Goblins Wreck Kingmaker (Inactive)

Game Master Whack-a-Rogue

Hex Map
Party Loot


Quests
- Keep the Sootscale Kobolds from going to war
- Kill a tatzylwyrm and bring back its head
- Kill Tuskgutter (wild boar) and give its head to Vekkel Benzen
- Capture Falgrim Sneeg (bandit and deserter) and return to Kesten Garess

Hexcrawling
With a 30ft move speed, it'll take you 8hrs to travel through one hex. This will give you minimal information aside from terrain type and obvious landmarks. If you wish to fully explore a hex, it'll take 1-3 days depending on terrain type.

Culinary Magic
Culinary magic works much like crafting an alchemical item. The cook gathers the ingredients, prepares them according to a recipe, makes an appropriate skill check, and creates a meal that imparts magical benefits upon anyone who consumes it.

To prepare a magical dish, a character makes a Craft(culinary) check. If the Craft check is failed by 5 or less, the dish is edible but mundane and has no magical properties. If the Craft check is failed by more than 5 the dish is inedible.

A character can only benefit from one magical dish at a time except in a few rare instances. Thus, consuming an additional dish while still under the effect of a previous meal usually provides no benefit. Unless otherwise noted, magical dishes lose their power one hour after being completed and cannot be preserved for later. With all but a few recipes, leftovers lose their magical properties. Additional servings of most dishes do not provide enhanced benefits.

Recipe List
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Harvesting from Creatures: Portions of slain creatures can be harvested for later use. This requires the creature to have been identified (via the appropriate Knowledge skill) and a successful Heal check. Harvested components can be sold, used to augment spellcasting (Dryad hair boosts the CL of entangle, for example) or incorporated into crafted items (Behir scales can become electrically-resistant armor, for instance)
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Innate Bonuses:
At each character level (including 1st level), you gain one of the following endowments. Each endowment can be selected multiple times, and the bonuses stack. However, a specific endowment can only be selected once every four character levels. For example, if Thick Skin is taken at 2nd level, it can't be chosen again until 6th level.

Ability Score Increase (min 4th level): Gain a +2 enhancement bonus to a single ability score.

Armor Expertise: Select one type of armor or shield you are proficient with. When wearing an armor or shield of this type, it gains a +1 enhancement bonus to AC. Each time you select this endowment, select another type of armor or shield to gain this bonus and increase all previous instances by +1.

Elusiveness: Gain a +1 deflection bonus to AC

Resistance: Gain a +1 resistance bonus to all saving throws

Thick Skin: Gain a +1 enhancement bonus to natural armor

Weapon Expertise (min 3rd level): Select one type of weapon you are proficient with. When wielding a weapon of this type, it gains a +1 enhancement bonus to attack and damage and counts as magical for the purpose of bypassing damage reduction. Each time you select this endowment, select another type of weapon to gain this bonus and increase all previous instances by +1.