral or legal claim to this land.") as well as goad them on the politics ("You do realize that you're just the lapdogs of the Dragonscale throne, right? They're just using you to conquer by stealthy degrees a land they're too weak to conquer outright. All you are is a throwaway buffer state that they intend to conquer once you've done the work.") Hell, he can give 'em the Empire speech ("Join with my band, and together we can take the Stolen Lands for ourselves!")

Silver Crusade

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

@Jess Door - Remember the point of the encounter isn't to kill the PCs but to make it clear who their adversary is for the adventure. I'd add maybe one more Troll, but if things degenerate into a fight I'd be more likely to have a troll with a big club smash at the Sootscale walls causing a cave-in and pinning some Kobolds. Hargulka would then stalk off saying something like: "Safer to be with me than against me little Sootscale".

@J.S. - I'll try to incorporate something along those lines into it (but you should get a bit of that feeling from The Sootscale Kobolds and the Monstrous Feast encounter.

Finally, thanks EVERYONE for the encouragement. Here's the next instalment. Enjoy.

Assault on the Faerie Nest

This one's a bit long and is spoilered for length.

Trigger:

Spoiler:
Two/three months after "The Sootscale Kobolds and the Monstrous Feast". This encounter works best if the PCs befriended the fey living in the Faerie Nest during KM #31.

The Hook:

Spoiler:
At some point the PCs should get reports of pranks being played somewhere in the PC's kingdom. The pranks started off fairly innocuously but have become more dangerous as weeks have passed.
Examples include:

  • Milk souring prematurely.
  • Everything in a shop being re-arranged over night.
  • Farm Animals being set free from their pens.

The Investigation:

Spoiler:
A cursory investigation of one of these prank scenes will definitely show tell-tale signs that they've encountered this kind of thing before. Perception Check DC 19 reveals faerie dust at the scene of the crime. A Knowledge (Nature) Check tells the players that the dust is specifically that which sheds from Faerie Dragon's wings.

Talking to the locals reveals they all suspect the root of the problems lies with either faeries from the woods or "them wicked kobolds". One particular old lady entreats the PCs to: "Drive out them monsters from these lands, for the sake of all fair minded and decent folk." (A theme that Grigori should take up when he shows up later in the adventure).

Hopefully this should coax the PCs into investigating the Faerie Nest in the Narlmarches. Once they arrive at the Faerie nest they hear the sounds of sniffling and crying coming from the Nest itself.

Perlivash the Faerie Dragon is within, and refuses to come out unless the PCs can coax him out somehow (he's partial to bribes of cookies, milk or strong alcohol aka "The Good Stuff"). Perlivash is sad because his "Bestest friend in the whole-wide world" Tyg-Titter-Tut got kidnapped by a particularly cruel Troll by the name of Thuggnir. Thuggnir told Perlivash that if he didn't pull tricks on citizens in the PC's kingdom he'd pull each of Tyg's legs off one by one. Perlivash calls Thuggnir the "Stinky Egg Troll" (a reference to the troll's stench, gained by living at the mouth of the Skunk river).

Unfortunately Perlivash isn't so forth-coming. He keeps sniffling and crying rather than talking. It takes a successful Diplomacy check to convince him to talk (his fear of angering Thuggnir is so great that he's treated as unfriendly for this check). If the PC's can't convince Perlivash to talk, there's plenty of evidence around the Faerie nest to indicate what happened.
[list]

  • Perception DC 10 - There are large claw-marks all the way up the Faerie Nest tree. (Where Thuggnir climbed up and grabbed Tyg).
  • Perception DC 15 - There is broken scrub and trees leading out of the Faerie Nest glade headed West.
  • Perception DC 20 - [i]There are some broken and discarded tiny arrows. The arrows are covered in blood. Knowledge Nature (DC 16) or Heal (DC 21) check on the arrows reveals the blood on them is Troll's Blood
  • The PCs should be able to track Thuggnir West towards the Frog Pond (where he's currently residing). (DC variable depending on weather and time taken to investigate the pranks)

    Armed with enough knowledge and clues to track down Thuggnir the PCs will find him living near the old Frog Pond.


  • The Conflict:

    Spoiler:
    When the PCs arrive at the Frog Pond they find the pond itself, and a nearby tent (sized for a large creature). Thuggnir is distracted as he's arguing with Tyg-Titter-Tut, (who is hardly the ideal hostage). She hasn't shut-up the entire time he's had her, and he has strict orders from Hargulka not to harm her for so long as Perlivash operates. Unfortunately Tyg can't escape as she's chained to a stake by a cold-iron chain. The chain only reaches 5 feet from the stake, and is particularly heavy for the poor young faerie to try to stand in.

    The PCs should come to the site to find Tyg in the middle of a tirade:
    "And another t'ing you big smelly brute, you dinnae even ken how t' take a hostage all proper. Ye should have left Perlivash a note, wit' all the letters cut out of other letters, and when was the last time you brushed yer' big tusky teeth!"

    To which Thuggnir is responding: "SHUT UP! SHUT UP! FOR THE LOVE OF EVERYTHING THAT IS RANK AND NASTY JUST SHUT UP!"

    If the PCs wait him out Thuggnir stomps off into the forest to get something to eat, along with some peace and quiet.

    Otherwise the PCs can sneak in and try to free Tyg, (the stake can be pulled out of the ground with a DC 20 Strength check, or Tyg can be unlocked with a DC 15 Disable Device check. Thuggnir carries the key in a pouch on his belt (opposed Sleight of Hand vs Thuggnir's Perception to steal).

    Thuggnir Male Troll (98 hp) (see Bestiary, Replace Skill Focus Perception with Skill Focus: Bluff), also change Thuggnir's skill totals to read: Bluff +3, Intimidate + 9, Perception +3). Thuggnir is fatigued (hasn't slept in days thanks to Tyg), but in particularly good health thanks to living near the Frog Pond for so long.

    If PCs attempt to negotiate with Thuggnir he tells them in no uncertain terms: They can have Tyg-Titter-Tut back for the princely sum of 1,000 gp, they are to drop the money off in a farmer's barn at midnight in three nights time. He will leave Tyg chained up at that same barn when he has the money. (A Sense Motive vs his Bluff of +3 is enough to reveal that he isn't saying everything).

    If the PCs capitulate Thuggnir relishes the chance to pull off Tyg-Titter-Tut's legs one-by-one over the three nights. He then leaves Tyg's body hanging by the chain in the agreed upon location and written in crude giant with brightly coloured faerie blood: "Monsters Only. Humans Not Welcome." Thuggnir then retreats to Hargulka's lair to report on a job well done.

    If the PCs threaten Thuggnir he decides he's had enough and bellows in anger, using his first standard action to intimidate the PCs. The next round he attempts to grab Tyg-Titter-Tut and rend her limb from limb. Hopefully PCs will have a chance to snatch her out of his claws and kill him before he gets the chance. If he's managed to kill Tyg he retreats to Hargulka's if reduced to 10 hp or less.

    Ending the Encounter:
    If the PCs manage to rescue Tyg and defeat Thuggnir then Tyg-Titter-Tut and Perlivash swear loyalty to the PC's kingdom. They spread word to the other Fey in the Greenbelt about the PC's "heroicness, goodliness and awesomeliness". This reputation gives the PCs a +2 bonus on any Diplomacy checks made against Neutral or Good Aligned Fey in the region. The PCs may annex the Faerie Nest hex for free if their kingdom ever reaches a hex adjacent to it.

    If the PCs fail to kill Thuggnir, and Tyg survives then the PCs gain the same reward as above. Thuggnir returns to Hargulka's lair, and Hargulka kills the vicious troll for his failure to incite anti-monster sentiment in the PC's kingdom. Wasting one of his 3d6 fireballs to do so.

    If the PCs kill Thuggnir but Tyg dies, then Perlivash becomes extremely depressed. Afraid that he'll be the victim of another Troll attack he heads to Hargulka's lair to swear fealty to Hargulka's new monster Kingdom. Hargulka sends Perlivash to the PC's kingdom to cause further problems, possibly even framing the Sootscale kobolds for some of his pranks. Eventually Perlivash loses his carefree nature - the redemption of Perlivash is left to each individual GM to decide.

    Finally if Thuggnir survives and Tyg dies, then he returns to Hargulka's lair, waiting for Perlivash to arrive tail between his legs. Thuggnir gets added to the Troll Barracks during Part VI: Troll Trouble.

    Next: Changes to Area E "On the Prowl" and Area N "Lair of the Lizard King"


    Very cool stuff. I like the care you've taken to incorporate the troll menace into pre-existing diplomatic situations.

    For other DMs adapting these ideas into your campaigns, I'd suggest choosing monsters who have been important NPCs so far in the game. That is, if the Sootscales and Tyg haven't played major roles, you could replace them with others, but keep the same basic storylines.

    Sovereign Court

    DM_aka_Dudemeister wrote:
    @Jess Door - Remember the point of the encounter isn't to kill the PCs but to make it clear who their adversary is for the adventure. I'd add maybe one more Troll, but if things degenerate into a fight I'd be more likely to have a troll with a big club smash at the Sootscale walls causing a cave-in and pinning some Kobolds. Hargulka would then stalk off saying something like: "Safer to be with me than against me little Sootscale".

    sure, but the encounter has to be such that the PCs can't steamroller over him. That's my concern. As you said, the trolls aren't out to kill the PCs. But I have to make sure the PCs don't kill him either. :)

    Silver Crusade

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    Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
    Jess Door wrote:
    DM_aka_Dudemeister wrote:
    @Jess Door - Remember the point of the encounter isn't to kill the PCs but to make it clear who their adversary is for the adventure. I'd add maybe one more Troll, but if things degenerate into a fight I'd be more likely to have a troll with a big club smash at the Sootscale walls causing a cave-in and pinning some Kobolds. Hargulka would then stalk off saying something like: "Safer to be with me than against me little Sootscale".
    sure, but the encounter has to be such that the PCs can't steamroller over him. That's my concern. As you said, the trolls aren't out to kill the PCs. But I have to make sure the PCs don't kill him either. :)

    Ah, my misunderstanding. Actually since Hargulka doesn't intend to kill the PCs leaning towards a larger force is definitely better than a smaller force. The PCs won't be in any real danger (since the trolls will be attacking for non-lethal. Trying to send them a message, rather than murder them outright), and it'll let you do something GMs rarely get the chance to do. Overwhelm the PCs with a show of force far greater than they can handle.

    @Gonturan - Thanks, I've mostly been working on encounters that match what my PCs had made diplomatic contact with in book one. Other groups might work in the Boggard lair, or some other fey the PCs have befriended. (The Nixie with the logging problem would work well here).

    The entire point of these encounters is to make the Greenbelt feel dynamic and alive, rather than a series of static encounters waiting to be sprung when the PCs arrive on the scene. A good way to add dynamism is to have PCs revisit locations they've been to before, as it gives them an idea that things have grown and changed since they've been away. It also teaches them they can't be everywhere at once, and expanding their kingdom outwards is a good way to keep monsters like Trolls from preying on the goodly species around the place.

    A quick aside:

    These encounters work best for a party that cares about life no matter what shape it takes. If your PCs have basically slaughtered their way through the Greenbelt, then making Hargulka more of a role-playing threat might not suit your group anyway. They have nothing to lose by having Hargulka unite the monsters under his banner, since they are likely to steam through any Troll encounter with swords and alchemist's fire drawn.

    If you want to make your players feel a little guilty for essentially committing genocide against the indigenous races of the Green Belt, you should have some family of monsters (perhaps Lizardfolk, maybe a Troll and her youngin's) cower from the PCs when they approach their lair. Terrified on the humans, that will surely kill them and take their blood, or skin for trophies.

    I'm a little bit Post-Modern with my games, so questions of good and evil can get a little bit murky especially when dealing with indigenous intelligent races that see humans, halflings and dwarves as dietary staples.

    For other inspiration see also: The Colonisation of Australia, America, Africa, South America, New Zealand. Colonisation never ends well for the indigenous species, and examining these themes in a game space can be fun and interesting. That said the trolls are Evil with a capital EVIL. Hargulka is a hypocrite (he only wants to see the other monsters under his control, he doesn't care a lick for them), and his trolls are vicious mean thugs. His Will-o-Wisp advisers feed on fear (and creating a culture of racism in the Greenbelt will give them plenty to feed on). Killing and driving out the Trolls from the region is the right thing to do, the question is how are they going to keep the peace between any monstrous races they have taken under their banner?

    Anyway, enough digressions. I gotta go to work, I'll be back later with those encounter modifications.


    +10

    Scarab Sages

    Oh god, more please. My players are starting Book 2 on Saturday and this stuff is GOLD.


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    I'm borrowing heavy from this for my campaign, i'm doing some modifications to make the faceoff with the trolls the climax of the campaign instead of the owlbear fight, i'm think something along these lines:

    - Right now, the PCs can just explore the troll lair and kill them all and problem fixed. That's anticlimactic, i'm think something along the lines of putting several troll armies on the spot and having some mass combat involved.

    - The PCs would have to gather support from the people to make an assault on the Lair, you could get some armies from your cities, get the Narthropple expedition to join, Corax lumberjack team, the Soothscales, maybe some forest friends if you befriended Tiressia and Melianse.

    - In any case there should be a direct and epic final confrontation with Hargulka, i'm looking for something of the like the characters doing the dungeon while the armies fight a loosing fight, and bringing Hargulka down will turn the direction of the battle (anyway i can't plan this, i'll just fiat something along the lines depending on my players plan).

    - I'm inserting a group of extra NPCs in the campaign (as i'm preparing to finish the adventure path running a variation of the adventure a paladin in hell). I'll probably modify the Lonely Barrow encounter to have the first meeting with this NPCs, and do a small stakes mass combat session.

    What do you think?


    RabeiUsura wrote:

    i'm doing some modifications to make the faceoff with the trolls the climax of the campaign instead of the owlbear fight,

    - Right now, the PCs can just explore the troll lair and kill them all and problem fixed. That's anticlimactic, i'm think something along the lines of putting several troll armies on the spot and having some mass combat involved.

    - The PCs would have to gather support from the people to make an assault on the Lair, you could get some armies from your cities, get the Narthropple expedition to join, Corax lumberjack team, the Soothscales, maybe some forest friends if you befriended Tiressia and Melianse.

    - In any case there should be a direct and epic final confrontation with Hargulka, i'm looking for something of the like the characters doing the dungeon while the armies fight a loosing fight, and bringing Hargulka down will turn the direction of the battle (anyway i can't plan this, i'll just fiat something along the lines depending on my players plan).

    - I'm inserting a group of extra NPCs in the campaign (as i'm preparing to finish the adventure path running a variation of the adventure a paladin in hell). I'll probably modify the Lonely Barrow encounter to have the first meeting with this NPCs, and do a small stakes mass combat session.

    What do you think?

    I like 'em all. I may do this kind of change when I run someday.

    Silver Crusade

    Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

    Sorry for the lack of updates folks. I got real busy with (running my game/playing in another/polishing my RPG Superstar 2011 submission/Christmas/New Year/working 6 days a week). I'm elbow deep in a side adventure for my Kingmaker players (they decided to test their Magus by having him organise to rescue the Warden's son from Hellknights in Cheliax. So I'm running a one-shot). On top of which they completely stomped Howl-Of-The-North-Wind before I could introduce any changes.

    C'est la vie.

    I'll try to get some more posted this week. I hope nobody has been inconvenienced by the wait!

    Apologies,
    DM_aka_Dudemeister


    These are some great ideas here. I like the idea of Hargulka as a major villain.

    Sovereign Court

    I've been building off your great ideas on my own! It's a great starting point, thanks so much for sharing!

    I've picked some leaders for the kingdom from the module (some have been modified to make them more useful for the Kingdom rules in a specific role), and created some new villains of my own to take advantage of some of the things my players have done during the first book. I've run the first 12 months of the kingdom, assuming more won't be needed. :)

    Haven't actually run any of it yet - we're just beginning the book - but we might get a chance to begin this Sunday!


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    Hey folks, I ran Dudemeister's two troll-tastic encounters in my game over the last two sessions. They went extraordinarily well, and they have left my PCs convinced that Hargulka is a truly kingdom-threatening foe. They're quaking in their boots, expecting a troll invasion any day! Just the way I like it...

    Spoiler:

    I ran the kobold encounter pretty much as DM wrote it up. I had to change the second encounter because Perlivash was already dead in my campaign (long story). So I had the trolls take Tiressia hostage, and send Falchos out to unlock the barns and enclosures in mid-winter, so that hungry wolves and bears could get them. (This led to an amusing red herring about eyewitness sightings of a "were-goat.")

    Having a single troll keep Tiressia hostage strains credulity a bit, since she is more powerful than Tyg-Tigger-Tut. But since I already introduced her as a flighty pacifist, it didn't strike my PCs as odd.

    Now my PCs are scrambling to raise an army before confronting the trolls in their lair. I may have to borrow a page from RabeiUsura's book, or else they will probably find the lair anti-climactic.


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    Very interested in this idea - I've been planning on making Halgruka more tied to the overarching narrative that I've created out of the modules, with a heavier focus on dragons. My Big H will actually be a half-green dragon troll for extra deadliness (and to make him a bit harder to kill due to acid immunity), because I've been sort of working more dragon-related stuff into the modules to help shore up the general dragon-ness and foreshadow all the dragons to come later. Very good ideas overall, and I look forward to seeing them in action as well. I'll probably have to see exactly what-all happens here, as we should be hopefully starting the second module next weekend, maybe...

    Silver Crusade

    Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
    Gonturan wrote:

    Hey folks, I ran Dudemeister's two troll-tastic encounters in my game over the last two sessions. They went extraordinarily well, and they have left my PCs convinced that Hargulka is a truly kingdom-threatening foe. They're quaking in their boots, expecting a troll invasion any day! Just the way I like it...

    ** spoiler omitted **

    Now my PCs are scrambling to raise an army before confronting the trolls in their lair. I may have to borrow a page from RabeiUsura's book, or else they will probably find the lair anti-climactic.

    Glad it's working out for you.

    I've been working 6 days a week, so my free time has been going to working on my competition entries for RPG Superstar and the Dreamscarred Press competition.

    I'm gaming again tonight, and still have yet to use the above encounters (my players have turtled their kingdom at 3 hexes until they can get some cash inflow. The dangers of buying a big castle with their initial funds).

    Silver Crusade

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    Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

    Rolled a Random Troll Encounter tonight, as my PCs decided to check out rumours of Spirits that can bind them to the land (another addition I've made to Kingmaker).

    In any case:

    Trolls and The Froggy King

    Spoiler:

    As the PCs travelled through the woods, they see written on the side of an Oak Tree in brightly coloured rainbow letters a message in Giant.

    Anyone who can read Giant (or make a DC 20 Linguistics check): "Humans Not Welcome. Monsters Only."

    A DC 21 Knowledge (Nature) check reveals that the blood is fairy blood. A DC 14 Perception Check reveals the corpse of a half-eaten Grig discarded in the bushes.

    The trolls can be tracked to The Boggard's Lair (from book 1).

    When the PCs approach the Boggard is arguing with the Trolls. Anyone who speaks Boggard or Giant realise that it's a territorial dispute, the Boggard doesn't like the trolls intruding on its territory. The trolls have him surrounded. (I rolled 3 trolls randomly, feel free to adjust up or down as approrpiate to your group).

    In any case communication with the Boggard is difficult but not impossible (as described in Book 1). The PCs should learn that he was being strong armed into joining Hargulka's Monster Kingdom, considering he hopes to become King of the Boggards he found the entire concept ridiculous.

    Adapt and change as necessary.


    DM_aka_Dudemeister wrote:
    Rolled a Random Troll Encounter tonight, as my PCs decided to check out rumours of Spirits that can bind them to the land (another addition I've made to Kingmaker).

    I'd like to know more about those spirits of yours.

    Dark Archive

    Thanks for all of this Dudemeister. I've been liberally using all of what you've shared with us. I'm looking forward to more if you've got it.


    Great ideas in this post. Thanks so much Dudemeister!


    I just want to stop by and say thanks for the great idea! This has led to mass paranoia by the PC's as it happened to show up right before a certain person shows up to provide speech's. Now the PC's think he is part of the Troll consortium trying to take over the kingdom. Next, I will throw in another Troll meeting with a note to leave and then roll into the Gyronna encounter. At this point they will be fit to kill every troll they come across.

    Silver Crusade

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    Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

    Hey guys thanks again for the Kudos.

    @Cesare: The spirits of the land are an idea that I've had for a while now, and for the first time have a chance to implement it. Essentially each named area of the map has a spirit associated with it. Usually a powerful animal spirit totem.

    Narlmarches: The Grim White Stag (as found in Kingmaker #1: The Stolen Land).

    Spoiler:

    How to find?
    The Grim White Stag will "open the way" into the First World to any who seek him near the Statue of Erastil, after it has been properly cleaned and restored. Have the PCs make Survival and Perception checks, at some point describe an area of the forest that they swear they'd crossed before but seemed unfamiliar. Verdant blossoms of preternaturally bright hues growing from the trees.
    A huge section of the forest seems to move of its own accord, and before the PCs stands The Grim White Stag.
    The Encounter:
    The Grim White Stag is an emissary of both Erastil, and the forest wilds of the Stolen Lands. He charges the Rulers of the Stolen Lands with protecting the balance of the forest (Do not over-exploit it, but do not let it grow untamed either). If the PCs make a solemn vow to do this then he whispers the secret of a ritual that can be performed on the Summer or Winter Solstice, which will bind them to the forest. Providing them with an awareness of what transpires in their demesne.
    The Ritual:
    The PCs must stand in the Forest, cut across their hand and bleed into the soil of the forest. During the ritual the soil is absorbed into the PC's bodies. Each character that takes part in the ritual loses 1 point of Constitution permanently. The ritual only has any effect if at least Half the Ruling Council (including the Baron/Duke/King) participates. Only those that participated in the ritual have the following benefits.

    Benefits:
    +2 Perception Checks while within the Narlmarches.
    They may ignore 1 square of difficult terrain per turn while fighting within the Narlmarches.
    They receive dream messages from the Grim White Stag if the forest is in danger. If the PCs ignore the danger they receive nightmares instead.
    If the PCs annex the Narlmarches as part of their Kingdom then they may also receive Dreams if any enemies of the Kingdom are seen moving through the forest.

    Kamelands: Talonquake (the Giant Owlbear).

    Dunsward: The Untamed Stallion

    Tors of Levenies: The Raven Spirit

    Hooktongue Slough: Burblegulp (the great frog)

    Glenebon Uplands: The Mammoth Spirit

    Thousand Voices: Narissa.

    I'll describe the rest later, I have to get ready for work. Later days.

    Liberty's Edge

    The problem with this approach of "monster kingdom on southern border" is that it encourages expansion and defensive positions oriented southward to the exclusion of expansion westward.

    When Pitax comes knocking, this over-emphasis on southern expansion will extract a price.

    This issue may require some adjustment to your plan, imo. Otherwise, it's a bait and switch.

    Silver Crusade

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    Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
    Steel_Wind wrote:

    The problem with this approach of "monster kingdom on southern border" is that it encourages expansion and defensive positions oriented southward to the exclusion of expansion westward.

    When Pitax comes knocking, this over-emphasis on southern expansion will extract a price.

    This issue may require some adjustment to your plan, imo. Otherwise, it's a bait and switch.

    Pitax is three books away, and all clues and foreshadows in the book that lead the PCs to realise the evil of Pitax is not removed or replaced by Hargulka's Monster Kingdom. Hopefully by the end of the Book the PCs expand over the region that Hargulka considers his. Kills the troll and scatters his forces.

    Many of these Trolls after being scattered by the PCs will likely find gainful employment as soldiers in Pitax. Throwing some rumours to that effect in books 3 and 4 will give the PCs the gist that not all is right in Pitax.

    Also the timeline spans years between books.

    Hope that helps. ^_^


    2 people marked this as a favorite.

    This was very useful. I wish it had been posted before I started book 2--it would really tie things together; as it was, I was still able to incorporate it with book 2 since the party hadn't yet cleared out my modified version of the troll demeses (although they had killed Hargulka). Basically a magic-using troll took Hargulka's place and had left behind a heavily trapped room that nearly killed Munguk and one of the party members.

    Step 0: Trapped room and threats
    Accomplishment: Party incensed about this new troll.

    Step 1: was lead the owlbear to attack and leave mocking messages in the capital about the establishment of his new kingdom.
    Mission: Success, party was disturbed and angry.

    Step 2: Harass the Kobolds and leave two lieutenants and an illusion to govern.
    Accomplishment: Party fought; a cowed Chief Sootscale managed to join them and he stabbed a few trolls and survived a fireball that exploded when the image's contingency was destroyed. The other kobolds fled while the Chief assisted the party, despite their warnings to him to flee as well. (HE fought in part for revenge, since the trolls killed three of his mates). Party now considers Chief to be a badass.

    Step 3: Harass the fey (Tig and Perlivash) along with the party's will of the wisp nemesis. Leave the will of the wisp with the fey to cook and kill children kidnapped from Olegton. (There's a longer explanation here why the fey are doing that, tied to some story events).
    Accomplishment: Party's druid now apparently will be taking a harsh line with all fey. Killed the Wisp.

    Step 4: Fought the Boggard and his army of giant frogs. Boggard fought him off, claims to have killed the troll.
    Accomplishment: Party is unsure if the Boggard really defeated the Troll, although they do see a lot of ground that has been burned by fireballs and charred by other magic, and they enter into an uneasy truce with the Boggard (who they had heretofore thought they might have to exterminate b/c of rumors of him setting himself up as a king.)

    Step 5: The troll fought King Vesken and ruined what was left of his area. (the party previously left him alive after their last encounter) Accomplishment: Vesken ends up joining the party just after they finish slaughtering the owlbears. Vesken eventually allies with them.

    Very enjoyable for bringing everything together.

    Sovereign Court Owner - Enchanted Grounds, President/Owner - Enchanted Grounds

    Hey, DM. These suggestions are awesome, and much closer in feel to what I was trying to set up for my group. I love the interaction and level of detail that these ideas bring to the AP.

    Sadly, you stopped posting stuff after the first two encounters. Any chance you can put up more ideas? I'm especially keen to know what you came up with for Area E, even if your characters already stomped it.

    Sovereign Court

    I ended up grabbing a lot of scattered enemies from the story (rigg is the monster kingdom's assassin, and I replaced the other two in the fairy tower with the faun diplomat and the forlarren magister I made up. I tied in a player's past with some bandits taht wanted to start slaving to make his arch-enemy the owlbear trainer, and howl of the north wind was another member of the monster kingdom. This has been particularly fun because three of my party are half 0rcs, so a lot of Hargulka's propaganda rings false. I really like the tighter narrative this approach gives to the second book, and I hope my players have too.

    Silver Crusade

    10 people marked this as a favorite.
    Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

    Thanks for your patience, all. I'm so sorry about the lack of updates, as I'd spent the last three months working 7 days a week, and studying at night (don't ask).

    Okay, so my further expansions:

    Area E: On the Prowl

    Note: This encounter should only occur if the PCs visit Area E after the Sootscale Kobolds and the Monstrous Feast.

    The Hook:

    Spoiler:

    At some point rumours should reach the PC's ears of an increase in wolf attacks, on farms and homesteads. Assuming the PCs investigate they find that many of the attacks happen in regional farms particularly those closest to area E. This causes a point of Unrest every other month.

    PCs can track the wolves from a recent attack in Area E using the normal rules for Survival. PCs beating the Survival Check to track by more than 5 will note that a particularly large and heavy dog, or perhaps a bear travels with them (this is the troll hound).

    Background:

    Spoiler:

    Hargulka has approached Howl-of-the-North Wind to harry the PCs, as such he has gifted Howl with a Troll Hound from his own personal stable.

    The Change:

    Spoiler:
    While the PCs are in the hills in Area E, play up the howls and barks of wolves. Any random encounter here should be with wolves, worgs, trollhounds or trolls instead of normal encounters.

    Once the PCs find Howl's Lair, they see him laying redolent on a bed of animal corpses. He orders the PCs to approach, and speak to him (this is a ruse to allow the PCs to become surrounded by Wolves. If the PCs reefuse, he immediately attacks. If they agree he speaks to them - canny PCs who succeed on Diplomacy or Bluff checks (vs Howl's Sense Motive +2) can gain the following information for each successful check:

    - Hargulka is building a kingdom of his own to the South.
    - Howl-of-the-North Wind has been offered this hex as his own demesne.
    - The Trollhound was a gift from Hargulka, in return for Howl's cooperation.

    Beating Howl's Sense Motive by 10 or more reveals this:

    - Hargulka has approached others to join his kingdom, and the lizardfolk appear interested.

    Howl has no interest in parlaying, and having the PCs in his lair gives Howl-of-the-North Wind an opportunity to kill the leadership of the PCs kingdom in one fell swoop. Like any comic book villain, Howl feels confident enough that he can talk about what he knows firm in the knowledge the PCs will die.

    The CR for this fight is increased by 1 as a troll hound fights under Howl-of-the-North Wind's command.

    This can be a tough encounter, but feel free to remind the PCs they can pull out all the stops. Defeating Howl-of-the-North Wind will definitely set back Hargulka's plans for harrying the Kingdom's farmlands for quite some time.

    Silver Crusade

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    Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

    Area N: Isle of the Lizard King

    Note: This encounter should only occur if the PCs visit Area N after either Trolls and the Froggy King or Assault on the Faerie Nest

    Background:

    Spoiler:

    Hargulka's sudden interest in founding a monster kingdom is not a completely independent idea. In fact, it is Nyrissa who has been encouraging the troll to found a wild, brutal kingdom of his own.

    With three kingdoms growing in the Stolen Land, Nyrissa decided she would need to something more drastic to try to halt the advance of civilization.

    With that in mind she sent her Will-O-Wisp servants into the central stolen lands, via an Elfgate found on Candlemere Island.

    Over the centuries many Will-o-Wisps had come through the elfgate and remained on the island to feed on the energies left behind by cultists of Yog Sothoth. The pair sent by Nyrissa this time were far more focussed, given an important task by the Queen.

    The two will-o-wisps travelled the Stolen Lands and sought out Hargulka, at the time the leader of a group of uncoordinated trolls. They gifted him with a crown (which increased his intelligence and charisma), and a necklace of fireballs and whispered in his ears about glory. Hargulka lapped it up.

    ...

    He eventually hit on a plan to get the Lizardfolk onside. The simple superstitious creatures would be easily swayed to Hargulka's side if given a directive by their long dead ancestors.

    Changes to Area N:

    Spoiler:

    Not much really needs to change in area N, but if the PCs have reached level 6 by the time they hit the Island, feel free to add a troll to the island, guesting in the Harem's Quarters.
    This troll is a "diplomat" sent by Hargulka to secure an alliance with the lizardfolk.

    If the PCs can defeat Vesket, or convince the Lizardfolk that their "spirit" is no more than a Will-O-Wisp sent to trick them into serving Hargulka then Hargulka's plan for the lizardfolk is ruined.

    If on the other hand the PCs rescue the child from the Lizardfolk and fail to counter the lies spread by Hargulka's "pet" Will-O-Wisps, then Hargulka gains a Lizardfolk Army in ATTACK!

    Sovereign Court Owner - Enchanted Grounds, President/Owner - Enchanted Grounds

    Don't apologize for being busy, sir. This stuff is awesome, and you deserve accolades heaped upon you for coming up with it. You have stoked the fires of my own imagination, and I plan on taking this and running with it. Thank you for all of it.

    I had been thinking about tracking the kingdom of the trolls by the same rules that are laid out for the PCs. This way fun rumors and happenings can be the results. It'd also be interesting to see if any kind of "treasury" grows from it for the PCs to take after they remove Hargulka from the picture. Are you doing that? Or are you just dictating what happens with it?

    Again, thanks for everything. You're certainly under no obligation to continue, but the more you do, the more I'll sing your praises.

    Silver Crusade

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    Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

    ATTACK!

    This is probably the biggest change to Kingmaker #32 as it introduces the Mass Combat Rules earlier than the AP expects.

    Fun Fact!

    The Mass Combat Rules as written, work really well for smaller armies of around CR 1-2, without being a HUGE drain on the Kingdom's resources.

    If you don't want to use the Mass Combat Rules, then feel free to simply use the "Mass Combat Encounters" section, and place them in Hexes around your kingdom. If the PCs manage to defeat the encounter without retreating then Victory!
    If they fail, then deal 1d4 BP damage to any constructions in that Hex, as the Trolls rampage through the area.

    Trigger:

    Spoiler:

    The PCs reach Level 6, and their Kingdom Size reaches 15-20.
    This should coincide with the Troll Rumours event as well.

    Background:

    Spoiler:

    While the PCs have been building a Kingdom. Hargulka has been building an army, calling on Trolls throughout the Stolen Lands to join his Monster Kingdom.

    Furthermore he's been kidnapping colonists approaching from the South and enslaving them, or feeding them to his trolls. Unfortunately the rowdy force of Trolls is growing hungry and restless.

    Hargulka has little choice but to raid the PC's Kingdom for food, triggering the final part of Hargulka's plan sooner than anticipated.

    Synopsis:

    Spoiler:

    An attack on a farm reveals that Hargulka has a small army of trolls at his disposal. The PCs must push the troll armies out of their kingdom and eventually take the fight to Hargulka's lair.
    Once they have Hargulka on the back foot, he reveals one last terrible surprise for the PCs. While his troll raiders attack border farms, Hargulka has sent a pair of trolls to lure the owlbear back to the PC's capital. If the PCs don't return to their capital with all speed it'll likely be destroyed by the Giant Owlbear.

    War at Fangberry Farm

    Hook:

    Spoiler:

    A guardsman approaches the PC's Castle/Town Hall/Place where they are staying on horseback, travelling as fast as his horse can carry him. When he arrives, his horse collapses, covered in a lather from being ridden so hard.

    The guardsman Melnick Elrino explains:
    A group of about 25 trolls have taken residence in the Farmsteads in a Hex (choose one close to a forest hex, or close to the south. The Fangberry Thicket or Area L would be ideal). Grabbing food and livestock (even people). He begs the PCs to sally forth and drive the Trolls away.

    Development:

    Spoiler:

    The PCs may be tempted to run straight towards Fangberry Farm on their own without back up, but a group of 25 trolls is nothing to sneeze at even for 6th level PCs.

    If that's what they plan to do, have an NPC member of the ruling council advise them to stir up a militia from the town, it would take only a day at most to get the soldiers organised. If the PCs agree, then use the stats for a "Paltry Militia" as described in Pathfinder #35.
    Remember to increase their Kingdom's Consumption for the month by 1.

    They can outfit their militia with burning arrows (oil and tindertwig) for a cost of 4 BP, this gives the army the "Ranged" capability, and negates the troll's "regeneration" ability.

    If the PCs insist on going on their own:

    Spoiler:
    Split Fangberry Farm into 5 sectors and put 5 trolls in each area: Farmhouse, Grain Silo, Barn, Barnyard and Cow Meadow. Expanding this is beyond the scope of this adventure.[/i]

    Battlefield:
    The Battlefield is low hills, covered in farmlands, including farmhouses and barns. The PC's army being locals from the area know the region and gain Battlefield Advantage (+2 to OM and DV). The Trolls are busy eating as much livestock as possible, and thus are susceptible to Ambush if the PCs would like to try this then use the normal Ambush Rules as presented in PF #35.

    Troll Army CR 1

    Spoiler:

    Tiny Army of Trolls
    ______________________________________________________________________
    Combat
    ______________________________________________________________________
    HP: 4; DV: 11; OV: +1
    Special Abilities: Regeneration 1
    ______________________________________________________________________
    Logistics:
    ______________________________________________________________________
    Speed: 2; Consumption: 1
    Commander: Thrundogg the Coward (-1 Morale)

    Spoiler:

    The odds are stacked fairly well in the PCs favour for this battle, but sometimes not everything goes to plan. If the combat goes for more than 3 Mass Combat Turns, then add the following encounter:

    Retaking the Barn CR 8:
    Mission:
    A number of Trolls have been using the Barn as cover against the PC's army. If the PCs can clear the Barn of the Trolls within, then the PCs army can use it as a staging point for their next attack, and a defensible fallback if need be.

    Encounter: One Troll is on top of the barn, tearing chunks of the roof away and throwing it down on any PCs attacking them (treat as Improvised Ranged Weapon (5 ft. Inc) dealing 2d6 Damage). The other two are at the entrances to the front and rear of the barn.

    PCs may take up to 10 soldiers with them (human warrior 3) to help.

    Victory:+4 DV and OM rest of Battle
    Defeat: -4 DV and OM rest of Battle.

    After the Mass Combat:

    Spoiler:

    If victorious the PC's army manages to capture a troll. A pathetic beast named Thrundogg (42 hp), Thrundogg's regeneration expresses itself in horrid cysts that grow over old wounds, as such he is a twisted beast who has been unable to grow to full Trollish height, as such he snivels and begs the PCs constantly(Treat as a troll with young template, and reduce his regeneration to 2).

    Thrundogg can reveal the following to the PCs either through successful Bluff, Diplomacy, Intimidation, bribes (400 gp per point) or torture (1 day per point).

    - Hargulka has united a number of trolls, but is having trouble keeping them fed.
    - Hargulka's raiders are currently organising to assault the PCs kingdom.
    - The attack on Fangberry Farm was not ordered by Hargulka, but the army was growing hungry.
    - Hargulka has organised the lizarfolk as a part of his forces (Only true if PCs failed to properly deal with area N).
    - Hargulka currently has approximately 75 trolls under his command (enough for three CR 1 armies or one CR 3 army and one CR 1 army - this number takes into account those who died in the battle of Fangberry Farm).
    - Hargulka plans to begin his assault next month or so, but if he discovers the trolls who have deserted he might be forced to start sooner.
    - The location of Hargulka's lair.


    ____________________________________________________________________

    The PCs now have a number of options, they can build up some more armies and assault Hargulka's lair quickly.

    The PCs can spend the month building up the Defenses of their Kingdom.

    They might try to take a second crack at diplomacy with the Lizardfolk.

    What happens here is up to you.

    Hargulka's assault is the following:

    He sends one army up through the forest, to attack the PC's eastern border.

    He keeps one army at Area U.

    He keeps one army at his lair in Area R.

    PCs can discover the armies' locations with a successful Loyalty Check (thanks either to their Spymaster, or scouts sent by their General). Hargulka keeps one army with him at his lair.

    Sample Battlefields:
    Forest - If PCs have annexed the Hex PC's army gains the Battlefield Advantage. Otherwise, there is no advantage. Forest Hexes allow for ambushes. Commander: Nagrundi -2(If his army is defeated Nagrundi flees to Hargulka's lair)

    Abandoned Ferry Station: Protected by a deep river on one flank, the Trolls gain +2 DV. (Commander: Wrungo Morale +0)

    Hargulka's Lair: The ancient Dwarven Battlements are still a serviceable fortification. They give Hargulka's Army a +4 bonus to DV. Commander: Hargulka (Morale: +2).

    To be Continued:


    Dotting.

    Dudemeister, I also will be borrowing this for our game! Thanks for sharing!


    4 people marked this as a favorite.

    My players came up with an amazing solution for the first part of this addition. They allowed the troll to say his piece and leave, then the cavalier, our 'king', turned to Sootscale and offered his counter-argument.

    A city.

    The PCs are building a city specifically for the kobolds and their reptilian/draconic kin. It will be run by the kobolds but funded by the kingdom at large. They are giving the 'monsters' free range, sort of like a city-state.

    I was flabbergasted at this. They have always treated the kobolds civilly, and loved when they came in, month two, as vassals and brought over 40 bp with them (exploding dice played amazing well, and I rolled them). I guess they may have felt obligated, but still it was genius.

    It also adds a new dimension to rp'ing, since other races may want their own cities, 'civilized' races may resent the kobolds' fortune, and I never heard of a full-fledged kobold city.

    Silver Crusade

    Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
    WarColonel wrote:

    My players came up with an amazing solution for the first part of this addition. They allowed the troll to say his piece and leave, then the cavalier, our 'king', turned to Sootscale and offered his counter-argument.

    A city.

    The PCs are building a city specifically for the kobolds and their reptilian/draconic kin. It will be run by the kobolds but funded by the kingdom at large. They are giving the 'monsters' free range, sort of like a city-state.

    I was flabbergasted at this. They have always treated the kobolds civilly, and loved when they came in, month two, as vassals and brought over 40 bp with them (exploding dice played amazing well, and I rolled them). I guess they may have felt obligated, but still it was genius.

    It also adds a new dimension to rp'ing, since other races may want their own cities, 'civilized' races may resent the kobolds' fortune, and I never heard of a full-fledged kobold city.

    Glad you're enjoying my additions.

    I've one last update to do (changes to Area R) and that should do it. With the superlong weekend in Australia I hope to tackle it sometime in the next couple of days: So Stay Tuned Folks :)

    Shadow Lodge

    1 person marked this as a favorite.

    First of all, awesome stuff!! I'm totally snagging for my game.

    I have a question about Hargulka's kingdom, however. Did you use the Kingdom Building rules to create a kingdom on the map? I spoke with my friend Robert Brambley and he has Hargulka's kingdom at one hex where his lair is located. Did you do something similar or did you make it bigger for your game?

    In my game I made up the two other adventuring groups that were given charters to colonize the Stolen Lands besides the party and Varn and have them colonizing their own territory before the events of the later books (my group just started Book 2 and are about to celebrate their 1 year anniversary). I am also using the Kingdom Building Rules for Varn and the two other colonies.

    Anyway I was thinking about having Hargulka, having been given resources by Narissa, built a city of his own a year or two before the PCs got their charter and having some territory in the south. Under his rule are a tribe of red scale kobolds, a tribe of Spriggans (who, once Hargulka is defeated, will end up being the Spriggans in Varnhold Vanishing), a small nest of Harpies, a Merrow who inhabits the Murque River and leads a small tribe of Grindylow, a Hag, some Dark Creepers, Redcaps and some Ogres. The party also robbed and almost killed the Old Bedame in the last session but escaped so I'm having her end up being used by Hargulka against the PCs so she can try and get revenge.

    I'd love to hear your thoughts on what I am proposing and to see what you have done.

    Silver Crusade

    Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

    I had always intended Hargulka's Kingdom to run parrallel to the PC's Kingdom. Though not nearly as large and advanced. Though Hargulka is a canny and cunning leader his citizens are brutal and savage trolls. The idea of building for themselves is foreign and disgusting to them. It's why Hargulka builds armies so quickly, he wants to move into the PC's Kingdom like a hermit crab. Rules wise he only owns the Dwarven Keep Hex. His Trolls often take to raiding PC kingdom farms for food and resources.

    That said your idea sounds like a lot of fun, my only concern is that if Hargulka's Kingdom is too large and self-sustaining it might overcome the PC's kingdom too easily. Mostly Hargulka's monster kingdom is an idea that Hargulka has neither the resources or forward planning to truly build. I hope to see your ideas in action though ^_^

    Silver Crusade

    Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

    Also you'll see how far Hargulka's home city has come in my next update which I hope to be done with soon.

    Shadow Lodge

    2 people marked this as a favorite.

    I forgot to mention that for my game to create a greater challenge down the line I made Hargulka an Advanced Green Half-Dragon Troll.

    I too do not want his kingdom overwhelm and overtake the PC's kingdom as their growth is slow; the kingdom's size is only 5 after one year.

    Silver Crusade

    3 people marked this as a favorite.
    Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

    Why Green? Black would be better to foreshadow Ilthuliak.


    3 people marked this as a favorite.

    Huh. My Hargulka is a half-green dragon troll Swordsage 1 (the swordsage level nets him fire resistance, thanks to a Desert Wind stance). He ties in the "dragon" theme that I've been working to integrate more thoroughly into the campaign. (Similarly, my Stag Lord had ties to dragons, including an advanced, flying tatzlewurm instead of an owlbear, among his many other changes...)


    2 people marked this as a favorite.

    I created a new creature for Hargulka's forces as well, for two reasons.

    One reason was that my PCs have seen a lot of trolls, and it seems like they're going to be fighting a lot of them, so I switched out one of the Fort encounters (2 Trolls) for a Troll Abjuror 2, same CR.

    The second reason was that I wanted King Vesket and Hargulka to meet the Sootscales and try to pressure them into an alliance, but didn't want to send the Big Boys themselves on the off chance the PCs managed to kill them (besides, only fools do kingdom business in person!), so I whipped up the Abjuror 2 to serve as his proxy.

    He's going to introduce himself as [forgot name] Earthblood, advisor to Hargulka, and if threatened will casually mention that he has no fear of acid.

    In truth, each day he selects Fire Resist 5 on merit of his Abjuration specialization; mentioning the above is a sly ploy to throw off attackers.

    Shadow Lodge

    DM_aka_Dudemeister wrote:
    Why Green? Black would be better to foreshadow Ilthuliak.

    As green he is more a product of the forest. I am also using the Margreve locations and hooks in my game so it makes better sense that a half-breed green dragon came up from the living forest to cause trouble and was found by Narissa. Plus I am using Rhoswen as the offspring of the mad Nymph Queen so going there twice would be redundant.

    Silver Crusade

    definitely borrowing these for later.

    Grand Lodge

    This is brilliant! We're going to be starting the second book soon and I can't wait to add this in!

    Thanks for posting Dudemeister!


    Pathfinder Roleplaying Game Superscriber

    This looks _very_ interesting. I'm avidly awaiting the last update.

    Thanks for sharing!

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