Army rules for Realm of the Fellnight Queen [minor spoilers]


Kingmaker


Realm of the Fellnight Queen is often run as an interlude between "Rivers Run Red" and "The Varnhold Vanishing".

In my game, I also used this scenario as an early introduction to mass combat rules. The antagonists of Fellnight make a very capable army. In fact, capable enough PCs might need some help - so I've included stats for some allies to aid nascent PC armies.

So, here are some stats for others to use, if they wish. Suggestions on modifications/balancing welcome.

Fellnight Army:

Spriggan Rade
XP 1200
CE Large army of Fellnight Spriggans
hp 18; ACR 4
Speed 1 (speed unaffected by woodlands); Morale 0; Consumption 1
DV 16; OM +6, ranged
Tactics expert flankers
Resources ranged weapons
Special low-light vision, mobility advantage (woodlands), plant, poison, sneak attack, spellcasting, thorn dart, thorn walk, thorny grasp, vulnerability to fire
Commander Tenzekil Braybrittle (CN gnome druid 9)
Cha. Mod +0; Prof. (soldier) 0
Leadership 9; Boons none

Special Abilities
Thorn Dart Spriggans gain the ranged weapon ability without paying additional consumption
Thorn Walk Once per day while in a forest of thorny trees, the Spriggan Rade gains the Teleportation ability (note: the Fellnight forests count as thorny trees, but Narlmarches or Verduran forest does not)
Thorny Grasp The thorny bodies of Spriggans negate the Grab special ability.
Vulnerability to Fire An army with a fire based attack (such as a fiery breath weapon, burn, or fire-based spellcasting) does an extra +1d4 damage to the Spriggan Rade on a successful attack

Allied Army:

Riders of the Verduran
XP 800
N Medium army of centaurs
hp 16; ACR 3
Speed 2; Morale 2; Consumption 1
DV 15; OM +3, ranged
Tactics cavalry experts
Resources ranged weapons
Special always treated as if they have the mounts resource, darkvision
Commander Oreius Dawnsprinter (N male centaur fighter 4)
Cha. Mod +1; Prof. (soldier) 4
Leadership 9 Boons defensive tactics

Wood elves from Gnarlmarches/Highgrove Vale
XP 600
N Medium army of elves (ranger 3)
hp 10; ACR 2
Speed 2; Morale 3; Consumption 1
DV 12; OM +2, ranged
Tactics sniper support, withdraw
Resources ranged weapons
Special combat style, favored enemy (monstrous humanoid), favored terrain (forest), low-light vision, track
Commander Lielaera Shantru (NG female elf ranger 7)
Cha. Mod +1; Prof. (soldier) 7
Leadership 8 Boons hit and run, bonus tactic (withdraw)

Fey Court
XP 600
CN Small army of fey
hp 7; ACR 2
Speed 2; Morale 5; Consumption 1
DV 19; OM +4, ranged
Tactics dirty fighters
Resources ranged weapons
Special low-light vision, notable defenses (cold iron), spellcasting
Speed 2; Consumption 1
Commander Maligorn (CN male satyr bard 5)
Cha. Mod +5; Prof. (soldier) 0
Leadership 18 Boons none

Special Abilities
Notable Defenses As per Significant Defenses, but half as effective

Community / Forums / Pathfinder / Pathfinder Adventure Path / Kingmaker / Army rules for Realm of the Fellnight Queen [minor spoilers] All Messageboards

Want to post a reply? Sign in.
Recent threads in Kingmaker
Kingmaker in 2025